Player classification allows for considerable improvements on both game analytics and game adaptivity. With this paper we aim at reversing the ad-hoc tendency in player classification methods, by proposing an approach to player classification that can be integrated across different games and genres and is particularly suited to be used by game designers. This paper describes our generic method of interaction-based player classification, which consists of three components: (i) intercepting player interactions, (ii) finding player types through fuzzy cluster analysis and (iii) classification using Hidden Markov Models (HMM). To showcase our method we developed Blindmaze, a simple web-based hidden maze game publicly available, featuring a boun...
With game play data, empirical approaches to clustering are typically based solely on game outcomes,...
Player behavioural modelling has grown from a means to improve the playing strength of computer prog...
The incorporation of real human behaviour for nonplayer characters (NPCs) in games is a significant ...
The issue of discriminating among players' styles and associating them with player profile character...
AbstractThe issue of discriminating among players’ styles and associating them with player profile c...
Online game players are more satisfied with contents tailored to their preferences. Player classific...
Recent years have seen a deluge of behavioral data from players hitting the game industry. Reasons f...
Recent years have seen a deluge of behavioral data from players hitting the game industry. Reasons f...
There is still much to be explored in the field of player modeling especially when it comes to class...
Player clustering when applied to the field of video games has several potential applications. For e...
The power of using machine learning to improve or investigate the experience of play is only beginni...
The analysis of user behavior in digital games has been aided by theintroduction of user telemetry i...
This paper is concerned with the modeling of the behavior of players operating in a competitive envi...
When the promotion of a positive behavioral change is the goal, most often persuasion techniques are...
Part 1: Full papersInternational audienceComputer games are big business, which is also reflected in...
With game play data, empirical approaches to clustering are typically based solely on game outcomes,...
Player behavioural modelling has grown from a means to improve the playing strength of computer prog...
The incorporation of real human behaviour for nonplayer characters (NPCs) in games is a significant ...
The issue of discriminating among players' styles and associating them with player profile character...
AbstractThe issue of discriminating among players’ styles and associating them with player profile c...
Online game players are more satisfied with contents tailored to their preferences. Player classific...
Recent years have seen a deluge of behavioral data from players hitting the game industry. Reasons f...
Recent years have seen a deluge of behavioral data from players hitting the game industry. Reasons f...
There is still much to be explored in the field of player modeling especially when it comes to class...
Player clustering when applied to the field of video games has several potential applications. For e...
The power of using machine learning to improve or investigate the experience of play is only beginni...
The analysis of user behavior in digital games has been aided by theintroduction of user telemetry i...
This paper is concerned with the modeling of the behavior of players operating in a competitive envi...
When the promotion of a positive behavioral change is the goal, most often persuasion techniques are...
Part 1: Full papersInternational audienceComputer games are big business, which is also reflected in...
With game play data, empirical approaches to clustering are typically based solely on game outcomes,...
Player behavioural modelling has grown from a means to improve the playing strength of computer prog...
The incorporation of real human behaviour for nonplayer characters (NPCs) in games is a significant ...