Modeling the semantic space of videogames
Action videogames are dynamic, complex environments, quite challenging to model. A research objective of HILab is the application of various modeling techniques to such environments with the goal to evaluate and compare their performance on the estimation of the similarity in the playing techniques of various players.
Frogger
The dataset for modeling Frogger (http://www.frogger.net/), in order to classify players according to their playing technique (aggressive, defensive etc), is available for experimentation. Please cite HILab when using the data.
SpaceDebris
The datasets (the “holistic” and “grid” approach) for modeling the action game SpaceDebris are available for experimentation. The approach has been documented and published in the Workshop of Machine Learning and Data Mining in Games. Please cite the publication when using the data.
SpaceDebris : LSA Modeling
SpaceDebris has also been modeled by applying Latent Semantic Analysis (LSA). A zip file containing the LSA-reduced term-document matrices with the holistic, the grid, and the merged grid approach for three different dimensionality reduction ratios are available for experimentation. The approach has been documented and published in the European Conference on Artificial Intelligence. Please cite the publication when using the data. (The data used in the publication are only a subset of the data on this link.)