AIDec 18, 2020

Which Heroes to Pick? Learning to Draft in MOBA Games with Neural Networks and Tree Search

arXiv:2012.10171v433 citations
AI Analysis

This work tackles the complex hero drafting problem for MOBA game players and AI, especially for multi-round series, which is an incremental improvement over existing methods.

This paper addresses the hero drafting problem in MOBA games, particularly focusing on multi-round best-of-N match series where heroes cannot be re-drafted. The proposed JueWuDraft algorithm, combining neural networks and Monte-Carlo tree search, demonstrates practical effectiveness against state-of-the-art methods in Honor of Kings.

Hero drafting is essential in MOBA game playing as it builds the team of each side and directly affects the match outcome. State-of-the-art drafting methods fail to consider: 1) drafting efficiency when the hero pool is expanded; 2) the multi-round nature of a MOBA 5v5 match series, i.e., two teams play best-of-N and the same hero is only allowed to be drafted once throughout the series. In this paper, we formulate the drafting process as a multi-round combinatorial game and propose a novel drafting algorithm based on neural networks and Monte-Carlo tree search, named JueWuDraft. Specifically, we design a long-term value estimation mechanism to handle the best-of-N drafting case. Taking Honor of Kings, one of the most popular MOBA games at present, as a running case, we demonstrate the practicality and effectiveness of JueWuDraft when compared to state-of-the-art drafting methods.

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