An investigation of biometric-based user predictability in the online game League of Legends

Detalhes bibliográficos
Autor(a) principal: Silva, Valmiro Ribeiro da
Data de Publicação: 2019
Tipo de documento: Dissertação
Idioma: por
Título da fonte: Repositório Institucional da UFRN
Texto Completo: https://repositorio.ufrn.br/jspui/handle/123456789/26974
Resumo: Computer games have been consolidated as a favourite activity for years now. Although such games were created to promote competition and promote self-improvement, there are some recurrent issues. One that has received the least amount of attention so far is the problem of "account sharing" which is when a player shares his/her account with more experienced players in order to progress in the game. The companies running those games tend to punish this behaviour, but this specific case is hard to identify. Since, the popularity of machine learning techniques have never been higher, the aim of this study is to better understand how biometric data from online games behaves, to understand how the choice of character impacts a player and how different algorithms perform when we vary how frequently a sample is collected. The experiments showed through the use of statistic tests how consistent a player can be even when he/she changes characters or roles, what are the impacts of more training samples, how the tested machine learning algorithms results are affected by how often we collect our samples, and how dimensionality reduction techniques, such as Principal Component Analysis affect our data, all providing more information about how this state of art game database works.
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spelling Silva, Valmiro Ribeiro daCanuto, Anne Magaly de PaulaSouza Neto, Placido Antonio deAbreu, Marjory Cristiany da Costa2019-05-06T21:18:44Z2019-05-06T21:18:44Z2019-02-07SILVA, Valmiro Ribeiro da. An investigation of biometric-based user predictability in the online game League of Legends. 2019. 60f. Dissertação (Mestrado em Sistemas e Computação) - Centro de Ciências Exatas e da Terra, Universidade Federal do Rio Grande do Norte, Natal, 2019.https://repositorio.ufrn.br/jspui/handle/123456789/26974CNPQ::CIENCIAS EXATAS E DA TERRA::CIENCIA DA COMPUTACAO::SISTEMAS DE COMPUTACAOBiometricsKeystroke dynamicsMouse dynamicsDimensionality reductionUser verificationLeague of legendsInsider treatAn investigation of biometric-based user predictability in the online game League of Legendsinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/masterThesisComputer games have been consolidated as a favourite activity for years now. Although such games were created to promote competition and promote self-improvement, there are some recurrent issues. One that has received the least amount of attention so far is the problem of "account sharing" which is when a player shares his/her account with more experienced players in order to progress in the game. The companies running those games tend to punish this behaviour, but this specific case is hard to identify. Since, the popularity of machine learning techniques have never been higher, the aim of this study is to better understand how biometric data from online games behaves, to understand how the choice of character impacts a player and how different algorithms perform when we vary how frequently a sample is collected. The experiments showed through the use of statistic tests how consistent a player can be even when he/she changes characters or roles, what are the impacts of more training samples, how the tested machine learning algorithms results are affected by how often we collect our samples, and how dimensionality reduction techniques, such as Principal Component Analysis affect our data, all providing more information about how this state of art game database works.PROGRAMA DE PÓS-GRADUAÇÃO EM SISTEMAS E COMPUTAÇÃOUFRNBrasilinfo:eu-repo/semantics/openAccessporreponame:Repositório Institucional da UFRNinstname:Universidade Federal do Rio Grande do Norte (UFRN)instacron:UFRNTEXTInvestigationbiometricbased_Silva_2019.pdf.txtInvestigationbiometricbased_Silva_2019.pdf.txtExtracted texttext/plain117840https://repositorio.ufrn.br/bitstream/123456789/26974/2/Investigationbiometricbased_Silva_2019.pdf.txt6d589dabc86672a9f211b777cb38af82MD52THUMBNAILInvestigationbiometricbased_Silva_2019.pdf.jpgInvestigationbiometricbased_Silva_2019.pdf.jpgGenerated Thumbnailimage/jpeg1291https://repositorio.ufrn.br/bitstream/123456789/26974/3/Investigationbiometricbased_Silva_2019.pdf.jpg4d37ba4eb54640a0976fff29f199bf84MD53ORIGINALInvestigationbiometricbased_Silva_2019.pdfapplication/pdf2517837https://repositorio.ufrn.br/bitstream/123456789/26974/1/Investigationbiometricbased_Silva_2019.pdf631a73d70d2694c547d17805fe344ef8MD51123456789/269742019-05-26 03:11:00.426oai:https://repositorio.ufrn.br:123456789/26974Repositório de PublicaçõesPUBhttp://repositorio.ufrn.br/oai/opendoar:2019-05-26T06:11Repositório Institucional da UFRN - Universidade Federal do Rio Grande do Norte (UFRN)false
