When cyberathletes conceal their game: Clustering confusion matrices to identify avatar aliases
Résumé
Video game is a very lucrative industry, unleashed by the ubiquity of gaming devices, multi-player networks and live broadcasting platforms. Games generate large amounts of behavioural data which are valuable to face the new challenges of video game analytics such as detecting balance issues, bugs and cheaters. In electronic sports (e-sports), cyberathletes conceal their online training using different aliases or avatars (virtual identities), which allow them not being recognized by the opponents they may face in future competitions (with cash prices challenging already most of the traditional sports). It was recently suggested that behavioural data generated by the games allows predicting the avatar associated to a game play with high accuracy. However, when a player uses several avatars, accuracy drastically drops as prediction models cannot easily differentiate the player's different avatar aliases. Since mappings between players and avatars do not exist, we introduce the avatar aliases identification problem and propose an original approach for alias resolution based on supervised classification and Formal Concept Analysis. We thoroughly evaluate our method with the video game Starcraft 2 which has a very wide and active community with players from diverse cultures and nations. We show that under some circumstances, the avatars of a given player can easily be recognized as such. These results are valuable for e-sport structures (to help preparing tournaments), and game editors (detecting cheaters or usurpers).
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