Player Performance Prediction in Massively Multiplayer Online Role-Playing Games (MMORPGs)

Recent years have seen an ever increasing number of people interacting in the online space. Massively multiplayer online role-playing games (MMORPGs) are personal computer or console-based digital games where thousands of players can simultaneously sign on to the same online, persistent virtual worl...

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Main Authors: SHIM, Kyong Jin, SHARAN, Richa, SRIVASTAVA, Jaideep
Format: text
Language:English
Published: Institutional Knowledge at Singapore Management University 2010
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Online Access:https://ink.library.smu.edu.sg/sis_research/1524
https://ink.library.smu.edu.sg/context/sis_research/article/2523/viewcontent/10_003.pdf
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Institution: Singapore Management University
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spelling sg-smu-ink.sis_research-25232019-11-06T01:27:13Z Player Performance Prediction in Massively Multiplayer Online Role-Playing Games (MMORPGs) SHIM, Kyong Jin SHARAN, Richa SRIVASTAVA, Jaideep Recent years have seen an ever increasing number of people interacting in the online space. Massively multiplayer online role-playing games (MMORPGs) are personal computer or console-based digital games where thousands of players can simultaneously sign on to the same online, persistent virtual world to interact and collaborate with each other through their in-game characters. In recent years, researchers have found virtual environments to be a sound venue for studying learning, collaboration, social participation, literacy in online space, and learning trajectory at the individual level as well as at the group level. While many games today provide web and GUI-based reports and dashboards for monitoring player performance, we propose a more comprehensive performance management tool (i.e. player scorecards) for measuring and reporting operational activities of game players. This study uses performance data of game players in EverQuest II, a popular MMORPG developed by Sony Online Entertainment, to build performance prediction models for game players. The prediction models provide a projection of player's future performance based on his past performance, which is expected to be a useful addition to existing player performance monitoring tools. First, we show that variations of PECOTA and MARCEL, two most popular baseball home run prediction methods, can be used for game player performance prediction. Second, we evaluate the effects of varying lengths of past performance and show that past performance can be a good predictor of future performance up to a certain degree. Third, we show that game players do not regress towards the mean and that prediction models built on buckets using discretization based on binning and histograms lead to higher prediction coverage. 2010-02-01T08:00:00Z text application/pdf https://ink.library.smu.edu.sg/sis_research/1524 https://ink.library.smu.edu.sg/context/sis_research/article/2523/viewcontent/10_003.pdf http://creativecommons.org/licenses/by-nc-nd/4.0/ Research Collection School Of Computing and Information Systems eng Institutional Knowledge at Singapore Management University Databases and Information Systems Numerical Analysis and Scientific Computing
institution Singapore Management University
building SMU Libraries
continent Asia
country Singapore
Singapore
content_provider SMU Libraries
collection InK@SMU
language English
topic Databases and Information Systems
Numerical Analysis and Scientific Computing
spellingShingle Databases and Information Systems
Numerical Analysis and Scientific Computing
SHIM, Kyong Jin
SHARAN, Richa
SRIVASTAVA, Jaideep
Player Performance Prediction in Massively Multiplayer Online Role-Playing Games (MMORPGs)
description Recent years have seen an ever increasing number of people interacting in the online space. Massively multiplayer online role-playing games (MMORPGs) are personal computer or console-based digital games where thousands of players can simultaneously sign on to the same online, persistent virtual world to interact and collaborate with each other through their in-game characters. In recent years, researchers have found virtual environments to be a sound venue for studying learning, collaboration, social participation, literacy in online space, and learning trajectory at the individual level as well as at the group level. While many games today provide web and GUI-based reports and dashboards for monitoring player performance, we propose a more comprehensive performance management tool (i.e. player scorecards) for measuring and reporting operational activities of game players. This study uses performance data of game players in EverQuest II, a popular MMORPG developed by Sony Online Entertainment, to build performance prediction models for game players. The prediction models provide a projection of player's future performance based on his past performance, which is expected to be a useful addition to existing player performance monitoring tools. First, we show that variations of PECOTA and MARCEL, two most popular baseball home run prediction methods, can be used for game player performance prediction. Second, we evaluate the effects of varying lengths of past performance and show that past performance can be a good predictor of future performance up to a certain degree. Third, we show that game players do not regress towards the mean and that prediction models built on buckets using discretization based on binning and histograms lead to higher prediction coverage.
format text
author SHIM, Kyong Jin
SHARAN, Richa
SRIVASTAVA, Jaideep
author_facet SHIM, Kyong Jin
SHARAN, Richa
SRIVASTAVA, Jaideep
author_sort SHIM, Kyong Jin
title Player Performance Prediction in Massively Multiplayer Online Role-Playing Games (MMORPGs)
title_short Player Performance Prediction in Massively Multiplayer Online Role-Playing Games (MMORPGs)
title_full Player Performance Prediction in Massively Multiplayer Online Role-Playing Games (MMORPGs)
title_fullStr Player Performance Prediction in Massively Multiplayer Online Role-Playing Games (MMORPGs)
title_full_unstemmed Player Performance Prediction in Massively Multiplayer Online Role-Playing Games (MMORPGs)
title_sort player performance prediction in massively multiplayer online role-playing games (mmorpgs)
publisher Institutional Knowledge at Singapore Management University
publishDate 2010
url https://ink.library.smu.edu.sg/sis_research/1524
https://ink.library.smu.edu.sg/context/sis_research/article/2523/viewcontent/10_003.pdf
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