10.1145/3167918.3167926acmotherconferencesArticle/Chapter ViewAbstractPublication PagesicpsprocConference Proceedings
research-article

Controlling the crucible: a novel PvP recommender systems framework for destiny

Published:29 January 2018

ABSTRACT

Compared to conventional retail games, today's Massively Multiplayer Online Games (MMOGs) have become progressively more complex and volatile, living in a highly competitive market. Consumable resources in such games are nearly unlimited, making decisions to improve levels of engagement more challenging. Intelligent information filtering methods here can help players make smarter decisions, thereby improving performance, increasing level of engagement, and reducing the likelihood of early departure. In this paper, a novel approach towards building a hybrid multi-profile based recommender system for player-versus-player (PvP) content in the MMOG Destiny is presented. The framework groups the players based on three distinct traced behavioral aspects: base stats, cooldown stats, and weapon playstyle. Different combinations of these profiles are considered to make behavioral recommendations. An online evaluation was performed to investigate the usefulness of the proposed recommender framework to players of Destiny.

References

  1. Syed M. Anwar, Talha Shahzad, Zunaira Sattar, Rahma Khan, and Muhammad Majid. 2017. A game recommender system using collaborative filtering (GAMBIT). In IEEE Applied Science and Technologies.Google ScholarGoogle Scholar
  2. Christian Bauckhage, Anders Drachen, and Rafet Sifa. 2015. Clustering game behavior data. IEEE Transactions on Computational Intelligence and AI in Games 7, 3 (2015), 266--278.Google ScholarGoogle ScholarCross RefCross Ref
  3. John Bohannon. 2010. Game-Miners Grapple with Massive Data. Science 330, 6000 (2010), 30--31.Google ScholarGoogle Scholar
  4. Paolo Cremonesi, Yehuda Koren, and Roberto Turrin. 2010. Performance of Recommender Algorithms on Top-N Recommendation Tasks. In Proceedings of ACM Recommender Systems Conference. Google ScholarGoogle ScholarDigital LibraryDigital Library
  5. Adele Cutler and Leo Breiman. 1994. Archetypal Analysis. Technometrics 36, 4 (1994), 338--347.Google ScholarGoogle ScholarCross RefCross Ref
  6. Anders Drachen, James Green, Chester Gray, Elie Harik, Patty Lu, Rafet Sifa, and Diego Klabjan. 2016. Guns and Guardians: Comparative cluster analysis and behavioral profiling in Destiny. In Proc. IEEE CIG.Google ScholarGoogle ScholarCross RefCross Ref
  7. Anders Drachen, Eric Lunquist, Yungyen Kung, Pranav Rao, Diego Klabjan, Rafet Sifa, and Julian Runge. 2016. Rapid Prediction of Player Retention in Free-to-Play Mobile Games. In Proc. of AAAI AIIDE.Google ScholarGoogle Scholar
  8. Anders Drachen, Rafet Sifa, Christian Bauckhage, and Christian Thurau. 2012. Guns, Swords and Data: Clustering of Player Behavior in Computer Games in the Wild. In Proc. of IEEE CIG.Google ScholarGoogle ScholarCross RefCross Ref
  9. Anders Drachen, Georgios N. Yannakakis, Alessandro Canossa, and Julian Togelius. 2009. Player Modeling using Self-Organization in Tomb Raider: Underworld. In Proc of IEEE CIG. Google ScholarGoogle ScholarDigital LibraryDigital Library
  10. Magy S. El-Nasr, Anders Drachen, and Alessandro Canossa. 2013. Game Analytics - Maximizing the Value of Player Data. Springer. Google ScholarGoogle ScholarDigital LibraryDigital Library
  11. Paul Kantor, Lior Rokach, Francesco Ricci, and Bracha Shapira. 2011. Recommender Systems Handbook. Springer.Google ScholarGoogle Scholar
