Like a DNA String: Sequence-Based Player Profiling in <i>Tom Clancy’s The Division</i>

Authors

  • Alessandro Canossa Ubisoft
  • Sasha Makarovych Ubisoft
  • Julian Togelius New York University
  • Anders Drachenn DC Labs, University of York

DOI:

https://doi.org/10.1609/aiide.v14i1.13049

Keywords:

games, game analytics

Abstract

In this paper we present an approach to using sequence analysis to model player behavior. This approach is designed to work in game development contexts, integrating production teams and delivering profiles that inform game design. We demonstrate the method via a case study of the game Tom Clancy’s The Division, which with its 20 million players represents a major current commercial title. The approach presented provides a mixed-methods framework, combining qualitative knowledge elicitation and workshops with large-scale telemetry analysis, using sequence mining and clustering to develop detailed player profiles showing the core game-play loops of The Division’s players.

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Published

2018-09-25

How to Cite

Canossa, A., Makarovych, S., Togelius, J., & Drachenn, A. (2018). Like a DNA String: Sequence-Based Player Profiling in <i>Tom Clancy’s The Division</i>. Proceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment, 14(1), 152-158. https://doi.org/10.1609/aiide.v14i1.13049