Download Spatial analytics - Game Analytics Resources v. Anders Drachen

Survey
yes no Was this document useful for you?
   Thank you for your participation!

* Your assessment is very important for improving the workof artificial intelligence, which forms the content of this project

Document related concepts
no text concepts found
Transcript
Challenges and Visions of
Game Analytics
What Lies Beneath?
Definitions
 Analytics
 Game Analytics
 Game Telemetry
 Game Metrics
Analytics
 The process of discovering and communicating patterns in
data towards solving problems in business
 Supporting enterprise decision management
 Driving action
 Improving performance
 Or for purely frivolous and artistic reasons!
Game Analytics
 A specific domain of analytics: game development and game
research
 The game as a product: user experience, revenue …
 The game as a project: the process of developing the game
Game telemetry
 Quantitative, unprocessed data obtained over any distance,
which pertain to game development or game research.
 Describes attributes about objects
 Many sources: Installed clients, game servers, mobile units,
user testing/playtesting
Game metrics
 Interpretable, quantitative measure of one or more attributes
of one or more objects – operating in the context of games
 Object: virtual item, player, user, process, developer, forum
post ....
 Attribute: an aspect of the object
 Context: tied to process, performance or users of games.
1. Standards
 Lack of standards
 Makes it hard to communicate and share knowledge
 Need a ”game analytics association” – to develop
standards of terminology, practices and ethical guidelines
2. Unique beasts
 Games are not websites
 Goal of games: user experience – not selling running shoes
(virtual shoes maybe)
 Games can be immensely complex information systems
 100+ possible user/system and user/user interactions
 Extended periods of user-game interaction
 From 1 to lots of people interacting in-game
 Hard to directly import methods from other IT-fields –
adaptation needed
3. Social online focus
 Most advanced analytics currently in social online games/F2P
– and focused on monetization





A/B
Classification
Prediction
Segmentation
Etc.
 Rest of industry ”mostly” basic behavior analysis
 Need analytics to improve UX, not just sell Farm Potions +5
 Knowledge transfer image
4. Knowledge transfer
 What is going on?
 Minimal knowledge flow about methods, algorithms, ideas
 No dedicated conferences or workshops
 Presentations at events high level
 Not oriented towards application
 More high-level, marketing and ”bragging” than helping ...
4. Knowledge transfer
 Analytics is business intelligence – holds direct monetary
value
 A strong predictive algorithm can make a game
 Value: therefore kept confidential
 Problem: re-inventing the deep platter
 Need the front-runners to take charge: everybody benefits
from knowledge transfer
5. Knowledge gulf
 Knowledge gulf: academia – industry
 Academia provides a strong partner in analytics
 1000´s of specialists in dozens of fields
 Can do explorative/blue sky research
 Zynga, Wooga, Blizzard, EA ... – can build the expertise inhouse – what about small/medium devs? – collaborate to
innovate!
6. Lots´n lots of data
 Even a mid-size game can generate TBs of data per week –>
storage/processing
 Reporting needs to be fast -> rapid analysis
 Bandwidth vs. data coverage -> feature selection
 Coverage vs. speed -> sampling
"You are no longer an
individual, you are a data
cluster bound to a vast global
network" –
7. Unrivaled power
”Never before have so few
known so much
about so many”
Unrivaled power
2 powerful tools for monetization:
User knowledge
Analytics
Unrivaled power
 User knowledge
 In-game
 Purchasing
 From game platforms (Facebook etc.)
 From Net tracking (Google etc.)
 Clickstreams
 From mining the Net (social mining)
 Geodata (mobile phones)
 National person databases
 ...
 In the future knowledge of users will increase
Unrivaled power
 Analytics & user research
 Large-scale, data mining
 Prediction, clustering, etc.
 Behavioral Biology
 Behavioral Psychology
 Social/community behavior science
 When playing games, the barriers are down
Unrivaled power
User knowledge
Analytics
Great games
 Luke skywalker image
Unrivaled power
User knowledge
Analytics
Revenue requirement
(potential for) Great evil
 Darth vader image
Game data mining
Huge untapped potential in dozens of
fields/sectors:
 Human behavior analysis
 Spatial analytics
 Behavioral economics
 Insurance, banking and finance
 Social and community research
 Ecology and large-scale biological modeling
 ...
Game data mining
 3 high-potential areas of game data mining:
 Prediction: inform about future behavior of users
 Behavioral clustering: making high-dimensional behavior
datasets accessible
 Association and sequence: finding the patterns and
associations in how games are played
Behavioral clustering
SIVM: finding extreme profiles
 Assassins
 Veterans
 Target dummies
 Assault-Recon
 Medic-Engineer
 Driver
 Assault wannabee
Behavioral clustering
 Each different playstyles, and different things that
keep them in the game
 ”Driver”: drives, flies, sails – all the time and favors
maps with vehicles
 ”Assassin”: kills – afar or close – no vehicles
 ”Target dummies”: unskilled newbies
Behavioral clustering
 Use behavioral clustering to find profiles, then
cater to them – in real-time
 Monitor players´ profiles to track behavior
changes: target dummy -> veteran
Spatial analytics
 Games are experienced spatio-temporally
 All games require movement
 All games take time to play
 Why is analytics then mainly temporal?
Beyond the heatmap
(Images: Ubisoft,
Microsoft, Square
Enix)
Spatial analytics
 Spatio-temporal analytics
 Does not reduce the dimensions of game metrics data
 Deals with the actual dimensions of play.
(Image: Ubisoft)
Spatial analytics
(Image: Square Enix)
Spatial analytics
 Decades of knowledge in spatial analytics outside
of games – ripe for harvesting
 Trajectory analysis (how do users play the game? Move
in 3D?)
 Spatial outlier detection (finding exploitation spots, bugs)
 Spatial clustering (are players distributed across maps?)
 Spatial co-location patterns/trends (army composition in
RTS)
Adaptive games
 Games that respond to the actions of the user in order to
maximise UX (and/or revenue)
 Left 4 Dead, Borderlands, Terraria, Virus ... – these relatively
primitive but powerful – tip of the iceberg
 Sizeable European/US community of researchers working for a
decade on adaptive games
 Future: Real-Time Analytics driving the game experience, within
pre-planned frame (think pen-and-paper RPGs)
Automatization
 Problem: time consuming analysis and reporting
 Huge potential for automating analysis and reporting,
interactive reports, etc.
 Future: More effective analytics
 Future: More interactive, tailored reports
Diversification
 Currently focus on:
 Player behavior and monetization
 Game analytics is much more:




(Almost) all aspects of a game development can be measured
Integrating and synchronizing data and sources
Do not regulate the creative process!
Games are diversifying! – analytics must follow suit
Knowledge sharing
 Game Analytics – maximizing the value of player data
 50+ experts from industry and research
 2 intro/foundation chapters (on website below):
 Game Analytics: The Basics
 Game Data Mining
 IGDA GUR SIG
 Slides from presentation will be available on: www.andersdrachen.wordpress.com
 Blogs: blog.gameanalytics.com, engineroom.ubi.com, www.gamesbrief.com etc.
 Contact: [email protected]