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I'd assume the problem with doing this for dota2 is that items have more complex effects and the optimum build can vary depending on the state of the game at an
by redrobein 6y ago
I'd assume the problem with doing this for dota2 is that items have more complex effects and the optimum build can vary depending on the state of the game at any time, is a teammate getting this item?, is the enemy already building to counter it? A lot more complexity and situational evaluation required.
- whateveracct 6y agoa lot of dota2 builds require very intentional use of very small advantages with narrow timings. you'll see pros go in for a 1v1 kill the moment they hit level 5 and come out the other end with barely any HP, but that HP will be due to a minor totem they bought or a bottle sip in between hits or something
- tylerhou 6y agoThis is true in League, too. Maybe not to the same extent, but in the early game potion usage is very important.
- ReflectedImage 6y agoI could apply this to Dota 2 as well. I just went with LoL since I play LoL and it's more popular. So the original team of 5 went with Dota 2 because it has a much better API they could get game data from. They poured the Dota 2 pro games into a neural network to create a build generator. It couldn't make sense of the input data. Apparently Dota 2 pro players are trolls according to my ex co-worker. I didn't work on it so I don't really know. It doesn't affect my method since I'm taking in descriptions of the items, runes and champions and putting together the builds from scratch without looking at gameplay. It needs a couple of tweaks such as stating the average combat length for champions.