2014 IEEE Conference on Computational Intelligence and Games 2014
DOI: 10.1109/cig.2014.6932865
|View full text |Cite
|
Sign up to set email alerts
|

Beyond heatmaps: Spatio-temporal clustering using behavior-based partitioning of game levels

Abstract: Evaluating the spatial behavior of players allows for comparing design intent with emergent behavior. However, spatial analytics for game development is still in its infancy and current analysis mostly relies on aggregate visualizations such as heatmaps. In this paper, we propose the use of advanced spatial clustering techniques to evaluate player behavior. In particular, we consider the use of DEDICOM and DESICOM, two techniques that operate on asymmetric spatial similarity matrices and can simultaneously unc… Show more

Help me understand this report

Search citation statements

Order By: Relevance

Paper Sections

Select...
3
1
1

Citation Types

0
25
0

Year Published

2016
2016
2021
2021

Publication Types

Select...
3
3
1

Relationship

3
4

Authors

Journals

citations
Cited by 26 publications
(25 citation statements)
references
References 19 publications
0
25
0
Order By: Relevance
“…Normoyle and Jensen [39] introduced Bayesian Clustering to behavioral profiling in games, drawing on data from Battlefield 3. Bauckhage et al [40] introduced spatiotemporal clustering and developed waypoint graphs that permitted behavioralbased partitioning of game maps. Drachen et al [41] developed behavioral profiles for Destiny, comparing four different cluster models.…”
Section: Behavioral Profiling In Gamesmentioning
confidence: 99%
“…Normoyle and Jensen [39] introduced Bayesian Clustering to behavioral profiling in games, drawing on data from Battlefield 3. Bauckhage et al [40] introduced spatiotemporal clustering and developed waypoint graphs that permitted behavioralbased partitioning of game maps. Drachen et al [41] developed behavioral profiles for Destiny, comparing four different cluster models.…”
Section: Behavioral Profiling In Gamesmentioning
confidence: 99%
“…With specific regard to analyzing spatio-temporal data, Drachen et al [12] clustered players according to spatio-temporal behavior and distance between players, while Rioult et al [26] used topological measures to predict esports match outcomes. Bauckhage et al [3] adopted the DEDICOM model [6,31,34] to cluster players of Quake: Arena and develop waypoint graphs for behaviorbased partitioning. However, other behavioral information was not integrated in the analysis (further details of DEDICOM is provided below).…”
Section: Related Workmentioning
confidence: 99%
“…Jointly, profiling helps build an understanding of the users. However, behavioral profiling in digital games is not a straightforward task due to the shifting requirements of a profiling exercise, common high-dimensionality in the data, volatility and the lack of clear guidelines for which types of behavioral features to incorporate into profiles [2,3,10,14].…”
Section: Introductionmentioning
confidence: 99%
See 2 more Smart Citations