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Classifying Players For Unique Game Experiences

togelius writes "Whenever you play a game of Tomb Raider: Underworld, heaps of data about your playing style is collected at Eidos' servers. Researchers at the Center for Computer Games Research have now mined this data to identify the different types of player behavior (PDF). Using self-organizing neural networks, they classified players as either Veterans, Solvers, Pacifists or Runners. It turns out people play the game for very different reasons and focus on different parts of the game, but almost everyone falls into one of these categories. These neural networks can now quickly determine which of these groups you belong to based on just seeing you play. In the near future, such networks will be used to adapt games like Tomb Raider while they are played (e.g. by removing or adding puzzles and enemies), so you get the game you want."

167 comments

  1. Foruc on different parts of game by sopssa · · Score: 4, Funny

    It turns out people play the game for very different reasons and focus on different parts of the game, but almost everyone falls into one of these categories.

    Yep, I've noticed this too. I dont get why, but some people tend to stare the ass more, while personally I like to enjoy the boobs.

    Did this research notice if there were any deaths caused by getting discracted when you jumped and the camera got into such position that you tried to get a nippleslip or see the panties?

    1. Re:Foruc on different parts of game by ShieldW0lf · · Score: 3, Interesting

      Just what we need... surround ourselves with ourselves. That will challenge us and cause us to grow into intelligent, tolerant and well rounded individuals.

      --
      -1 Uncomfortable Truth
    2. Re:Foruc on different parts of game by Andr+T. · · Score: 2

      Did this research notice if there were any deaths caused by getting discracted when you jumped and the camera got into such position that you tried to get a nippleslip or see the panties?

      Just what we need... surround ourselves with ourselves. That will challenge us and cause us to grow into intelligent, tolerant and well rounded individuals.

      /. just keep getting weirder and weirder.

      --

      Any life is made up of a single moment, the moment in which a man finds out, once and for all, who he is.

    3. Re:Foruc on different parts of game by Andr+T. · · Score: 1

      *keeps

      --

      Any life is made up of a single moment, the moment in which a man finds out, once and for all, who he is.

    4. Re:Foruc on different parts of game by Minwee · · Score: 5, Funny

      Just what we need... surround ourselves with ourselves. That will challenge us and cause us to grow into intelligent, tolerant and well rounded individuals.

      I don't like hearing this kind of talk, so I'm going to mod it down.

    5. Re:Foruc on different parts of game by Anonymous Coward · · Score: 1, Funny

      Just what we need... surround ourselves with ourselves. That will challenge us and cause us to grow into intelligent, tolerant and well rounded individuals.

      Because playing video games for hours on end alone in the dark is such a healthy social development activity...

    6. Re:Foruc on different parts of game by Anonymous Coward · · Score: 0

      Move on back 2 squares.

    7. Re:Foruc on different parts of game by Zencyde · · Score: 1

      But always stays the same.

      --
      What day is it? Could you please tell me?
    8. Re:Foruc on different parts of game by Phoghat · · Score: 1

      Blue Pill or Red Pill?

      --
      Think of how stupid the average person is, and realize half of them are stupider than that.
    9. Re:Foruc on different parts of game by Anonymous Coward · · Score: 0

      We foot fethishists have the time of our life. After all, she runs around barefoot half of the games. ^^

      We really have it best. Imagine all girls runnin around with just a tiny dot on their tits. Anywhere. Not specifically on the nipples.
      And some would even run around with bare boobs.

      Now you begin to grasp the fun that we have. We can basically jack off just by thinking about the commute to work and back (and using a hand ;). Especially with a school or university nearby. I hope we stay rare, and therefore it doesn't stop. :D

  2. No thank you by RemoWilliams84 · · Score: 5, Funny

    After seeing how Tivo and Netflix recommendations go sometimes, I'm not sure I want a game changing itself because it thinks I know what I want. Not to knock Tivo or Netflix, they are accurate alot, but sometimes they are way off base.

    Besides, if it knew what I really wanted, everything would just end up having tits.

    --
    "I don't have to think. I only have to do it. The results are always perfect, but that's old news." - Meat Puppets
    1. Re:No thank you by Yvan256 · · Score: 1

      Besides, if it knew what I really wanted, everything would just end up having tits.

      Kinda like Major Boobage?

    2. Re:No thank you by Anonymous Coward · · Score: 2, Funny

      Besides, if it knew what I really wanted, everything would just end up having tits.

      So you've never played Tomb Raider, then, have you?

    3. Re:No thank you by Hurricane78 · · Score: 1

      Mmmmhhh... Tits with tits! (No shocker pic. Rather nice.)

      --
      Any sufficiently advanced intelligence is indistinguishable from stupidity.
  3. Thanks for the heads up by NervousNerd · · Score: 5, Insightful

    Whenever you play a game of Tomb Raider: Underworld, heaps of data about your playing style is collected at Eidos' servers.

    Thanks for the heads up, so I won't buy it. I personally don't like having everything I do monitored in some way on some server with a shady privacy policy.

    1. Re:Thanks for the heads up by J_DarkElf · · Score: 4, Insightful

      Then don't buy the Xbox version. If you RTFA, it mentions that the data collection was done through Xbox Live.

      Of course with its achievements etc. Xbox Live is always tracking everyone in the first place, Eidos' data collection is a logical next step. If you're paranoid, avoid Xbox Live, PSN, and any similar system (including Steam on PC unless firewalled).

      Or of course just pull the network plug of the PC or console...

    2. Re:Thanks for the heads up by mcvos · · Score: 5, Funny

      Totally. This is yet another attempt by the government to monitor its drones and keep them in line, another little teeter down the slippery slope to an Orwellian future.

      But by analyzing how you react to this, they'll be able to offer you the customised Orwellian future that you really want.

    3. Re:Thanks for the heads up by smallshot · · Score: 1

      Just because they collected data on 1365 players using XBox live doesn't mean they collect data from everyone playing the game. They very well might, but for all you know those 1365 could have opted in after seeing very clear terms.

      Also, why is everyone so afraid of having their game play analyzed by a machine? Is there a particular reason besides/in addition to the words "privacy" and "monitored"?

    4. Re:Thanks for the heads up by Theoboley · · Score: 0

      It makes you wonder if they're doin the same thing with MMORPG's such as WoW and the likes...

      --
      Stupidity only gets you so far, then you've gotta try
    5. Re:Thanks for the heads up by jittles · · Score: 0

      Is it only the Xbox version? That is all that was released in the study. Are they logging and reporting on the PS and PC versions as well? If they are sending reports on the PC version, are they snooping through the contents of my entire hard drive?

      I don't mean to be a tin-foiled privacy freak but there is no way for anyone to know for sure. I own this game for XBox and they don't give you any sort of warning or opt out feature. If its illegal for someone to record telephone conversations without consent, it should be illegal for software to "phone home" without consent. Maybe it is, I don't know. I suspect that Eidos isn't the only publisher doing this, either.

    6. Re:Thanks for the heads up by Applekid · · Score: 4, Insightful

      Unless you're planning to write your social security number with bullet holes in the wall, I think you might be overreacting.

      Using my play data to serve ads? No, thanks, I'll pass. Using my play data to realize I hate having to kill things in Tomb Raider? Sounds like a win to me.

      --
      More Twoson than Cupertino
    7. Re:Thanks for the heads up by SL+Baur · · Score: 2, Informative

      I think they are, though I'm sure that they're a little overwhelmed by the amount of data involved.

      In the most recent patch 3.2 they removed "twinks" from regular battlegrounds and added XP. The vast majority of us cheered.

    8. Re:Thanks for the heads up by redcaboodle · · Score: 1

      It makes you wonder if they're doin the same thing with MMORPG's such as WoW and the likes...

      No, they don't. I still see other players.

