72 research outputs found

    Your Gameplay Says It All: Modelling Motivation in Tom Clancy's The Division

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    Is it possible to predict the motivation of players just by observing their gameplay data? Even if so, how should we measure motivation in the first place? To address the above questions, on the one end, we collect a large dataset of gameplay data from players of the popular game Tom Clancy's The Division. On the other end, we ask them to report their levels of competence, autonomy, relatedness and presence using the Ubisoft Perceived Experience Questionnaire. After processing the survey responses in an ordinal fashion we employ preference learning methods based on support vector machines to infer the mapping between gameplay and the reported four motivation factors. Our key findings suggest that gameplay features are strong predictors of player motivation as the best obtained models reach accuracies of near certainty, from 92% up to 94% on unseen players.Comment: Version accepted for IEEE Conference on Games, 201

    Player modeling using self-organization in Tomb Raider : Underworld

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    We present a study focused on constructing models of players for the major commercial title Tomb Raider: Underworld (TRU). Emergent self-organizing maps are trained on high-level playing behavior data obtained from 1365 players that completed the TRU game. The unsupervised learning approach utilized reveals four types of players which are analyzed within the context of the game. The proposed approach automates, in part, the traditional user and play testing procedures followed in the game industry since it can inform game developers, in detail, if the players play the game as intended by the game design. Subsequently, player models can assist the tailoring of game mechanics in real-time for the needs of the player type identified.peer-reviewe

    Player modeling using self- organization in Tomb Raider: Underworld

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    Abstract-We present a study focused on constructing models of players for the major commercial title Tomb Raider: Underworld (TRU). Emergent self-organizing maps are trained on high-level playing behavior data obtained from 1365 players that completed the TRU game. The unsupervised learning approach utilized reveals four types of players which are analyzed within the context of the game. The proposed approach automates, in part, the traditional user and play testing procedures followed in the game industry since it can inform game developers, in detail, if the players play the game as intended by the game design. Subsequently, player models can assist the tailoring of game mechanics in real-time for the needs of the player type identified

    Moment-to-moment Engagement Prediction through the Eyes of the Observer: PUBG Streaming on Twitch

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    Is it possible to predict moment-to-moment gameplay engagement based solely on game telemetry? Can we reveal engaging moments of gameplay by observing the way the viewers of the game behave? To address these questions in this paper, we reframe the way gameplay engagement is defined and we view it, instead, through the eyes of a game's live audience. We build prediction models for viewers' engagement based on data collected from the popular battle royale game PlayerUnknown's Battlegrounds as obtained from the Twitch streaming service. In particular, we collect viewers' chat logs and in-game telemetry data from several hundred matches of five popular streamers (containing over 100,000 game events) and machine learn the mapping between gameplay and viewer chat frequency during play, using small neural network architectures. Our key findings showcase that engagement models trained solely on 40 gameplay features can reach accuracies of up to 80% on average and 84% at best. Our models are scalable and generalisable as they perform equally well within- and across-streamers, as well as across streamer play styles.Comment: Version accepted for the Conference on the Foundations of Digital Games 2020 - Malt

    Predicting player behavior in Tomb Raider : Underworld

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    This paper presents the results of an explorative study on predicting aspects of playing behavior for the major commercial title Tomb Raider: Underworld (TRU). Various supervised learning algorithms are trained on a large-scale set of in-game player behavior data, to predict when a player will stop playing the TRU game and, if the player completes the game, how long will it take to do so. Results reveal that linear regression models and other non-linear classification techniques perform well on the tasks and that decision tree learning induces small yet well-performing and informative trees. Moderate performance is achieved from the prediction models, which indicates the complexity of predicting player behavior based on a constrained set of gameplay metrics and the noise existent in the dataset examined, a generic problem in large-scale data collection from millions of remote clients.peer-reviewe

    Surface superconducting states and paramagnetism in mesoscopic superconductors

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    In the framework of the Ginzburg-Landau equation, the temperature dependence of the upper critical field of small ring-like superconductors is studied. At equilibrium small parts of the phase diagram show paramagnetism for width / radius ratios below 0.85. Their number and extension increase with the size of the hole. In these regions, only the inner part of the ring shows a positive magnetic moment. The order parameter density profile appears to change, when crossing a first order transition line, which separates different angular momentum values, and we clarify the relationship between the localization of superconductivity nucleation and paramagnetism of those samples.Comment: 11 pages, 9 figure

    NGF Causes TrkA to Specifically Attract Microtubules to Lipid Rafts

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    Membrane protein sorting is mediated by interactions between proteins and lipids. One mechanism that contributes to sorting involves patches of lipids, termed lipid rafts, which are different from their surroundings in lipid and protein composition. Although the nerve growth factor (NGF) receptors, TrkA and p75NTR collaborate with each other at the plasma membrane to bind NGF, these two receptors are endocytosed separately and activate different cellular responses. We hypothesized that receptor localization in membrane rafts may play a role in endocytic sorting. TrkA and p75NTR both reside in detergent-resistant membranes (DRMs), yet they responded differently to a variety of conditions. The ganglioside, GM1, caused increased association of NGF, TrkA, and microtubules with DRMs, but a decrease in p75NTR. When microtubules were induced to polymerize and attach to DRMs by in vitro reactions, TrkA, but not p75NTR, was bound to microtubules in DRMs and in a detergent-resistant endosomal fraction. NGF enhanced the interaction between TrkA and microtubules in DRMs, yet tyrosine phosphorylated TrkA was entirely absent in DRMs under conditions where activated TrkA was detected in detergent-sensitive membranes and endosomes. These data indicate that TrkA and p75NTR partition into membrane rafts by different mechanisms, and that the fraction of TrkA that associates with DRMs is internalized but does not directly form signaling endosomes. Rather, by attracting microtubules to lipid rafts, TrkA may mediate other processes such as axon guidance

    The glial growth factors deficiency and synaptic destabilization hypothesis of schizophrenia

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    BACKGROUND: A systems approach to understanding the etiology of schizophrenia requires a theory which is able to integrate genetic as well as neurodevelopmental factors. PRESENTATION OF THE HYPOTHESIS: Based on a co-localization of loci approach and a large amount of circumstantial evidence, we here propose that a functional deficiency of glial growth factors and of growth factors produced by glial cells are among the distal causes in the genotype-to-phenotype chain leading to the development of schizophrenia. These factors include neuregulin, insulin-like growth factor I, insulin, epidermal growth factor, neurotrophic growth factors, erbB receptors, phosphatidylinositol-3 kinase, growth arrest specific genes, neuritin, tumor necrosis factor alpha, glutamate, NMDA and cholinergic receptors. A genetically and epigenetically determined low baseline of glial growth factor signaling and synaptic strength is expected to increase the vulnerability for additional reductions (e.g., by viruses such as HHV-6 and JC virus infecting glial cells). This should lead to a weakening of the positive feedback loop between the presynaptic neuron and its targets, and below a certain threshold to synaptic destabilization and schizophrenia. TESTING THE HYPOTHESIS: Supported by informed conjectures and empirical facts, the hypothesis makes an attractive case for a large number of further investigations. IMPLICATIONS OF THE HYPOTHESIS: The hypothesis suggests glial cells as the locus of the genes-environment interactions in schizophrenia, with glial asthenia as an important factor for the genetic liability to the disorder, and an increase of prolactin and/or insulin as possible working mechanisms of traditional and atypical neuroleptic treatments
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