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Humans form groups and congregate into groups for a variety of reasons and in a variety of contexts e.g., corporations in offline space and guilds in Massively Multiplayer Online Games (MMOGs). In recent years a number of models of group formation have been proposed. One such model is Johnson et al’s [10] model of group evolution. The model is motivated by commonalities observed in evolution of street...
In recent years a number of graphical models have been proposed for Topic discovery in various contexts and network analysis. However there is one class of document corpus, documents with ratings, where the problem of topic discovery has not been explored in much detail. In such document corpuses reviews and ratings of documents in addition to the documents themselves are also available. In this paper...
Modeling games has a long history in the Artificial Intelligence community. Most of the games that have been considered solved in AI are perfect information games. Imperfect information games like Poker and Bridge represent a domain where there is a great deal of uncertainty involved and additional challenges with respect to modeling the behavior of the opponent etc. Techniques developed for playing...
The term ‘Gold Farmer’ refers to a class of players in massive online games (MOGs) involved in a set of inter-related 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...
We identify robust features of trust in social networks; these are features which are discriminating yet uncorrelated and can potentially be used to predict trust formation between agents in other social networks. The features we investigate are based on an agent’s individual properties as well as those based on the agent’s location within the network. In addition, we analyze features which take into...
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...
Trust is a ubiquitous phenomenon in social networks and people trust one another for a variety of reasons. In this paper we study the problem of trust in massively multiplayer online games (MMOs) with respect to homophily and expertise. We prose a topology of homophily in MMOs based on the literature on homophily and domain knowledge of MMOs. Our results show that while there is some mapping between...
In this paper, we investigate the problem of trust formation in virtual world interaction networks. The problem is formulated as one of link prediction, intranet work and internet work, in social networks. We use two datasets to study the problem - SOE's Ever quest II MMO game dataset and IBM's Small Blue sentiments dataset. We explore features based on the node's individual properties as well as...
Although trade in illicit items and services is prevalent in many economic systems, collecting reliable data and making empirical claims about this activity is difficult. Using anonymized behavioral logs from a massively multiplayer online game, we analyze the items exchanged by players later banned for gold farming. We simultaneously analyze clandestine social networks of deviant players in MMOGs...
In this paper we study the problem of network exchange in trust based social networks. Network exchange is of two types: Specialized Exchange and Generalized Exchange, this can be characterized in terms of reciprocity, triads, graph motifs across these networks. Given the lack of standard metrics for Generalized Exchange, we propose a metric to quantify generalized exchange. We observe that the phenomenon...
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