SearcharxivSearch

arXiv subjects

Nicolas Grelier

Publications and source records attributed to Nicolas Grelier.

12 recordsLinked to original sources

Games Mapper: Topological Data Analysis of Steam Genres

The video game industry comprises a vast, continuously evolving landscape of themes and genres. For studios and publishers that navigate this competitive market, understanding the structural dynamics and temporal evolution of specific game categories is crucial for identifying viable entry points. In this paper, we introduce Games Mapper, a novel analytical tool based on the Mapper algorithm from topological data analysis. Unlike traditional clustering techniques, Games Mapper captures the continuous topological relationships between datasets over time (or other guiding variables). We extend the standard algorithm with an automated cluster labelling method, ensuring highly interpretable and interactive visualisations of genre evolution. To demonstrate the efficacy of our approach, we present a comprehensive case study on Simulation games released on Steam between 2015 and 2025. Games Mapper autonomously segments the genre into coherent, persistent subgenres, and captures dynamic market shifts. Ultimately, we provide a scalable, generalisable tool for researchers and industrials to unravel complex market structures and track the evolution of the Steam ecosystem.

cs.SI

From Fads to Classics -- Analyzing Video Game Trend Evolutions through Steam Tags

The video game industry deals with a fast-paced, competitive and almost unpredictable market. Trends of genres, settings and modalities change on a perpetual basis, studios are often one big hit or miss away from surviving or perishing, and hitting the pulse of the time has become one of the greatest challenges for industrials, investors and other stakeholders. In this work, we aim to support the understanding of video game trends over time based on data-driven analysis, visualization and interpretation of Steam tag evolutions. We confirm underlying groundwork that trends can be categorized in short-lived fads, contemporary fashions, or stable classics, and derived that the surge of a trend averages at about four years in the realm of video games. After using industrial experts to validate our findings, we deliver visualizations, insights and an open approach of deciphering shifts in video game trends.

cs.HC

Automated clustering of video games into groups with distinctive names

When doing a study on a large number of video games, it may be difficult to cluster them into coherent groups to better study them. In this paper, we introduce a novel algorithm, that takes as input any set of games S that are released on Steam and an integer k, and cluster S into k groups. Each group is then assigned a distinctive name in the form of a Steam tag. We believe our tool to be valuable for gaining deeper insights into the video game market. We show that our algorithm maximises an objective function that we introduce, the naming score, which assesses the quality of a clustering and how distinctive its name is.

cs.HC

Data-Driven Classifications of Video Game Vocabulary

As a novel and fast-changing field, the video game industry does not have a fixed and well-defined vocabulary. In particular, game genres are of interest: No two experts seem to agree on what they are and how they relate to each other. We use the user-generated tags of the video game digital distribution service Steam to better understand how players think about games. We investigate what they consider to be genres, what comes first to their minds when describing a game, and more generally what words do they use and how those words relate to each other. Our method is data-driven as we consider for each game on Steam how many players assigned each tag to it. We introduce a new metric, the priority of a Steam tag, that we find interesting in itself. This allows us to create taxonomies and meronomies of some of the Steam tags. In particular, in addition to providing a list of game genres, we distinguish what tags are essential or not for describing games according to players. Furthermore, we provide a small group of tags that summarise all information contained in the Steam tags.

cs.HC

Well-Separation and Hyperplane Transversals in High Dimensions

A family of $k$ point sets in $d$ dimensions is well-separated if the convex hulls of any two disjoint subfamilies can be separated by a hyperplane. Well-separation is a strong assumption that allows us to conclude that certain kinds of generalized ham-sandwich cuts for the point sets exist. But how hard is it to check if a given family of high-dimensional point sets has this property? Starting from this question, we study several algorithmic aspects of the existence of transversals and separations in high-dimensions. First, we give an explicit proof that $k$ point sets are well-separated if and only if their convex hulls admit no $(k - 2)$-transversal, i.e., if there exists no $(k - 2)$-dimensional flat that intersects the convex hulls of all $k$ sets. It follows that the task of checking well-separation lies in the complexity class coNP. Next, we show that it is NP-hard to decide whether there is a hyperplane-transversal (that is, a $(d - 1)$-transversal) of a family of $d + 1$ line segments in $\mathbb{R}^d$, where $d$ is part of the input. As a consequence, it follows that the general problem of testing well-separation is coNP-complete. Furthermore, we show that finding a hyperplane that maximizes the number of intersected sets is NP-hard, but allows for an $Ω\left(\frac{\log k}{k \log \log k}\right)$-approximation algorithm that is polynomial in $d$ and $k$, when each set consists of a single point. When all point sets are finite, we show that checking whether there exists a $(k - 2)$-transversal is in fact strongly NP-complete.

