| Literature DB >> 35572312 |
Sihua Lyu1,2, Nan Zhao1,2, Yichuan Zhang3, Wenwen Chen3, Haiyan Zhou1, Tingshao Zhu1,2.
Abstract
As traditional methods such as questionnaires for measuring risk propensity are not applicable in some scenarios, a nonintrusive method that could automatically identify individuals' risk propensity could be valuable. This study utilized Defense of the Ancients 2 (DOTA 2) single match data and historical statistics to train predictive models to identify risk propensity by machine learning methods. Self-reported risk propensity scores from 218 DOTA 2 players were paired with their behavioral metrics. The best-performing model occurred with Gaussian process regression. The root mean square error of this model was 1.10, the correlation between predicted scores and self-reported questionnaire scores was 0.44, the R-squared was 0.17, and the test-retest reliability was 0.67. We discussed how selected behavioral features could contribute to predicting risk propensity and how the approach could be of potential value in the application of perceiving individuals' risk propensities. Moreover, the limitations of our study were discussed, and recommendations were made for future studies in this field.Entities:
Keywords: DOTA 2; MOBA; machine learning; player behavior; risk propensity
Year: 2022 PMID: 35572312 PMCID: PMC9099285 DOI: 10.3389/fpsyg.2022.827008
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Figure 1The exclusion criteria of participants' screening process.
Percentage of different player ranks, hero types, and competitive positions.
|
|
|
|
|
|
|
|---|---|---|---|---|---|
| None | 23.4% | Agility | 19.7% | Carry or hard carry | 25.7% |
| Herald | 2.3% | Strength | 37.2% | Ganker or semi-carry | 16.1% |
| Guardian | 5.5% | Intelligence | 43.1% | Offlaner | 18.8% |
| Crusader | 10.6% | Roamer | 19.7% | ||
| Archon | 15.6% | Babysitter | 19.7% | ||
| Legend | 16.1% | ||||
| Ancient | 14.7% | ||||
| Divine | 6.0% | ||||
| Immortal | 6.0% |
“None” means players have not unlocked the ranked mode. Players can voluntarily choose whether or not to unlock the ranked mode.
Remaining features after feature selection.
|
|
|
|---|---|
| Single match features | Rune pickups, Skewness of gold per min, Mean of axp per min, Standard deviation of enemy creep kills per min, Number of attacking items purchasing, Number of comprehensive items purchasing, Times of items using, Skewness of sentry ward planting, Number of necronomicon summoned units kills, Kurtosis of heroes kills per min, Maximum hero hit, Ratio of abilities cast on self, bRatio of action type 9, cRatio of action type 10, dRatio of action type 11, eRatio of action type 13, fRatio of action type 14, gRatio of action type 16, hRatio of action type 20, iRatio of action type 23, jRatio of action type 26, kRatio of action type 32, lRatio of action type 36, mRatio of action type 38, Ratio of damage dealt by player, Ratio of damage dealt to creep, Ratio of damage taken from creep, Mean of observer ward planting per min, Standard deviation of sentry ward planting per min |
| Historical statistic features | Mean Of Deaths In Recent Matches, Mean Of Xp Per Min In Recent Matches, Mean Of Tower Damage In Recent Matches, Total Number Of Deaths, nKDA, Total Number Of Denies, Lane Efficiency Pct, Total Stun Duration, Total Number Of Comebacks, Loss |
.
The performance of the regression models with 3-fold cross-validation.
|
|
|
|
|
|---|---|---|---|
| GPR | 0.44** | 1.10 | 0.17 |
| RF | 0.20** | 1.20 | 0.01 |
“r” is the Pearson's correlation coefficient between predicted values and true values (**p < 0.01), and “RMSE” is the root mean square error. R.
Figure 2Residuals vs. predictor plot.
The performance and test–retest reliability of regression models.
|
|
|
|
|
| |
|---|---|---|---|---|---|
| Model1 | GPR | 0.44** | 1.10 | 0.17 | 0.67 |
| Model2 | RF | 0.20** | 1.20 | 0.01 | 0.56 |
“r” is the Pearson's correlation coefficient between predicted values and true values (**p < 0.01), and “RMSE” is the root mean square error. R.