Exploring the similarity between game events for game level analysis and generation

Player-Game interaction can be viewed as a sequence of game events between game systems and players. In each event, a piece of information (for example, a game challenge) is presented to the player, and the player responds to that information by executing proper in-game actions. Since different games have different systems and mechanics, it is difficult to analyze and compare game events across different games. In this paper, we propose an approach to measure the similarity between game events from different games quantitatively. This similarity information can then be used to transfer probabilistic models built for analyzing and generating game levels for one game to another game.

[1]  Guenter Wallner Sequential Analysis of Player Behavior , 2015, CHI PLAY.

[2]  Jan Hauke,et al.  Comparison of Values of Pearson's and Spearman's Correlation Coefficients on the Same Sets of Data , 2011 .

[3]  M. Csíkszentmihályi Beyond boredom and anxiety , 1975 .

[4]  Andrew K. Przybylski,et al.  The Motivational Pull of Video Games: A Self-Determination Theory Approach , 2006 .

[5]  Milton Friedman,et al.  A Correction: The Use of Ranks to Avoid the Assumption of Normality Implicit in the Analysis of Variance , 1939 .

[6]  Willem A. deVries Some Forms of Trust , 2011, Inf..

[7]  Julian Togelius,et al.  Crowdsourcing the Aesthetics of Platform Games , 2013, IEEE Transactions on Computational Intelligence and AI in Games.

[8]  Richard M. Ryan,et al.  Glued to Games: How Video Games Draw Us In and Hold Us Spellbound , 2011 .

[9]  W. B. Cavnar,et al.  N-gram-based text categorization , 1994 .

[10]  Huaiyu Zhu On Information and Sufficiency , 1997 .

[11]  Julian Togelius,et al.  Linear levels through n-grams , 2014, MindTrek.

[12]  S. C. Johnson Hierarchical clustering schemes , 1967, Psychometrika.

[13]  M. Csíkszentmihályi,et al.  The Importance of Challenge for the Enjoyment of Intrinsically Motivated, Goal-Directed Activities , 2012, Personality & social psychology bulletin.

[14]  Graham McAllister,et al.  Understanding Player Experience using Sequential Analysis , 2011, DiGRA Conference.

[15]  Yun-En Liu,et al.  Designing Engaging Games Using Bayesian Optimization , 2016, CHI.

[16]  Karl Rihaczek,et al.  1. WHAT IS DATA MINING? , 2019, Data Mining for the Social Sciences.

[17]  Santiago Ontañón,et al.  An Approach to Domain Transfer in Procedural Content Generation of Two-Dimensional Videogame Levels , 2021, AIIDE.

[18]  Simon D'Alfonso,et al.  On Quantifying Semantic Information , 2011, Inf..

[19]  Paul S. Breidenbach,et al.  The Medium of the Video Game , 2005 .