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Automatic player behavior analysis system using trajectory data in a massive multiplayer online game

Authors
Kang, Shin-JinKim, Young BinPark, TaejungKim, Chang-Hun
Issue Date
Oct-2013
Publisher
SPRINGER
Keywords
Trajectory clustering; Behavior analysis; World of Warcraft; MMORPG; MMOG
Citation
MULTIMEDIA TOOLS AND APPLICATIONS, v.66, no.3, pp.383 - 404
Journal Title
MULTIMEDIA TOOLS AND APPLICATIONS
Volume
66
Number
3
Start Page
383
End Page
404
URI
https://scholarworks.bwise.kr/hongik/handle/2020.sw.hongik/17031
DOI
10.1007/s11042-012-1052-x
ISSN
1380-7501
Abstract
This paper presents a new automated behavior analysis system using a trajectory clustering method for massive multiplayer online games (MMOGs). The description of a player's behavior is useful information in MMOG development, but the monitoring and evaluation cost of player behavior is expensive. In this paper, we suggest an automated behavior analysis system using simple trajectory data with few monitoring and evaluation costs. We used hierarchical classification first, then applied an extended density based clustering algorithm for behavior analysis. We show the usefulness of our system using trajectory data from the commercial MMOG World of Warcraft (WOW). The results show that the proposed system can analyze player behavior and automatically generate insights on players' experience from simple trajectory data.
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