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Automatic Modeling of Frequent Behaviors of Avatars and Players in a On Line Game

机译:在线游戏中化身和玩家频繁行为的自动建模

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摘要

Millions of people now participate in on line games, placing tremendous and often unpredictable maintenance burdens on their operators. Thus, understanding the dynamic behaviors of a player is critical for the systems, network, and designers. To the best of our knowledge, little work builds character interaction model based on the data stream mining. This work improves our understanding the behaviors of avatar/player in a on line game by collecting the behavior data, extracting frequent behavior patterns, learning the hidden hints and making good prediction on responses to the unexpected impacts. Besides, we develop two efficient approaches for mining the behavior data to find the interesting behavior pattern for future prediction on responses of opponents. Our novel findings include the following: One, due to the constraints of limited resources of time, memory, and sample size, MSS-MB was proposed to meet these conditions; the other, due to the constraints of real-time and on-line, there may have some errors occurred in the processing period, MSS-BE was proposed to control the errors as needed. Finally, based on the experimental results, we can predict the responses of opponents efficiently in the on line game.
机译:现在有数百万人参加在线游戏,给他们的运营商带来了巨大且往往是无法预测的维护负担。因此,了解玩家的动态行为对于系统,网络和设计人员至关重要。据我们所知,很少有工作基于数据流挖掘来构建角色交互模型。这项工作通过收集行为数据,提取频繁的行为模式,学习隐藏的提示以及对意外影响的响应做出良好的预测,从而提高了我们对在线游戏中化身/玩家行为的理解。此外,我们开发了两种有效的方法来挖掘行为数据,以找到有趣的行为模式,以便将来对对手的反应进行预测。我们的新颖发现包括以下几个方面:一是由于时间,内存和样本量的资源有限,提出了MSS-MB来满足这些条件。另外,由于实时性和在线性的限制,在处理过程中可能会出现一些错误,因此建议采用MSS-BE来控制错误。最后,基于实验结果,我们可以有效地预测在线游戏中对手的反应。

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