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Real-time rule-based classification of player types in computer games

Published: 01 November 2013 Publication History

Abstract

The power of using machine learning to improve or investigate the experience of play is only beginning to be realised. For instance, the experience of play is a psychological phenomenon, yet common psychological concepts such as the typology of temperaments have not been widely utilised in game design or research. An effective player typology provides a model by which we can analyse player behaviour. We present a real-time classifier of player type, implemented in the test-bed game Pac-Man. Decision Tree algorithms CART and C5.0 were trained on labels from the DGD player typology (Bateman and Boon, 21st century game design, vol. 1, 2005 ). The classifier is then built by selecting rules from the Decision Trees using a rule- performance metric, and experimentally validated. We achieve ~70% accuracy in this validation testing. We further analyse the concept descriptions learned by the Decision Trees. The algorithm output is examined with respect to a set of hypotheses on player behaviour. A set of open questions is then posed against the test data obtained from validation testing, to illustrate the further insights possible from extended analysis.

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  • (2020)Generalised Player Modelling: Why Artificial Intelligence in Games Should Incorporate Meaning, with a Formalism for so DoingHCI in Games10.1007/978-3-030-50164-8_1(3-22)Online publication date: 19-Jul-2020
  • (2019)Like PEAS in PoDSProceedings of the 14th International Conference on the Foundations of Digital Games10.1145/3337722.3337756(1-15)Online publication date: 26-Aug-2019
  • (2018)Data-Driven Approaches to Game Player ModelingACM Computing Surveys10.1145/314581450:6(1-19)Online publication date: 3-Jan-2018
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Information

Published In

cover image User Modeling and User-Adapted Interaction
User Modeling and User-Adapted Interaction  Volume 23, Issue 5
November 2013
81 pages

Publisher

Kluwer Academic Publishers

United States

Publication History

Published: 01 November 2013

Author Tags

  1. Classification
  2. Computer games
  3. Decision trees
  4. Experimental validation
  5. Player profiling
  6. Player typology

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View all
  • (2020)Generalised Player Modelling: Why Artificial Intelligence in Games Should Incorporate Meaning, with a Formalism for so DoingHCI in Games10.1007/978-3-030-50164-8_1(3-22)Online publication date: 19-Jul-2020
  • (2019)Like PEAS in PoDSProceedings of the 14th International Conference on the Foundations of Digital Games10.1145/3337722.3337756(1-15)Online publication date: 26-Aug-2019
  • (2018)Data-Driven Approaches to Game Player ModelingACM Computing Surveys10.1145/314581450:6(1-19)Online publication date: 3-Jan-2018
  • (2016)BehavletsUser Modeling and User-Adapted Interaction10.1007/s11257-016-9170-126:2-3(257-306)Online publication date: 1-Jun-2016
  • (2014)Experience Assessment and Design in the Analysis of GameplaySimulation and Gaming10.1177/104687811351393645:1(41-69)Online publication date: 1-Feb-2014

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