An investigation of biometric-based user predictability in the online game League of Legends
Autor(a) principal: | |
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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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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 |
format |
masterThesis |
status_str |
publishedVersion |
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. |
url |
https://repositorio.ufrn.br/jspui/handle/123456789/26974 |
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por |
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openAccess |
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PROGRAMA DE PÓS-GRADUAÇÃO EM SISTEMAS E COMPUTAÇÃO |
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UFRN |
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