Identifying Power Elites in Massively Multiplayer Online Games by Applying Machine Learning to Communication and Support Networks

S. Müller, Raji Ghawi, Jürgen Pfeffer
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Abstract

The aim of this paper is to show how machine learning can predict whether an individual is more powerful than others in the group. The crucial point here is to consider the structural position of the actors in the social networks in which they are embedded. The approach we have taken for constructing these intra-group networks is the aggregation of communication and support interactions. Our research is based on longitutional data from the Massively Multiplayer Online Game (MMOG) Travian that was collected over a 12-month period. The data includes 202,764 communication and 96,913 support interactions between players that we applied for the construction of interaction networks. We also had access to status information on a daily basis for 21,431 individual players who were members of 4,758 alliances. Methodically, we applied 10 established metrics from SNA-based team research in combination with the Random Forstest classification algorithm. Our results show that interaction networks are well suited to assign members into two groups of powerful (elite) and nonpowerful (non-elite) players. It turned out that the identification of non-elite members was much easier to accomplish than that of elite members. Regarding the application of multiplex networks, we could not confirm a higher explanatory power by using combined networks. In summary, we can say that the network patterns of elite members are clearly different from those of non-elite members. In this way, we were able to predict affiliation to each category with an accuracy (F1) of 0.88 for communication networks and 0.83 for support networks.
通过将机器学习应用于交流和支持网络来识别大型多人在线游戏中的权力精英
本文的目的是展示机器学习如何预测一个人是否比群体中的其他人更强大。这里的关键点是考虑参与者在他们所嵌入的社会网络中的结构位置。我们所采取的构建这些组内网络的方法是通信和支持互动的聚合。我们的研究基于大型多人在线游戏(MMOG) Travian的纵向数据,这些数据是在12个月的时间内收集的。数据包括我们用于构建交互网络的玩家之间的202,764次通信和96,913次支持交互。我们还可以访问来自4758个联盟的21431名个人玩家的每日状态信息。在方法上,我们将基于sna的团队研究中建立的10个指标与随机森林分类算法相结合。我们的研究结果表明,互动网络非常适合将成员划分为两组,即强大的(精英)和非强大的(非精英)玩家。结果表明,非精英成员的识别比精英成员的识别要容易得多。对于多路网络的应用,我们不能用组合网络来证实更高的解释力。综上所述,我们可以说精英成员的网络模式与非精英成员的网络模式有明显的不同。通过这种方式,我们能够预测每个类别的隶属关系,通信网络的准确性(F1)为0.88,支持网络的准确性(F1)为0.83。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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