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Profiling Players Using Real-World Datasets: Clustering the Data and Correlating the Results with the Big-Five Personality Traits

机译:使用现实世界的数据集对玩家进行分析:对数据进行聚类并将结果与​​五大个性特征进行关联

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摘要

Computer games provide an ideal test bed to collect and study data related to human behavior using a virtual environment having real-world-like features. Studies regarding individual players' actions in a gaming session and how this correlates with their real-life personality have the potential to reveal great insights in the field of affective computing. This study profiles players using data collected from strategy games. This is done by taking into account the gameplay and the associations between the personality traits and the subjects playing the game. This study uses two benchmark strategy game datasets, namely, StarCraft and World of Warcraft. In addition, the study also uses the Age of Empire-II game data, collected using 50 participants. The IPIP-NEO-120 personality test is conducted using these participants to evaluate them on the Big-Five personality traits. The three datasets are profiled using four clustering techniques. The results identify two clusters in each of these datasets. The quality of cluster formation is also evaluated through the cluster evaluation indices. Using the clustering results, the classifiers are then trained to classify a player, after a gameplay, into one of the two profiles. Results show that the gameplay can be used to predict various personality features using strategy game data.
机译:计算机游戏提供了一个理想的测试平台,可以使用具有类似于真实世界特征的虚拟环境来收集和研究与人类行为有关的数据。有关个人玩家在游戏中的行为及其与现实生活中的个性之间的关系的研究有可能揭示情感计算领域的深刻见解。这项研究使用从策略游戏收集的数据对玩家进行了介绍。这是通过考虑游戏玩法以及性格特征与玩游戏的主体之间的关联来完成的。本研究使用两个基准策略游戏数据集,即《星际争霸》和《魔兽世界》。此外,该研究还使用了帝国时代II游戏数据,该数据是使用50名参与者收集的。使用这些参与者进行了IPIP-NEO-120个性测试,以评估他们的五大个性特质。使用四种聚类技术对这三个数据集进行了概要分析。结果确定了每个数据集中的两个聚类。集群形成的质量也通过集群评估指标进行评估。然后,使用聚类结果,对分类器进行训练,以将玩游戏后的玩家分类为两个配置文件之一。结果表明,可使用策略游戏数据将游戏玩法用于预测各种个性特征。

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