Player Behavior Profiling through Provenance Graphs and Representation Learning

S. Melo, Troy C. Kohwalter, E. Clua, A. Paes, Leonardo Gresta Paulino Murta
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引用次数: 8

Abstract

Arguably, player behavior profiling is one of the most relevant tasks of Game Analytics. However, to fulfill the needs of this task, gameplay data should be handled so that the player behavior can be profiled and even understood. Usually, gameplay data is stored as raw log-like files, from which gameplay metrics are computed. However, gameplay metrics have been commonly used as input to classify player behavior with two drawbacks: (1) gameplay metrics are mostly handcrafted and (2) they might not be adequate for fine-grain analysis as they are just computed after key events, such as stage or game completion. In this paper, we present a novel approach for player profiling based on provenance graphs, an alternative to log-like files that model causal relationships between entities in game. Our approach leverages recent advances in deep learning over graph representation of player states and its neighboring contexts, requiring no handcrafted features. We perform clustering on learned nodes representations to profile at a fine-grain the player behavior in provenance data collected from a multiplayer battle game and assess the obtained profiles through statistical analysis and data visualization.
通过来源图和表征学习分析玩家行为
可以说,玩家行为分析是游戏分析最相关的任务之一。然而,为了完成这一任务,我们需要处理游戏玩法数据,以便能够分析甚至理解玩家的行为。通常情况下,游戏玩法数据是以原始日志文件的形式存储的,游戏玩法参数就是从中计算出来的。然而,玩法参数通常被用作分类玩家行为的输入,这有两个缺点:(1)玩法参数大多是手工制作的;(2)它们可能不适合精细分析,因为它们只是在关键事件(如阶段或游戏完成)之后计算出来的。在本文中,我们提出了一种基于来源图的玩家分析的新方法,这是一种类似日志的文件的替代方法,该文件可以模拟游戏中实体之间的因果关系。我们的方法利用了深度学习在玩家状态及其邻近环境的图形表示上的最新进展,不需要手工制作的特征。我们对学习到的节点表示进行聚类,以细粒度描述从多人战斗游戏中收集的来源数据中的玩家行为,并通过统计分析和数据可视化评估获得的特征。
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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