DocumentCode
1455595
Title
Beyond Skill Rating: Advanced Matchmaking in Ghost Recon Online
Author
Delalleau, Olivier ; Contal, Emile ; Thibodeau-Laufer, Eric ; Ferrari, Raul Chandias ; Bengio, Yoshua ; Zhang, Frank
Author_Institution
Dept. of Comput. Sci. & Oper. Res., Univ. of Montreal, Montreal, QC, Canada
Volume
4
Issue
3
fYear
2012
Firstpage
167
Lastpage
177
Abstract
Player satisfaction is particularly difficult to ensure in online games, due to interactions with other players. In adversarial multiplayer games, matchmaking typically consists in trying to match together players of similar skill level. However, this is usually based on a single-skill value, and assumes the only factor of “fun” is the game balance. We present a more advanced matchmaking strategy developed for Ghost Recon Online, an upcoming team-focused first-person shooter (FPS) from Ubisoft (Montreal, QC, Canada). We first show how incorporating more information about players than their raw skill can lead to more balanced matches. We also argue that balance is not the only factor that matters, and present a strategy to explicitly maximize the players´ fun, taking advantage of a rich player profile that includes information about player behavior and personal preferences. Ultimately, our goal is to ask players to provide direct feedback on match quality through an in-game survey. However, because such data were not available for this study, we rely here on heuristics tailored to this specific game. Experiments on data collected during Ghost Recon Online´s beta tests show that neural networks can effectively be used to predict both balance and player enjoyment.
Keywords
computer games; neural nets; Ghost Recon Online; Ubisoft; advanced matchmaking; adversarial multiplayer games; game balance; match quality; neural networks; online games; personal preferences; player behavior; player satisfaction; single-skill value; skill rating; team-focused first-person shooter; Computational modeling; Computer architecture; Games; Prediction algorithms; Predictive models; Training; Vectors; First-person shooters (FPSs); game balance; matchmaking; neural networks; player satisfaction;
fLanguage
English
Journal_Title
Computational Intelligence and AI in Games, IEEE Transactions on
Publisher
ieee
ISSN
1943-068X
Type
jour
DOI
10.1109/TCIAIG.2012.2188833
Filename
6156756
Link To Document