There is a growing body of literature that focuses on the similarities and differences between how people behave in the offline world vs. how they behave in these virtual environments. Data mining has aided in discovering interesting insights with respect to how people behave in these virtual environments. The book addresses prediction, mining and analysis of offline characteristics and behaviors from online data and vice versa. Each chapter will focus on a different aspect of virtual worlds to real world prediction e.g., demographics, personality, location, etc.
WSDM
Behavioral data mining and network analysis in massive online games
Muhammad Aurangzeb
Ahmad, and Jaideep
Srivastava
In Proceedings of the 7th ACM international conference on web search and data mining, 2014
The last decade has been characterized by an explosion of social media in a variety of forms. Since the data is captured in digital form it has become possible for the first time study human behavior at a massive scale. Not only is it possible to address traditional questions in the social sciences regarding collective dynamics of human behaviors but it is also possible to study new types of human behaviors which have arisen as a result of usage of new mediums like twitter, YouTube, Facebook, one games etc. Each of these mediums has its respective limitations and affordances. Out of all these mediums the most complex and data rich medium is that of Massive Online Games (MOGs). MOGs refer to massive online persistent environments (World of Warcraft, EVE Online, EverQuest etc) shared by millions of people . In general these environments are characterized by a rich array of activities and social interactions with a wide array of behaviors e.g., cooperation, trade, quest, deceit, mentoring etc. Such environments allow one to study human behavior at a level of granularity where it was not possible to do so previously. Given the challenges associated with analyzing this type of data traditional techniques in data mining and social network analysis have to be extended with insights from the social sciences. The tutorial will cover predictive and generative models in the study of MOGs. Additionally we will cover some SNA techniques which are more appropriate for MOGs given the multi-dimensionality of the data (P*/ERGM Models, IR Based Network Analysis, Hypergrah based Techniques, Coextensive Social Networks etc). We also describe the various ways in which MOGs exhibit similarities to the real world e.g., economic behaviors, clandestine behaviors, mentoring etc).
Encyclopedia
Dark Sides of Social Networking
Brian C
Keegan, and Muhammad Aurangzeb
Ahmad
In Encyclopedia of Social Network Analysis and Mining, 2014
Availability of massive amounts of data about the social and behavioral characteristics of a large subset of the population opens up new possibilities that allow researchers to not only observe people’s behaviors in a natural, rather than artificial, environment but also conduct predictive modeling of those behaviors and characteristics. Thus an emerging area of study is the prediction of real world characteristics and behaviors of people in the offline or “real” world based on their behaviors in the online virtual worlds. We explore the challenges and opportunities in the emerging field of prediction of real world characteristics based on people’s virtual world characteristics, i.e., what are the major paradigms in this field, what are the limitations in current predictive models, limitations in terms of generalizability, etc. Lastly, we also address the future challenges and avenues of research in this area.
2013
ASONAM
Guilt by association? Network based propagation approaches for gold farmer detection
Muhammad Aurangzeb
Ahmad, Brian
Keegan, Atanu
Roy, and
3 more authors
In Proceedings of the 2013 IEEE/ACM International Conference on Advances in Social Networks Analysis and Mining, 2013
The term ’Gold Farmer’ refers to a class of players in massive online games (MOGs) involved in a set of interrelated activities which are considered to be deviant activities. Consequently these gold farmers are actively banned by game administrators. The task of gold farmer detection is to identify gold farmers in a population of players but just like other clandestine actors they not labeled as such. In this paper the problem of extending the label of gold farmers to players which are not labeled as such is considered. Two main classes of techniques are described and evaluated: Network-based approaches and similarity based approaches. It is also explored how dividing the problem further by relabeling the data based on behavioral patterns can further improve the results
Patent
Automatic detection of deviant players in massively multiplayer online role playing games (mmogs)
Dmitri
Williams, Muhammad Aurangzeb
Ahmad, Jaideep
Srivastava, and
2 more authors
Gold farming refers to the illicit practice of gathering and selling virtual goods in online games for real money. Although around one million gold farmers engage in gold farming related activities, to date a systematic study of identifying gold farmers has not been done. Here data is used from the Massively Multiplayer Online Role Playing Game (MMOG) EverQuest II to identify gold farmers. This is posed as a binary classification problem and a set of features is identified for classification purposes. Given the cost associated with investigating gold farmers, criteria are also given for evaluating gold farming detection techniques, and suggestions provided for future testing and evaluation techniques.
2012
Social Computing
The ones that got away: False negative estimation based approaches for gold farmer detection
Atanu
Roy, Muhammad Aurangzeb
Ahmad, Chandrima
Sarkar, and
2 more authors
In 2012 International Conference on Privacy, Security, Risk and Trust and 2012 International Confernece on Social Computing, 2012
The problem of gold farmer detection is the problem of detecting players with illicit behaviors in massively multiplayer online games (MMOs) and has been studied extensively. Detecting gold farmers or other deviant actors in social systems is traditionally understood as a binary classification problem, but the issue of false negatives is significant for administrators as residual actors can serve as the backbone for subsequent clandestine organizing. In this paper we address this gap in the literature by addressing the problem of false negative estimation for gold farmers in MMOs by employing the capture-recapture technique for false negative estimation and combine it with graph clustering techniques to determine "hidden" gold farmers in social networks of farmers and normal players. This paper redefines the problem of gold farming as a false negative estimation problem and estimates the gold farmers in co-extensive MMO networks, previously undetected by the game administrators. It also identifies these undetected gold farmers using graph partitioning techniques and applies network data to address rare class classification problem. The experiments in this research found 53% gold farmers who were previously undetected by the game administrators.
Trust is a ubiquitous phenomenon in human societies. Computational trust refers to the mediation of trust via a computational infrastructure. It has been studied in a variety of contexts e.g., peer-to-peer systems, multi-agent systems, recommendation systems etc. While this is an active area of research, the types of questions that have been explored in this eld has been limited mainly because of limitations in the types of datasets which are available to researchers. In this thesis questions related to trust in complex social environments represented by Massively Multiplayer Online Games (MMOGs) are explored. The main emphasis is that trust is a multi-level phenomenon both in terms of how it operates at multiple levels of network granularities and how trust relates to other social phenomenon like homophily, expertise, mentoring, clandestine behaviors etc. Social contexts and social environments aect not just the qualitative aspects of trust but this phenomenon is also manifested with respect to the network and structural signatures of trust network Additionally trust is also explored in the context of predictive tasks: Previously described prediction tasks like link prediction are studied in the context of trust within the context of the link prediction family of problems: Link formation, link breakage, change in links etc. Additionally we dene and explore new trust-related prediction problems i.e., trust propensity prediction, trust prediction across networks which can be generalized to the inter-network link prediction problem and success prediction based on using network measures of a person’s social capital as a proxy.