Justice League: Time-series Game Player Pattern Detection to Discover Rank-Skill Mismatch

Hae-Na Kim, Sangho Lee, Jiyoung Woo, H. Kim
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Abstract

When rank and skill do not coincide in competitive games, this might be a sign of issues such as boosting, smurfing, and trolling occur. The fair gaming culture of online gaming is disrupted and offended by cheating like boosting, smurfing, and trolling. The player's play style must be used to determine the rank that appears in account information. In this study, we classified League of Legends' low and high tiers using a sequence-based CNN-LSTM model. Using input perturbation, the model can explain its own importance for certain features. The experimental progress: First, we selected features that show a difference between tiers by an extracted score estimating a cumulative sum graph. Second, we construct the dataset format variously with variable or fixed sequence length, compare performance, and analyze the pros and cons. Finally, we consider the possibility of early detection by measuring performance over game elapsed time. Along with the experiment, a rank classification performance of the model achieved AUC 0.9036 and found that we can distinguish from the 24 minutes after the start of the game. In addition, We derived that ccReduction and MinionsKilied were the information that had the most influence on skills among various features.
正义联盟:时间序列游戏玩家模式检测发现等级技能不匹配
当等级和技能在竞技游戏中不一致时,这可能是一个问题的迹象,如提升,smurfing和trolling。网络游戏的公平游戏文化被诸如加码、smurfing和trolling等作弊行为所破坏和冒犯。玩家的游戏风格必须用来决定出现在账户信息中的排名。在本研究中,我们使用基于序列的CNN-LSTM模型对《英雄联盟》的低级和高级关卡进行了分类。利用输入扰动,模型可以解释其自身对某些特征的重要性。实验进展:首先,我们通过提取的分数估计累积和图来选择显示层之间差异的特征。其次,我们使用可变或固定序列长度构建不同的数据集格式,比较性能并分析利弊。最后,我们通过测量游戏运行时间的性能来考虑早期检测的可能性。随着实验的进行,该模型的一个等级分类性能达到了AUC 0.9036,并且发现我们可以从游戏开始后的24分钟开始进行区分。此外,我们得出在各种功能中,对技能影响最大的信息是减少和MinionsKilied。
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