# Towards Controllable Agent in MOBA Games with Generative Modeling

arXiv: https://arxiv.org/abs/2112.08093 · HTML: https://mlsanity.com/paper/2112.08093/

## Key facts

- No citing papers in the map yet (data through 14 Oct 2026).
- Builds on 27 of its 39 references that are in the map.
- First posted on arXiv 15 Dec 2021.

## Builds on (most cited first, 27 of 27)

- [Attention Is All You Need](https://mlsanity.com/paper/1706.03762/) (2017)
- [Squeeze-and-Excitation Networks](https://mlsanity.com/paper/1709.01507/) (2017)
- [Neural Machine Translation by Jointly Learning to Align and Translate](https://mlsanity.com/paper/1409.0473/) (2014)
- [Auto-Encoding Variational Bayes](https://mlsanity.com/paper/1312.6114/) (2013)
- [Playing Atari with Deep Reinforcement Learning](https://mlsanity.com/paper/1312.5602/) (2013)
- [Show, Attend and Tell: Neural Image Caption Generation with Visual Attention](https://mlsanity.com/paper/1502.03044/) (2015)
- [Dota 2 with Large Scale Deep Reinforcement Learning](https://mlsanity.com/paper/1912.06680/) (2019)
- [Effective Approaches to Attention-based Neural Machine Translation](https://mlsanity.com/paper/1508.04025/) (2015)
- [Large Batch Optimization for Deep Learning: Training BERT in 76 minutes](https://mlsanity.com/paper/1904.00962/) (2019)
- [End-to-end Driving via Conditional Imitation Learning](https://mlsanity.com/paper/1710.02410/) (2017)
- [On the Utility of Learning about Humans for Human-AI Coordination](https://mlsanity.com/paper/1910.05789/) (2019)
- [From Softmax to Sparsemax: A Sparse Model of Attention and Multi-Label Classification](https://mlsanity.com/paper/1602.02068/) (2016)
- [The Hanabi Challenge: A New Frontier for AI Research](https://mlsanity.com/paper/1902.00506/) (2019)
- [Autoencoding Variational Inference For Topic Models](https://mlsanity.com/paper/1703.01488/) (2017)
- [Open Problems in Cooperative AI](https://mlsanity.com/paper/2012.08630/) (2020)
- [Watch-And-Help: A Challenge for Social Perception and Human-AI Collaboration](https://mlsanity.com/paper/2010.09890/) (2020)
- [An Attentive Survey of Attention Models](https://mlsanity.com/paper/1904.02874/) (2019)
- [Implicit Reparameterization Gradients](https://mlsanity.com/paper/1805.08498/) (2018)
- [Aligning Superhuman AI with Human Behavior: Chess as a Model System](https://mlsanity.com/paper/2006.01855/) (2020)
- [Towards Playing Full MOBA Games with Deep Reinforcement Learning](https://mlsanity.com/paper/2011.12692/) (2020)
- [Dirichlet Variational Autoencoder](https://mlsanity.com/paper/1901.02739/) (2019)
- [Cooperating with Machines](https://mlsanity.com/paper/1703.06207/) (2017)
- [Latent Alignment and Variational Attention](https://mlsanity.com/paper/1807.03756/) (2018)
- [WHAI: Weibull Hybrid Autoencoding Inference for Deep Topic Modeling](https://mlsanity.com/paper/1803.01328/) (2018)
- [Reparameterization Gradients through Acceptance-Rejection Sampling Algorithms](https://mlsanity.com/paper/1610.05683/) (2016)
- [Supervised Learning Achieves Human-Level Performance in MOBA Games: A Case Study of Honor of Kings](https://mlsanity.com/paper/2011.12582/) (2020)
- [Why Build an Assistant in Minecraft?](https://mlsanity.com/paper/1907.09273/) (2019)

## Abstract (arXiv)

We propose novel methods to develop action controllable agent that behaves like a human and has the ability to align with human players in Multiplayer Online Battle Arena (MOBA) games. By modeling the control problem as an action generation process, we devise a deep latent alignment neural network model for training agent, and a corresponding sampling algorithm for controlling an agent's action. Particularly, we propose deterministic and stochastic attention implementations of the core latent alignment model. Both simulated and online experiments in the game Honor of Kings demonstrate the efficacy of the proposed methods.
