Recognizing Affiliation: Using Behavioural Traces to Predict the Quality
of Social Interactions in Online Games
- URL: http://arxiv.org/abs/2003.03438v1
- Date: Fri, 6 Mar 2020 20:56:05 GMT
- Title: Recognizing Affiliation: Using Behavioural Traces to Predict the Quality
of Social Interactions in Online Games
- Authors: Julian Frommel, Valentin Sagl, Ansgar E. Depping, Colby Johanson,
Matthew K. Miller, Regan L. Mandryk
- Abstract summary: We use behavioural traces to predict affiliation between dyadic strangers, facilitated through their social interactions in an online gaming setting.
We collected audio, video, in-game, and self-report data from 23 dyads, extracted 75 features, trained Random Forest and Support Vector Machine models, and evaluated their performance predicting binary (high/low) as well as continuous affiliation toward a partner.
Our findings can inform the design of multiplayer games and game communities, and guide the development of systems for matchmaking and mitigating toxic behaviour in online games.
- Score: 26.131859388185646
- License: http://arxiv.org/licenses/nonexclusive-distrib/1.0/
- Abstract: Online social interactions in multiplayer games can be supportive and
positive or toxic and harmful; however, few methods can easily assess
interpersonal interaction quality in games. We use behavioural traces to
predict affiliation between dyadic strangers, facilitated through their social
interactions in an online gaming setting. We collected audio, video, in-game,
and self-report data from 23 dyads, extracted 75 features, trained Random
Forest and Support Vector Machine models, and evaluated their performance
predicting binary (high/low) as well as continuous affiliation toward a
partner. The models can predict both binary and continuous affiliation with up
to 79.1% accuracy (F1) and 20.1% explained variance (R2) on unseen data, with
features based on verbal communication demonstrating the highest potential. Our
findings can inform the design of multiplayer games and game communities, and
guide the development of systems for matchmaking and mitigating toxic behaviour
in online games.
Related papers
- Assessing the Impact of Personality on Affective States from Video Game
Communication [17.01727448431269]
Individual differences in personality determine our preferences, traits and values, which should similarly hold for the way we express ourselves.
In this exploratory work, we investigate the impact of personality on the tendency how players of a team-based collaborative alternate reality game express themselves affectively.
arXiv Detail & Related papers (2023-09-22T23:24:37Z) - Modeling Player Personality Factors from In-Game Behavior and Affective
Expression [17.01727448431269]
We explore possibilities to predict a series of player personality questionnaire metrics from recorded in-game behavior.
We predict a wide variety of personality metrics from seven established questionnaires across 62 players over 60 minute gameplay of a customized version of the role-playing game Fallout: New Vegas.
arXiv Detail & Related papers (2023-08-27T22:59:08Z) - Leveraging Implicit Feedback from Deployment Data in Dialogue [83.02878726357523]
We study improving social conversational agents by learning from natural dialogue between users and a deployed model.
We leverage signals like user response length, sentiment and reaction of the future human utterances in the collected dialogue episodes.
arXiv Detail & Related papers (2023-07-26T11:34:53Z) - Incorporating Rivalry in Reinforcement Learning for a Competitive Game [65.2200847818153]
This work proposes a novel reinforcement learning mechanism based on the social impact of rivalry behavior.
Our proposed model aggregates objective and social perception mechanisms to derive a rivalry score that is used to modulate the learning of artificial agents.
arXiv Detail & Related papers (2022-08-22T14:06:06Z) - Co-Located Human-Human Interaction Analysis using Nonverbal Cues: A
Survey [71.43956423427397]
We aim to identify the nonverbal cues and computational methodologies resulting in effective performance.
This survey differs from its counterparts by involving the widest spectrum of social phenomena and interaction settings.
Some major observations are: the most often used nonverbal cue, computational method, interaction environment, and sensing approach are speaking activity, support vector machines, and meetings composed of 3-4 persons equipped with microphones and cameras, respectively.
arXiv Detail & Related papers (2022-07-20T13:37:57Z) - Understanding How People Rate Their Conversations [73.17730062864314]
We conduct a study to better understand how people rate their interactions with conversational agents.
We focus on agreeableness and extraversion as variables that may explain variation in ratings.
arXiv Detail & Related papers (2022-06-01T00:45:32Z) - Collusion Detection in Team-Based Multiplayer Games [57.153233321515984]
We propose a system that detects colluding behaviors in team-based multiplayer games.
The proposed method analyzes the players' social relationships paired with their in-game behavioral patterns.
We then automate the detection using Isolation Forest, an unsupervised learning technique specialized in highlighting outliers.
arXiv Detail & Related papers (2022-03-10T02:37:39Z) - SSAGCN: Social Soft Attention Graph Convolution Network for Pedestrian
Trajectory Prediction [59.064925464991056]
We propose one new prediction model named Social Soft Attention Graph Convolution Network (SSAGCN)
SSAGCN aims to simultaneously handle social interactions among pedestrians and scene interactions between pedestrians and environments.
Experiments on public available datasets prove the effectiveness of SSAGCN and have achieved state-of-the-art results.
arXiv Detail & Related papers (2021-12-05T01:49:18Z) - Player Modeling using Behavioral Signals in Competitive Online Games [4.168733556014873]
This paper focuses on the importance of addressing different aspects of playing behavior when modeling players for creating match-ups.
We engineer several behavioral features from a dataset of over 75,000 battle royale matches and create player models.
We then use the created models to predict ranks for different groups of players in the data.
arXiv Detail & Related papers (2021-11-29T22:53:17Z) - Cheating in online gaming spreads through observation and victimization [2.7739004171676904]
We study the spread of cheating in more than a million matches of an online multiplayer first-person shooter game.
We find that social contagion is only likely to exist for those who both observe and experience cheating.
arXiv Detail & Related papers (2020-03-24T22:38:07Z)
This list is automatically generated from the titles and abstracts of the papers in this site.
This site does not guarantee the quality of this site (including all information) and is not responsible for any consequences.