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Online Gamers Classification Using K-means

机译:使用K均值的在线游戏玩家分类

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In order to achieve flow and increase player retention, it is important that games difficulty matches player skills. Being able to evaluate how people play a game is a crucial component for detecting gamers strategies in video-games. One of the main problems in player strategy detection is whether attributes selected to define strategies correctly detect the actions of the player. In this paper, we will study a Real Time Strategy (RTS) game. In RTS the participants make use of units and structures to secure areas of a map and/or destroy the opponents resources. We will extract real-time information about the players strategies at several gameplays through a Web Platform. After gathering enough information, the model will be evaluated in terms of unsupervised learning (concretely, K-Means). Finally, we will study the similitude between several gameplays where players use different strategies.
机译:为了达到流程并增加玩家保留率,重要的是游戏难度必须与玩家技能相匹配。能够评估人们玩游戏的方式是检测视频游戏中玩家策略的关键组成部分。玩家策略检测中的主要问题之一是为定义策略而选择的属性是否正确检测了玩家的行为。在本文中,我们将研究实时策略(RTS)游戏。在RTS中,参与者利用单位和结构来保护地图区域和/或破坏对手资源。我们将通过Web平台提取有关多个游戏玩法中玩家策略的实时信息。收集到足够的信息后,将根据无监督学习(确切地说是K均值)对模型进行评估。最后,我们将研究几种使用不同策略的游戏之间的相似性。

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