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Player Behavior Modeling for Enhancing Role-Playing Game Engagement

Bibliographic Data

ID22108191
AuthorsSha Zhao (0000-0003-4628-5198, Zhejiang University), Yizhi Xu (0009-0007-1692-4688, Zhejiang University), Zhiling Luo (0000-0002-0540-7307, Zhejiang University), Jianrong Tao (0000-0003-1807-9522, NetEase (China)), Shijian Li (0000-0001-5846-3065, Zhejiang University), Changjie Fan (0000-0001-5420-0516, NetEase (China)), Gang Pan (0000-0003-0920-3018, Zhejiang University)
Year2021
Volume8
Issue2
Pages464-474
Publication date2021-04-01
Open AccessYes
TypeARTICLE
VenueIEEE Transactions on Computational Social Systems (JOURNAL)
Journal identifiersISSN: 2329-924X • E-ISSN: 2373-7476
PublisherInstitute of Electrical and Electronics Engineers (IEEE) (PUBLISHER)
DOI10.1109/tcss.2021.3052261
OpenAlexW3126813021
LanguageEN
References cited20

Role-playing games (RPGs) are one of the most exciting and most rapidly expanding genres of online games. Virtual characters that are not controlled by players, have become an integral part, which helps to advance narratives of RPGs. Believable characters can enhance game engagement and further improve player retention. However, game players easily find that most characters' behaviors are limited and improbable, resulting in a less meaningful game experience. In this work, we propose a framework to model game behaviors to learn behavior patterns of human players. Based on the learned behavior patterns, it generates human-like action sequences that can be used for the design of believable virtual characters in RPGs, so as to enhance game engagement. Specifically, considering the influence of game context in behavior patterns, we integrate game context (players' levels and game classes) with actions together to model behaviors. We propose a long-term memory cell on actions and game context to learn the hidden representations. We also introduce an attention mechanism to measure the contribution of the actions previously performed to the next action. Given only one action, our model can generate action sequences by predicting the succeeding action based on the previously generated actions. The model was evaluated on a real-world data set of over 22 000 players and more than 51 million action logs of an RPG game in 21 days. The results demonstrate the state-of-the-art performance

Game art design · Game design · Game design document · Game Developer · Game mechanics · Game theory · Human–computer interaction · Metagaming · Multimedia · Narrative · Non-cooperative game · Screening game · Simultaneous game · Video game · Video game design · Artificial Intelligence in Games · Computer Science · Digital Games and Media · Educational Games and Gamification · Mathematics

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