枪、剑和数据:野外电脑游戏中玩家行为的聚类

Anders Drachen, R. Sifa, C. Bauckhage, Christian Thurau
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引用次数: 176

摘要

来自电脑游戏的行为数据可能是非常高维的、大规模的,涵盖了数年的实时时间段和不同的用户群体。用户行为的聚类为游戏开发者提供了一种发现可操作行为模式的方法。聚类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,从而最终影响收益。本文的案例研究侧重于应用于高维玩家行为遥测的聚类分析,涵盖了两款主要商业游戏的26万个角色:大型多人在线角色扮演游戏《Tera》和多人战略战争游戏《战地2:坏连队2》。我们将K-means和Simplex Volume Maximization聚类应用于这两个数据集,并结合游戏设计的考虑,得出可操作的行为概况。根据算法的不同,对这两种游戏的潜在行为提供了不同的见解。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Guns, swords and data: Clustering of player behavior in computer games in the wild
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.
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