4.7 Article

Semisupervised Game Player Categorization From Very Big Behavior Log Data

Journal

IEEE TRANSACTIONS ON SYSTEMS MAN CYBERNETICS-SYSTEMS
Volume 52, Issue 6, Pages 3419-3430

Publisher

IEEE-INST ELECTRICAL ELECTRONICS ENGINEERS INC
DOI: 10.1109/TSMC.2021.3066545

Keywords

Games; Feature extraction; Hidden Markov models; Data mining; Computational modeling; Parallel processing; Data models; Feature representation; game behavior mining; parallel processing; semisupervised learning

Funding

  1. key research and development plan Program of Zhejiang Province [2019C01004]
  2. key research and development plan program of Guangdong Province [2019B010120001]

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This article proposes a parallel semisupervised framework for categorizing specific game players with the help of bait players. The approach is based on a feature representation model at the player level granularity and a semisupervised clustering method to extract specified players.
Extracting the specific category of the players, such as the malignant Bot, from the huge log data of the massive multiplayer online role playing games, denoted as MMORPGs, is an important basic task in game security and personal recommendation. In this article, we propose a parallel semisupervised framework to categorize specific game players with a few label-known target samples, which are denoted as bait players. Our approach first presents a feature representation model based on the players' level granularity, which can acquire aligned feature representations in the lower dimensional space from the players' original action sequences. Then, we propose a semisupervised clustering method, extended from the bisecting k-means model, to extract the specified players with the help of those bait players. Due to massive amounts of game log data, the computation complexity is an extreme challenge to implement our feature representation and semisupervised extraction approaches. We also propose a hierarchical parallelism framework, which allows the data to be computed horizontally and vertically simultaneously and enables varied parallel combinations for the steps of our semisupervised categorization approach. The comparable experiments on real-world MMORPGs' log data, containing more than 465 Gbytes and million players, are carried out to demonstrate the effectiveness and efficiency of our proposed approach compared with the state-of-the-art methods.

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