{"id":728686,"date":"2021-02-25T07:04:28","date_gmt":"2021-02-25T15:04:28","guid":{"rendered":"https:\/\/www.microsoft.com\/en-us\/research\/?post_type=msr-research-item&p=728686"},"modified":"2021-02-25T07:04:28","modified_gmt":"2021-02-25T15:04:28","slug":"player-style-clustering-without-game-variables","status":"publish","type":"msr-research-item","link":"https:\/\/www.microsoft.com\/en-us\/research\/publication\/player-style-clustering-without-game-variables\/","title":{"rendered":"Player Style Clustering without Game Variables"},"content":{"rendered":"

Player clustering when applied to the field of video games has several potential applications. For example, the evaluation of the composition of a player base or the generation of AI agents with identified playing styles. These agents can then be used for either the testing of new game content or used directly to enhance a player\u2019s gaming experience. Most current player clustering techniques focus on the use of internal game variables. This raises two main issues: (1) the availability of game variables, as source code access is required to log them and hence limits the data sources that can be used, and (2) the choice of game variables can introduce unintended bias in the types of play style extracted. In this work, a hybrid unsupervised frame encoder and a \u2018reference-based\u2019 clustering algorithm are both proposed and combined to allow clustering from raw game play videos. It is shown that the proposed methods are most beneficial when the types of play styles are unknown.<\/p>\n","protected":false},"excerpt":{"rendered":"

Player clustering when applied to the field of video games has several potential applications. For example, the evaluation of the composition of a player base or the generation of AI agents with identified playing styles. These agents can then be used for either the testing of new game content or used directly to enhance a 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