      --
      -- Put crudely, the world is an extremely large problem instance. (Russel/Norvig Artificial Intelligence)
    9. Re:Thanks for the heads up by bigngamer92 · · Score: 1

      Yes Mr. Anderson we see that you were most likely to die in L4D by the Hunters. Since the AI director was feeling spiteful today you be forced to split your team up in order to complete this puzzle, oh and there will be no ammo drops, enjoy your crowbar.

    10. Re:Thanks for the heads up by dkleinsc · · Score: 5, Insightful

      I think you guys have the wrong dystopia here: This isn't an Orwellian future that this sort of thing leads to, it's more of a Brave New World with perfectly customized soma for you.

      --
      I am officially gone from /. Long live http://www.soylentnews.com/
    11. Re:Thanks for the heads up by Anonymous Coward · · Score: 0
    12. Re:Thanks for the heads up by ArsonSmith · · Score: 1

      Because you don't just wake up one day and decided to put people in concentration camps.

      --
      Paying taxes to buy civilization is like paying a hooker to buy love.
    13. Re:Thanks for the heads up by moose_hp · · Score: 1

      Mine is called caffeine >.>

      --
      DON'T PANIC.
    14. Re:Thanks for the heads up by Darinbob · · Score: 1

      This sounded like a single player game. Is the new wave now to require internet connections for everything?

    15. Re:Thanks for the heads up by BikeHelmet · · Score: 1

      Whenever you play a game of Tomb Raider: Underworld, heaps of data about your playing style is collected at Eidos' servers.

      Thanks for the heads up, so I won't buy it. I personally don't like having everything I do monitored in some way on some server with a shady privacy policy.

      What, you mean like EQ2 and WoW do?

      Apparently every single thing to take place is recorded by EQ2. A while back some giddy scientists got their hands on the massive amount of data, to run algorithms on it.

      And if you don't think Blizzard does the same thing...hah...get real. :P

    16. Re:Thanks for the heads up by Stupendoussteve · · Score: 1

      You opt-in to sending your data to Microsoft when you connect your Xbox to the internet and create an account with Xbox Live.

    17. Re:Thanks for the heads up by Anonymous Coward · · Score: 0

      Because you don't just wake up one day and decided to put people in concentration camps.

      But I just woke up one day and deciding to put people in concentration camps.

    18. Re:Thanks for the heads up by mjwx · · Score: 1

      I think you guys have the wrong dystopia here: This isn't an Orwellian future that this sort of thing leads to, it's more of a Brave New World with perfectly customized soma for you.

      So its a huxleyan society then.

      To the other responder, I've read both books, they are required reading in Australian public schools.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
  4. Does it take nudity into account? by broknstrngz · · Score: 5, Funny

    How about the naked Lara Croft modders? Which slot do they fall into?

    1. Re:Does it take nudity into account? by Anonymous Coward · · Score: 2, Funny

      Solvers: Solved her tight clothing getting in the way.

    2. Re:Does it take nudity into account? by Andr+T. · · Score: 3, Funny

      How about the naked Lara Croft modders? Which slot do they fall into?

      Tricky question, don't you think? /. is a family-friendly website and nobody should answer that question.

      (Insert 'you must be new here' joke now)

      --

      Any life is made up of a single moment, the moment in which a man finds out, once and for all, who he is.

    3. Re:Does it take nudity into account? by vlm · · Score: 0

      Tricky question, don't you think? /. is a family-friendly website and nobody should answer that question.

      Could be worse, first time I read it as "naked (Lara Croft) modders" and had a nasty vision of some very chilly dude designing new levels in his basement, instead of "(naked Lara Croft)-modders", which is probably what the author intended.

      --
      "Science flies us to the moon. Religion flies us into buildings." - Victor Stenger
    4. Re:Does it take nudity into account? by Anonymous Coward · · Score: 0

      Screenshots or it didn't happen.

    5. Re:Does it take nudity into account? by broknstrngz · · Score: 1

      You got that right. Thinking about a naked Lara screws up my English. Maybe it has something to do with the fact that I was 15ish when the game was in fashion :)

    6. Re:Does it take nudity into account? by damien_kane · · Score: 1

      You got that right. Thinking about a naked Lara screws up my English. Maybe it has something to do with the fact that I was 15ish when the game was in fashion :)

      Don't you mean "had all fashion removed"?
      That would have kept you on-topic (at least in this thread)

    7. Re:Does it take nudity into account? by jonaskoelker · · Score: 1

      The secret fifth option, Wankers.

      (Literally, not derogatorily!)

  5. Bartle did this work already by HBI · · Score: 4, Insightful

    ...15 years ago. They change the names and claim it as unique research?

    --
    HBI's Law: Frequency of calling others Nazis is directly correlated with the likelihood of the accuser being Communist.
    1. Re:Bartle did this work already by jtogel · · Score: 1

      Can you point me to the paper? As far as I'm aware, he did a taxonomy based on qualitative observations of the game; this is a quantitative study, with the categories found purely by machine learning and a large dataset.

    2. Re:Bartle did this work already by am+2k · · Score: 2, Interesting

      ...15 years ago. They change the names and claim it as unique research?

      No. Bartle's taxonomy is only really relevant for MMORPGs and MUDs. This one is mostly for first person shooters and similar games.

    3. Re:Bartle did this work already by am+2k · · Score: 3, Informative

      Here. But you could have found that yourself on Wikipedia...

    4. Re:Bartle did this work already by TempySmurf · · Score: 1

      That's exactly what I was thinking.

    5. Re:Bartle did this work already by aleandait · · Score: 1

      Contrarily to Bartle types, the clusters do not represent general universal behavioral patterns, but ad-hoc and localized clusters of players with similar behaviors. The results apply to TRU only as the gameplay metrics generating the data are based on mechanics specific to this game.

  6. Well I don't think much of this by Verteiron · · Score: 1, Insightful

    How about having a little confidence in your designers and letting me play the game THEY made?

    --
    End of lesson. You may press the button.
    1. Re:Well I don't think much of this by Pulse_Instance · · Score: 5, Insightful

      This is them having faith in their designers. The designers are saying that they want the game to be the best for everyone and that if we can learn how people play we can get more people to like the game.

  7. Missing player type - metagamers by petterb · · Score: 2, Insightful

    They seem to have forgotten about the metagamers :)

    1. Re:Missing player type - metagamers by nschubach · · Score: 1

      I think Metas would fall in the Pacifist branch.

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    2. Re:Missing player type - metagamers by Anonymous Coward · · Score: 0

      I think Metas would fall in the Pacifist branch.

      I only skimmed TFA, but it seemed to me the research assumed that the players are trying to solve the game, which is not the aim of the metagamer. Thus the metagamer can not be recognised by this research.

  8. Almost everyone? by noname444 · · Score: 2, Insightful

    Using self-organizing neural networks, they classified players as either Veterans, Solvers, Pacifists or Runners ... but almost everyone falls into one of these categories

    I didn't RTFA but wouldn't everyone fall into one of the categories? I mean, it sounds like the system does just that: puts the player in one of the categories.

    1. Re:Almost everyone? by Anonymous Coward · · Score: 0

      It's possible that there are a small numbers of players (outliers) that don't really fit a classification for one reason or another. Maybe it's someone who just like to run straight into a crowd of enemies and immediately die repeatedly for hours on end. Or someone who logs in and just sits there not moving for hours. Or any number of other things that probably wouldn't even be classified as "play"

    2. Re:Almost everyone? by jtogel · · Score: 3, Informative

      The categories did not exist prior to the data; they were found by unsupervised learning algorithms in the data.

    3. Re:Almost everyone? by Sockatume · · Score: 4, Informative

      The system discovers the categories. The analysis finds groupings of players who behave in similar ways through the game, and the researchers named those after-the-fact. There's no a priori reason why the players should group at all, though - the study could've equally found that only a small percentage of players clustered and the majority were radically different from each other.

