DocumentCode
1874171
Title
Player modeling using self-organization in Tomb Raider: Underworld
Author
Drachen, Anders ; Canossa, Alessandro ; Yannakakis, Georgios N.
Author_Institution
Center for Comput. Games Res., IT Univ. of Copenhagen, Copenhagen, Denmark
fYear
2009
fDate
7-10 Sept. 2009
Firstpage
1
Lastpage
8
Abstract
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.
Keywords
computer games; learning (artificial intelligence); self-organising feature maps; user modelling; Tomb Raider Underworld; emergent self-organizing maps; game design; game industry; high-level playing behavior data obtained; player modeling; unsupervised learning; Automatic testing; Computer industry; Computerized monitoring; Data mining; Gold; Instruments; Production; Self organizing feature maps; Toy industry; Unsupervised learning; Player modeling; Tomb Raider: Underworld; emergent self-organizing maps; unsupervised learning;
fLanguage
English
Publisher
ieee
Conference_Titel
Computational Intelligence and Games, 2009. CIG 2009. IEEE Symposium on
Conference_Location
Milano
Print_ISBN
978-1-4244-4814-2
Electronic_ISBN
978-1-4244-4815-9
Type
conf
DOI
10.1109/CIG.2009.5286500
Filename
5286500
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