3
Game Usage Mining Con-
cept
In figure
2
a mobile massive multiplayer game
setting is shown.
Players interact with the
Massive Multiplayer Game Service (MMGS).
The MMGS sends events about user actions to
the Game Usage Miner (GUM), if the GUM
discovers patterns of interest (e.g. player lo-
goff probability) they get passed on to Recom-
mender Service (RS). When the RS receives a
pattern it will give a recommendation back to
the MMGS about how to alter the player ex-
perience. The purpose of this is to improve the
gaming experience for players. Methods used
in the RS can e.g. be collaborative filtering
or case-based reasoning. Another purpose of
the GUM is to provide realtime metrics of the
game, typically macro numbers such as mood
of the community (e.g. number of players likely
to log off in the near future).
Player N
Player 1
Massive Multiplayer
Game Service
Game Usage Miner
Recommender Service
Figure 2: Game Usage Mining Concept
4
Web vs Game Usage Mining
In this section we compare information gather-
ing in non-discrete game-state massive multi-
player games with information gathering from
web browsing. The purpose of the information
gathering is to enable game usage mining and
web usage mining, respectively.
For web usage mining, the primary informa-
tion source is the highly standardized web log
(i.e. common or extended log format) created
by the web server.
Unfortunately, there are
currently no standardized information sources
that supports game usage mining in massive
multiplayer games.
4.1
User and Player Session
User session time t
session
is an important
concept in web usage mining, it is the estimate
of user's active period, i.e. before browsing to
another web site or stop surfing.
In game usage mining we propose an ap-
proach for estimating player sessions.
How-
ever, if the player pays per time unit to play,
it is usually very simple to determine t
session
,
since the user probably will explicitly log off
instead of idling, or a least be logged out au-
tomatically after a particular idle time of the
client (in order to avoid high bills).
If the
client tells the game server that the logout was
caused by timeout for a period t
idle
, the accu-
rate session time t
session
can easily be deter-
mined by:
t
session
= t
stop
- t
start
- t
idle
(1)
Where t
start
and t
stop
are timestamps for the
start and stop of player session, respectively.
4.2
Log rate
Logging of usage data in web usage mining is
purely event driven. When the client (browser)
requests a web page or an object it causes a
log entry line (LogEntry
t
) to be written to the
web server log. The time resolution of the log
is usually limited to whole seconds, so if the
web server receives several requests in a second,
they are written to the web log in an arbitrary
order.
Game playing generate many more events
than web browsing, since events are based on
real-time actions in the game (e.g driving a car,
102
Game Usage Mining