cs.CG

Nearest-Neighbor Decompositions of Drawings

Let $\mathcal{D}$ be a set of straight-line segments in the plane, potentially crossing, and let $c$ be a positive integer. We denote by $P$ the union of the endpoints of the straight-line segments of $\mathcal{D}$ and of the intersection points between pairs of segments. We say that $\mathcal{D}$ has a nearest-neighbor decomposition into $c$ parts if we can partition $P$ into $c$ point sets $P_1, \ldots, P_c$ such that $\mathcal{D}$ is the union of the nearest neighbor graphs on $P_1, \ldots, P_c$. We show that it is NP-complete to decide whether $\mathcal{D}$ can be drawn as the union of $c\geq 3$ nearest-neighbor graphs, even when no two segments cross. We show that for $c = 2$, it is NP-complete in the general setting and polynomial-time solvable when no two segments cross. We show the existence of an $O(\log n)$-approximation algorithm running in subexponential time for partitioning $\mathcal{D}$ into a minimum number of nearest-neighbor graphs. As a main tool in our analysis, we establish the notion of the conflict graph for a drawing $\mathcal{D}$. The vertices of the conflict graph are the connected components of $\mathcal{D}$, with the assumption that each connected component is the nearest neighbor graph of its vertices, and there is an edge between two components $U$ and $V$ if and only if the nearest neighbor graph of $U \cup V$ contains an edge between a vertex in $U$ and a vertex in $V$. We show that string graphs are conflict graphs of certain planar drawings. For planar graphs and complete $k$-partite graphs, we give additional, more efficient constructions. We furthermore show that there are subdivisions of non-planar graphs that are not conflict graphs. Lastly, we show a separator lemma for conflict graphs.

cs.CG

Hardness and Approximation of Minimum Convex Partition

We consider the Minimum Convex Partition problem: Given a set P of n points in the plane, draw a plane graph G on P, with positive minimum degree, such that G partitions the convex hull of P into a minimum number of convex faces. We show that Minimum Convex Partition is NP-hard, and we give several approximation algorithms, from an O(log OPT)-approximation running in O(n^8)-time, where OPT denotes the minimum number of convex faces needed, to an O(sqrt(n) log n)-approximation algorithm running in O(n^2)-time. We say that a point set is k-directed if the (straight) lines containing at least three points have up to k directions. We present an O(k)-approximation algorithm running in n^O(k)-time. Those hardness and approximation results also holds for the Minimum Convex Tiling problem, defined similarly but allowing the use of Steiner points. The approximation results are obtained by relating the problem to the Covering Points with Non-Crossing Segments problem. We show that this problem is NP-hard, and present an FPT algorithm. This allows us to obtain a constant-approximation FPT algorithm for the Minimum Convex Partition Problem where the parameter is the number of faces.

cs.CG

On the VC-dimension of half-spaces with respect to convex sets

A family S of convex sets in the plane defines a hypergraph H = (S, E) as follows. Every subfamily S' of S defines a hyperedge of H if and only if there exists a halfspace h that fully contains S' , and no other set of S is fully contained in h. In this case, we say that h realizes S'. We say a set S is shattered, if all its subsets are realized. The VC-dimension of a hypergraph H is the size of the largest shattered set. We show that the VC-dimension for pairwise disjoint convex sets in the plane is bounded by 3, and this is tight. In contrast, we show the VC-dimension of convex sets in the plane (not necessarily disjoint) is unbounded. We provide a quadratic lower bound in the number of pairs of intersecting sets in a shattered family of convex sets in the plane. We also show that the VC-dimension is unbounded for pairwise disjoint convex sets in R^d , for d > 2. We focus on, possibly intersecting, segments in the plane and determine that the VC-dimension is always at most 5. And this is tight, as we construct a set of five segments that can be shattered. We give two exemplary applications. One for a geometric set cover problem and one for a range-query data structure problem, to motivate our findings.

