胫骨球员剖析和建模使用机器学习

Mohamed ElSayed, A. Hamdy, Ahmad Mostafa
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引用次数: 0

摘要

用户参与是软件系统成功的关键因素之一。系统的互动性越强,实现其目标的机会就越高。最近,玩多人在线角色扮演游戏(MMORPG)的用户越来越多。用户数量的增长导致不同类型的玩家拥有不同的偏好和技能。玩家类型的自动建模使自适应游戏的设计成为可能,从而改善玩家体验。本文提出了一个分析和建模玩家行为的框架。游戏内玩家的数据是从Tibia游戏开放服务器收集的。球员档案是在胫骨专家的协助下建立的。然后6个分类器随机森林,人工神经网络(ann),随机梯度下降(SGD),决策树,Naïve贝叶斯和k近邻(KNN),使用构建的配置文件进行训练,以模拟玩家类型。最后,对样本玩家进行Bartle测试;这些球员的档案被用来测试之前训练的球员类型分类器。实验结果表明,该方法可达到90%以上的分类准确率。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Tibia Player Profiling and Modeling using Machine Learning
User engagement is one of the critical factors for the success of software systems. The more interactive a system is, the higher the chance of achieving its goals. Recently, the number of users who play Multiplayer Online Role-Playing Games (MMORPG) has become massive. This growth in user numbers led to different player types with different preferences and skills. Automatic modeling of player types enables the design of adaptive games and consequently improves the player experience. This paper proposes a framework for profiling and modeling the player's behavior. In-game players' data were collected from the Tibia game open server. Player profiles were built with the assistance of Tibia experts. Then six classifiers Random Forests, Artificial neural networks (ANNs), Stochastic gradient descent (SGD), Decision trees, Naïve Bayes, and K-nearest neighbors (KNN), were trained using the built profiles to model the player types. Finally, the Bartle test was given to sample players; the profiles of these players were used to test the previously trained player-type classifiers. Experimental results showed that a classification accuracy equal to 90% could be achieved.
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