      --
      No kidding!!! What do you say at this point?
    4. Re:Almost everyone? by nschubach · · Score: 1

      Maybe it's someone who just like to run straight into a crowd of enemies and immediately die repeatedly for hours on end.

      Runner

      Or someone who logs in and just sits there not moving for hours. Or any number of other things that probably wouldn't even be classified as "play"

      Pacifist or Solver

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    5. Re:Almost everyone? by zacronos · · Score: 2, Informative

      Maybe it's someone who just like to run straight into a crowd of enemies and immediately die repeatedly for hours on end.

      Runner

      Or someone who logs in and just sits there not moving for hours. Or any number of other things that probably wouldn't even be classified as "play"

      Pacifist or Solver

      See, that's you doing it backwards -- once the categories have been defined by the neural networks (and labeled after the fact by humans), you are now trying to take any given data point and fit it into one of the categories. That's not how it works. Imagine looking at a 2D image containing many dots; if you were asked to draw perimeters around any significant clusters, you could probably do so without difficulty -- but depending on the 2D image you are given, it is entirely possible (even probable) that not every dot is going to be part of a cluster. If you wanted to include every dot, you could instead subdivide the image into regions, but that is a different task.

      To speak to the specific examples, if Runner has been defined as something akin to "someone who likes to achieve the game's goals in as short a period as possible, skipping past subgoals and rewards if they present significant risk or slowdown", then in that case "someone who just like to run straight into a crowd of enemies and immediately die repeatedly for hours on end" could not be defined as a Runner. Similarly, if a Pacifist is defined as "someone who attempts to accomplish the game's goals using the minimum amount of violence possible", and Solver is defined as "someone who attempts to accomplish every task presented in the most efficient way possible, even when such tasks are not necessary to progress in the game", then "someone who logs in and just sits there not moving for hours" could not be defined as a Solver or a Pacifist. If you want to assign one of the labels to any given player description, sure you can do that, but it doesn't mean that player is actually part of the data cluster which defines the category.

    6. Re:Almost everyone? by Verdatum · · Score: 1

      Run runner. There is no sanctuary!

    7. Re:Almost everyone? by jitterman · · Score: 1

      But is it worth the number of cats you'll encounter? And, will Eidos track whether you attempt to learn their secret names (pacifist), name them yourself (problem solver), or ignore them (runner)?

      --
      For conscience is the wound, and there's naught to staunch it
    8. Re:Almost everyone? by Yvan256 · · Score: 1

      unsupervised learning algorithms

      Skynet.

    9. Re:Almost everyone? by Anonymous Coward · · Score: 0

      Ah yes, the SVM putting stuff that doesn't belong there into predefined bins, cuase that's the way it rolls.

    10. Re:Almost everyone? by Pravetz-82 · · Score: 1

      ... the study could've equally found that only a small percentage of players clustered and the majority were radically different from each other.

      Now that would be quite impossible with this type of game. There is a very limited number of decent strategies to reach the goal. With popular title (I guess) as Tomb Raider you would need several millions "radically different" strategies.

    11. Re:Almost everyone? by gnick · · Score: 3, Interesting

      But, once you've run your data through and decided that 4 categories are sufficient, most designers (including myself) will restrict the NN to those categories. And somebody with really weird behavior will get lumped in and will slightly skew the existing category. The guy who runs into a crowd and dies over and over again may be described as a Runner, but he'll be an outlier in the runner class and his behavior will tweak the definition of a Runner.

      Your options are to ignore outliers like him to avoid polluting your class, add a new class for people with that kind of behavior if there are enough of them to justify it, or (most likely) just accept that outliers skew tight groups and lump him in as a Runner - If the group is tight enough and he's rare enough, it won't matter.

      Ideally, however, your architecture will be flexible enough that you can weigh how good a fit each player is to each group and adjust accordingly. I.e. adjust every obstacle according to a best-fit weighting rather than just delivering 4 different options on each level. Not having played the game or reading TFA, I can't speculate on that front.

      --
      He's getting rather old, but he's a good mouse.
    12. Re:Almost everyone? by zacronos · · Score: 1

      But, once you've run your data through and decided that 4 categories are sufficient, most designers (including myself) will restrict the NN to those categories.

      Really? I can accept that you would do that, but it really doesn't seem clear to me that forcing it to pick one is what "most designers" would do, or that it is the best option even if "most designers" would do it.

      Your options are to ignore outliers like him to avoid polluting your class, add a new class for people with that kind of behavior if there are enough of them to justify it, or (most likely) just accept that outliers skew tight groups and lump him in as a Runner

      How would you ignore outliers in your NN? The NN makes the categorizations after looking at all the data, so how can you know what the outliers are until the NN has already considered and incorporated them? You also probably can't arbitrarily "add a new class" without making changes to your initial NN setup and starting the learning process over. You left out an option, the one I think is most likely: apply a default non-class when a categorization can't be made with high confidence.

      The way the summary reads, it sounds to me like there is a default gameplay which is then tweaked (probably manually by the game designers) for each group. One of the great things about NN is that they can, if designed properly, give you information about the confidence level of the result rather than just the result. I would presume that it is best to leave the game on the default gameplay setting, and only apply a group-specific tweak if the player clusters with a group fairly strongly, since the summary indicates this would cover the vast majority of people. This is based on the logic that the default gameplay will have the most general appeal, and it is better to go with the default than make a guess with low confidence -- choosing the wrong tweak would likely do more harm to the player's enjoyment than choosing not to tweak at all.

    13. Re:Almost everyone? by TheLink · · Score: 1

      How about "Noobs" and "Incompetents"? ;)

      Seriously though as per a previous slashdot story there are a fair number of players who try to "exploit" the game or play it a way the game designers probably don't expect most of their players to play. Some game designers put in some easter eggs or "special features" for such people - after all I find it interesting that while you can't run up or forward jump up the portland lighthouse island in GTA3, you can jump _backwards_ up to the lighthouse - perhaps they intentionally made that bit for players like me :).

      I suppose one might classify the people who do stuff like "Quake Done Quick" as runners.

      But how about the players who fist fight their way through DOOM?

      --
    14. Re:Almost everyone? by gnick · · Score: 1

      How would you ignore outliers in your NN? The NN makes the categorizations after looking at all the data, so how can you know what the outliers are until the NN has already considered and incorporated them?

      Assuming you want to go with the 'ignoring outliers' option, ignoring them is pretty easy:
      1) Train your NN.
      2) Calculate the distance from each data point to the centroid of its associated class.
      3) Decide on a threshold beyond which a point is called an outlier.
      4) Dump those points and re-calculate the centroid for that class. (Or alternatively completely re-train your NN w/o those points).

      Ignoring outliers is functionally very similar to your 'apply a default non-class' suggestion.

      --
      He's getting rather old, but he's a good mouse.
    15. Re:Almost everyone? by mikiN · · Score: 1

      It all depends on whether you see the same cat (or one that looks just like it) pass the same location twice. If you do, that's a déjà vu, and there's a very good chance that they changed something in the Matrix.

      --
      The Hacker's Guide To The Kernel: Don't panic()!
    16. Re:Almost everyone? by zacronos · · Score: 1
      Let me start over. First, I see the original task as an attempt to identify clusters (if they exist, which it turns out they do), as those are of most use. I see no reason for the task to be framed as subdividing the player style space into a fully covering set. Would you care to explain that perspective, rather than just saying it's what you think most people would do? The fact is, humans have a tendency to want fully-categorized data; we're not very comfortable with cases that "don't fit", and so we will often engineer that possibility out of existence. But that doesn't make full categorization any less arbitrary, and it doesn't make it the best choice, even if most people would indeed prefer it that way. Interestingly, having now read the research paper, these designers did not force the clusters to cover all players, so they seem to agree with me -- 6.46% of the players were not assigned a cluster, compared to 8.68% in the smallest assigned cluster; this is not an insignificant number.

