Intelligent Technologies for Interactive Entertainment. 8th International Conference, INTETAIN 2016, Utrecht, The Netherlands, June 28–30, 2016, Revised Selected Papers

Research Article

Deep Learning for Classifying Battlefield 4 Players

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  • @INPROCEEDINGS{10.1007/978-3-319-49616-0_15,
        author={Marjolein Vries and Pieter Spronck},
        title={Deep Learning for Classifying Battlefield 4 Players},
        proceedings={Intelligent Technologies for Interactive Entertainment. 8th International Conference, INTETAIN 2016, Utrecht, The Netherlands, June 28--30, 2016, Revised Selected Papers},
        proceedings_a={INTETAIN},
        year={2017},
        month={1},
        keywords={Deep learning Computer games Player classification},
        doi={10.1007/978-3-319-49616-0_15}
    }
    
  • Marjolein Vries
    Pieter Spronck
    Year: 2017
    Deep Learning for Classifying Battlefield 4 Players
    INTETAIN
    Springer
    DOI: 10.1007/978-3-319-49616-0_15
Marjolein Vries1,*, Pieter Spronck1,*
  • 1: Tilburg University
*Contact email: mdv@marjoleindevries.com, p.spronck@tilburguniversity.edu

Abstract

In our research, we aim to predict attributes of human players based on observations of their gameplay. If such predictions can be made with sufficient accuracy, games can use them to automatically adapt to the player’s needs. In previous research, however, no conventional classification techniques have been able to achieve accuracies of sufficient height for this purpose. In the present paper, we aim to find out if deep learning networks can be used to build accurate classifiers for gameplay behaviours. We compare a deep learning network with logistic regression and random forests, to predict the platform used by Battlefield 4 players, their nationality and their gaming culture. We find that deep learning networks provide significantly higher accuracies and superior generalization when compared to the more conventional techniques for some of these tasks.