2012 IEEE Conference on Computational Intelligence and Games (CIG) 2012
DOI: 10.1109/cig.2012.6374152
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Guns, swords and data: Clustering of player behavior in computer games in the wild

Abstract: Behavioral data from computer games can be exceptionally high-dimensional, of massive scale and cover a temporal segment reaching years of real-time and a varying population of users. Clustering of user behavior provides a way to discover behavioral patterns that are actionable for game developers. Interpretability and reliability of clustering results is vital, as decisions based on them affect game design and thus ultimately revenue. Here case studies are presented focusing on clustering analysis applied to … Show more

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Cited by 132 publications
(83 citation statements)
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“…Previous work has found different player types in many games using various methods of clustering [25], [26], [27]. Decision trees, as demonstrated in this paper, are a suitable representation of play style and could help with the understanding of the differences between these player types due to the ease of comparing their human readable model.…”
Section: B Understanding Human Play Stylementioning
confidence: 94%
“…Previous work has found different player types in many games using various methods of clustering [25], [26], [27]. Decision trees, as demonstrated in this paper, are a suitable representation of play style and could help with the understanding of the differences between these player types due to the ease of comparing their human readable model.…”
Section: B Understanding Human Play Stylementioning
confidence: 94%
“…Unfortunately, case studies of academic-industry partnerships in the area of user-oriented research are still sparse, as details about telemetry data and analysis methods are usually considered confidential by game developers (see, e.g., [4]). Among the available studies, Lameman et al [8] highlighted the importance of game industry-academic relationships and discussed the process and results from a collaboration between Simon Fraser University and Bardel Entertainment to develop new user testing methods.…”
Section: Related Workmentioning
confidence: 99%
“…An approach to ML in computer games in general was proposed by Drachen et al [2]. They suggest using unsupervised learning algorithms, specifically k-means and Simplex Volume Maximization, to cluster player behavioral data.…”
Section: Related Workmentioning
confidence: 99%