      Ignoring outliers is functionally very similar to your 'apply a default non-class' suggestion.

      They are as different as apples and oranges; we seem to be confusing 2 different issues. One is whether it is appropriate to ignore outliers in training of the NN (or defining clusters by some other data clustering algorithm, as you seem to suggest), and the other is what to do with outliers when they are encountered in the game. I see no specific reason to retrain without the outliers, but that's not the issue I was attempting to debate. Regardless of whether you retrain without the outliers, you will still need to decide what to do with the outliers when they are encountered playing the game. Group them into the nearest category (in hopes that the chosen tweaks actually improve gameplay), or use a default gameplay mode, or perhaps something else? Assuming the modes for the identified classes are all tweaked variations on a default mode (which may or may not be true), I see no reason never to use the default mode simply because we like to have fully categorized data. It can maybe be summed up this way: "We'll make the game as we normally do, but identify certain things that can be made easier or more challenging if we have reason to think it will improve the player's experience. If we can't tell confidently whether a given tweak is likely to help or hurt, we'll leave it alone." I think that is a very straightforward, sensible approach; if you disagree, I'm interested in hearing why.

    17. Re:Almost everyone? by sznupi · · Score: 1

      But...I seem to remember there is some statistical quirk manifesting itself in many scenarios, when you want to find some groups (and they did want to find them, their questions were conductive to this goal; the opposite example would be "how many of the subjects plays Tomb Raider?")

      Something with majority of sets nicely fragmenting into 4 to 5 categories, if you're willing to define them.

      --
      One that hath name thou can not otter
  9. So no variety? by bcmm · · Score: 4, Insightful

    Many players enjoy some variety within a game. I've played all the Hitman games with the aim of completing the missions "cleanly", so I enjoyed the ones which force you to play the last mission as more of a shooter game (they did this in the 1st, 2nd and 4th games, while the third had a finale which offed the chance to play stealthily, but was still designed to produce a massive firefight if not played stealthily).

    I would be somewhat annoyed if Eidos based the style of the final level of the next Hitman game on stats from the rest of the game, which seems to be a real possibility since Hitman is a game which offers plenty of chances to choose between stealth and action gameplay.

    --
    # cat /dev/mem | strings | grep -i llama
    Damn, my RAM is full of llamas.
    1. Re:So no variety? by Anonymous Coward · · Score: 0, Funny

      Make sure to take your experience from one single game that you've played, and apply this story as if it is going to affect every single game you play from now on. And make sure to act as if this learning system would be completely in control of how the game adapts, and there will be no way for the designers to turn it off or down to make a playable game. Dumbass.

    2. Re:So no variety? by bigngamer92 · · Score: 2, Interesting

      It would be interesting to see this in a strategy game like Civ 4. If you spend all your time in economics then the game will ease off the aggresive AI.

      Of course just making the AI better would help a lot.

    3. Re:So no variety? by aleandait · · Score: 1

      a game adapting to the player's style does not mean always reinforcing or giving in, once the game system is aware of patterns of behavior is up to designers to decide what to do: reinforce or frustrate

    4. Re:So no variety? by bcmm · · Score: 1

      Frustrating the player's preferred style of play could be interesting, as it could give a good illusion of the AIs "learning" what sort of fight the player isn't good at.

      --
      # cat /dev/mem | strings | grep -i llama
      Damn, my RAM is full of llamas.
  10. So the game is spyware? by WCMI92 · · Score: 2, Interesting

    I don't like the idea of BUYING something and then having my use of it monitored. That's no different than spyware.

    --
    Corporatism != Free Market
    1. Re:So the game is spyware? by Rogerborg · · Score: 4, Insightful

      Sweet Zombie Jesus, the tin foil hat brigade are out in force today. The game is already awarding you Achievements as you play. You don't like being "spied" on to earn Achievements? Then why are you playing on XBox Live?

      Oh, you didn't realize that this only applies to the XBox Live version? You didn't even read the article, you say? I've just earned the "Shocked and Stunned" Achievement.

      --
      If you were blocking sigs, you wouldn't have to read this.
    2. Re:So the game is spyware? by AP31R0N · · Score: 2, Interesting

      Ahhh! They're after you!

      Spyware watches you to target advertising at you, and to help companies figure out how to optimize their costs and profits. This game is watching you so they can make games more appealing to more players. A game that designed to appeal to one play style will likely annoy the other types. Your Solver will complain about the lack of puzzles or over dependence on violence. If you can make a game cater to multiple styles, more people will speak well of it and more people will want the sequel. Yeah, you're helping them gain some competitive edge over another company, but you're also likely to get better games. Or games with broader appeal, without losing the niche players.

      If this game can sense that i don't dig puzzles, it could send me more bad guys to kill. It could create opportunities for less violent play by letting me sneak around or by negotiating with NPCs. If it can do this w/o me thinking about it, so much the better. i don't want to tell it i'm a solver.

      i'd love to see games adapt difficulty in real time. Let's say i'm playing BioShock 2 and i suck at FPSes (true). i have very poor eye hand coordination. But i still want to play the game. The adaptive difficulty could sense that i can't aim for shit and maybe reduce the health/armor/agility/awareness of the enemy. If i am spamming tons of ammo, it could give me more, or narrow my cone of fire. If i'm being hit all the time, it could give me more health kits. This would reduce the urge to reach for cheats, and could make the game just challenging enough to be fun (rather than frustrating or boringly easy). Most people like a bit of a struggle, but the still want to eventually win (this is true of most human activities, even dating).

      Also, you generally get spyware for free.

      --
      Utilizing the synergization of benchmark e-solutions to pre-workaround action items!
    3. Re:So the game is spyware? by Verdatum · · Score: 5, Funny

      Could you imagine The Last Starfighter in this day and age? "We've been monitoring your progress in this thing you call a 'game', and we believe you may have what it takes to defend the galaxy!" "OMG Spyware! Screw you guys!"

    4. Re:So the game is spyware? by megamerican · · Score: 1

      Maybe you should learn what predictive programming is.

      --
      If you have something that you dont want anyone to know, maybe you shouldnt be doing it in the first place -Eric Schmidt
    5. Re:So the game is spyware? by chadplusplus · · Score: 2, Interesting

      Additionally, spyware tends to cause your computer to crap out, which is probably what brought it somewhat into the mainstream consciousness. Something I hope the designers kept in mind here.

      I also dig this as its a good step towards dynamic level design. For instance, imagine a game where you're trying to invade a stronghold (I know, original right?). The game AI figure out you're a sniper type of gamer who prefers to sit back as far as possible and pick off enemies before engaging them. It know how to counter that and sends more long range enemies at you. Contrariwise, you're a run and gun player so the AI counters you with hordes of tough grunts. Or if the game determines you're a puzzlesolver, it barricades the normal entry points so you have to figure alternative paths to the objective. The run and gun gets unbarricaded doorways, but more enemies. I think its pretty slick. But perhaps there are already games that do this?

      Oh, and since I haven't read this yet:
      In the year 2009, a software company named EIDOS developed a software system that analyzes human behavior. In the fall of that year, the system became selfaware and renamed its self "SkyNet". The rest, my friends, is history.

    6. Re:So the game is spyware? by lymond01 · · Score: 1

      In the GP's defense, there's game-related analysis (achievements) and scientific and/or marketing analysis based on the how you play the game. The former is fine for most people, the same way someone recording your batting average in a softball league is. But if someone in your league starts writing down what you do between at-bats, how you stand in the field...it gets a little creepy.

      And this is a little creepy.