dc.title.pt_BR.fl_str_mv An investigation of biometric-based user predictability in the online game League of Legends
title An investigation of biometric-based user predictability in the online game League of Legends
spellingShingle An investigation of biometric-based user predictability in the online game League of Legends
Silva, Valmiro Ribeiro da
CNPQ::CIENCIAS EXATAS E DA TERRA::CIENCIA DA COMPUTACAO::SISTEMAS DE COMPUTACAO
Biometrics
Keystroke dynamics
Mouse dynamics
Dimensionality reduction
User verification
League of legends
Insider treat
title_short An investigation of biometric-based user predictability in the online game League of Legends
title_full An investigation of biometric-based user predictability in the online game League of Legends
title_fullStr An investigation of biometric-based user predictability in the online game League of Legends
title_full_unstemmed An investigation of biometric-based user predictability in the online game League of Legends
title_sort An investigation of biometric-based user predictability in the online game League of Legends
author Silva, Valmiro Ribeiro da
author_facet Silva, Valmiro Ribeiro da
author_role author
dc.contributor.authorID.pt_BR.fl_str_mv
dc.contributor.advisorID.pt_BR.fl_str_mv
dc.contributor.referees1.none.fl_str_mv Canuto, Anne Magaly de Paula
dc.contributor.referees1ID.pt_BR.fl_str_mv
dc.contributor.referees2.none.fl_str_mv Souza Neto, Placido Antonio de
dc.contributor.referees2ID.pt_BR.fl_str_mv
dc.contributor.author.fl_str_mv Silva, Valmiro Ribeiro da
dc.contributor.advisor1.fl_str_mv Abreu, Marjory Cristiany da Costa
contributor_str_mv Abreu, Marjory Cristiany da Costa
dc.subject.cnpq.fl_str_mv CNPQ::CIENCIAS EXATAS E DA TERRA::CIENCIA DA COMPUTACAO::SISTEMAS DE COMPUTACAO
topic CNPQ::CIENCIAS EXATAS E DA TERRA::CIENCIA DA COMPUTACAO::SISTEMAS DE COMPUTACAO
Biometrics
Keystroke dynamics
Mouse dynamics
Dimensionality reduction
User verification
League of legends
Insider treat
dc.subject.por.fl_str_mv Biometrics
Keystroke dynamics
Mouse dynamics
Dimensionality reduction
User verification
League of legends
Insider treat
description Computer games have been consolidated as a favourite activity for years now. Although such games were created to promote competition and promote self-improvement, there are some recurrent issues. One that has received the least amount of attention so far is the problem of "account sharing" which is when a player shares his/her account with more experienced players in order to progress in the game. The companies running those games tend to punish this behaviour, but this specific case is hard to identify. Since, the popularity of machine learning techniques have never been higher, the aim of this study is to better understand how biometric data from online games behaves, to understand how the choice of character impacts a player and how different algorithms perform when we vary how frequently a sample is collected. The experiments showed through the use of statistic tests how consistent a player can be even when he/she changes characters or roles, what are the impacts of more training samples, how the tested machine learning algorithms results are affected by how often we collect our samples, and how dimensionality reduction techniques, such as Principal Component Analysis affect our data, all providing more information about how this state of art game database works.
publishDate 2019
dc.date.accessioned.fl_str_mv 2019-05-06T21:18:44Z
dc.date.available.fl_str_mv 2019-05-06T21:18:44Z
dc.date.issued.fl_str_mv 2019-02-07
dc.type.status.fl_str_mv info:eu-repo/semantics/publishedVersion
dc.type.driver.fl_str_mv info:eu-repo/semantics/masterThesis
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dc.identifier.citation.fl_str_mv SILVA, Valmiro Ribeiro da. An investigation of biometric-based user predictability in the online game League of Legends. 2019. 60f. Dissertação (Mestrado em Sistemas e Computação) - Centro de Ciências Exatas e da Terra, Universidade Federal do Rio Grande do Norte, Natal, 2019.
dc.identifier.uri.fl_str_mv https://repositorio.ufrn.br/jspui/handle/123456789/26974
identifier_str_mv SILVA, Valmiro Ribeiro da. An investigation of biometric-based user predictability in the online game League of Legends. 2019. 60f. Dissertação (Mestrado em Sistemas e Computação) - Centro de Ciências Exatas e da Terra, Universidade Federal do Rio Grande do Norte, Natal, 2019.
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dc.publisher.program.fl_str_mv PROGRAMA DE PÓS-GRADUAÇÃO EM SISTEMAS E COMPUTAÇÃO
dc.publisher.initials.fl_str_mv UFRN
dc.publisher.country.fl_str_mv Brasil
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