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Play-Persona: Modeling Player Behaviour in Computer Games

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game variables should be monitored <strong>in</strong> order to gather usable game metrics data for profil<strong>in</strong>g<br />

players’ behaviour.<br />

Fig.2 4th dimensional possibility field<br />

Let’s postulate that players can be scored <strong>in</strong> each dimension only <strong>in</strong> two ways: positive and<br />

negative. Explod<strong>in</strong>g the possibility field is a matter of elevat<strong>in</strong>g 2 (the possible values) at the power<br />

of 4 (the dimensions) obta<strong>in</strong><strong>in</strong>g a total of 16 possible profiles (fig. 3). Amongst those profiles there<br />

are only few that become <strong>in</strong>terest<strong>in</strong>g because they are so extreme that delimit the possibility field<br />

of player behaviour.<br />

Fugitive Grunt Samaritan Doctor Rambo Red Cross Expert Rookie H<br />

1<br />

Survive + - - - + - + - + - + - + + + -<br />

Kill - + - - + - + - - + - + + + - +<br />

Help - - + - - + + - - + + - + - + +<br />

Heal - - - + - + + - + - - + - + + +<br />

Fig. 3 Example: A player that dies more times than the average but kills more zombies than the average, while not<br />

help<strong>in</strong>g or heal<strong>in</strong>g team mates will be classified as a “Grunt”.<br />

234<br />

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2<br />

H<br />

3<br />

H<br />

4<br />

H<br />

5<br />

H<br />

6<br />

H<br />

7<br />

H<br />

8

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