Free Essay

Ambot Lang

In:

Submitted By tiborldo21
Words 8057
Pages 33
Knowledge Discovery for Characterizing Team
Success or Failure in (A)RTS Games
Pu Yang⇤ and David L. Roberts†

Department of Computer Science
North Carolina State University, Raleigh, North Carolina 27695–8206
Email: ⇤ pyang3@ncsu.edu, † robertsd@csc.ncsu.edu
Abstract—When doing post-competition analysis in team games, it can be hard to figure out if a team members’ character attribute development has been successful directly from game logs. Additionally, it can also be hard to figure out how the performance of one team member affects the performance of another. In this paper, we present a data-driven method for automatically discovering patterns in successful team members’ character attribute development in team games. We first represent team members’ character attribute development using time series of informative attributes. We then find the thresholds to separate fast and slow attribute growth rates using clustering and linear regression. We create a set of categorical attribute growth rates by comparing against the thresholds. If the growth rate is greater than the threshold it is categorized as fast growth rate; if the growth rate is less than the threshold it is categorized as slow growth rate. After obtaining the set of categorical attribute growth rates, we build a decision tree on the set. Finally, we characterize the patterns of team success in terms of rules which describe team members’ character attribute growth rates.
We present an evaluation of our methodology on three real games: DotA,1 Warcraft III,2 and Starcraft II.3 A standard machine-learning-style evaluation of the experimental results shows the discovered patterns are highly related to successful team strategies and achieve an average 86% prediction accuracy when testing on new game logs.

I.

I NTRODUCTION

With the development of eSports, post-competition analysis is an important method for improving players’ skills and teams’ strategies. Game logs (game replays) are the media for post-competition analysis. The actions players perform in the game can be easily checked via game logs. Therefore, we can easily check the game logs to see which players fail at their tasks and at fulfilling the specific role they play on the team. For example, in a game of Defense of the Ancients (a popular action real time strategy game), the Support role is played by “heroes whose purpose are to keep their allies alive.
Supports will usually come with skills such as healing spells”.4
By checking the game logs to see whether or not the Supports buy the healing-enhancing items and obtain high-level healing skills, we can know if they fail at their tasks or not. However, the failure of a team strategy may not be the fault of players who fail at their assigned tasks. It may also be the fault of players who fulfill their tasks with superfluous character attribute development. Superfluous character attribute development by a player may lead to insufficient character attribute development
1 http://www.playdota.com/

2 http://us.blizzard.com/en-us/games/war3/
3 http://us.blizzard.com/en-us/games/sc2/
4 http://www.dota2wiki.com/wiki/Role

of other team members. While it may appear initially that the team’s failure was caused by the insufficient development of one member’s attributes, the true cause may have actually been the over-consumption of resources by another team member.
In this paper we present a knowledge discovery technique that will enable credit assignment for a team’s success or failure based on the resource consumption of each of its members; and that will disambiguate between a failure of a player’s own accord or the resource over-consumption of another team member. For example, in DotA there are only three lanes for players to gain experience and gold (resources needed for character attribute development). The characters in a lane share experience and gold. Usually a character who occupies an entire lane has a faster attribute development than characters who share a lane with others. Therefore, if a player’s character occupies the entire lane for an unreasonably-long period, it leads to other players’ characters having insufficient attribute development. Therefore, the team strategy fails because the other characters can not fulfill their roles.
The imbalanced attribute development of team members’ characters can not be easily investigated by checking the game logs since the game environments are highly dynamic. We present a method for discovering patterns in successful team members’ character attribute development in team games. We first model character attribute development using time series of attributes. We then find the thresholds to separate fast and slow attribute time series’ growth rates by clustering and linear regression. We create a set of categorical attribute growth rates by comparing against the thresholds. If the growth rate is greater than the threshold it is categorized as fast growth rate; if the growth rate is less than the threshold it is categorized as slow growth rate. After obtaining the set of categorical attribute growth rates, we build a decision tree on the set. Finally, we characterize the patterns of team success in terms of rules which describe team members’ character attribute growth rates.
To characterize the practicality and accuracy of our method, we tested it on game logs from three commercial games: DotA,
Warcraft III, and Starcraft II. A standard machine-learningstyle evaluation of the experimental results shows that the team members’ character attribute growth rates are highly related to successful team strategies. When testing on new game logs, the patterns of the team success in terms of conjunctions of categorical attribute growth rates can predict the game results
(win or lose) with an average of accuracy 86%.

II.

BACKGROUND

A. DotA
DotA (Defense of the Ancients) is currently one of the most popular action real-time strategy games. It is a more complex team-based multiplayer game. There are two teams in DotA: the Sentinel and the Scourge, each with five players.
Each of the players select one character from a pool of 108 to be their “hero.” Each team has an “Ancient,” a building that their opponent must destroy to win the game. In DotA, there are three lanes the characters (heroes) can take to obtain experience and gold. The experience and gold in one lane are shared by all the characters in the lane.
Different heroes have different capabilities and have differing abilities to fill certain roles on their team. All characters
(heroes) in DotA can be categorized into four major roles:
Carry, Ganker, Pusher, and Support. Additionally, each hero has four major attributes: Agility, Damage, Intelligence, and
Strength. Experience and gold can be used to enhance the four attributes. Attributes increase when upgrading or buying certain items. A Carry is “the hero that a team rallies around late in the game. They are the ones expected to have the highest number of hero kills for their teams. Carries typically lack early game power, but they have strong scaling skills; thus, they are highly dependent on items in order to be successful.”4 Gankers are “heroes with abilities that deliver long duration crowd control (ability that prevent, impede, or otherwise inhibit a Hero from acting) or immense damage early in the game. Their goal is to give the team an early game advantage during the farming phase by killing enemy heroes in their proper lanes.”4 Pushers are “heroes who focus on bringing down towers quickly, thereby acquiring map control.
If they succeed, they often shut down the enemy carry by forcing them away from farming. They typically have skills that fortify allied creep waves, summon minions, or deal massive amounts of damage to enemy towers.”4 Supports are
“heroes whose purpose are to keep their allies alive and give them opportunities to earn more gold and experience. Supports will usually come with skills such as healing spells or skills that disable enemies. Supports are not dependent on items, and thus, most of their gold will be spent on items such as Animal
Courier, Observer Ward, Sentry Ward, and Smoke of Deceit.”4
Agility, Damage and Strength are all equally important to the Carry. So the Carry is the most resource-hungry member of the team. The Carry always needs to occupy an entire lane by themselves for farming.4 Intelligence is the most important attribute to the Gankers, Pushers, and Supports. Unlike the resource-hungry Carry, these three roles share the other two lanes. If one of these three roles consumes too many resources related to any attribute other than Intelligence, the Carry will have insufficient attribute development, which generally leads the team losing.
B. Warcraft III and Starcraft II
Warcraft and Starcraft are two popular real-time strategy
(RTS) video games released by Blizzard Entertainment. In RTS games, players coordinate and control worker units to gather resources (such as gold and lumber in Warcraft and minerals and gas in Starcraft). With the resources’ income, players can purchase or construct additional structures and units to grow

their strength. The resources in a game are finite. So, when playing a team game such as a 2-vs-2 game, it is critical to have balanced player military strength development in the team. Although there is no “role” in RTS team games, the attribute growth rates patterns exist in the RTS team games.
Military strength can be represented explicitly (as in capacity to inflict damage) or implicitly (as in the quantity of resources possessed). So, In Warcraft team games, each player has four attributes: Gold, Lumber, Population, and Damage. In Starcraft team games, each player has four attributes: Mineral, Gas,
Population, and Damage. Due to the complex game dynamics and team strategies, finding successful team members’ attribute development is a difficult task, a skill often taking professional players years to develop.
III.

