Analytics-driven dynamic game adaption for player retention in Scrabble

Brent E. Harrison, D. Roberts
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引用次数: 19

Abstract

This paper shows how game analytics can be used in conjunction with an adaptive system in order to increase player retention at the level of individual game sessions in Scrabblesque, a Flash game based on the popular board game Scrabble. In this paper, we use game analytic knowledge to create a simplified search space (called the game analytic space) of board states. We then target a distribution of game analytic states that are predictive of players playing a complete game session of Scrabblesque in order to increase player retention. Our adaptive system then has a computer-controlled AI opponent take moves that will help realize this distribution of game analytic states with the ultimate goal of reducing the quitting rate. We test this system by performing a user study in which we compare how many people quit playing the adaptive version of Scrabblesque early and how many people quit playing a nonadaptive version of Scrabblesque early. We also compare how well the adaptive version of Scrabblesque was able to influence player behavior as described by game analytics. Our results show that our adaptive system is able to produce a significant reduction in the quitting rate (p = 0.03) when compared to the non-adaptive version. In addition, the adaptive version of Scrabblesque is able to better fit a target distribution of game analytic states when compared to the non-adaptive version.
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《Scrabble》中玩家留存率的分析驱动动态游戏调整
本文展示了如何将游戏分析与自适应系统结合在一起,从而提高《Scrabblesque》(基于流行桌面游戏《Scrabble》的Flash游戏)的玩家留存率。在本文中,我们利用博弈分析知识创建了一个简化的棋盘状态搜索空间(称为博弈分析空间)。然后我们瞄准游戏分析状态的分布,预测玩家是否会玩完《Scrabblesque》的完整游戏回合,从而提高玩家留存率。然后,我们的自适应系统有一个计算机控制的AI对手采取行动,这将有助于实现游戏分析状态的分布,最终目标是减少退出率。我们通过一项用户研究来测试这个系统,我们比较了有多少人在早期退出适应性版本的《Scrabblesque》,以及有多少人在早期退出非适应性版本的《Scrabblesque》。我们还比较了《Scrabblesque》的适应性版本如何影响游戏分析所描述的玩家行为。我们的结果表明,与非自适应版本相比,我们的自适应系统能够显著降低退出率(p = 0.03)。此外,与非自适应版本相比,自适应版本的Scrabblesque能够更好地拟合游戏分析状态的目标分布。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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