随着对话的发展实时检测骚扰

Wessel Stoop, Florian Kunneman, Antal van den Bosch, B. Miller
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引用次数: 11

摘要

我们开发了一种基于机器学习的方法来检测在聊天中骚扰队友或对手的视频游戏玩家。这种实时技术将允许游戏公司在游戏过程中进行干预,例如发出警告或让玩家安静或禁止玩家。在《英雄联盟》数据的概念验证实验中,我们计算并可视化了机器学习分类器在对话展开时的评估指标,并观察到在对话的每个时刻检测有毒玩家的最佳精度和召回率取决于分类器的置信度阈值:阈值应该从低开始,并随着对话的展开而增加。这个滑动阈值应该增加多快取决于训练集的大小。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Detecting harassment in real-time as conversations develop
We developed a machine-learning-based method to detect video game players that harass teammates or opponents in chat earlier in the conversation. This real-time technology would allow gaming companies to intervene during games, such as issue warnings or muting or banning a player. In a proof-of-concept experiment on League of Legends data we compute and visualize evaluation metrics for a machine learning classifier as conversations unfold, and observe that the optimal precision and recall of detecting toxic players at each moment in the conversation depends on the confidence threshold of the classifier: the threshold should start low, and increase as the conversation unfolds. How fast this sliding threshold should increase depends on the training set size.
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