Abstract
In this paper we present an approach for using sequence analysis
to model player behavior. This approach is designed
to work in game development contexts, integrating production
teams and delivering profiles that inform game design.
We demonstrate the method via a case study of the game
Tom Clancy’s The Division, which with its 20 million players
represents a major current commercial title. The approach
presented provides a mixed-methods framework, combining
qualitative knowledge elicitation and workshops with largescale
telemetry analysis, using sequence mining and clustering
to develop detailed player profiles showing the core gameplay
loops of The Division’s players.
to model player behavior. This approach is designed
to work in game development contexts, integrating production
teams and delivering profiles that inform game design.
We demonstrate the method via a case study of the game
Tom Clancy’s The Division, which with its 20 million players
represents a major current commercial title. The approach
presented provides a mixed-methods framework, combining
qualitative knowledge elicitation and workshops with largescale
telemetry analysis, using sequence mining and clustering
to develop detailed player profiles showing the core gameplay
loops of The Division’s players.
Original language | English |
---|---|
Publication status | Accepted/In press - 2018 |
Event | Artificial Intelligence and Interactive Digital Entertainment Conference - Duration: 13 Nov 2018 → 17 Nov 2018 https://sites.google.com/ncsu.edu/aiide-2018/ |
Conference
Conference | Artificial Intelligence and Interactive Digital Entertainment Conference |
---|---|
Period | 13/11/18 → 17/11/18 |
Internet address |
Bibliographical note
© 2018, Association for the Advancement of ArtificialIntelligence.