Representing the Information of Multiplayer Online Battle Arena (MOBA) Video Games Using Convolutional Accordion Auto-Encoder (A 2 E) Enhanced by Attention Mechanisms
José A. Torres-León,
Marco A. Moreno-Armendáriz () and
Hiram Calvo
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José A. Torres-León: Computational Cognitive Sciences Laboratory, Center for Computing Research, Instituto Politécnico Nacional, Mexico City 07738, Mexico
Marco A. Moreno-Armendáriz: Computational Cognitive Sciences Laboratory, Center for Computing Research, Instituto Politécnico Nacional, Mexico City 07738, Mexico
Hiram Calvo: Computational Cognitive Sciences Laboratory, Center for Computing Research, Instituto Politécnico Nacional, Mexico City 07738, Mexico
Mathematics, 2024, vol. 12, issue 17, 1-19
Abstract:
In this paper, we propose a representation of the visual information about Multiplayer Online Battle Arena (MOBA) video games using an adapted unsupervised deep learning architecture called Convolutional Accordion Auto-Encoder (Conv_A 2 E). Our study includes a presentation of current representations of MOBA video game information and why our proposal offers a novel and useful solution to this task. This approach aims to achieve dimensional reduction and refined feature extraction of the visual data. To enhance the model’s performance, we tested several attention mechanisms for computer vision, evaluating algorithms from the channel attention and spatial attention families, and their combination. Through experimentation, we found that the best reconstruction of the visual information with the Conv_A 2 E was achieved when using a spatial attention mechanism, deformable convolution, as its mean squared error (MSE) during testing was the lowest, reaching a value of 0.003893, which means that its dimensional reduction is the most generalist and representative for this case study. This paper presents one of the first approaches to applying attention mechanisms to the case study of MOBA video games, representing a new horizon of possibilities for research.
Keywords: unsupervised learning; attention mechanisms; video games information (search for similar items in EconPapers)
JEL-codes: C (search for similar items in EconPapers)
Date: 2024
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