Real-time rule-based classification of player types in computer games.

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Title: Real-time rule-based classification of player types in computer games.
Authors: Cowley, Ben ben.cowley@helsinki.fi, Charles, Darryl1, Black, Michaela1, Hickey, Ray1
Source: User Modeling & User-Adapted Interaction. Nov2013, Vol. 23 Issue 5, p489-526. 38p.
Subjects: Rule-based programming, Computer game programming, Real-time programming, Machine learning, Video game development, Decision trees
Abstract: The power of using machine learning to improve or investigate the experience of play is only beginning to be realised. For instance, the experience of play is a psychological phenomenon, yet common psychological concepts such as the typology of temperaments have not been widely utilised in game design or research. An effective player typology provides a model by which we can analyse player behaviour. We present a real-time classifier of player type, implemented in the test-bed game Pac-Man. Decision Tree algorithms CART and C5.0 were trained on labels from the DGD player typology (Bateman and Boon, 21st century game design, vol. 1, ). The classifier is then built by selecting rules from the Decision Trees using a rule- performance metric, and experimentally validated. We achieve ~70% accuracy in this validation testing. We further analyse the concept descriptions learned by the Decision Trees. The algorithm output is examined with respect to a set of hypotheses on player behaviour. A set of open questions is then posed against the test data obtained from validation testing, to illustrate the further insights possible from extended analysis. [ABSTRACT FROM AUTHOR]
Copyright of User Modeling & User-Adapted Interaction is the property of Springer Nature and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
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  Data: <searchLink fieldCode="DE" term="%22Rule-based+programming%22">Rule-based programming</searchLink><br /><searchLink fieldCode="DE" term="%22Computer+game+programming%22">Computer game programming</searchLink><br /><searchLink fieldCode="DE" term="%22Real-time+programming%22">Real-time programming</searchLink><br /><searchLink fieldCode="DE" term="%22Machine+learning%22">Machine learning</searchLink><br /><searchLink fieldCode="DE" term="%22Video+game+development%22">Video game development</searchLink><br /><searchLink fieldCode="DE" term="%22Decision+trees%22">Decision trees</searchLink>
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  Data: The power of using machine learning to improve or investigate the experience of play is only beginning to be realised. For instance, the experience of play is a psychological phenomenon, yet common psychological concepts such as the typology of temperaments have not been widely utilised in game design or research. An effective player typology provides a model by which we can analyse player behaviour. We present a real-time classifier of player type, implemented in the test-bed game Pac-Man. Decision Tree algorithms CART and C5.0 were trained on labels from the DGD player typology (Bateman and Boon, 21st century game design, vol. 1, ). The classifier is then built by selecting rules from the Decision Trees using a rule- performance metric, and experimentally validated. We achieve ~70% accuracy in this validation testing. We further analyse the concept descriptions learned by the Decision Trees. The algorithm output is examined with respect to a set of hypotheses on player behaviour. A set of open questions is then posed against the test data obtained from validation testing, to illustrate the further insights possible from extended analysis. [ABSTRACT FROM AUTHOR]
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  Data: <i>Copyright of User Modeling & User-Adapted Interaction is the property of Springer Nature and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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        Value: 10.1007/s11257-012-9126-z
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        Text: English
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      – SubjectFull: Computer game programming
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      – SubjectFull: Real-time programming
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      – SubjectFull: Machine learning
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      – SubjectFull: Decision trees
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              Text: Nov2013
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