  12. Mike Minotti. 2016. Destiny passes 30 million registered players. https://venturebeat.com/2016/05/05/destiny-now-has-over-30-million-registered-players/, VentureBeat (2016).Google ScholarGoogle Scholar
  13. Guy Shani and Asela Gunawardana. 2009. A Survey of Accuracy Evaluation Metrics of Recommendation Tasks. In JMLR. Google ScholarGoogle ScholarDigital LibraryDigital Library
  14. Kyong J. Shim and Jaideep Srivastava. 2010. Behavioral Profiles of Character Types in EverQuest II. In Proceedings of IEEE CIG.Google ScholarGoogle Scholar
  15. Rafet Sifa, Christian Bauckhage, and Anders Drachen. 2014. Archetypal Game Recommender Systems. Proc. of KDML-LWA (2014).Google ScholarGoogle Scholar
  16. Rafet Sifa, Christian Bauckhage, and Anders Drachen. 2014. The Playtime Principle: Large-scale Cross-games Interest Modeling. In Proc. of IEEE CIG.Google ScholarGoogle ScholarCross RefCross Ref
  17. Rafet Sifa, Anders Drachen, Christian Bauckhage, Christian Thurau, and Alessandro Canossa. 2013. Behavior Evolution in Tomb Raider: Underworld. In Proc. of IEEE CIG.Google ScholarGoogle ScholarCross RefCross Ref
  18. Rafet Sifa, Cesar Ojeda, and Christian Bauckhage. 2015. User Churn Migration Analysis with DEDICOM. In Proc. of ACM RecSys. Google ScholarGoogle ScholarDigital LibraryDigital Library
  19. Rafet Sifa, Sridev Srikanth, Anders Drachen, Cesar Ojeda, and Christian Bauckhage. 2016. Predicting Retention in Sandbox Games with Tensor Factorization-based Representation Learning. In Proc. of IEEE CIG.Google ScholarGoogle ScholarCross RefCross Ref
  20. Tom Stafford, Sam Devlin, Rafet Sifa, and Anders Drachen. 2017. Exploration and Skill Acquisition in a Major Online Game. In The Annual Meeting of the Cognitive Science Society.Google ScholarGoogle Scholar
  21. Ruck Thawonmas, Keisuke Yoshida, Jing-Kai Lou,, and Kuan-Ta Chen. 2011. Analysis of revisitations in online games. Entertainment Computing 2 (2011), 215--221. Issue 4.Google ScholarGoogle ScholarCross RefCross Ref
  22. Ben Weber. 2015. Building a Recommendation System for EverQuest Landmarks Marketplace. Game Developers Conference (2015).Google ScholarGoogle Scholar
  23. Georgios N. Yannakakis. 2012. Game AI Revisited. In Proc. of ACM Computing Frontiers Conference. 285--292. Google ScholarGoogle ScholarDigital LibraryDigital Library

Index Terms

  1. Controlling the crucible: a novel PvP recommender systems framework for destiny

      Comments

      Login options

      Check if you have access through your login credentials or your institution to get full access on this article.

      Sign in
      • Published in

        ACM Other conferences cover image
        ACSW '18: Proceedings of the Australasian Computer Science Week Multiconference
        January 2018
        404 pages
        ISBN:9781450354363
        DOI:10.1145/3167918

        Copyright © 2018 Owner/Author

        Publisher

        Association for Computing Machinery

        New York, NY, United States

        Publication History

        • Published: 29 January 2018

        Permissions

        Request permissions about this article.

        Request Permissions

        Qualifiers

        • research-article

        Acceptance Rates

        ACSW '18 Paper Acceptance Rate 49 of 96 submissions, 51%
        Overall Acceptance Rate 204 of 424 submissions, 48%

      PDF Format

      View or Download as a PDF file.

      PDF

      eReader

      View online with eReader.

      eReader
      About Cookies On This Site

      We use cookies to ensure that we give you the best experience on our website.

      Learn more

      Got it!