Behavior evolution in Tomb Raider Underworld

R. Sifa, Anders Drachen, C. Bauckhage, Christian Thurau, Alessandro Canossa
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引用次数: 38

Abstract

Behavioral datasets from major commercial game titles of the “AAA” grade generally feature high dimensionality and large sample sizes, from tens of thousands to millions, covering time scales stretching into several years of real-time, and evolving user populations. This makes dimensionality-reduction methods such as clustering and classification useful for discovering and defining patterns in player behavior. The goal from the perspective of game development is the formation of behavioral profiles that provide actionable insights into how a game is being played, and enables the detection of e.g. problems hindering player progression. Due to its unsupervised nature, clustering is notably useful in cases where no prior-defined classes exist. Previous research in this area has successfully applied clustering algorithms to behavioral datasets from different games. In this paper, the focus is on examining the behavior of 62,000 players from the major commercial game Tomb Raider: Underworld, as it unfolds from the beginning of the game and throughout the seven main levels of the game. Where previous research has focused on aggregated behavioral datasets spanning an entire game, or conversely a limited slice or snapshot viewed in isolation, this is to the best knowledge of the authors the first study to examine the application of clustering methods to player behavior as it evolves throughout an entire game.
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《古墓丽影:地下世界》中的行为进化
来自“AAA”级主要商业游戏的行为数据集通常具有高维度和大样本量,从数万到数百万不等,涵盖了数年的实时时间尺度,以及不断变化的用户群体。这使得聚类和分类等降维方法对于发现和定义玩家行为模式非常有用。从游戏开发的角度来看,目标是形成行为特征,提供关于游戏玩法的可行见解,并能够发现阻碍玩家进程的问题。由于它的无监督性质,聚类在没有预先定义的类的情况下特别有用。该领域之前的研究已经成功地将聚类算法应用于不同游戏的行为数据集。在本文中,我们将着眼于研究《古墓丽影:地下世界》这款大型商业游戏的62000名玩家的行为,并从游戏的开始以及游戏的7个主要关卡展开。之前的研究关注的是跨越整个游戏的聚合行为数据集,或者相反地,孤立地观察有限的切片或快照,这是作者所了解的第一个研究,即在玩家行为在整个游戏中的演变过程中检查聚类方法的应用。
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