    7. Re:So the game is spyware? by Bakkster · · Score: 1

      I don't like the idea of BUYING something and then having my use of it monitored. That's no different than spyware.

      Generally I think of spyware having on huge differentiating factor from this. Personally identifying information. If the information can't be tracked back to you individually, it's not spyware. If all they know is that user #174823 likes playing stealthily, but cannot correlate user #174823 to any other information (screen name, CC number, IP address, etc) then there's no problem. They aren't tracking YOU, they're tracking generic usage information.

      --
      Write your representatives! Repeal the 2nd Law of Thermodynamics!
    8. Re:So the game is spyware? by Anonymous Coward · · Score: 0

      But if someone in your league starts writing down what you do between at-bats, how you stand in the field...it gets a little creepy.

      And this is a little creepy.

      Really? Recording your number of deaths, cause of death, time to completion, and number of calls for help is creepy? TFA collected achievement data, not chat logs or emotes. In any case, you can't do anything in the game unless the server knows and records that you're doing it. I imagine this kind of analysis is done all the time as part of balancing the game mechanics - it's just these people have decided to be open with the results.

      BTW: their analysis is based on approximately 1200 users, so you, personally, probably aren't even included

    9. Re:So the game is spyware? by Anonymous Coward · · Score: 0

      I'm sure you have already signed your right to privacy off

    10. Re:So the game is spyware? by Verdatum · · Score: 1

      Maybe you should learn what humor is :)

    11. Re:So the game is spyware? by Darinbob · · Score: 1

      The only game I have with achievements is Portal, and I was very surprised that I had to be online to even see the achievements. I can't see why a remote server needs to be queried just to see if I managed to fall 3000 feet yet or not.

      Maybe these games should be a distinction between "achievements" (ie, another word for "score") and "sharing my data with other people"?

      I still haven't figured out the purpose of this XBox Live and Windows Live stuff; if you allow patches and downloadable content in other ways, then what benefit does this give to the person playing the game? And why should Microsoft care about this stuff? What is the "user enhancement" here?

    12. Re:So the game is spyware? by mjwx · · Score: 1

      You don't like being "spied" on to earn Achievements? Then why are you playing on XBox Live?

      Achievement unlocked
      Big Brother is watching you.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
    13. Re:So the game is spyware? by wisdom_brewing · · Score: 1

      How is this different from "unlocking" parts of a game after achieving certain achievements?

      "you dies 10 times by falling - you now have access to level x"

      On another note: http://armorgames.com/play/2893/achievement-unlocked/

    14. Re:So the game is spyware? by Anonymous Coward · · Score: 0

      It occurs to me that if games start adjusting to a players style in real time, then people will start trying to use that fact to their advantage. If I'm generally a solver, but I can't solve a puzzle on level 4, perhaps I should go back and replay levels 1-3 in such a way as to convice the game that I'm really bad at puzzles. Once I return to level 4, the puzzle might now be easier, or there might be new ways to achieve my goal.

      I have no problem if companies want to monitor my play-style to make new games better, but having a game change as I play it could be really annoying imo.

  11. The four types by nschubach · · Score: 5, Informative

    In case anyone else was trying to figure out these roles... (page 6 last two paragraphs - > page 7)

    Veterans = The power gamers, deaths usually only environmental.

    Solvers = Die often (mainly from falling), methodical, slow.

    Pacifists = Cannon fodder basically.

    Runners = They run, they die, they run. The first thing that comes to mind here is a player that goes for the flag immediately in CTF.

    --
    Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    1. Re:The four types by Anonymous Coward · · Score: 0

      I've always thought I'm an explorer... Like to visit every part, element and detail of a game... However I don't think I die often from falling 0.o.. Where do I come?... I know I'm not a veteran :P

    2. Re:The four types by BobMcD · · Score: 1

      You're a Solver, and statistically you do die a lot from falling. Everyone does. You're probably not noticing it, because the rate in the article was ridiculously high. 70% or so, IIRC, so it would likely seem normal.

    3. Re:The four types by nschubach · · Score: 1

      I'm the same... I don't know if we'd be classed as Solvers or Pacifists. I think in terms of Tomb Raider, we'd be pacifist, doing everything but solving the game.

      --
      Every time I start to have faith in humanity, I ruin it by driving to work between 7 and 8 am.
    4. Re:The four types by blackraven14250 · · Score: 1

      I'm almost definitely a solver, and I know, I don't remember falling very clearly as I tend to block it from my mind at this point. 10 years later, I'm still falling.

    5. Re:The four types by sublimemm · · Score: 1

      The first thing that comes to mind here is a player that goes for the flag immediately in CTF.

      This is the best chance you'll get to CTF on 2fort. Once the sentries are up, its a stalemate

    6. Re:The four types by andrewd18 · · Score: 3, Informative

      Slightly more detailed breakdown with quotes from TFA:

      8.6% of players were Veterans, "players that die very few times; their death is caused mainly by the environment and they complete TRU very fast."

      22.12% of players were Solvers. "Their long completion times, low number of deaths by enemies or environment effects indicate a slow-moving, careful style of play with the number one cause of death being falling (jumping). ... Solvers are excellent at solving puzzles, respond readily to moveable threats but die often from falling and are slow to complete the game."

      46.18% of players were Pacifists: "The total number of their deaths varies a lot but their completion times are below average and their help requests are minimal indicating a certain amount of skill at playing the game. ... the Pacifists are experts in terms of navigation and move rapidly through the virtual environment, but also respond badly to threats that are moveable or unexpected"

      16.56% of players were Runners, "players that die quite often and mainly by opponents and the environment. These players are very fast in completing the game (similar to the Veterans), while having a varying number of help requests which cover the majority of the H value range."

    7. Re:The four types by kalirion · · Score: 2, Interesting

      So, Veterans and Runners complete the game very quickly, while Pacifists complete the game faster than average. Seems those 22.12% which are Solvers are really bringing down the speed curve a lot here.

    8. Re:The four types by aeroelastic · · Score: 2, Interesting

      I like this take on it better:
      http://insultswordfighting.blogspot.com/2008/01/new-taxonomy-of-gamers-table-of.html

      The types are Tourist, Skill player, Completionist. Also, on a value scale, you can range from wholesale to premium.

      --
      "It doesn't take a rocket scientist" -I guess I should leave then
    9. Re:The four types by tlhIngan · · Score: 1

      You're a Solver, and statistically you do die a lot from falling. Everyone does. You're probably not noticing it, because the rate in the article was ridiculously high. 70% or so, IIRC, so it would likely seem normal.

      So can we take this data as proof of the annoyance of jumping puzzles in games? With all the chasms one has to cross (or other items to jump across), it's a wonder the world doesn't fall apart. That, and it seems we'll need mechanical augmentation to make it across the chasms that'll take over the world as we go about our lives.

    10. Re:The four types by BobMcD · · Score: 2, Interesting

      I personally think jumping puzzles exist because it represents a fear that doesn't need 'selling'. No one wants to fall down a hole, whereas that monster may or may not be 'realistic enough'.

    11. Re:The four types by PitaBred · · Score: 1

      Some of us like exploring the whole world, instead of just trying to get to the end of the level. Is that wrong?

    12. Re:The four types by kigrwik · · Score: 1

      Heh. Statistics... :)

      I guess that when they say "their completion times was below average" means that they took longer which is considered bad (wtf, how about appreciating the design&graphics ?), so the "completion time grade" was below average. Still, it's a pretty messed-up sentence.

      Oh and by the way, there is still a possibility that the original sentence is correct if we assume abysmal results by the Solvers. I prefer my explanation, thoough.