R ELATED W ORK

To our knowledge this is the first effort to use a knowledge acquisition technique on game log data to obtain descriptions of successful strategies; however, building models of player behavior in general in games is not new. See Smith et al. [1] for an extensive survey of player modeling.
Limited work has focused specifically on build order.
Kovarsky and Buro [2] is the earliest work introducing the build order optimization problem for real-time strategy games in 2006. They discuss how to deal with object creation and destruction in Planning Domain Definition Language (PDDL), the language used in the automated planning competitions.
They apply planning to two problems: how to produce a certain number of units with less time and how to maximize the number of units produced within a predefined time period. The system they build is appropriate to develop build orders in an offline environment. In 2007, Chan et al. [3] developed an online planner for build order, focusing on resource collection in the RTS game of Wargus (an open source clone of Warcraft
2). Wargus is simple version of Starcraft because resource collection is simpler and the number of possible actions is small. Chan et al. employed means-end analysis scheduling to generate build order plans. The plans generated are not optimal because of the complex nature of the rescheduling problem. However, in some scenarios, they can beat plans generated by human players. Weber and Mateas [4] present a case-based reasoning technique for selecting build orders in the Starcraft RTS game. They apply conceptual neighborhoods to feature vectors in case-based reasoning in imperfect information game environments. Their experimental results show their method outperforms nearest-neighbor retrieval in imperfect information RTS games. As more research was done in this area, Branquinho and Lopes [5] proposed a new approach by combining Means-end analysis with Partial order planning (MeaPop) and Search and Learning A* (SLA*). Their method achieves plans with better plan duration. However,
SLA* requires more time for scheduling some plans. Their methods are only being applied to Wargus, because StarCraft requires far more units and is therefore far more complex.
Churchill and Buro [6] present heuristics and abstractions to solve build order problems in StarCraft. The heuristic and abstractions reduce the search effort and speed up the search, which produce near optimal plans in real-time. They test their method on an actual game-playing agent and the experimental results show the efficacy by comparing real-time performance with that of professional players.

Character
Attributes
Development

modeled

Time Series of
Attributes

standardized

Standardized
Time Series of
Attributes

clustering&linear-regression
Patterns of the Team
Success in terms of
Conjunctions of Attribute
Growth Rates

decision-tree

Slow and Fast
Attribute Growth
Rates

Fig. 1: The complete workflow. Character attribute development is modeled as attribute time series. Then the standardized time series are clustered and linear-regression is used to separate time series into fast and slow attribute growth rates. Finally, the patterns of the team success in terms of conjunctions of categorical attribute growth rates are extracted from the rules created by a decision tree model.

IV.

M ETHODOLOGY

Our knowledge discovery approach for identifying patterns of attribute growth consistent with successful team play involves the following steps (which are represented in Figure 1):
1)
2)
3)

4)

A character’s development is represented using it’s attributes, the values of which evolve over time. The values may, or may not, evolve at regular intervals.
The attribute time series are made uniform in length by either up- or down-sampling and they are also normalized. The thresholds to separate fast and slow attribute growth rates are found using clustering and linear regression. A set of categorical attribute growth rates are created by comparing against the thresholds. If the growth rate is greater than the threshold, it is categorized as fast growth rate; if the growth rate is less than the threshold, it is categorized as slow growth rate.
After obtaining the set of categorical attribute growth rates, a decision tree on the set is built. The input of the decision tree is the set of categorical attribute growth rates. The output of the decision tree is the rules in terms of conjunctions of categorical attribute growth rates that are predictive of team success. The patterns of the team success are characterized in terms of rules which describe team members’ character attribute growth rates.

games, there are multiple characters per team and at least two teams per game. Thus, a single game is actually modeled using a (potentially large) number of time series.
B. Standardizing Time Series
Different games result in time series of varying length and amplitude. Thus, to make the time series comparable between games, we re-sample to make them uniform length and normalize the values between 0 and 1.
To put all of the time series into uniform length we compute the average length of all the time series we have access to.
Then we down- or up-sample each of the time series to be that length. We assume that the important information in the time series is contained in the local maxima and minima values. Therefore, when we down- or up-sample the time series, we always keep the local extremal values and interpolate or smooth the values in between. When up-sampling the time series, we interpolate additional values between the extremal values. When down-sampling the time series, we uniformly eliminate values between local extremal values to decrease the length to the average. There are two reasons to compute average instead of cutting to the minimal game length. First, some games are too short. If we cut to the minimal game length, the long games are down-sampled too much and may lose important information. Second, the majority of game lengths are near the average. Therefore, it is reasonable to use average.
Once the time series are of uniform length, we have to normalize their values to account for uncertainty. We normalize the values to be between 0 and 1 by the formula: n(x, S) =

x minS maxS minS

(1)

where x is the original value of time series S, maxS is the global maximal value of the time series, and minS is the global minimal value of the time series. n(x, S) is then the normalized value of x.
C. Labeling Fast or Slow Attribute Growth Rates
In order to discover patterns of the team success in terms of conjunctions of categorical attribute growth rates, we first need to label time series of attributes with their growth rate.
In this case, we focus on two growth rates: fast and slow. We use a clustering algorithm to group time series based on their growth rates.

Characters’ attributes evolve over time in response to events in the game. These events may occur at irregular intervals, making feature-based modeling difficult. Therefore, we model the development of characters’ attributes as time series. These attributes are sampled at (possibly non-uniform) intervals to create time series data. Time series data have a natural temporal ordering which captures the variances in the attribute development. Patterns in the ways these attributes evolve over time form the basis upon which we can draw conclusions.

There are many clustering algorithms, including K-means
[7], DBSCAN [8], SOM [9], BIRCH [10], and CURE [11].
Among them, K-means partitions n observations into k clusters in which each observation belongs to the cluster with the nearest mean. The nearest mean is represented by a centroid within the cluster. Because of this, for the work described in this paper we use K-means with k = 2. We use Euclidean distance between the uniform-length and normalized time series to measure similarity for the K-means clustering algorithm.
Each cluster has a centroid that is representative of the attribute growth rates of all time series belonging to the cluster.

Note that we are modeling each character based on a number of attributes and that because we are interested in team

After we obtain the centroids of the clusters for each attribute, we use linear regression to find the growth rate

A. Modeling Character Attribute Development as Time Series

(LMSLR_Centroid1+LMSLR_Centroid2)/2:
0.01055*timestamp

standardized value

standardized value

LMSLR_Centroid2: 0.0116*timestamp

LMSLR_Instance2: 0.011*timestamp
TS_Instance2

0.01055*timestamp

Fast Growth Rate Area
Growth Rate >= 0.01055

LMSLR_Centroid1: 0.0095*timestamp

LMSLR_Instance1: 0.0062*timestamp

Slow Growth Rate Area
Growth Rate < 0.01055

TS_Instance1

timestamp

Fig. 2: How to find fast and slow growth rate areas. The two centroids of the two clusters: Centroid1 and Centroid2.
The corresponding two LMSLRs are: LMSLR Centroid1 =
0.0095*timestamp and LMSLR Centroid2 = 0.0116*timestamp. The solid line is the decision boundary between the fast and slow growth rate areas.

