Like a DNA string: Sequence-based player profiling in Tom Clancy’s the Division

Alessandro Canossa, Sasha Makarovych, Julian Togelius, Anders Drachen

    Research output: Chapter in Book/Report/Conference proceedingConference contribution

    Abstract

    In this paper we present an approach to using sequence analysis to model player behavior. This approach is designed to work in game development contexts, integrating production teams and delivering profiles that inform game design. We demonstrate the method via a case study of the game Tom Clancy’s The Division, which with its 20 million players represents a major current commercial title. The approach presented provides a mixed-methods framework, combining qualitative knowledge elicitation and workshops with large-scale telemetry analysis, using sequence mining and clustering to develop detailed player profiles showing the core gameplay loops of The Division’s players.

    Original languageEnglish (US)
    Title of host publicationProceedings of the 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2018
    PublisherAAAI press
    Pages152-157
    Number of pages6
    ISBN (Electronic)9781577358046
    StatePublished - 2018
    Event14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2018 - Edmonton, Canada
    Duration: Nov 13 2018Nov 17 2018

    Publication series

    NameProceedings of the 14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2018

    Conference

    Conference14th AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, AIIDE 2018
    CountryCanada
    CityEdmonton
    Period11/13/1811/17/18

    ASJC Scopus subject areas

    • Visual Arts and Performing Arts
    • Artificial Intelligence

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