BIRCH: an efficient data clustering method for very large databases
SIGMOD '96 Proceedings of the 1996 ACM SIGMOD international conference on Management of data
CURE: an efficient clustering algorithm for large databases
SIGMOD '98 Proceedings of the 1998 ACM SIGMOD international conference on Management of data
Automatic subspace clustering of high dimensional data for data mining applications
SIGMOD '98 Proceedings of the 1998 ACM SIGMOD international conference on Management of data
OPTICS: ordering points to identify the clustering structure
SIGMOD '99 Proceedings of the 1999 ACM SIGMOD international conference on Management of data
CLARANS: A Method for Clustering Objects for Spatial Data Mining
IEEE Transactions on Knowledge and Data Engineering
WaveCluster: A Multi-Resolution Clustering Approach for Very Large Spatial Databases
VLDB '98 Proceedings of the 24rd International Conference on Very Large Data Bases
Visualizing Competitive Behaviors in Multi-User Virtual Environments
VIS '04 Proceedings of the conference on Visualization '04
VU-Flow: A Visualization Tool for Analyzing Navigation in Virtual Environments
IEEE Transactions on Visualization and Computer Graphics
Cellular automata and Hilditch thinning for extraction of user paths in online games
NetGames '06 Proceedings of 5th ACM SIGCOMM workshop on Network and system support for games
Trajectory clustering: a partition-and-group framework
Proceedings of the 2007 ACM SIGMOD international conference on Management of data
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Toward an understanding of flow in video games
Computers in Entertainment (CIE) - Theoretical and Practical Computer Applications in Entertainment
DENCLUE 2.0: fast clustering based on kernel density estimation
IDA'07 Proceedings of the 7th international conference on Intelligent data analysis
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This paper presents a new automated behavior analysis system using a trajectory clustering method for massive multiplayer online games (MMOGs). The description of a player's behavior is useful information in MMOG development, but the monitoring and evaluation cost of player behavior is expensive. In this paper, we suggest an automated behavior analysis system using simple trajectory data with few monitoring and evaluation costs. We used hierarchical classification first, then applied an extended density based clustering algorithm for behavior analysis. We show the usefulness of our system using trajectory data from the commercial MMOG World of Warcraft (WOW). The results show that the proposed system can analyze player behavior and automatically generate insights on players' experience from simple trajectory data.