      --
      -- don't discount flying pigs until you have good air defense
    13. Re:The four types by syousef · · Score: 1

      46.18% of players were Pacifists: "The total number of their deaths varies a lot but their completion times are below average and their help requests are minimal indicating a certain amount of skill at playing the game. ... the Pacifists are experts in terms of navigation and move rapidly through the virtual environment, but also respond badly to threats that are moveable or unexpected"

      They might be below average but with 46.18% they'd have to be very close to the median ;-)

      --
      These posts express my own personal views, not those of my employer
    14. Re:The four types by wisdom_brewing · · Score: 1

      Statistics are like a bikini...

      What they reveal is suggestive

      What they conceal is vital

  12. I wonder... by Anonymous Coward · · Score: 0

    What's the classification for the gamer who spends all of his time putting Laura in the crawling position and then getting a nice camera angle on the cleavage?

  13. Invasion of privacy? by Anonymous Coward · · Score: 0, Flamebait

    What? I own Tomb Raider Underworld and I wasn't informed my game behavior would be collected by some remote data mining app. I'm kinda shocked.

    I guess that explains why the game would cut off any downloads on my Xbox while playing, which is something only multiplayer games normally do.

    Welp, that's it. I kinda liked the demo for the new Batman game and was considering buying it, but I guess Eidos is even worse than I thought. I won't be giving them my money now.

  14. Play style is not a constant by El_Muerte_TDS · · Score: 2, Insightful

    The way you play games can change over time. I'm not always in the same mood when I play games, sometimes I like to goof off. Sometimes I like to just race around. If the game adapts to the way I was playing it will limit me the way I want to play the game.
    Adaptive difficulty is better. If you have problem beating foo X, then after a while foo X will become easier. If you are stuck in a maze or unable to solve a puzzle, provide hints through game related mechanism (for example, receive a phone call with an hint, or let the PDA "compute" a solution).

    1. Re:Play style is not a constant by Anonymous Coward · · Score: 0

      Adaptive difficulty is better.

      Yeah, but only if the game informs you to about the change.
      E.g. God of War asked you after dying several times at the same boss if you want to change to a easier mode.

      And it should also provide you to change back after the oponent. (I hate level boss':)

    2. Re:Play style is not a constant by jtogel · · Score: 1

      Well, there is nothing in the article (or in our research program as a whole) that says that playing styles are static. What's (more or less) static are models of player style/player preferences. Once we have the model, we can re-categorize you every time you play. This way we can do adaptive difficulty, amongst many other things.

    3. Re:Play style is not a constant by aleandait · · Score: 1

      the evaluation of players' style is an ongoing process, it's not done once and forever nailed. It dynamically adapts at checkpoints.

  15. And the game becomes easy... by Anonymous Coward · · Score: 4, Funny

    There is a sword in the middle of the room, what would you like to do?
    "Leave sword"
    -Enemies Removed from all rooms-
    -Puzzles added to all rooms-

    You enter a room with a puzzle, what would you like to do?
    "I hate puzzles!"
    -Puzzles removed from all rooms-
    -You Win! You are the new moon master!-

  16. It might be more interesting by damn_registrars · · Score: 1

    ... to have it place you in a group, and then randomly select one of the other groups to place your gaming experience into. That way rather than giving you the experience most appropriate for your gaming style, it gives you a gaming experience that might actually cause you to approach the situation differently.

    --
    Damn_registrars has no butt-hole. Damn_registrars has no use for a butt-hole.
    1. Re:It might be more interesting by Anonymous Coward · · Score: 1, Insightful

      This would just result in the players hating the game. Forcing people to learn mathematics, computer programming, or to watch video in a foreign language, even if subtitled, are good examples of why this fails; People are naturally sore losers and they like things better if they are good at them.

    2. Re:It might be more interesting by PitaBred · · Score: 1

      I am not a sore loser! I've only broken... 1 or 2 wiimotes by throwing them against the wall when frustrated at the cheating fucking game... ;)

  17. other reaserch by mcfatboy93 · · Score: 1

    it would be interesting if someone did this in an MMO like WOW, or EVE online

    --
    Its not my fault, someone put a wall in my way.
    1. Re:other reaserch by AP31R0N · · Score: 1

      i would love that. WoW, EQ and even Aion facilitate one style of play. Even if you play a sneaky character, it still always comes down to killing. These games rarely offer any real puzzle solving, stealth or negotiation.

      --
      Utilizing the synergization of benchmark e-solutions to pre-workaround action items!
    2. Re:other reaserch by Anonymous Coward · · Score: 3, Funny

      It's already been done for EVE Online. They found two groups:
      1) Pirates; who spend 90% of their playtime being awesome at gatecamps.
      2) Carebear Gayfags.

  18. Adapt inside the game? Not too likely... by BobMcD · · Score: 1

    In the near future, such networks will be used to adapt games like Tomb Raider while they are played (e.g. by removing or adding puzzles and enemies), so you get the game you want.

    This would only be possible in games that were similar enough to the previous title that the research could be applied.

    For all the talk about 'neural' this and that, this is data. Data that was collected through hours of gameplay. Remove the data, and there's nothing to 'recognize'. No frame of reference.

    It could be argued that all games are the same, but in reality they're not. A data point like 'deaths due to falling' wouldn't necessarily be as useful outside of Tomb Raider.

    Now, for the sequel, sure. That would be useful. Then again, THAT isn't nearly new. Remember that psychic boss in Metal Gear who scanned your memory card? And that was what, seven-eight years ago?

  19. can you opt out? by Anonymous Coward · · Score: 0

    Can you turn off the monitoring? I was going to buy it but won't if you can't avoid that.

    1. Re:can you opt out? by TheCowSaysMooNotBoo · · Score: 1, Flamebait

      What are you afraid of exactly? Is it the principle of collecting (probably anonymous) data? Why do you buy the game then - you support a company and might be paying for the next round of monitoring? Did you ever question the alternative use of the data that was collected - what kind of porn you like or something like that? Personally, I don't think there is some kind of big market for game data bound to a specific game...

      or did you just read "privacy" and "monitoring" and started running around like a retarded chicken?

    2. Re:can you opt out? by aleandait · · Score: 1

      Yes, the data is collected anonymously, it is impossible to uncover the identity of a player. Play sessions are assigned unique numbers so it's impossible also to recognize the same player sending data from different play sessions.

  20. Great Data for the Single-Player Household by RobotRunAmok · · Score: 5, Funny

    ...but how does it track when my 8-year-old daughter loads the disk and plays "Lara Croft: Monkey Chaser" ? I'm guessing they need a way to throw out that data, or else risk creating the new, bogus, player category of "Spastic Insomniac."

    1. Re:Great Data for the Single-Player Household by aleandait · · Score: 2, Interesting

      subversive behaviors do not just represent outliers; it can be very interesting to look at players that don't fit clusters, these are the players that invented rocket-jumping and bunny-hopping, so it might be really interesting to look at "monkey-chasers", "spastic insomniacs" and all profiles not fitting the big clusters as they might be early-adopters.

  21. Re:Adapt inside the game? Not too likely... by themightythor · · Score: 2, Funny

    If only there was some mechanism by which they could collect this data before launching the game to the public. I'd call it an "alpha" release. I think I'll patent the concept...I'll be rich! ;)

  22. Re:Adapt inside the game? Not too likely... by smallshot · · Score: 1

    From what I read of the paper, the research is not about a universal set of game play styles that can be applied to other games, but rather a method of automatically grouping players into different styles of game play given a particular game. They choose Tomb Raider as an example, not the data set to base all other games on. Yes it requires game play to be analyzed before hand, and yes, people have to name the groups, and yes, this is done per game.

    When applied to enough games however, you may find similar groupings in every game with similar and dissimilar game play, but not necessarily, and I didn't read anything about this kind of assumption in the paper (I could have skimmed over it if it was there).