values of cluster centroids. For the regression, the independent variable is timestamp and the dependent variable is the corresponding value of the centroid. We use Least Median Squared
Linear Regression (LMSLR) [12] to obtain the underlying linear formula of each centroid time series. The reason we choose LMSLR is that it always gives us one stable solution.
Note the generated centroid of the cluster is also a standardized time series.
For example, in Figure 2, the two centroids of the two clusters are: Centroid1 and Centroid2. The corresponding two LMSLRs are: LMSLR Centroid1 = 0.0095*timestamp and LMSLR Centroid2 = 0.0116*timestamp. Because we are primarily interested in the rate at which characters’ attributes change over time as a predictor of their team role fulfillment, we omit the intercept part of the LMSLR linear model and focus on the slope. So, the growth rate of Centroid1 is 0.0095 and the growth rate of Centroid2 is 0.0116. We then compute the decision boundary between fast and slow growing time series by taking the average of the two slopes. In this case, the decision boundary is 0.01055. So, a growth rate >= 0.01055 is in the fast growth rate area; a growth rate < 0.01055 is in the slow growth rate area. Once the decision boundary has been identified, each of the time series that fall below the decision boundary are labeled as slow growing and those above are labeled as fast growing. This process is depicted graphically in Figure 3. The simple scheme of averaging the centroids’ slopes works to create a decision boundary for k=2; however, the same basic principle of constructing decision boundaries between neighboring cluster centroids could apply to arbitrary numbers of clusters.
D. Discovering Patterns of the Team Success in terms of
Conjunctions of Categorical Attribute Growth Rates
After finding the thresholds to separate fast and slow attribute time series’ growth rates by clustering and linear

timestamp

Fig. 3: How to label time series with fast or slow growth rate. Two instances of the time series: TS Instance1 and
TS Instance2 (dotted curves). The corresponding two LMSLRs (bottom and top solid lines) are: LMSLR Instance1
= 0.0062*timestamp and LMSLR Instance2 = 0.011*timestamp. TS Instance1 is labeled with slow attribute growth rate.
TS Instance2 is labeled with fast attribute growth rate.

regression and creating the set of categorical attribute growth rates, we build a decision tree on the set.
The decision tree builds a classifier with a tree structure from the instances in the set. The tree leaves represent a team win or loss. The tree branches represent conjunctions of categorical attribute growth rates that lead to those wins or loses. The decision tree algorithm we used is C4.5 [13]. The
C4.5 algorithm uses “information gain” [14] as the splitting criterion for splitting the branch. At each splitting, the decision tree algorithm chooses the categorical attribute growth rate providing the maximum reduction in uncertainty about the team win or loss. So, the categorical attribute growth rate at the root of the tree is the one with the maximum information gain, and is therefore the best predictor. The categorical attribute growth rate used at the second level of the tree is the next best predictor given the value of the first [15].
After we build a decision tree model, tracing a path from the root to the leaves enables us to obtain the rules that are predictive of team success. Therefore, we can characterize the patterns of team success in terms of rules which describe team members’ character attribute growth rates.
The C4.5 decision tree algorithm outputs a tree with many nodes, and therefore has a lot of rules; however, some of the branches do not represent enough examples to be generalizable. Therefore, we have two criteria for choosing the rules: confidence and support. Confidence is the percentage of games represented by the node in the decision tree that result in a win for one of the teams. Support is the number of games represented by the node in the decision tree. The higher the confidence, the more accurate the rule is. The higher the support, the more general the rules is. A rule is created by tracing the path of the decision tree from the root to a leaf which is above the thresholds for confidence and support.

V.

E XPERIMENTS

We tested our approach on game logs from three commercial games: DotA, Warcraft III, and Starcraft II. Moreover, we did a machine-learning-style evaluation to validate that the patterns of team success in terms of rules which describe team members’ character attribute growth rates achieve 86% prediction accuracy on average when testing on new game logs.
Here we will report the results of experiments using this technique on the three games listed above. DotA, being a fiveon-five team game presents the most complexity and has more subtle strategies than the other two games. Therefore, we will devote a deeper analysis to DotA than the other games to demonstrate the subtle information our method is capable of capturing. Results from the other two games will demonstrate the generalizability of this approach.
A. DotA
We collected a total of 2,863 game logs played between
06/21/2010 and 02/14/2012. We used a crawler, NCollector
Studio,5 developed by Calluna Software to obtain the game logs from GosuGamers.6 GosuGamers is an online community for DotA players covering some of the largest international professional and amateur gaming events. It contains an online database with logs from professional tournaments. The logs contain the information needed to generate the time series of representative attributes. When converting these binary logs to text-based game logs, we can obtain game length, game result, each player’s character, the timestamps of each character’s upgrading, and the timestamps and amount of gold for each purchased item.
There are 108 characters in DotA. According to tasks they perform in the game, they can be categorized into four major roles: Carry, Ganker, Pusher, and Support. According to strategy recommendations from the official DotA documentation, each team has only one Carry4 , at least one Ganker4 , at least one Pusher4 , and at least one Support4 . Therefore, we analyzed three team compositions. Since five players control five characters to form a team, the three possible team compositions are: 1)
2)
3)

one Carry, two Gankers, one Pusher, and one Support one Carry, one Ganker, two Pushers, and one Support one Carry, one Ganker, one Pusher, and two Supports

Recall that each of the team’s five players has their own set of four attributes: agility, damage, intelligence, and strength.
We filtered each of the four time series per character to be of uniform length and we normalized the values according the procedure described above. The result was a set of character attribute time series for each character that consisted of 60 time steps.
We applied the K-means clustering algorithm (K = 2) and least median squared linear regression to find the thresholds to separate fast and slow attribute time series’ growth rates.
After creating the set of categorical attribute growth rates by comparing against the thresholds, we built a decision tree on the set.
5 http://www.calluna-software.com/

6 http://www.gosugamers.net/dota/replays/

B. DotA Results
To obtain the rules from the decision tree, we used a confidence threshold of 70% and used 250 for the amount of support needed. The thresholds are usually adopted by the data-miners. In the future, we will use algorithms to find the best threshold values. Table I shows the summary of the patterns of the team success in terms of conjunctions of categorical attribute growth rates extracted from the rules created by the decision tree.
Once the decision tree has been constructed, it can be used to classify whether or not an individual player’s progress was supportive or disruptive of success overall. Assuming a DotA team has played with one of the three combinations of player roles we examined in this work, they could take our model and rapidly perform a post-competition analysis of their play. If they are using a different combination of roles, they can always rebuild the clusters, decision boundary, labels, and decision tree model using a corpus with examples of the team play dynamics they use.
Due to space constraints, we are unable to discuss all discovered patterns. Here, we will describe two extracted rules in detail as examples of how this approach allows us to describe character performance. For pattern 2: “IF G-Str <
0.01055 and G-Int > 0.01085 THEN team (composed of one
Carry, two Gankers, one Pusher, and one Support) wins with
89.1% chance.” Gankers do not invest resources to develop their Strength attribute, they invest resources to develop their
Intelligence attribute by which they use magic to stop opponents from farming resources and to enhance their teammates’ farming, especially resource-hungry Carries. Moreover, they save strength resources which are less important to the Ganker for a team win and provide opportunities (farming lanes) to other teammates. Pattern 7: “IF G-Int > 0.01085 and P-Int >
0.01125 THEN team (composed by one Carry, one Ganker, two Pushers, and one Support) wins with 86.7% chance.” The team with two Pushers means the team’s strategy focuses on destroying towers as quickly as possible (a “quick-rush” team strategy). The Pusher is the role to take responsibility for destroying (pushing in DotA slang) towers using magic skills.
So, a fast growth rate for a Pusher’s Intelligence is essential to this team’s strategy. However, a Pusher is very vulnerable to other roles like Carry and Ganker. So, in order to achieve the
“quick-rush” team strategy, teammates must try their best to protect Pushers. The Ganker must deliver long duration crowd control via magic skills (Intelligence attribute) to save enough time for the Pusher to escape the battlefield. Therefore, a fast growth rate of the Pusher’s Intelligence and a fast growth rate of the Ganker’s Intelligence are essential to the “quick-rush” team strategy. The fast growth rates of other attributes are not necessary for the “quick-rush” team strategy.
We can also obtain more interesting knowledge by comparing all discovered patterns in Table I.
First, Carry is the only role which doesn’t appear in all patterns, although Carry is the role which carries and leads a team to victory. This indicates the DotA game is a highly teamoriented game. Although Carry bears the responsibility for ultimate victory, the outcome highly depends on the attribute growth patterns of the other roles.
Second, Table I shows growth rate patterns of Gankers are

