TY - GEN
T1 - Predicting player behavior in Tomb Raider
T2 - 2010 IEEE Conference on Computational Intelligence and Games, CIG2010
AU - Mahlmann, Tobias
AU - Drachen, Anders
AU - Togelius, Julian
AU - Canossa, Alessandro
AU - Yannakakis, Georgios N.
PY - 2010
Y1 - 2010
N2 - This paper presents the results of an explorative study on predicting aspects of playing behavior for the major commercial title Tomb Raider: Underworld (TRU). Various supervised learning algorithms are trained on a large-scale set of in-game player behavior data, to predict when a player will stop playing the TRU game and, if the player completes the game, how long will it take to do so. Results reveal that linear regression models and other nOnlinear classification techniques perform well on the tasks and that decision tree learning induces small yet well-performing and informative trees. Moderate performance is achieved from the prediction models, which indicates the complexity of predicting player behavior based on a constrained set of gameplay metrics and the noise existent in the dataset examined, a generic problem in large-scale data collection from millions of remote clients.
AB - This paper presents the results of an explorative study on predicting aspects of playing behavior for the major commercial title Tomb Raider: Underworld (TRU). Various supervised learning algorithms are trained on a large-scale set of in-game player behavior data, to predict when a player will stop playing the TRU game and, if the player completes the game, how long will it take to do so. Results reveal that linear regression models and other nOnlinear classification techniques perform well on the tasks and that decision tree learning induces small yet well-performing and informative trees. Moderate performance is achieved from the prediction models, which indicates the complexity of predicting player behavior based on a constrained set of gameplay metrics and the noise existent in the dataset examined, a generic problem in large-scale data collection from millions of remote clients.
KW - Player modeling
KW - Tomb Raider: Underworld
KW - classification
KW - supervised learning
UR - http://www.scopus.com/inward/record.url?scp=80051941869&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=80051941869&partnerID=8YFLogxK
U2 - 10.1109/ITW.2010.5593355
DO - 10.1109/ITW.2010.5593355
M3 - Conference contribution
AN - SCOPUS:80051941869
SN - 9781424462971
T3 - Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games, CIG2010
SP - 178
EP - 185
BT - Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games, CIG2010
Y2 - 18 August 2010 through 21 August 2010
ER -