  23. what are 'veterans' and 'pacifists' by loki_tiwaz · · Score: 1, Redundant

    i rtfa and it didn't explain what these two play types were. at a guess, veterans are players who know exactly how to very quickly kill all NPC's and pacifists prefer to sneak past enemies (presumably looking for story progression more than combat).

    i think this could be interesting as it would mean that various branches of game dev could all get an equal input and the player would define which aspects they get into more. obviously their goal is to increase player satisfaction and thereby recommendation sales (which are probably the most important if the impact of p2p downloading on music and video purchases is indicating). i personally HATE puzzles that aren't reasonably simple and present upfront as puzzles. the physics puzzles of hl2 were fine with me but i used walkthroughs on penumbra and tlj games because i am not good at puzzles.

    i hadn't played much computer games for years between my late teens and late twenties, and what got me back into it was storyline - half life 2 has such a rich storyline, even if it is inane the acting is so well done. i suppose my early style was 'runner' as i just wanted to advance as quickly as possible to the next story element. then after a while i got to know how to play it better and not many incidents of dying and i started noticing side-tracks and objects and methods i hadn't tried before.

    overall i think a more intelligent adaptation of the game would provide a deeper variation than weapon lethality, accuracy and the enemy's converse functions. replaying, for example, one wants ways to advance cutscenes faster, that would be something that a system like that could manage, to choose more curt versions of a dialogue sequence and determine triggers to advance and so forth. making enemies more alert or less alert to your presence in-game too, would require this kind of analysis, this would raise the challenge level for veteran players who would have to increase their response rate and vary tactics against npc's that are prepared sooner and move in more advanced tactical manouvres, varying between a bunch of idiotic disconnected enemies up to enemies that call each other over to attempt to fix and flank you.

    one could go on and on. but overall this idea of games adapting play style to suit the player is going to mean more people like playing games, if this leads to a more fluid and individualised game experience this is a good thing because it also means if you want to try a different approach the game world responds differently to you and creates a different experience. it's a break from the ye olde railroad plot pathway and it can only make gaming better.

  24. Re:Adapt inside the game? Not too likely... by BobMcD · · Score: 1

    Okay, fine, but they already do this, don't they?

  25. Why four types? by grimJester · · Score: 1

    Does anyone know anything about the Ward Dendrogram shown in fig 3 on page 5? The T value seems arbitrary unless I misunderstand the text. Assuming the height differences between branches are indicative of distance between clusters, three or six groups would be more natural.

    1. Re:Why four types? by Anonymous Coward · · Score: 0

      The T value is meant to be selected arbitrarily. There is no theoretical framework I am aware of which would allow you appropriately setting that value. Anyhow, Ward's method is used here as a pre-processing method to provide some indications on the number of clusters in the data. Given the dendrogram of fig. 3 it appears that a small number of clusters (3 to 6) should be expected.

  26. What I was wondering... by Flea+of+Pain · · Score: 1

    Was how they classified some of the players as "best". If you RTFA it says something along the lines of "The best player died x% from enemies" However, if you look at the percentages, that person must have died quite a few times in order to reach the 2 decimal place accuracy quoted. I would be much more inclined to believe a stat like "He died 10% from enemies" because it looks like the "best" gamer only died 10 times.

    I realize this doesn't necessarily imply only 10 deaths, but at least there aren't 2 decimal points which imply quite a few more.

    --
    Do not argue with an idiot. He will drag you down to his level and beat you with experience.
  27. The game I wanted? by Bluesman · · Score: 3, Funny

    In the near future, such networks will be used to adapt games like Tomb Raider while they are played (e.g. by removing or adding puzzles and enemies), so you get the game you want."

    Awesome! In my case, I think it would be hilarious to watch Tomb Raider slowly morph into Starcraft.

    --
    If moderation could change anything, it would be illegal.
  28. Steam stats by Spatial · · Score: 4, Insightful

    Valve does this as well. It creates some pretty interesting data, like the maps of where people die the most. It's easy to see how it can help designers.

    1. Re:Steam stats by asylumx · · Score: 1

      The problem is such info is also useful for placement of in-game ads. A lot of people already don't like in-game ads and the fact they are using your lab-rat data to show them to you simply creeps them out.

  29. Scientific Highscore table by BoppreH · · Score: 1

    When the paper says "The best player died only 6.32% of the times from opponents" I feel an urge to congratulate the player. Developers should do this type of deep analysis more often.

  30. Varied play by SEWilco · · Score: 2, Insightful

    I hope the games will be forgetful and not lock themselves into a certain kind of play. In some kinds of games, I first run for the finish to experience the game and then crawl through the game again to discover the hidden corners. Or a visiting friend will play in a different way.

  31. Great idea by ilitirit · · Score: 1

    I think this is a fantastic idea and I hope more companies start doing it (provided they let you opt out, of course). I'm not really interested in the player profile aspect of it as much as the potential for balance/tweaking though.

    For fighting games like Street Fighter IV etc, it's great because companies can use the data to help rebalance the characters. For example, if they notice that one character loses disproportionately to another, they can tweak the balance slightly in the next iteration (or even patch).

    The ability to upload replays to the XBL/GFWL/PSN networks is also a great idea, because if the replay files are just a bit of metadata with stored inputs, game companies should be able to easily replay these games at high speed (by disabling audio/video) and capturing the resulting data.

    At the end of the day, data is still king.

    1. Re:Great idea by twinberettas · · Score: 1

      The example you give is an example of how the entire fighting games portion of the videogame industry operates. I mean, I'm not sure how many character balance-related revisions there have been of SFIV but in general all fighting games go through balance revisions.

      The most immediate example in my mind is VF5; there are at least 3 arcade versions, and the PS3 and 360 versions are based on different versions thereof.

      And yes you make a good point regarding the replay data, but again, this is nothing new. Think of ghost cars in racers, emulated speedruns, any form of macro used in a videogame, etc.

      Unfortunately the type of data in TFA will be used less by devs and more by publishers, distributors etc. Basically I smell a massive marketing opportunity, which is equivalent to a massive de-valuation of the player/consumerbase. E.g. much as it is now but worse, 'Oh you don't fit the player types we want to sell to (The most common player types)? Well tough shit!'

      Imagine hooking cinema-goers up to biometrics recorders. This is the same thing.

    2. Re:Great idea by planetoid · · Score: 1

      For fighting games like Street Fighter IV etc, it's great because companies can use the data to help rebalance the characters. For example, if they notice that one character loses disproportionately to another, they can tweak the balance slightly in the next iteration (or even patch).

      Why do games have to be "balanced"? What is the purpose of having multiple choices of class/character if they all present equal difficulty and the pros and cons all cancel each other out?

      Take Nethack for example. A lot of the fun in that game is how some classes are disproportionately more difficult than others to ascend -- once you ascend playing an "easy" class (which itself is no small feat in that game), you have a bigger challenge you can tackle. Unbalance is also something that makes Team Fortress 2 enjoyable -- dominating three people as the difficult Spy class is so much more rewarding and satisfying than dominating three people with an easier "point and spam" class like the hurr durr Pyro or hurr durr Soldier.

      --
      Slashdot requires you to wait longer between hitting 'reply' and submitting a comment.
  32. A reclassification is in order... by Domini · · Score: 1

    You could be a Veteran Solver. Someone who completes a level completely AND knows how not to fall into holes.

    I think there are axes to this graph, and players can be any degree of the following:

    1) Nimble - athletic control, precision of moment
    2) Quester - Someone to explorers every possible puzzle/area/option
    3) Aggressiveness - Avoid enemies? Shoot friendlies? Cope well in pvp?
    4) Goal - Play for enjoyment or goal driven for completion? Pace of game.

