Self-Organizing Maps
The human-computer interaction handbook
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Bayesian imitation learning in game characters
International Journal of Intelligent Systems Technologies and Applications
Defining personas in games using metrics
Future Play '08 Proceedings of the 2008 Conference on Future Play: Research, Play, Share
Clustering of online game users based on their trails using self-organizing map
ICEC'06 Proceedings of the 5th international conference on Entertainment Computing
Player modeling impact on player's entertainment in computer games
UM'05 Proceedings of the 10th international conference on User Modeling
Gameplay analysis through state projection
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Mining game statistics from web services: a World of Warcraft armory case study
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Real-time team-mate AI in games: a definition, survey, & critique
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Proceedings of the Fifth International Conference on the Foundations of Digital Games
Modeling player performance in rhythm games
ACM SIGGRAPH ASIA 2010 Sketches
User studies: a strategy towards a successful industry-academic relationship
Futureplay '10 Proceedings of the International Academic Conference on the Future of Game Design and Technology
CG'10 Proceedings of the 7th international conference on Computers and games
Arrrgghh!!!: blending quantitative and qualitative methods to detect player frustration
Proceedings of the 6th International Conference on Foundations of Digital Games
Feature-based projections for effective playtrace analysis
Proceedings of the 6th International Conference on Foundations of Digital Games
Using sequential observations to model and predict player behavior
Proceedings of the 6th International Conference on Foundations of Digital Games
A deeper look at the use of telemetry for analysis of player behavior in RTS games
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
Naming virtual identities: patterns and inspirations for character names in world of warcraft
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
Measuring the impact of knowledge gained from playing FPS and RPG games on gameplay performance
ICEC'11 Proceedings of the 10th international conference on Entertainment Computing
A spatiotemporal visualization approach for the analysis of gameplay data
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Proceedings of the 9th conference on Computing Frontiers
Proceedings of the International Conference on the Foundations of Digital Games
Feedback-based gameplay metrics: measuring player experience via automatic visual analysis
Proceedings of The 8th Australasian Conference on Interactive Entertainment: Playing the System
DOGeometry: teaching geometry through play
Proceedings of the 4th International Conference on Fun and Games
Analysis of telemetry data from a real-time strategy game: A case study
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
Investigating individual decision making patterns in games using growing self organizing maps
PRICAI'12 Proceedings of the 12th Pacific Rim international conference on Trends in Artificial Intelligence
Politeness improves interactivity in dense crowds
Computer Animation and Virtual Worlds
Understanding individual play sequences using growing self organizing maps
ICONIP'12 Proceedings of the 19th international conference on Neural Information Processing - Volume Part I
Online behavior change detection in computer games
Expert Systems with Applications: An International Journal
Real-time rule-based classification of player types in computer games
User Modeling and User-Adapted Interaction
Technical Section: PLATO: A visual analytics system for gameplay data
Computers and Graphics
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We present a study focused on constructing models of players for the major commercial title Tomb Raider: Underworld (TRU). Emergent self-organizing maps are trained on high-level playing behavior data obtained from 1365 players that completed the TRU game. The unsupervised learning approach utilized reveals four types of players which are analyzed within the context of the game. The proposed approach automates, in part, the traditional user and play testing procedures followed in the game industry since it can inform game developers, in detail, if the players play the game as intended by the game design. Subsequently, player models can assist the tailoring of game mechanics in real-time for the needs of the player type identified.