Integrating and Inspecting Combined Behavioral Profiling and Social Network Models in Destiny

  • André Rattinger
  • Günter Wallner
  • Anders Drachen
  • Johanna Pirker
  • Rafet Sifa
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 9926)


In this paper two key venues of investigation in game analytics are combined: behavioral profiling and social network analysis. Both venues of research are well developed but combined they permit pattern evaluation across player performance and networks. Here, competitive networks covering almost 3.5 million players of the hybrid online shooter game Destiny are developed and combined with behavioral profiles based on match performance metrics and defined using archetypal analysis. The profiles are embedded in the networks along with other performance indicators for Destiny players. The social behavior of different archetypes is described. Network visualizations are presented which target the problem of making dense networked results actionable.


Social network analysis Destiny Network visualization Multi-player Profiling Game analytics 



The authors would like to extend their sincere gratitude to Bungie for making detailed behavioral telemetry from Destiny available.


  1. 1.
    Adele Cutler, L.B.: Archetypal analysis. Technometrics 36(4), 338–347 (1994)MathSciNetCrossRefzbMATHGoogle Scholar
  2. 2.
    Bauckhage, C., Drachen, A., Sifa, R.: Clustering game behavior data. IEEE Trans. Comput. Intell. AI Games 7(3), 266–278 (2015)CrossRefGoogle Scholar
  3. 3.
    Bauckhage, C., Sifa, R., Drachen, A., Thurau, C., Hadiji, F.: Beyond heatmaps: spatio-temporal clustering using behavior-based partitioning of game levels. In: IEEE Conference on Computational Intelligence and Games, pp. 1–8 (2014)Google Scholar
  4. 4.
    Bauckhage, C., Thurau, C.: Making Archetypal analysis practical. In: Denzler, J., Notni, G., Süße, H. (eds.) DAGM 2009. LNCS, vol. 5748, pp. 272–281. Springer, Heidelberg (2009)CrossRefGoogle Scholar
  5. 5.
    van de Bovenkamp, R., Shen, S., Iosup, A., Kuipers, F.: Understanding and recommending play relationships in online social gaming. In: Fifth International Conference on Communication Systems and Networks (COMSNETS), pp. 1–10 (2013)Google Scholar
  6. 6.
    Cleveland, W.S.: Visualizing Data. Hobart Press, Summit (1993)Google Scholar
  7. 7.
    Correa, C.D., Ma, K.L.: Visualizing social networks. In: Aggarwal, C.C. (ed.) Social Network Data Analytics, pp. 307–326. Springer, US (2011)CrossRefGoogle Scholar
  8. 8.
    Drachen, A., Sifa, R., Bauckhage, C., Thurau, C.: Guns, swords and data: clustering of player behavior in computer games in the wild. In: IEEE Conference on Computational Intelligence and Games, pp. 163–170 (2012)Google Scholar
  9. 9.
    Drachen, A., Schubert, M.: Spatial game analytics. In: Seif El-Nasr, M., Drachen, A., Canossa, A. (eds.) Game Analytics: Maximizing the Value of Player Data, pp. 365–402. Springer, London (2013)Google Scholar
  10. 10.
    Drachen, A., Thurau, C., Sifa, R., Bauckhage, C.: A comparison of methods for player clustering via behavioral telemetry. In: Proceedings of the FDG, pp. 245–252 (2013)Google Scholar
  11. 11.
    Drachen, A., Thurau, C., Togelius, J., Yannakakis, G.N., Bauckhage, C.: Game data mining. In: Seif El-Nasr, M., Drachen, A., Canossa, A. (eds.) Game Analytics: Maximizing the Value of Player Data, pp. 205–253. Springer, London (2013)Google Scholar
  12. 12.
