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Play-Persona: Modeling Player Behaviour in Computer Games

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In a quantitative approach towards f<strong>in</strong>d<strong>in</strong>g clusters of player behaviors, Drachen, Canossa and<br />

Yannakakis [12] utilized an Evolv<strong>in</strong>g Self-Organiz<strong>in</strong>g Map (a form of Korhonen neural network) to<br />

analyze data from a small sample of 1365 players of TRU, all of whom had completed the game.<br />

The analysis considered six variables (completion time, numbers of deaths, death by fall<strong>in</strong>g, death<br />

by enemy, death by environment and the use of the Help-on-demand system). Four clusters of<br />

behavior were located (table 1) based on the core mechanics of the game encompass<strong>in</strong>g more than<br />

90% of the exam<strong>in</strong>ed players. Each group was rated on a low-average-high scale, which is based<br />

on the underly<strong>in</strong>g range <strong>in</strong> the gameplay metrics. Each group was given a metaphorical label, which<br />

serves to provide an illustration of the core behavior of the group, and is essential when<br />

communicat<strong>in</strong>g results of an analysis to the design team <strong>in</strong> a game development company.<br />

Veterans Solvers Pacifists Runners<br />

Death count low average n/a average/low<br />

Completion time low average/high average/low low<br />

Death by fall<strong>in</strong>g low high average/high average/low<br />

Death by enemy low average/low high high<br />

Death by environment high low low High<br />

Help on demand average/low low low high / low<br />

Table 1: the four clusters of player behaviour accord<strong>in</strong>g to the game metrics tracked<br />

Veterans: These players where characterized by low death counts, fast completion times and very<br />

few deaths by enemies or fall<strong>in</strong>g, and low numbers of request for help <strong>in</strong> solv<strong>in</strong>g puzzles. The only<br />

weakness was environment related deaths, which this group handled rather badly. A closer look at<br />

the metrics data could be utilized to locate the specific areas or traps where this otherwise very well<br />

perform<strong>in</strong>g group ran <strong>in</strong>to problems.<br />

Solvers: This group of players where characterized by very low numbers of requests for help <strong>in</strong><br />

solv<strong>in</strong>g puzzles, but average to high numbers of death by fall<strong>in</strong>g and enemies. Completion time was<br />

average. Perhaps surpris<strong>in</strong>gly, environment-related deaths were low, <strong>in</strong>dicat<strong>in</strong>g careful navigation<br />

through the environment.<br />

Pacifists: These players are characterized by average numbers of death to environment and fall<strong>in</strong>g,<br />

but low numbers of death to environment effects such as traps, and low numbers of requests for<br />

help, and very high numbers of deaths by enemies. These players generally navigate the game well,<br />

but are very bad at handl<strong>in</strong>g mobile threats.<br />

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