TABLE I: Summary of the patterns of the team success in terms of conjunctions of categorical attribute growth rates for DotA extracted from the rules created by the decision tree. The confidence threshold we used is 70%. The support threshold we used is 250. C, G, P, S means Carry, Ganker, Pusher, Support individually. 1C+2G+1P+1S means team has one Carry, two Gankers, one Pusher, and one Support. Agi, Dam, Int, Str means Agility, Damage, Intelligence, Strength individually. Win means the team wins the game. The numeric value in the IF statement is the decision boundary between fast and slow growth rate areas.
Team Compositions
1C+2G+1P+1S

1C+1G+2P+1S

1C+1G+1P+2S

Win Confidence
75.8%
89.1%
84.7%
84.9%
76.2%
78.3%
86.7%
72.8%
77.4%
81.0%
85.1%
75.3%
87.8%

Patterns of the Team Success in terms of Conjunctions of Categorical Attribute Growth Rates
1. IF G-Str < 0.01055 THEN Win
2. IF G-Str < 0.01055 and G-Int > 0.01085 THEN Win
3. IF G-Str < 0.01055, G-Int < 0.01085, and S-Int < 0.0103 THEN Win
4. IF G-Str < 0.01055 and G-Int > 0.01085 THEN Win
5. IF G-Str < 0.01055, G-Int < 0.01085, and G-Dam > 0.00645 THEN Win
6. IF G-Int > 0.01085 THEN Win
7. IF G-Int > 0.01085 and P-Int > 0.01125 THEN Win
8. IF G-Int > 0.01085 and G-Str > 0.01055 THEN Win
9. IF G-Int > 0.01085, P-Int > 0.01125, and P-Str < 0.0126 THEN Win
10. IF G-Int > 0.01085, P-Int > 0.01125, P-Str < 0.0126, and S-Int < 0.0103 THEN Win
11. IF S-Int < 0.0103 THEN Win
12. IF S-Int < 0.0103 and G-Int > 0.01085 THEN Win
13. IF S-Int < 0.0103, G-Int > 0.01085, and P-Str < 0.0126 THEN Win

highly associated with a team’s game results. The reason is that
Gankers are heroes with abilities that deliver long duration crowd control or immense damage early in the game. Their goal is to give the team an early game advantage during the farming phase by killing enemy heroes in their proper lanes.
Their main role is to stop opponents from farming resources and to provide a good environment for teammates to farm as quickly as possible. Since Gankers mainly depend on magic skills (the Intelligence attribute) to play well, it is unsurprising that the Ganker’s Intelligence attributes occurs in 12 out of 13 optimal growing patterns in Table I.
Third, team strategies can be reflected by the patterns. For example, if a team’s composition is one Carry, two Gankers, one Pusher, and one Support, the attribute growth rate patterns
(patterns 1 to 5) mention 11 roles and 10 of the 11 in those patterns are Gankers. So, the team strategy mainly lies in the Gankers’ growth rate patterns. The team strategy is to let Gankers kill as many enemy heroes as possible and gain an early game advantage during the farming phase. If the
Ganker is successful, the team’s Carry will gain a significant advantage while the opponent’s Carry will be suppressed. If a team composition is one Carry, one Ganker, two Pushers, and one Support, the attribute growth rate patterns (patterns 6 to
10) mention 12 roles and 5 of the 12 roles in the patterns are
Pushers. The team strategy mainly focuses on Pushers’ growth rate patterns. The team strategy is to let Pushers bring down towers quickly and shut down the enemy Carries by forcing them away from farming. If a team composition is one Carry, one Ganker, one Pusher, and two Supports, the attribute growth rate patterns (patterns 11 to 13) mention 6 roles and 3 of the
6 roles are Supports. The team strategy is to let Supports keep their allies alive and give them opportunities to earn more gold and experience.
We performed 10-fold cross-validation to validate the accuracy of our model. The results are presented in Table
II. Because DotA is an adversarial game, this is a binary classification problem: team Sentinel wins or loses (which is the same as a Scourge win). This arbitrary choice didn’t affect the accuracy. If the Sentinel team wins it is a true positive (TP).

TABLE II: Summary of results of 10-fold cross-validation evaluation metrics across three team compositions in DotA.
C means Carry; G means Ganker; P means Pusher; S means
Support. 1C+2G+1P+1S means team has one Carry, two
Gankers, one Pusher, and one Support. Classification accuracy
(CA), Sensitivity (Sens), Specificity (Spec).
Team Compositions
1C+2G+1P+1S
1C+1G+2P+1S
1C+1G+1P+2S

CA
0.8322
0.8290
0.8438

Sens
0.8564
0.8532
0.9055

Spec
0.8037
0.7980
0.7510

If the Scourge team wins it is a true negative (TN). Table II shows all values are above 0.75 for all team compositions. The average accuracy is 83.5%.
C. Warcraft III
We collected a total of 2,325 2-vs-2 game logs from a
Warcraft III replays website.7 There are four races a player can choose: Human, Night-elf, Orc, and Undead. So, there are
4⇤4 = 16 possible team compositions for a 2-player-team. We represented each player as four attribute time series. The four attributes we used are Gold, Lumber, Population, and Damage.
The average game length is 32 timesteps. Therefore, we up- or down-sampled the attribute time series to be 32 samples long using the procedure described above. As before, we applied the K-means clustering algorithm, found the decision boundary between fast and slow attribute growth rates, created the set of categorical attribute growth rates, and constructed the decision tree model.
D. Warcraft III Results
To obtain the rules from the decision tree, we used confidence threshold 70% and 250 for the amount of support needed. Due to space constraints, we are unable to list all
7 http://w3g.replays.net/

TABLE III: Summary of the patterns of the team success in terms of conjunctions of categorical attribute growth rates for Warcraft
III extracted from the rules created by the decision tree. The confidence threshold we used is 70%. The support threshold we used is 250. H, N, O, U means Human, Night-elf, Orc, Undead individually. Gol, Lum, Pop, Dam means Gold, Lumber, Population,
Damage individually. 1H+1O means team has one Human race and one Orc race. Win means the team wins the game. The numeric value in IF statement is the decision boundary between fast and slow growth rate areas.
Team Compositions
1H+1O

