Mining rules from player experience and activity data

Jeremy Gow, Simon Colton, Paul Antony Cairns, P Miller

Research output: Chapter in Book/Report/Conference proceedingConference contribution

Abstract

Feedback on player experience and behaviour can be
invaluable to game designers, but there is need for specialised knowledge discovery tools to deal with high
volume playtest data. We describe a study with a commercial third-person shooter, in which integrated player
activity and experience data was captured and mined for
design-relevant knowledge. Nine dimensions of player
experience were recorded every few minutes by interrupting play, with a ‘storyboard’ prompt to aid recall
and support event-specific feedback. Association rule
learning was then used to extract rules relating player
activity and experience during combat, and the results
filtered using four design-relevant rule templates. The
approach could be used to support the design of game
content, including player-adaptive content.
Original languageEnglish
Title of host publication8th Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment
Pages148-153
Publication statusPublished - 2012
Event8th Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment - Stanford University, Palo Alto, United States
Duration: 8 Oct 201212 Oct 2012

Conference

Conference8th Annual AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment
Country/TerritoryUnited States
CityPalo Alto
Period8/10/1212/10/12

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