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<Article>
<Journal>
				<PublisherName>Shahrood University of Technology</PublisherName>
				<JournalTitle>Journal of AI and Data Mining</JournalTitle>
				<Issn>2322-5211</Issn>
				<Volume></Volume>
				<Issue>Articles in Press</Issue>
				<PubDate PubStatus="epublish">
					<Year>2026</Year>
					<Month>06</Month>
					<Day>06</Day>
				</PubDate>
			</Journal>
<ArticleTitle>DOTA-Draft: A Dataset for In-Game Recommendation in Multiplayer Online Battle Arenas</ArticleTitle>
<VernacularTitle></VernacularTitle>
			<FirstPage></FirstPage>
			<LastPage></LastPage>
			<ELocationID EIdType="pii">3801</ELocationID>
			
<ELocationID EIdType="doi">10.22044/jadm.2026.16888.2819</ELocationID>
			
			<Language>EN</Language>
<AuthorList>
<Author>
					<FirstName>Mohammadreza</FirstName>
					<LastName>Mohammadnejad</LastName>
<Affiliation>Electrical and Computer Engineering Department, Semnan University, Semnan, Iran.</Affiliation>

</Author>
<Author>
					<FirstName>Morteza</FirstName>
					<LastName>Dorrigiv</LastName>
<Affiliation>Semnan University</Affiliation>

</Author>
<Author>
					<FirstName>Farzin</FirstName>
					<LastName>Yaghmaee</LastName>
<Affiliation>Electrical and Computer Engineering Department, Semnan University, Semnan, Iran.</Affiliation>

</Author>
</AuthorList>
				<PublicationType>Journal Article</PublicationType>
			<History>
				<PubDate PubStatus="received">
					<Year>2025</Year>
					<Month>10</Month>
					<Day>04</Day>
				</PubDate>
			</History>
		<Abstract>Research in recommender systems has largely relied on standardized datasets such as MovieLens, Amazon Reviews, and Last.fm. However, these datasets are unsuitable for in-game recommendations, particularly in Multiplayer Online Battle Arenas (MOBAs), due to the sequential, team-based, and adversarial nature of gameplay. To identify essential characteristics for in-game recommendation datasets, we perform a cross-domain analysis of widely used recommendation datasets, evaluating their structural and distributional properties, including interaction space, matrix shape, sparsity, and Gini-based feature–shape diversity. Building on these insights, we curate DOTA-Draft, a research-ready dataset from raw professional Dota 2 matches, encoding sequential pick/ban states, patch versions, and match outcomes. Using this dataset, we conduct top-k drafting recommendation tasks and provide baseline results with Bayesian Personalized Ranking (BPR) and GRU4Rec. To facilitate adoption, DOTA-Draft is packaged in a RecBole-compatible format. This work establishes principled benchmarks for in-game recommendation, demonstrates the inadequacy of traditional user–item paradigms in dynamic, adversarial environments, and provides a foundation for developing models that account for sequential, multi-agent decision-making.</Abstract>
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			<Object Type="keyword">
			<Param Name="value">In-game recommendation systems</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">Multiplayer Online Battle Arenas (MOBA)</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">Dota 2 Interaction Dataset</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">Session-based recommendation models</Param>
			</Object>
			<Object Type="keyword">
			<Param Name="value">Benchmarking with RecBole framework</Param>
			</Object>
		</ObjectList>
</Article>
</ArticleSet>
