Guns, swords and data: Clustering of player behavior in computer games in the wild

  title={Guns, swords and data: Clustering of player behavior in computer games in the wild},
  author={Anders Drachen and Rafet Sifa and Christian Bauckhage and Christian Thurau},
  journal={2012 IEEE Conference on Computational Intelligence and Games (CIG)},
Behavioral data from computer games can be exceptionally high-dimensional, of massive scale and cover a temporal segment reaching years of real-time and a varying population of users. Clustering of user behavior provides a way to discover behavioral patterns that are actionable for game developers. Interpretability and reliability of clustering results is vital, as decisions based on them affect game design and thus ultimately revenue. Here case studies are presented focusing on clustering… CONTINUE READING
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