examining game world topology personalization

33
Examining Game World Topology Personalization Sauvik Das Carnegie Mellon University Alexander Zook Georgia Institute of Technology Mark Riedl Georgia Institute of Technology 1

Upload: sauvik-das

Post on 17-Feb-2017

119 views

Category:

Science


3 download

TRANSCRIPT

Page 1: Examining Game World Topology Personalization

Examining Game World Topology Personalization

Sauvik Das

Carnegie Mellon University

Alexander Zook

Georgia Institute of Technology

Mark Riedl

Georgia Institute of Technology

1

Page 2: Examining Game World Topology Personalization

2

Page 3: Examining Game World Topology Personalization

Is it too linear?

3

Page 4: Examining Game World Topology Personalization

4

Page 5: Examining Game World Topology Personalization

5

Page 6: Examining Game World Topology Personalization

“Boring. Bland. Linear. Those are three of the kinder things that can be said of Final Fantasy XIII…”

http://kotaku.com/5881121/just-why-exactly-did-final-fantasy-xiii-suck-so-badly

6

Page 7: Examining Game World Topology Personalization

http://www.gameinformer.com/blogs/editors/b/gijoe_blog/archive/2010/03/09/yes-crybaby-final-fantasy-xiii-is-linear.aspx

“You want to make steady progress without getting bogged down by ancillary garbage? Heresy!”

7

Page 8: Examining Game World Topology Personalization

Players care about topology

• Final Fantasy XIII is just an example — illustrative of a broader point.

• Anecdotally, players have strong personal preferences for game world topology.

8

Page 9: Examining Game World Topology Personalization

What if each player got their desired game world?

9

Page 10: Examining Game World Topology Personalization

Our contribution

• In that spirit, our goal was to examine whether:

(i) personalizing game world topologies increases user engagement with a Computer Role-Playing Game (i.e., is there value in personalizing topologies?)

(ii) player preferences for game world topology can be predicted (i.e., can we algorithmically determine how to best personalize topologies?)

10

Page 11: Examining Game World Topology Personalization

Method

11

Page 12: Examining Game World Topology Personalization

The Game• Turn-based combat.

• Regular and rare monsters.

• Boss battles.

• Treasure chests in sidepaths.

• Story: simplified Yuffie Wutai sidequest from FF7.

12

Page 13: Examining Game World Topology Personalization

“Big” world “Small” world

13

Page 14: Examining Game World Topology Personalization

Within-subjects study

• We ran a within-subjects study with 16 participants.

• Participants played a game three times. The only difference between each play through was the topology of the game.

• First world: baseline; topologically “neutral”

• Second/third worlds: “big” or “small”, randomly ordered

• Afterwards, players filled out survey providing complete ordering of world preference.

14

Page 15: Examining Game World Topology Personalization

Data-collected

15

Page 16: Examining Game World Topology Personalization

Results

16

Page 17: Examining Game World Topology Personalization

Descriptive Stats

• 16 participants. 14 male. Mostly early twenties - early thirties.

• On average, 45 minutes to complete study (27-83 range).

• Strong topological preferences: Mostly preferred big (7) or small world (7). Two preferred neutral (2). Those two also preferred small to big.

• order of presentation had non-significant effect on preference.

17

Page 18: Examining Game World Topology Personalization

Are players more engaged in topologically aligned worlds?• Operationalized engagement as higher overall activity (more of the

world explored, more battles, more treasures opened, etc.)

• Divided players into groups based on order of presentation (big first or small first) and world preference (big or small). Compared engagement within order and preference groups

• BB: Big first, big preference

• BS: Big first, small preference

• SB: Small first, big preference

• SS: Small first, small preference

18

Page 19: Examining Game World Topology Personalization

Expectation

• Controlling for order of presentation, players should be more engaged in the world that better aligns with their topological preference.

• in big world: BB > BS and SB > SS

• in small world: BS > BB and SS > SB

19

Page 20: Examining Game World Topology Personalization

20

Big First

0

15

30

45

60

Sidepaths Treasures Battles Time Exploring

Big Preference Small Preference

Small First

0

12.5

25

37.5

50

Sidepaths Treasures Battles Time Exploring

Big Preference Small Preference

Big World Engagement

Page 21: Examining Game World Topology Personalization

21

Big First

0

7.5

15

22.5

30

Sidepaths Treasures Battles Time Exploring

Big Preference Small Preference

Small First

0

4

8

12

16

Sidepaths Treasures Battles Time Exploring

Big Preference Small Preference

Small World Engagement

Page 22: Examining Game World Topology Personalization

Are players more engaged in topologically aligned worlds?

Yeah, probably.

22

Page 23: Examining Game World Topology Personalization

Can we predict player topological preferences from in-game behavior?

• Created ridge-logistic regression model (predicting for big or small preference).

• Dataset: in-game behavioral trace from playthrough of initial baseline world.

• Used Wrapper feature subset selector to pick best 4 predictive features to avoid overfitting.

• Used ridge regularization to avoid overfitting.

23

Page 24: Examining Game World Topology Personalization

Results

• With leave-one-out CV, correctly predicted topology preference for 13/16 participants (81%).

• 3 errors were all those who preferred large world, but predicted to prefer small.

24

Page 25: Examining Game World Topology Personalization

Can we predict player topological preferences from in-game behavior?

For a lot of people, yes.

25

Page 26: Examining Game World Topology Personalization

Conclusion

26

Page 27: Examining Game World Topology Personalization

We ran a small within-subjects study, examining whether: (i) personalizing CRPG world topologies can increase

engagement with a game;

(ii) in-game behavior can predict a player’s preferences for game world topology.

“Big” world “Small” world27

Page 28: Examining Game World Topology Personalization

Player behavior in an initially topologically neutral world can be used to predict their topological preferences.

Players may exhibit greater engagement in worlds that better align with their topological preferences.

Players have strong preferences for game world topology.

28

Page 29: Examining Game World Topology Personalization

Thus, real-time algorithmic personalization of game world topology may be both possible and valuable for CRPGs.

29

Page 30: Examining Game World Topology Personalization

1. Players have strong preferences for game world topologies. 2. Player behavior in an initially topologically neutral world can be

used to predict their topological preferences. 3. Players may exhibit greater engagement in worlds that better

align with their topological preferences.

Take-aways

Sauvik Das [[email protected]]

Carnegie Mellon University

Examining Game World Topology Personalization

Page 31: Examining Game World Topology Personalization

Results

• With leave-one-out CV, correctly predicted topology preference for 13/16 participants (81%).

• 3 errors were all those who preferred large world, but predicted to prefer small.

31

Page 32: Examining Game World Topology Personalization

GameForge

32

Page 33: Examining Game World Topology Personalization

33