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Guns, swords and data: Clustering of player behavior in computer games in the wild

机译:枪,剑和数据:野外电脑游戏中玩家行为的聚集

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Behavioral data from computer games can be exceptionally high-dimensional, of massive scale and cover a temporal segment reaching years of real-time and a varying population of users. Clustering of user behavior provides a way to discover behavioral patterns that are actionable for game developers. Interpretability and reliability of clustering results is vital, as decisions based on them affect game design and thus ultimately revenue. Here case studies are presented focusing on clustering analysis applied to high-dimensionality player behavior telemetry, covering a combined total of 260,000 characters from two major commercial game titles: the Massively Multiplayer Online Role-Playing Game Tera and the multi-player strategy war game Battlefield 2: Bad Company 2. K-means and Simplex Volume Maximization clustering were applied to the two datasets, combined with considerations of the design of the games, resulting in actionable behavioral profiles. Depending on the algorithm different insights into the underlying behavior of the population of the two games are provided.
机译:来自计算机游戏的行为数据可以是异常高维的,大规模的,并且可以覆盖达到实时程度和用户数量变化的时间段。用户行为的聚类提供了一种发现行为模式的方法,这些行为模式对游戏开发人员而言是可操作的。群集结果的可解释性和可靠性至关重要,因为基于这些结果的决策会影响游戏设计并最终影响收益。在这里,案例研究着重于应用于高维玩家行为遥测的聚类分析,涵盖了来自两个主要商业游戏标题的总计260,000个字符:大型多人在线角色扮演游戏Tera和多人策略战争游戏Battlefield 2:糟糕的公司2.将K均值和单纯形体积最大化聚类应用于这两个数据集,并结合游戏设计的考虑因素,从而得出可行的行为模式。根据算法,提供了对两个游戏总体潜在行为的不同见解。

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