How Gold to Make the Golden Snitch: Designing the "Game Changer" in Esports

Fuente: arXiv
Gespeichert in:
Bibliographische Detailangaben
Hauptverfasser: Huang, Zhihuan, Lu, Yuxuan, Guo, Yongkang, Kong, Yuqing
Format: Preprint
Veröffentlicht: 2024
Schlagworte:
Online-Zugang:
Tags: Tag hinzufügen
Keine Tags, Fügen Sie den ersten Tag hinzu!
_version_ 1866916265981902848
author Huang, Zhihuan
Lu, Yuxuan
Guo, Yongkang
Kong, Yuqing
author_facet Huang, Zhihuan
Lu, Yuxuan
Guo, Yongkang
Kong, Yuqing
contents Many battling games utilize a special item (e.g. Roshan in Defense of the Ancients 2 (DOTA 2), Baron Nashor in League of Legends (LOL), Golden Snitch in Quidditch) as a potential ``Game Changer''. The reward of this item can enable the underdog to make a comeback. However, if the reward is excessively high, the whole game may devolve into a chase for the ``Game Changer''. Our research initiates with a Quidditch case study, a fictional sport in Harry Potter series, wherein we architect the Golden Snitch's reward to maximize the audience's surprise. Surprisingly, we discover that for equally competent teams, the optimal Snitch reward is zero. Moreover, we establish that under most circumstances the optimal score aligns with the game's expected duration multiplied by the teams' strength difference. Finally, we explore the correlation between the ``Game Changer's'' reward and audience surprise in Multiplayer Online Battle Arena (MOBA) games including DOTA 2 and LOL, finding that the optimal reward escalates with increasing team strength inequality.
format Preprint
id arxiv_https___arxiv_org_abs_2405_19843
institution arXiv
publishDate 2024
record_format arxiv
spellingShingle How Gold to Make the Golden Snitch: Designing the "Game Changer" in Esports
Huang, Zhihuan
Lu, Yuxuan
Guo, Yongkang
Kong, Yuqing
Computer Science and Game Theory
Many battling games utilize a special item (e.g. Roshan in Defense of the Ancients 2 (DOTA 2), Baron Nashor in League of Legends (LOL), Golden Snitch in Quidditch) as a potential ``Game Changer''. The reward of this item can enable the underdog to make a comeback. However, if the reward is excessively high, the whole game may devolve into a chase for the ``Game Changer''. Our research initiates with a Quidditch case study, a fictional sport in Harry Potter series, wherein we architect the Golden Snitch's reward to maximize the audience's surprise. Surprisingly, we discover that for equally competent teams, the optimal Snitch reward is zero. Moreover, we establish that under most circumstances the optimal score aligns with the game's expected duration multiplied by the teams' strength difference. Finally, we explore the correlation between the ``Game Changer's'' reward and audience surprise in Multiplayer Online Battle Arena (MOBA) games including DOTA 2 and LOL, finding that the optimal reward escalates with increasing team strength inequality.
title How Gold to Make the Golden Snitch: Designing the "Game Changer" in Esports
topic Computer Science and Game Theory
url https://arxiv.org/abs/2405.19843