Win Confidence
75.1%
88.7%
94.1%
96.2%

Patterns of the Team Success in terms of Conjunctions of Categorical Attribute Growth Rates
1. IF H-Pop < 0.0317 THEN Win
2. IF H-Pop < 0.0317 and O-Gol > 0.0249 THEN Win
3. IF H-Pop < 0.0317, O-Gol > 0.0249, and H-Dam > 0.0403 THEN Win
4. IF H-Pop < 0.0317, O-Gol > 0.0249, and O-Pop < 0.0645 THEN Win

discovered patterns for all 16 team compositions. So, we use
1H+1O team composition as an example. The top four patterns are listed in Table III. From it, we can conclude Human’s population is critical to the team. The Human’s Population attribute growth rate should not be greater than 0.0317. In that case, the team has a 75.1% chance to win. The Orc’s gold is second-most critical to the team. When the Orc’s Gold attribute growth rate is greater than 0.0249, the team increases its chance to win by 13%. Furthermore, when the team also makes the Human’s Damage growth rate greater than 0.0403 or the Orc’s Population growth rate less than 0.0645, the team’s chance of winning increases by 19% or 21% respectively.
We performed 10-fold cross-validation to validate the reliablity of our patterns of growth rates. Because Warcraft III is an adversarial game, this is a binary classification problem: team win or loss. If a team wins it is a true positive (TP).
If the other team wins it is a true negative (TN). The average accuracy is 87%. The sensitivity is 0.88; the specificity is 0.91; the AUC is 0.89.
In order to compare, we additionally collected 3,564 1vs-1 game logs from the same Warcraft III replays website and repeated the above procedures. We found no rules above the 70% confidence and 250 support thresholds. Therefore, the patterns of the team success in terms of conjunctions of categorical attribute growth rates are common in team games and are not common in non-team games. The reason is that in non-team games the attribute growth rates (resources obtainment) are more free than in team games. In non-team games different individual strategies have different attribute growth rates.
E. Starcraft II
We collected a total of 1,847 2-vs-2 game logs from three
Starcraft II replay websites.8 There are three races a player can choose: Protoss, Terran, and Zerg. Therefore, there are 3⇤3 = 9 team compositions for a 2-player-team. We represented each player as four attribute time series. The four attributes we used are Minerals, Gas, Population, and Damage. Since different armor reduces different damage, we use raw damage value.
The average game length is 29 timesteps. Therefore, we up- or down-sampled the attribute time series to be 29 samples long using the procedure described above. As before, we applied the K-means clustering algorithm, found the decision boundary between fast and slow attribute growth rates, created the set of
8 http://www.gosugamers.net/starcraft2/replays/, http://www.gamereplays.org/starcraft2 http://www.sc2win.com/,

categorical attribute growth rates, and constructed the decision tree model.

F. Starcraft II Results
To obtain the rules from the decision tree, we used confidence threshold 70% and 200 for the amount of support needed. Due to space constraints, we are unable to list all the discovered patterns for all nine team compositions. So, we use 1T+1Z team composition as a representative example.
The top four patterns are listed in Table IV. In 1T+1Z team composition, the Zerg’s Population is important which is consistent to most Zerg’s tactics. Since Zerg’s units are relatively cheaper than Protoss’s and Terran’s, the Zerg’s tactics usually involve a large amount of units. When the Zerg’s
Population attribute growth rate is greater than 0.029, the team has a 73.3% chance to win. Since a large amount of units consume both population and minerals, the team’s chance of winning increases to 86% when the Zerg’s Minerals attribute growth rate is greater than 0.0582. By comparing pattern 2 and 3, the team’s win chance goes up to 94.7% when the
Terran’s Damage attribute growth rate is greater than 0.0403.
Interestingly, if the Terran’s Minerals attribute growth rate is greater than 0.0582 and the Terran’s Population growth rate is less than 0.0629, the team still can have a 94.4% chance of winning. The reason is likely that when the Terran increases harvesting minerals quickly but maintains a slow population growth, they are able to invest resources in high-tech. With the Zerg’s population advantage and the Terran’s technology advantage, the team can achieve an overall advantage over their opponent. We performed 10-fold cross-validation to validate the reliability of our patterns of growth rates. Because Starcraft II is also an adversarial game, this is also a binary classification problem: a team wins or loses. If a team wins it is a true positive (TP). If the other team wins it is a true negative
(TN). The average accuracy is 86%. The sensitivity is 0.90; the specificity is 0.83; the AUC is 0.85.
In order to compare, we also collected 2,450 1-vs-1 game logs from the same three Starcraft II replay websites and performed the above procedures. We also found no rules above the 70% confidence and 200 support thresholds. Therefore, we also can draw the same conclusion as in Warcraft III that patterns of the team success in terms of conjunctions of categorical attribute growth rates are common in team games and not in non-team games.

TABLE IV: Summary of the patterns of the team success in terms of conjunctions of categorical attribute growth rates for Starcraft
II extracted from the rules created by the decision tree. The confidence threshold we used is 70%. The support threshold we used is 200. P, T, Z means Protoss, Terran, Zerg individually. Min, Gas, Pop, and Dam means Minerals, Gas, Population, and
Damage individually. 1T+1Z means the team has one Terran race and one Zerg race. Win means the team wins the game. The numeric value in IF statement is the decision boundary between fast and slow growth rates areas.
Team Compositions

Win Confidence
73.3%
86.4%
94.7%
94.4%

1T+1Z

VI.

Patterns of the Team Success in terms of Conjunctions of Categorical Attribute Growth Rates
1. IF Z-Pop > 0.0290 THEN Win
2. IF Z-Pop > 0.0290 and Z-Min > 0.0582 THEN Win
3. IF Z-Pop > 0.0290, Z-Min > 0.0582, and T-Dam > 0.0403 THEN Win
4. IF Z-Pop > 0.0290, T-Min > 0.0582, and T-Pop < 0.0629 THEN Win

F UTURE W ORK

There are a number of exciting avenues for future research. First, to determine how successfully we can guide the gameplay of using players with different skill levels (novice, median, expert) using the patterns of successful attribute growth rates. Second, we would like to further validate our rules with professional players to further double-check or filter the patterns in successful team members’ character attribute growth rates and create a knowledge base. This knowledge base can be used to guide professional players’ training progress and amateur players’ learning progress. Third, our method has three free parameters: confidence, support and the number of clusters. One avenue of future research involves using an optimization algorithm, such as a genetic algorithm
[16] or randomized hill climbing [17], to determine the best values for these parameters. This way, we can ensure that there is a solid reasoning behind picking a specific threshold value.
Lastly, we hope to use the knowledge learned from discovering how effective team members play to set goals for AI game agents that will help them play more successfully.

We have shown it is possible to discover the patterns of the team success in terms of conjunctions of categorical attribute growth rates in team games using data only. The only knowledge engineering in our method involves formatting the data properly and contains no value judgements or expert opinions. By moving away from knowledge-based methods, we can make post-competition analysis for players more efficient. With our technique, they can easily investigate which characters do harm to other characters. This is hard to figure out directly from the game logs without our method.
R EFERENCES
[1]
[2]
[3]
[4]
[5]

VII.

C ONCLUSION

In this paper, we have introduced an approach for automatically discovering patterns in successful team members’ character attribute development in team games. We first model the team members’ character attribute development using attribute time series. We then cluster the standardized time series of attributes into two clusters: time series indicative of fast attribute growth rates and time series indicative of slow attribute growth rates. Linear regression is used to find the growth rate values of cluster centroids of both the fast cluster and the slow cluster. Finally, we characterize the patterns of the team success in terms of conjunctions of categorical attribute growth rates by building a decision tree model. The enemy team composition and players performance impact the attribute growth rates. For example, a team of players play differently when they face a different enemy team composition, which is reflected by the game logs. Since our method is based on the game logs, the impact of different enemy team compositions and players performance is considered completely.
In this work we opted to use just two growth rates (fast and slow) for our analysis; however, there is no limitation in the technique that requires it. While the results we got using just two growth rates were highly accurate, it would be interesting for future work to examine the effects of using different numbers of growth rate clusters.

