Player modeling using self-organization in Tomb Raider: Underworld
By Anders Drachen, Alessandro Canossa, Georgios N. Yannakakis. 2009 IEEE Symposium on Computational Intelligence and Games, 2009
326 citations recorded by the source corpus.
Subfields: Artificial Intelligence, Computer Vision and Pattern Recognition, Signal Processing
View Paper: https://www.semanticscholar.org/paper/a02238f4c5608de0b48bcf8d700479a4a1dec147
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Artificial Intelligence
- Christian Bauckhage
- Rafet Sifa
- Anders Drachen
- Christian Thurau
- Diego Klabjan
- Juho Hamari
- Esteban G. Tabak
- Chenyue Wu
In Computer Vision and Pattern Recognition
- Christian Thurau
- Christian Bauckhage
- Rafet Sifa
- Diego Klabjan
- Juho Hamari
- Anders Drachen
- Manuel J. A. Eugster
- Luc Van Gool
In Signal Processing
- Christian Thurau
- Christian Bauckhage
- Rafet Sifa
- Anders Drachen
- Manuel J. A. Eugster
- Lars Kai Hansen
- Morten Mørup
Citations in the corpus
- Guns, swords and data: Clustering of player behavior in computer games in the wild (2012, methodology): “There are several major challenges, notably: 1) The potential extreme highdimensionality of the behavioral data [1] [33] [34] [38]; 2) It can be necessary to mix datatypes, e.g. binominal, categorical and numerical values, in the same analysis, in order to include all the necessary behavioral…”
- Guns and guardians: Comparative cluster analysis and behavioral profiling in destiny (2016, methodology): “de Behavioral profiling in games has previously been performed using a variety of descriptive and statistical techniques, as well as machine learning, the latter with an emphasis on unsupervised techniques due to the common explorative goal of profiling in games [8], [2], [22].”
- Introducing Archetypal Analysis for Player Classification in Games (2011, methodology): “Non-negative Matrix Factorization (NMF) [14], Self-Organizing Networks (SOM)) [7, 1].”
- Player Types: A Meta-synthesis (2014, background): “and gaming intensity (Ip & Jacobs 2005; Drachen et al. 2009; Hamari & Lehdonvirta 2010; Tseng 2010; Kallio et al. 2011). Some works, such as Yee (2006) and Kallio et al. (2011) do provide sub-dimension to the higher abstraction level player motivation and mentalities; however, on this abstraction le”