cs.CG

Computing a maximum clique in geometric superclasses of disk graphs

In the 90's Clark, Colbourn and Johnson wrote a seminal paper where they proved that maximum clique can be solved in polynomial time in unit disk graphs. Since then, the complexity of maximum clique in intersection graphs of d-dimensional (unit) balls has been investigated. For ball graphs, the problem is NP-hard, as shown by Bonamy et al. (FOCS '18). They also gave an efficient polynomial time approximation scheme (EPTAS) for disk graphs. However, the complexity of maximum clique in this setting remains unknown. In this paper, we show the existence of a polynomial time algorithm for a geometric superclass of unit disk graphs. Moreover, we give partial results toward obtaining an EPTAS for intersection graphs of convex pseudo-disks.

cs.CG

Maximum Clique in Disk-Like Intersection Graphs

We study the complexity of Maximum Clique in intersection graphs of convex objects in the plane. On the algorithmic side, we extend the polynomial-time algorithm for unit disks [Clark '90, Raghavan and Spinrad '03] to translates of any fixed convex set. We also generalize the efficient polynomial-time approximation scheme (EPTAS) and subexponential algorithm for disks [Bonnet et al. '18, Bonamy et al. '18] to homothets of a fixed centrally symmetric convex set. The main open question on that topic is the complexity of Maximum Clique in disk graphs. It is not known whether this problem is NP-hard. We observe that, so far, all the hardness proofs for Maximum Clique in intersection graph classes $\mathcal I$ follow the same road. They show that, for every graph $G$ of a large-enough class $\mathcal C$, the complement of an even subdivision of $G$ belongs to the intersection class $\mathcal I$. Then they conclude invoking the hardness of Maximum Independent Set on the class $\mathcal C$, and the fact that the even subdivision preserves that hardness. However there is a strong evidence that this approach cannot work for disk graphs [Bonnet et al. '18]. We suggest a new approach, based on a problem that we dub Max Interval Permutation Avoidance, which we prove unlikely to have a subexponential-time approximation scheme. We transfer that hardness to Maximum Clique in intersection graphs of objects which can be either half-planes (or unit disks) or axis-parallel rectangles. That problem is not amenable to the previous approach. We hope that a scaled down (merely NP-hard) variant of Max Interval Permutation Avoidance could help making progress on the disk case, for instance by showing the NP-hardness for (convex) pseudo-disks.

cs.CG

A neighborhood-preserving translation operator on graphs

In this paper, we introduce translation operators on graphs. Contrary to spectrally-defined translations in the framework of graph signal processing, our operators mimic neighborhood-preserving properties of translation operators defined in Euclidean spaces directly in the vertex domain, and therefore do not deform a signal as it is translated. We show that in the case of grid graphs built on top of a metric space, these operators exactly match underlying Euclidean translations, suggesting that they completely leverage the underlying metric. More generally, these translations are defined on any graph, and can therefore be used to process signals on those graphs. We show that identifying proposed translations is in general an NP-Complete problem. To cope with this issue, we introduce relaxed versions of these operators, and illustrate translation of signals on random graphs.

cs.DM

Neighborhood-Preserving Translations on Graphs

In many domains (e.g. Internet of Things, neuroimaging) signals are naturally supported on graphs. These graphs usually convey information on similarity between the values taken by the signal at the corresponding vertices. An interest of using graphs is that it allows to define ad hoc operators to perform signal processing. Among them, ones of paramount importance in many tasks are translations. In this paper we are interested in defining translations on graphs using a few simple properties. Namely we propose to define translations as functions from vertices to adjacent ones, that preserve neighborhood properties of the graph. We show that our definitions, contrary to other works on the subject, match usual translations on grid graphs.

cs.DM