[6]
[7]
[8]

[9]
[10]
[11]
[12]
[13]
[14]
[15]
[16]
[17]

H. S. Adam, Lewis and Sullivan, “An Inclusive Taxonomy of Player
Modeling,” UCSC-SOE-11-13, 2011.
A. Kovarsky and M. Buro, “A First Look at Build-order Optimization in Real-Time Strategy Games,” in GameOn Conference, 2006.
H. Chan, A. Fern, S. Ray, N. Wilson, and C. Ventura, “Online planning for resource production in real-time strategy games,” in ICAPS, M. S.
Boddy, M. Fox, and S. Thi´ baux, Eds. AAAI, 2007, pp. 65–72. e B. G. Weber and M. Mateas, “Case-based reasoning for build order in real-time strategy games,” in AIIDE, C. Darken and G. M. Youngblood,
Eds. The AAAI Press, 2009.
A. A. B. Branquinho and C. R. Lopes, “Planning for resource production in real-time strategy games based on partial order planning, search and learning,” in Systems Man and Cybernetics (SMC). IEEE, 2010.
D. Churchill and M. Buro, “Build order optimization in starcraft,” in
AIIDE, V. Bulitko and M. O. Riedl, Eds. The AAAI Press, 2011.
J. MacQueen, “Some methods for classification and analysis of multivariate observations,” in Proc. of the 5th Berkeley Symp. on Mathematics
Statistics and Probability, L. M. LeCam and J. Neyman, Eds., 1967.
M. Ester, H. P. Kriegel, J. Sander, and X. Xu, “A density-based algorithm for discovering clusters in large spatial databases with noise,” in Proceedings of the 2nd International Conference on Knowledge
Discovery and Data Mining, 1996.
T. S. H. T. Kohonen and M. R. Schroeder, Self-Organizing Maps, 3rd ed.
Springer-Verlag, December 2000.
T. Zhang, R. Ramakrishnan, and M. Livny, “BIRCH: an efficient data clustering method for very large databases,” in Proceedings of
International Conference of Management of Data, June 1996.
S. Guha, R. Rastogi, and K. Shim, “CURE: an efficient clustering algorithm for large databases,” ACM SIGMOD Record, 1998.
P. J. Rousseeuw, “Least median of squares regression,” American
Statistical Association Journal, vol. 79, pp. 871–880, 1984.
J. R. Quinlan, “C4.5: Programs for Machine Learning,” Morgan Kaufmann Publishers, 1993.
T. M. Mitchell, Machine Learning. The Mc-Graw-Hill Inc., 1997.
J. R. Quinlan, “Induction of decision trees,” Mach. Learn., vol. 1, no. 1, pp. 81–106, Mar. 1986.
M. Mitchell, An Introduction to Genetic Algorithms. Cambridge, MA,
USA: MIT Press, 1998.
S. Russell and P. Norvig, Artificial intelligence: a modern approach
(2nd edition). Prentice Hall.

Similar Documents

Premium Essay

Avatar

...By 2154, humans have severely depleted Earth's natural resources. The Resources Development Administration (RDA) mines for a valuable mineral – unobtanium – on Pandora, a densely forested habitable moon orbiting the gas giant Polyphemus in the Alpha Centauri star system.[12] Pandora, whose atmosphere is poisonous to humans, is inhabited by the Na'vi, 10-foot tall (3.0 m), blue-skinned, sapient humanoids[34] who live in harmony with nature and worship a mother goddess called Eywa. To explore Pandora's biosphere, scientists use Na'vi-human hybrids called "avatars", operated by genetically matched humans; Jake Sully, a paraplegic former marine, replaces his deceased twin brother as an operator of one. Dr. Grace Augustine, head of the Avatar Program, considers Sully an inadequate replacement but accepts his assignment as a bodyguard. While protecting the avatars of Grace and scientist Norm Spellman as they collect biological data, Jake's avatar is attacked by a thanator and flees into the forest, where he is rescued by Neytiri, a female Na'vi. Witnessing an auspicious sign, she takes him to her clan, whereupon Neytiri's mother Mo'at, the clan's spiritual leader, orders her daughter to initiate Jake into their society. Colonel Miles Quaritch, head of RDA's private security force, promises Jake that the company will restore his legs if he gathers intelligence about the Na'vi and the clan's gathering place, a giant arboreal called Hometree,[35] on grounds that it stands above the richest...

Words: 729 - Pages: 3

Premium Essay

Avatar

...Storyline: In the year 2154, the RDA Corporation plans to explore Pandora, an earth-like moon situated at a distant galaxy for its rich abundance of unobtanium - a valuable mineral. The planet is inhabitant by Na ‘vi, a blue skinned species which are human like with feline characteristics. As Pandora’s atmosphere does not any human survival, scientists create human-Na’vi hybrids known as Avatars. These avatars are controlled by genetically matched human operators. Jake Sully was sent as a replacement for his identical twin brother who was recently murdered. Jake is a paraplegic war veteran. Dr. Grace Augustine who is the head of the Avatar Program appoints Jake as a bodyguard. In Pandora, Jake escorts Augustine and biologist Norm Spellman. The group was attacked by a large predator and eventually Jake gets separated from his team. Later, he was rescued by Neytiri, a female Na’vi. Hse took Jake to their clan where he was given a warm welcome. Back in the camp, Jake was identified by the leader of RDA security forces colonel Miles Quaritch who promises Jake to get back his real legs in exchange for intelligence about the natives. He was also appointed a task of making the Na’vis to abandon Hometree which was situated above a large deposit of unobtanium. In the meanwhile, Jake grows close towards Neytiri and her clan Omaticaya. Jake started enjoying his life through his avatar and eventually tries to stop his people to destroy the Omaticaya’s peaceful life on the Hometree...

Words: 439 - Pages: 2

Premium Essay

Modernity

...Modernity In the 18th century, the enlightenment began to take fruit in the world. In France, the people began to get upset and in the french revolution they took over their monarchy. Which later they gained an emperor named Napoleon Bonaparte. His thoughts were to conquer all Europe and to make it all Frenchify. In Great Britain, the Industrial Revolution began to take place and to affect in a beneficial way to all Europe and America. Modernity is a time period where the people believed in the secularization, being social and having the most modern things in the science area was the best of the best. The movie Metropolis directed Fritz Lang has a very big image in how modernity was represented. In the film, secularization was a big part. For example, this meant that it was a typical post-medieval and post-traditional and became a historical period. The Secularization of modernism is that religion was emancipated. In the movie religion was something difficult to talk about. The workers were making plans in order to see a woman, Maria, give basic lessons of the bible that was christianity. The workers or slaves seen her as a god because she gave them the hope they needed to keep having strength for their family and themselves. The owner of Metropolis, Joh Fredersen, wanted to keep everything under control which meant he didn't want the workers to feel any type of hope in being free. That meant he had to prohibit any type of religion and beliefs. In order to get rid of this...

Words: 1448 - Pages: 6

Premium Essay

Avatar

...James Cameron’s movie Avatar was a major discussion amongst my friends when it came out. All of them had seen it at midnight opening, while I was stuck home doing errands and work. For weeks they would talk about how amazing the scenery was and how epic the fights were between the Na’vi and humans. I was completely lost during each discussion we had when we hung out at Starbucks or each other’s houses. I hated not knowing what the movie was about and finally I decided to watch it online. Now I know the reason why people thought it was awesome. I was just like every other viewer who thought the scenery was breathtaking and the story was amazing. Although I have seen Avatar about a hundred times now, I never once thought there were hidden messages occurring behind the movie. I had to watch it again so I could see why people seemed to view Avatar as being an environmental or political issue. The movie seems able to predict how our future will turn out, a type of religion being practiced, and show us acts of imperialism being displayed throughout the story. I was so distracted by the technology used to create Avatar’s scenery; and how amazing the creatures and characters looked that I never once noticed how it could be possibly be allegory of our own world. The movie seems to predict that our future will become miserable. That we will gradually fall short of supplies and that Earth will end up dying. So far this seems to be true because the earth is already fighting back for...