    Freeman, L.C.: Visualizing social networks. J. Soc. Struct. 1, 1–15 (2000)MathSciNetGoogle Scholar
  13. 13.
    Jia, A.L., Shen, S., Bovenkamp, R.V.D., Iosup, A., Kuipers, F., Epema, D.H.J.: Socializing by gaming: Revealing social relationships in multiplayer online games. ACM Trans. Knowl. Discov. Data 10(2), 11:1–11:29 (2015)CrossRefGoogle Scholar
  14. 14.
    Kruskal, J.B., Wish, M.: Multidimensional Scaling. Sage Publications, Beverly Hills (1978)CrossRefGoogle Scholar
  15. 15.
    Lim, C.U., Harrell, D.F.: Revealing social identity phenomena in videogames with archetypal analysis. In: Proceedings of AISB Symposium on AI and Games (2015)Google Scholar
  16. 16.
    Losup, A., van de Bovenkamp, R., Shen, S., Jia, A.L., Kuipers, F.: Implicit social networks in multiplayer online games. IEEE Internet Comp. 18(3), 36–44 (2014)CrossRefGoogle Scholar
  17. 17.
    Normoyle, A., Jensen, S.T.: Bayesian clustering of player styles for multiplayer games. In: Proceedings of the AAAI, pp. 163–169 (2015)Google Scholar
  18. 18.
    Seif El-Nasr, M., Drachen, A., Canossa, A. (eds.): Game Analytics - Maximizing the Value of Player Data. Springer, London (2013)Google Scholar
  19. 19.
    Sifa, R., Bauckhage, C.: Archetypical motion: Supervised game behavior learning with archetypal analysis. In: IEEE Conference on Computational Intelligence in Games, pp. 1–8 (2013)Google Scholar
  20. 20.
    Sifa, R., Drachen, A., Bauckhage, C., Thurau, C., Canossa, A.: Behavior evolution in tomb raider underworld. In: IEEE Conference on Computational Intelligence in Games, pp. 1–8 (2013)Google Scholar
  21. 21.
    Sifa, R., Bauckhage, C., Drachen, A.: Archetypal game recommender systems. In: Proceedings of the 16th LWA Workshops: KDML, IR and FGWM, pp. 45–56 (2014)Google Scholar
  22. 22.
    Sifa, R., Drachen, A., Bauckhage, C.: Large-scale cross-game player behavior analysis on steam. In: Proceedings of the AIIDE, pp. 198–204 (2015)Google Scholar
  23. 23.
    Thawonmas, R., Iizuka, K.: Visualization of online-game players based on their action behaviors. Int. J. Comput. Games Technol. 2008, 5:1–5:9 (2008)CrossRefGoogle Scholar
  24. 24.
    Thurau, C., Bauckhage, C.: Analyzing the evolution of social groups in World of Warcraft. In: IEEE Conference on Computational Intelligence and Games, pp. 170–177 (2010)Google Scholar
  25. 25.
    Thurau, C., Kersting, K., Bauckhage, C.: Yes we can: simplex volume maximization for descriptive web-scale matrix factorization. In: Proceedings of the 19th ACM International Conference on Information and Knowledge Management, CIKM 2010, pp. 1785–1788. ACM (2010)Google Scholar
  26. 26.
    Wallner, G., Kriglstein, S.: An introduction to gameplay data visualization. In: Lankoski, P., Björk, S. (eds.) Game Research Methods, pp. 231–250. ETC (2015)Google Scholar
  27. 27.
    Yee, N.: The demographics, motivations, and derived experiences of users of massively multi-user online graphical environments. Presence: Teleoper. Virtual Environ. 15(3), 309–329 (2006)CrossRefGoogle Scholar

Copyright information

© IFIP International Federation for Information Processing 2016

Authors and Affiliations

  • André Rattinger
    • 1
  • Günter Wallner
    • 2
  • Anders Drachen
    • 3
  • Johanna Pirker
    • 1
  • Rafet Sifa
    • 4
  1. 1.Graz University of TechnologyGrazAustria
  2. 2.University of Applied Arts ViennaViennaAustria
  3. 3.Aalborg University & The Pagonis NetworkCopenhagenDenmark
  4. 4.Fraunhofer IAISSankt AugustinGermany

Personalised recommendations