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Play-Persona: Modeling Player Behaviour in Computer Games

Play-Persona: Modeling Player Behaviour in Computer Games

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Note that at the moment of writ<strong>in</strong>g there are over 1 million recorded gameplay sessions of TRU<br />

which will form the basis for future research. The 1365 of those 25240 players that completed the<br />

game – i.e. played through all levels of the game — were isolated and used <strong>in</strong> the experiments<br />

presented <strong>in</strong> this paper. TRU consists of seven ma<strong>in</strong> levels plus a prologue. Each game level is sub-<br />

divided <strong>in</strong>to map units, of which there are 100. The EIDOS Metrics Suite stores data for all these<br />

map units and levels <strong>in</strong>dividually; however data is aggregated at the level of a complete game <strong>in</strong><br />

this <strong>in</strong>itial study.<br />

A variety of different play<strong>in</strong>g characteristics (game metrics) are collected for an <strong>in</strong>ternal analysis<br />

work carried out by Crystal Dynamics. For each player, several gameplay features are logged, such<br />

as the completion time for each game level, the number of times the player died, as well as the 3D<br />

coord<strong>in</strong>ates of the player. For the current study, <strong>in</strong>itially the focus is on def<strong>in</strong><strong>in</strong>g the primary play<strong>in</strong>g<br />

features — among those collected — that relate to the core mechanics of the game and,<br />

furthermore, may have an impact on the play<strong>in</strong>g behavior. For <strong>in</strong>stance, the ability of players to<br />

perform jump actions without dy<strong>in</strong>g is of key <strong>in</strong>terest for classify<strong>in</strong>g different play<strong>in</strong>g styles, as<br />

jump<strong>in</strong>g is a key TRU game mechanic.<br />

5. EXTRACTED FEATURES<br />

In total, six gameplay features are extracted from the data collected and are further <strong>in</strong>vestigated <strong>in</strong><br />

this paper. All features are calculated on the basis of a completed TRU game <strong>in</strong> this <strong>in</strong>itial study.<br />

The selection of these particular features is based on the core game design of the TRU game and<br />

their potential impact to the process of dist<strong>in</strong>guish<strong>in</strong>g among dissimilar patterns of play.<br />

1, 2, 3) Causes of death: TRU features a variety of ways <strong>in</strong> which players can die, which can be<br />

grouped <strong>in</strong>to three overall categories that encompass all possible ways players can die. The total<br />

number of times a player died for each of the three follow<strong>in</strong>g categories and the correspond<strong>in</strong>g<br />

percentages over the total number of deaths is calculated:<br />

1 – Opponent; the percent of total number of deaths caused by any computer-<br />

controlled opponent existent <strong>in</strong> the game over the total number of deaths, Do. Dy<strong>in</strong>g from<br />

opponents comprises 28.9% of the total number of deaths across the 1365 data samples. The best<br />

player died only 6.32% of the times from opponents, while 60.86% is the maximum value observed<br />

for Do.<br />

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