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Play-Persona: Modeling Player Behaviour in Computer Games

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With<strong>in</strong> the last five years, <strong>in</strong>strumentation data — or game metrics as they are referred to <strong>in</strong> game<br />

development — has ga<strong>in</strong>ed <strong>in</strong>creas<strong>in</strong>g attention <strong>in</strong> the game <strong>in</strong>dustry as a source of detailed<br />

<strong>in</strong>formation about player behavior <strong>in</strong> computer games [2]. Gameplay metrics are detailed numerical<br />

data extracted from the <strong>in</strong>teraction of the player with the game us<strong>in</strong>g specialized monitor<strong>in</strong>g<br />

software [3]. The application of mach<strong>in</strong>e learn<strong>in</strong>g on such data and the <strong>in</strong>ference of play<strong>in</strong>g<br />

patterns from the data can provide an alternative quantitative approach to and supplement<br />

traditional qualitative approaches to user and playability test<strong>in</strong>g [4].<br />

In this paper, we <strong>in</strong>vestigate dissimilar patterns of play<strong>in</strong>g behavior <strong>in</strong> the popular commercial<br />

game title Tomb Raider: Underworld (TRU) us<strong>in</strong>g the pr<strong>in</strong>ciples of self-organization.<br />

The experiments presented are based on a data set derived from 1365 players, which completed<br />

the entire TRU game dur<strong>in</strong>g November 2008. Data was collected via the EIDOS Metrics Suite (a<br />

game metrics logg<strong>in</strong>g system utilized by EIDOS).<br />

The data collection process is completely unobtrusive s<strong>in</strong>ce data was gathered directly from the<br />

game eng<strong>in</strong>es of subjects play<strong>in</strong>g TRU <strong>in</strong> their natural habitat (via the Xbox Live! web service)<br />

rather than <strong>in</strong> a laboratory setup.<br />

Six statistical features that correspond to high-level play<strong>in</strong>g behaviors are extracted from the data.<br />

Information about game completion time, number of deaths, causes of death and help on demand<br />

actions is used for feature extraction.<br />

An <strong>in</strong>itial analysis via k-means and Ward’s hierarchical cluster<strong>in</strong>g methods provides some first<br />

<strong>in</strong>sight <strong>in</strong>to the <strong>in</strong>ner structure of the features. Then unsupervised learn<strong>in</strong>g via Emergent Self-<br />

Organiz<strong>in</strong>g Maps (ESOMs) [5] — an efficient visualization tool for large-scale self-organiz<strong>in</strong>g maps<br />

(SOMs) [6] — is used to identify dissimilar clusters (types) of play<strong>in</strong>g behavior. The highest-<br />

perform<strong>in</strong>g ESOM network which is built on the six <strong>in</strong>dividual features of play projects four clusters<br />

of behavior, cover<strong>in</strong>g the vast majority of the sampled players. The four groups of behavior<br />

identified by self-organization are subsequently labeled <strong>in</strong> terms of the game mechanics and game<br />

design. This process ensures that the outcome of the analysis is <strong>in</strong> a form and term<strong>in</strong>ology that is<br />

usable by the game designers evaluat<strong>in</strong>g if the players <strong>in</strong>teract with the game <strong>in</strong> the way <strong>in</strong>tended<br />

(given the specific <strong>in</strong>put play<strong>in</strong>g features) and decid<strong>in</strong>g on whether and how to change the design<br />

<strong>in</strong> order to alter the behavior of the players.<br />

Unsupervised learn<strong>in</strong>g has been utilized for model<strong>in</strong>g player behavior <strong>in</strong> games (e.g. [7]); however,<br />

to the best of the authors’ knowledge, SOMs have not been applied for model<strong>in</strong>g high-level<br />

behaviors of players tra<strong>in</strong>ed on data of completed games. Results showcase the effectiveness of<br />

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