Words: 1074 - Pages: 5

Premium Essay

Intercultural Communication

...COM-120 February 16, 2014 Intercultural Communication Paper I chose to write about the movie Avatar. Avatar is a science fiction movie set in the 22nd century. The film's title refers to a genetically engineered Na'vi body with the mind of a remotely located human, and is used to interact with the natives of Pandora. The story centers around a paraplegic marine named Jake Sully. Jake’s twin brother was a scientist on the planet Pandora, and part of an avatar program. When his brother died, Jake was offered his job, as he had the same DNA match up as his brother’s avatar body. Shortly after arriving, he is asked by the greedy corporate figureheads, Parker Selfridge and Colonel Quaritch, to infiltrate the native humanoid "Na'vi" people of Pandora and negotiate the surrender of their sacred tree home because there was a huge unobtainium mine worth a lot of money under the tree. If Jake agrees and is successful, he will get a spinal surgery that will fix his legs. When Jake took his brother’s job, he did not know anything about Pandora and its people. The Na’vi were a ten-foot-tall, blue-skinned native tribe, considered to be a very eco-friendly, living off the land, and only taking what they needed to survive. In addition, The Na’vi were a peaceful civilization. They did not fight amongst themselves, but worked together to grow as a whole. As Jake learned the language and culture of the Na’vi aliens, he grows to love them, and in turn, falls in love with the beautiful...

Words: 1044 - Pages: 5

Premium Essay

Rhetoric Techniques In The Film 'Rocky Balboa'

...The film depicts the main character, Rocky Balboa, in a lower class neighborhood of Philadelphia, highlighting his surrounding environment, occupational value, friends and peers as impoverished. The first important part of the early exposition is the scenes showing Balboa at work, as a loan shark for a larger operation. This job requires Balboa to confront and physically assault debted customers if unable to make their respective payment. This lays the groundwork for the journey of achieving the “American Dream”. Balboa working such a low-end, odd job just to make ends meet symbolizes the working class, more specifically the lower class. This gives insight to the struggles these people face everyday, not only through Balboa’s work as a loan shark, but the dock worker in a dirty environment who is unable to pay his loan in the same scene. Many signs throughout the early exposition align with the reasoning within the rhetorical framework. For example, Rocky attempts to go to the boxing gym but because of his lack of success and low amount of money, Mick gives Rocky’s locker to someone else. This exposes how America views poor people, and illustrates the intolerance of poor people in society. Though America creates programs and means of financial aid in order to help the poor, there is a general understanding of American society that the rich are celebrated and the poor are considered disgraceful in the public eye. This does not reinforce my own opinion, it is just a fact of some...

Words: 1611 - Pages: 7

Free Essay

Essay on Avatar

...Avatar In the future, Humans have traveled through space and locate a planet named Alpha Centauri B-4. The planet is known by the locals as Pandora, which is populated by exotic plants and weird creatures. The human travelers intend on seizing the wealth the planet has to offer. The savior of the story is a former Marine by the name of Jake Sully. Jake Sully joins the native population of the planet in the hopes of avoiding planetary conquest by the human travelers set on depleting Pandora of its environmental wealth. The movie Avatar is a great success with its great action scenes, its creation of futuristic vehicles, the creation of new alien life forms, the expert use of CGI, the beautiful and awe inspiring cinematography, and the selection of vivid and brilliant colors for use throughout Pandora. Avatars introduction and use of the Combat Amp Suit, Grinder Vehicle and Scorpion Gunship helped in taking the combat scenes from an everyday science fiction fight to a whole new level. With raising the bar in combat fight scenes the Combat Amp Suit accessories displayed in the movie emphasize the detail spent by James Cameron in creating the perfect combat vehicle for his movie. The combat suit is fitted with cannons, flamethrower, slashing blade and various firing projectiles. The Grinder Vehicle is an ATV on steroids. The Grinder Vehicle is instrumental in helping the human travelers gain access through the dangerous and dense forest to the indigenous population...

Words: 959 - Pages: 4

Free Essay

Barok

...Analyzing Ava ta r: A Rev iew Essa y Nekeisha Alexis-Baker By the time I decided to see James Cameron’s Avatar, I had already heard enough about the film to be unsure whether it would be worth the time, effort and petroleum to see it. People’s comments about the film ranged from praise for its groundbreaking 3D animation; to criticism of its racist portrayal of the indigenous; to disappointment with the overly predictable storytelling; to appreciation for its critique of colonization and civilization. I even heard complaints from fellow peace church Mennonites about its overwhelming use of redemptive violence. After seeing the film through my Christian anti-civilization (anti-civ) anarchist vegan antiracist woman of color lenses, my sense is that Avatar is more complex than many of its detractors or advocates acknowledge. Set on the planet Pandora, Avatar is a sci-fi story of a mercenary-backed corporation’s attempt to confiscate and mine the land inhabited by humanoid aliens known as the Na’vi. Enter Jake Sully, the paraplegic U.S. marine protagonist who joins the science and anthropology wing of the operation as a substitute navigator for his deceased twin brother’s avatar. Early in the film, we discover that the avatar is an expensive high-tech clone that allows its user to temporarily experience and subsequently infiltrate the Na’vi community. After a series of unexpected events during his first avatar excursion, Jake finds himself living amongst the Na’vi clan known as...

Words: 3804 - Pages: 16

Free Essay

Living the Yolo Lifestyle

...Every now and then, a bit of slang comes along that draws a bright red line between young and old. In 2012, that slang term is YOLO. If you are over 25, YOLO likely means nothing to you. If you are under 25, you may be so familiar with YOLO that you’re already completely sick of it. A tip to the oldsters: YOLO is an acronym for “You Only Live Once.” It shot to fame earlier this year thanks to the rapper Drake, whose song “The Motto” has the hook, “You only live once, that’s the motto...YOLO, and we ’bout it every day, every day, every day.” After a video for the song was released in February, the buzzword spread quickly among the high school and college-age set by word of mouth, not just in person but through the turbocharged vehicle of social media. How quickly? Consider the lists of slang compiled every semester by students of Connie Eble, a professor of English at the University of North Carolina, Chapel Hill. YOLO was entirely absent from the submissions by Eble’s fall 2011 classes. By the spring semester, YOLO had become the most frequently mentioned slang term among the students, just edging out “totes” for “totally” and “cray” (or “cray-cray”) for “crazy.” What accounts for the meteoric rise of YOLO, and how has it gone virtually unnoticed by nonmillennials? Its appeal to the youthful is self-evident. YOLO as a shorthand mantra defines youth, on a certain level. What is teenagehood if not the adventurous, often foolhardy, desire to test the limits of acceptable...

Words: 394 - Pages: 2

Free Essay

Media Worldview

...Avatar The avatar is the story of the World’s marine take over “Pandora” to take the plant’s supply of “unobtainium”. In Avatar, the Marines work with a group of researchers to learn the ways and traditions of the native people called the “Na’vi” hopes to access extremely costly and effective supply. The researchers came up with a different way to make it easier, by “growing bodies mixed with human DNA mixed with the native populations,” genetic material in order for the military to fit in better and earn the confidence of the “Na’vi”. They call these new bodies “avatars” and are able to link the bodies to each other. The main character, Jake Sully, was on an assignment with a group of researchers that his twin brother worked with. He was the only one that could use that avatar. On the first day of working in the avatar bodies, After wondering away from his group, he was stalked by this creature saved by a native woman named “Neytiri”. She was hunting when she came across Jake Sully. Neytiri had planned to fire a “poison dipped arrow”, but when “seeds of life” from the holy tree set itself on her arrow, she decided he needed to be left alone. The Na’vi belief structure is a lot like the Christian worldview. The native people of Pandora are very spiritual people who only believe in one goddess known as, Eywa. Eywa “is the creator of all living things and a part of all living things” according to Neytiri. Similar to what we, the Christians, believe about God. The worldviews...

