• 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