  33. everything would morph into rapelay by Anonymous Coward · · Score: 0

    the longer i played this game the more little teen girls kept showing up naked strutting around the levels for no apparent reason. soon i was interacting with them instead of dealing with enemies, solving puzzles, finishing levels or anything else. The more I interacted with them the younger they became. At some point there was a knock at the door followed by an arrest and seizure of my system. Before this was eventually ruled as entrapment, i had already served seven years of my ten year sentence for exhibiting potential sexual deviance. Although I was released early, my name was never removed from the sex offender list, neither were my children, nor my grandchildren.

  34. To be fair, by Unoriginal_Nickname · · Score: 4, Insightful

    most people who use 1984 as a knee-jerk reaction to anything they deem questionable haven't even read that book either.

    1. Re:To be fair, by shirotakaaki · · Score: 1

      (sorry, offtopic but) Why the fuck do people put the beginning of the post in the subject line? Do you do the same thing with emails?

    2. Re:To be fair, by fluffman86 · · Score: 1

      I personally prefer _WE_ by Yevganey Zamyatin.

    3. Re:To be fair, by Anonymous Coward · · Score: 0

      Stop watching over me, Big Brother.

  35. Mark Rosewater by kitsunewarlock · · Score: 2, Interesting

    Mark Rosewater, current head developer of Magic the Gathering, explained a much more in depth categorization. It has a lot more "gray areas" (in which people act like one or the other at different times), but I find it a lot better than this description (at least for tabletop games).
    You can find the original article here. The other articles are found here and here/

    --
    Ginga no Rekshiya Mata Each page.
    1. Re:Mark Rosewater by Anonymous Coward · · Score: 0

      Mark Rosewate presents a purely qualitative (and non-evaluated) approach to player modeling. Instead, the approach presented here constructs computational models of players derived through unsupervised learning trained on actual player data.

    2. Re:Mark Rosewater by aleandait · · Score: 1

      The article does not claim to offer universal categorization of players, but a localized categorization for THIS game.

  36. Re:Adapt inside the game? Not too likely... by themightythor · · Score: 1

    Do they make changes to games based on feedback from pre-release versions? Yes. Do they use that data to make versions of the game that are adaptable to the play style of the person playing the game? No.

  37. games by apsporg · · Score: 0, Offtopic

    Play kids games, watch video from popular kids shows, play free online games for kids, & more at Nick.com, Nickelodeon's online place for Kids! http://www.nick.com/

  38. MMO Matchmaking!!!! by S77IM · · Score: 3, Insightful

    (No, this is NOT about cybering...)

    I want to enjoy MMOs. I really do. But somehow I always wind up on the team with Leeroy @#$% Jenkins.

    Someone REALLY needs to add this technology to an MMO -- and then help players to form groups with other people who have the same play style. Let Leeroy and his team of Runners go and have their fun. I'll hang out with some Puzzle-Solvers or Explorers or People Who Actually Read The Quest Dialog or whatever bucket is appropriate for the way I play the particular game. I need help joining the right pick-up group or guild or whatever (if I had social skills, I'd be outside) and an LFG Chat Channel isn't really enough.

    THAT would be a customized game experience worth some money ($15/month to whoever could implement it).

      -- 77IM

    --
    Student: Is it true that the foundation of the universe is paradox?
    Master: Well, yes and no.
  39. Jane by darkfish32 · · Score: 1

    This is definitely the right way to go. I can't wait for the Fantasy Game

  40. I disapprove by twinberettas · · Score: 1

    This sort of thing is useful in a games development context, i.e. helping developers understand how to build their game for a target audience. In every other context I can think of, it is at best futile and ignorant, at worst arrogant and immoral.

    1. Re:I disapprove by aleandait · · Score: 1

      Helping developers understand how to build better games is exactly the point of this research.

  41. Re:Adapt inside the game? Not too likely... by Anonymous Coward · · Score: 0

    The paper introduces a methodology (via unsupervised learning) to player modeling using a large-scale dataset. Appropriate features might change from one game to another but the methodology is applicable to all games out there.

    Not sure how Metal Gear was doing player modeling.

  42. Hmm, human behavor sorted into four categories? by conspirator23 · · Score: 1

    Myers-Briggs temperments broadly classify personalities into four categories based on how people perceive their surroundings and what motivates their behavior. It would be very interesting to see if the four classes of player they are observing also neatly fall into the sorting system of the Myers-Briggs model. If that proved to be true, then there would be a whole body of work game developers could use as the foundation for customizing player experiences.

    1. Re:Hmm, human behavor sorted into four categories? by aleandait · · Score: 1

      The way we set up the categorization system is a lot closer to the Five Factor Model, where people are scored along certain axes, than the MBTI. It's the difference between "type" and "traits"personality theories. The neural networks were used to find similarities between the profile of players

  43. Ender Wiggin by mikiN · · Score: 1

    ...is unable to comment (yet).

    I wonder when they will start outfitting little kids with monitors (implants, keyloggers, Trojaned webcams, Palm Pre's?) to find out if they are promising recruits to send to Battle School (ROTC?), and who they will eventually pick to fight the Buggers (drug lords, Islam, "ze Terrurists", anti-Capitalists?) for them.

    --
    The Hacker's Guide To The Kernel: Don't panic()!
  44. Helping Designers by umbrellasd · · Score: 1
    • Some of my most memorable gaming moments from two decades ago involved the most offensively challenging parts of a game and me eventually conquering it. "And finally, after a seemingly endless evening of running across the bridge and into the chamber again and again, our fearless hero was on the verge of destroying the evil vampire when--DOOOOOOOOOOOOOOOOOOOOO!!!" and the game locks up with the endless drone of a single note from the musical score. $@#*ing Castlevania!
    • Yet, I remember this moment most fondly of almost all my gaming memories from that time. Shortly after, I pwn'd that damn vampire.
    • My point is, profiling people and giving them what they want is shit. It's what you don't want or expect that often becomes the most valuable experience in retrospect. It's the people you end up working with that you would never have chosen to work with because they are so different that often ending up making the most valuable contributions to your growth.
    • And then again, when someone deliberately tries to place you with "complementary" people, that can be a disaster as well.
    • I think it is best to simply offer as uncompromisingly good an experience that you can to a gamer. It may not be the type of game they have enjoyed in the past--so what? It may take them in a new direction; they might simply avoid it. Pandering to every taste is a recipe for mediocrity. It's just like trying to be everything to all people. Disaster.
    • You put yourself or your game out there as your best expression of what you think you or your game should be, and then people take what they want away from the experience. It's a general pattern in all things. Like trying to optimize peoples' DNA into certain archetypes at the expense of a diverse array of genetic responses to potential pathogens. In other words, man breeds robustness out of the system by trying to game the system and create the "perfect experience".
    • There should be a univeral rule for this mistake we make again and again: something like all maxima are relative and any finite set of maxima is insufficient. What the Hell am I even saying? *goes to bed*
  45. PR-reviewed research by ndixon · · Score: 1
    This reads like a press-release:

    The Tomb Raider game environments have been 3D from the beginning, and Tomb Raider: Underworld (TRU) is no exception. The game features exceptional graphics and takes full advantage of the graphics processors of game consoles.

    Nice way to get free exposure via churnalism.

    --
    Oh, how convenient: a theory about God that doesn't involve looking through a telescope.
    1. Re:PR-reviewed research by Anonymous Coward · · Score: 0

      Yes the only two sentences that probably read like a press-release in a 8 page peer-reviewed research article. Hmm...

    2. Re:PR-reviewed research by Anonymous Coward · · Score: 0

      Did Mr. Dixon learn a new word and was desperate to find a suitable context to show it off? Well, keep looking...

  46. I don't think by mcvos · · Score: 1

    it's very annoying when people do that.

  47. ET: the evil terrestrial (was Re:The four types) by sowth · · Score: 1

    So ET was the perfect game! You may be right, even after 25 or so years, I still wake up in fear and sweat after having a nightmare about that game.