Words: 501 - Pages: 3

Free Essay

Auld Lang Syne

...'Auld Lang Syne' Song Lyrics, Meaning And Everything You Need To Know About The Popular New Year's Eve Song By Carey Vanderborg@CareyDrew2 on December 31 2012 3:07 PM Among the many traditions that come with ringing in the new year, the singing of “Auld Lange Syne” has become a staple of every gathering. While “Auld Lange Syne” was originally a Scots poem written by Robert Burns in 1788, it was eventually set to the tune of a traditional folk song. The title of the Scottish tune translates to "times gone by" and is about remembering friends from the past and not letting them be forgotten. Now, at the conclusion of almost every New Year's celebration, partygoers join hands with the person next to them to form a great circle around the dance floor. At the beginning of the last verse, everyone crosses their arms across their breast, so that the right hand reaches out to the neighbor on the left and vice versa. When the tune ends, everyone rushes to the middle, while still holding hands. When the circle is re-established, everyone turns under the arms to end up facing outward with hands still joined. Over the years, “Auld Lang Syne” has taken on a life of its own as musicians put their own spin on the traditional New Year's jaunt. As the jam band Phish returns to Madison Square Garden in New York City for a four-show New Year's Eve run to close out 2012, the band will continue to play their rendition of “Auld Lang Syne” as they have done since 1989. As Phish rings in the...

Words: 1733 - Pages: 7

Free Essay

Describe the Three Basic Types of Music Heard in Original Scores During the Silent Film Era and Cites Specific Examples from the Birth of a Nation. (10 Points)

...Der Freischutz, Suppe’s Light Calvary Overture, Beethoven’s Symphony No. 6 (the storm), and Wagner’s Ride of the Valkyrie. The last of these serve as a spirited leitmotif for the ride of the KKK. The arrangements of well-known melodies are used primarily to arouse emotions and set moods. Southern tunes, such as “Dixie,” “Maryland, My Maryland”, and “Old Folks at Home” express stirring patriotism for the South while reminding the viewer of the story’s setting. Other patriotic melodies include “The Star-Spangled Banner”, “America the Beautiful,” and “The Battle Hymn of the Republic.” When the Southerner Cameron seeks refuge in a cabin with the former Union soldiers, their acceptance of each other is suggested by the playing of “Auld Lang Syne,” a song associated with reconciliation after the Civil War. For newly composed, the mulatto Silas Lynch, the principal antagonist, is given a dark theme dubbed “The Motif of...

Words: 278 - Pages: 2

Free Essay

The Candles That Gave Them Life

...kaagwanta ug wala kalikay sa tentasyon. If we are to choose the religious life we are to make a vow on poverty, obedience and celibacy. It is giving your whole body, heart and soul to the service of our Lord. The married life is but common considering that most men and women have programmed themselves to choose a lifetime partner. Usahay gani maskin dili pa kaya kay wala pa kahuman ug eskuela ug wala pay saktong trabaho, magminyo na. Ambot ug ngano pud nga dali raman ma-igo sa makahuyang nga gugma ang mga tawo karon. Falling in love today is easy. Pa text-text lang, pa chat-chat and then magkita in personal, after you know it sila na, den next step magpakasal kay wala man kapugong. Well you should not really fall in love but you should rise and grow out of love. Mao siguro nga hangtod karon at age 33 I am still single and mind you still searching. Naiwan na ng kalendaryo, but any way naa paman lotto wag lang sana abutan ng bingo. I love to attend weddings; in fact I do coordinate and plan for weddings as a part time job. Allergic lang ko every reception when the next bride would now be chosen. I just can’t imagine myself being a bride someday. It may mean that I may be choosing the...

Words: 513 - Pages: 3

Premium Essay

Bipolar Disorder: a Case Study

...MINDANAO SANITARIUM AND HOSPITAL COLLEGE SCHOOL OF NURSING A CASE PRESENTATION OF BIPOLAR 1 DISORDER In Partial Fulfillment of the Course NCM 105 Related Learning Experiences January 2013 Table of Contents The Authors Acknowledgement Dedication Objectives of the Study Introduction CHAPTER I -Assessment Psychiatric Nursing History Anamnesis Genogram Mini Mental Status Examination Mental Status Exam Physical Assessment Diagnostic Studies Nurse’s Progress Notes CHAPTER II – Diagnosis and Analysis Psychodynamics Psychodynamics Concept map Life Chart Diagnostic and Statistical Manual of Mental Disorder CHAPTER III – Planning and Implementation Nursing Care Plans Psychotherapist Nurse’s Process Recording or NPI CHAPTER IV – Psychopharmacology CHAPTER V – Discharge Plan CHAPTER VI – Evaluation, Prognosis and Recommendation GLOSSARY REFERENCES THE AUTHORS BSN 3B – Group 1 Bandiola, Maricar Mae Bolo, Princess Venimarie Cristobal, Rosnel Dag-uman, Leslie Ann Fuentes, Rajiv Jun Maglasang, Crizza Mariz Montefalcon, Jessel Nasala, Queency Pranza, Mae Kenneth Quinalayo, Paul Vincent Valiente, Katherine ACKNOWLEDGEMENT People would always say, “Two heads are better than one”. How much more if there are more heads than two? A project like this would definitely never be accomplished without the collaboration of many people. First and foremost, we would like to thank our heavenly father for giving us the knowledge...

Words: 13283 - Pages: 54

Free Essay

This Is Not Mine

...First Day, First Crush "Hay nako! Anu ba naman tong jeep na nasakyan ko, palagi nalang nahinto. Bawat tao na lang na makitang nag-aantay ng jeep eh hinihintuan! Ba naman... late na ko! O ayan, hihinto nanaman. Susmeo, talaga nga naman oh!" wika ng isang binibini. At isang lalaking estudyante nga ang sumakay. "Anu ba yan ang sikip sikip na nga sige parin si Mamang drayber! Hay ewan kaasar na!" winika muli nito. Ako nga pala si Chloe, isa akong 4th year highschool na transferee. Kakapagtaka noh? 4th year na nagtransfer pa ako. Wala akong magagawa nag-abroad kasi ang nanay ko kaya dito ako sa tiyahin ko nakitira. Ang tatay ko? Ayun, nasa langit kasama ni Papa Jesus. Pasensya na nga pala kayo kung masungit ako, pero hindi talaga ako masungit ah! Uminit lang talaga ulo ko kay Mamang drayber, unang araw kasi ng klase ko at hindi ko pa alam ang pasikot sikot ng eskwelahan namin kaya kailangan ko pang hanapin ang room ko. Eh ayun nga, mukhang malalate tuloy ako. Ay! Andito na pala ako. "Para!" kasabay na pag-para rin ng isang lalaki. Ang dami rin pala ng estudyante nila dito. Hindi na dapat ako magtaka dahil mukhang maganda ang pasilidad ng eskwelahang ito. Habang naglalakad ako papasok ng gate, may isang boses ng lalaki akong narinig na nagsasabing... "Miss na nakaheadband na may butterfly! Hindi pareho medyas mo!" natatawang sinabi nito. Lumingon ako upang hanapin kung sino ang nakaheadband na may butterfly at bigla ko na lamang naalala na yun pala ang suot ko, kaya tinignan...

Words: 33695 - Pages: 135