This project is geared towards developing modeling approaches to data from games that uses a combination of visualization techniques, state-action representations and sequence modeling techniques, such as Dynamic Time Warping. Using these tools we use qualitative analysis and a human expert to allow analysis and labeling. Publications explaining more on the approach is below.
Contributions: granular analysis and modeling of human behavior in games that include contextual details and individual models surpasses current techniques.
Stratmapper is a spatio-temporal visualization system that displays data from a game and superimposes it on the game map. The visualization system allows users to filter data, annotate or label the data and export this data for further analysis.
Glyph is an interactive visualization system with a co-synchronized two window visualization. One window shows state-action transition, showing a descriptive view of the participants or players' problem solving patterns. The other window shows a clustering of players' behaviors. Users can select different nodes from the clusters which would highlight the problem solving patterns in the other window making analysis and comparing and contrasting problems solving patterns an easy process.
Kleinman, E., Ahmad, S., Teng, Z., Bryant, A., Nguyen, T., Harteveld, C., & Seif El-Nasr, M. (2020, September). ” And then they died”: Using Action Sequences for Data Driven, Context Aware Gameplay Analysis. In International Conference on the Foundations of Digital Games (pp. 1-12). [PDF]
Nguyen, T., Seif El-Nasr, M. , & Canossa, A. (2015, June). Glyph: Visualization Tool for Understanding Problem Solving Strategies in Puzzle Games. In FDG. [PDF]
Seif El-Nasr, M., Nguyen, T., Canossa, A., Drachen, A. (in press). Game Data Science. University of Oxford Press.
Partners: Charles River Analytics.
Funders: Office of Naval Research