HCJul 15, 2014

A Comparison of Methods for Player Clustering via Behavioral Telemetry

arXiv:1407.3950v176 citations
Originality Synthesis-oriented
AI Analysis

This work addresses the challenge for game developers in making sense of complex player behavior data to create useful profiles, but it is incremental as it compares existing methods.

The paper tackled the problem of interpreting behavioral clusters from player telemetry by applying various unsupervised techniques, including Archetypal Analysis, to playtime data of 70,014 World of Warcraft players over five years, and evaluated them for developing actionable profiles.

The analysis of user behavior in digital games has been aided by the introduction of user telemetry in game development, which provides unprecedented access to quantitative data on user behavior from the installed game clients of the entire population of players. Player behavior telemetry datasets can be exceptionally complex, with features recorded for a varying population of users over a temporal segment that can reach years in duration. Categorization of behaviors, whether through descriptive methods (e.g. segmention) or unsupervised/supervised learning techniques, is valuable for finding patterns in the behavioral data, and developing profiles that are actionable to game developers. There are numerous methods for unsupervised clustering of user behavior, e.g. k-means/c-means, Non-negative Matrix Factorization, or Principal Component Analysis. Although all yield behavior categorizations, interpretation of the resulting categories in terms of actual play behavior can be difficult if not impossible. In this paper, a range of unsupervised techniques are applied together with Archetypal Analysis to develop behavioral clusters from playtime data of 70,014 World of Warcraft players, covering a five year interval. The techniques are evaluated with respect to their ability to develop actionable behavioral profiles from the dataset.

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