Essays about: "Dota 2"

Showing result 1 - 5 of 12 essays containing the words Dota 2.

  1. 1. Using statistics and game knowledge to create better bots in Dota 2

    University essay from Malmö universitet/Fakulteten för teknik och samhälle (TS)

    Author : Sebastian Viro; [2021]
    Keywords : Dota 2; MOBA; AI; strategy; bots; games.;

    Abstract : Multiplayer online battle arena (MOBA) games and games in general offer developers opportunities to design and test AI to further push research within the area. MOBA is a genre that has seen an increase in popularity during recent years alongside a rapidly growing esports scene. READ MORE

  2. 2. Developing a 5v5 Framework for DotA 2 Bot Competition

    University essay from Malmö universitet/Fakulteten för teknik och samhälle (TS)

    Author : Kalle Lindqvist; Dennis Nilsson; [2020]
    Keywords : MOBA; Multiplayer online battle arena; Games; AI; 5v5 framework;

    Abstract : Multiplayer online battle arena (MOBA) games have properties that make them suitable for research in artificial and computational intelligence. MOBA games are generally played team vs team meaning planning and organizing the team is one of the most important aspects. This makes it suitable for research in artificial intelligence agent cooperation. READ MORE

  3. 3. Optimization of Acquisition Time for 177- Lu SPECT with Two Energy Windows

    University essay from Lunds universitet/Sjukhusfysikerutbildningen

    Author : Fanny Mörnsjö Centofanti; [2019]
    Keywords : Medicine and Health Sciences;

    Abstract : Background & Aim: The imaging process following the treatment of 177Lu-DOTATATE is in some medical clinics demanding on both patients and the clinic. Usually a number of images are acquired, with different time intervals to the time of injection. READ MORE

  4. 4. How do people evaluate virtual goods in social media? The case of Dota 2

    University essay from Uppsala universitet/Människa-datorinteraktion

    Author : Denis Bulygin; [2019]
    Keywords : virtual-goods; virtual-consumption; online games; purchase; evaluation;

    Abstract : Virtual purchases are the main source of revenue for developers of F2P games being a market with expected 17.4 billions of dollars volume in 2019. Despite the broad scope of research of virtual purchases, it is still unclear how the player evaluate non-functional goods. READ MORE

  5. 5. Enhancing the Value Proposition of Live Esports Consumption with AI Technology

    University essay from KTH/Industriell Marknadsföring och Entreprenörskap

    Author : Marcus Larsson; [2018]
    Keywords : AI; Consumer Value; DotA 2; Esports; MSSC; Neural Networks; PERFA; Value Proposition; AI; DotA 2; E-sport; MSSC; Neurala Nätverk; PERFA; Värdeerbjudande;

    Abstract : When a company includes a new technology or innovation into their value proposition, customers may perceive it as an enhancement or deterioration. This phenomenon was explored in this study with a case study of a present case in the esports industry. READ MORE