基于超参数优化的机器学习分类器在在线游戏玩家焦虑水平检测中的性能提升

A. Rahman, Lamim Ibtisam Khalid, Muntequa Imtiaz Siraji, M. M. Nishat, Fahim Faisal, Ashik Ahmed
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引用次数: 8

摘要

心理健康是人类生活的重要组成部分,在当今世界,保持健康的状态往往被忽视。虽然在线玩游戏是一种很好的减压方法,但它对人们的心理健康产生了负面影响。例如,焦虑症是一组以强烈的恐惧和焦虑情绪为特征的精神疾病,在网络游戏玩家中更为常见。为了帮助识别焦虑程度的过程,机器学习算法已经成为一种方便的工具。在本文中,利用Kaggle的数据集,通过九种机器学习算法检测在线游戏玩家的焦虑水平。通过Python仿真观察了机器学习模型的性能,并对超参数调优和非超参数调优进行了全面的比较分析。随机搜索交叉验证被用于超参数的调整。在准确性、精密度、召回率、F1-Score和ROC-AUC等几个性能指标方面,已经观察到令人满意的结果。观察到多层感知器(MLP)以99.96%的准确率优于其他分类器。然而,支持向量机(SVM)的准确率为99.43%,而梯度增强(GB)和XGBoost (XGB)的准确率分别为98.54%和98.04%。因此,可以得出结论,通过适当实施基于机器学习的诊断系统,可以检测网络游戏玩家的焦虑水平,有助于更深入地了解网络游戏在日常生活中的行为和影响。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Enhancing the Performance of Machine Learning Classifiers by Hyperparameter Optimization in Detecting Anxiety Levels of Online Gamers
Mental health is an essential component of human life and maintaining a healthy state is often overlooked in today’s world. While playing games online is a fantastic method to reduce stress, it imposes a negative impact on people’s mental health. For instance, anxiety disorders are a group of mental illnesses marked by intense emotions of fear and anxiety which are witnessed in online gamers to a greater extent. To aid the identification process of anxiety levels, machine learning algorithms have emerged as a handy tool. In this paper, the anxiety levels of online gamers are detected by utilizing a dataset from Kaggle by nine machine learning algorithms. The performances of the ML models have been observed through Python simulation, and comprehensive comparative analysis has been shown for both hyperparameter tuning and without hyperparameter tuning. Random search cross-validation has been brought into action for tuning the hyper parameters. In terms of several performance measures such as accuracy, precision, recall, F1-Score, and ROC-AUC, satisfactory results have been observed. It is observed that Multilayer perceptron (MLP) outperformed the other classifiers with an accuracy of 99.96%. However, Support Vector Machine (SVM) depicted promising accuracy of 99.43% whereas Gradient Boosting (GB) and XGBoost (XGB) depicted 98.54% and 98.04% accuracy respectively. Therefore, it can be concluded that with proper implementation of the ML-based diagnosis system, it is possible to detect the anxiety level of online gamers which can assist in having a deeper understanding of behaviors and impact of online gaming in daily life.
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