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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Accuracy and Interpretability Trade-offs in Machine Learning Applied to Safer Gambling</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Simo Dragicevic</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Chris Percy BetBuddy Ltd.</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>London</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>UK simo@bet-buddy.com</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>cwspercy@gmail.com</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Sanjoy Sarkar Department of Computer Science</institution>
          ,
          <addr-line>City</addr-line>
          ,
          <institution>University of London, and BetBuddy Ltd.</institution>
          ,
          <addr-line>London</addr-line>
          ,
          <country country="UK">UK</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Tillman Weyde, Artur d'Avila Garcez, Gregory Slabaugh Department of Computer Science City, University of London</institution>
        </aff>
      </contrib-group>
      <abstract>
        <p>Responsible gambling is an area of research and industry which seeks to understand the pathways to harm from gambling and implement programmes to reduce or prevent harm that gambling might cause. There is a growing body of research that has used gambling behavioural data to model and predict harmful gambling, and the industry is showing increasing interest in technologies that can help gambling operators to better predict harm and prevent it through appropriate interventions. However, industry surveys and feedback clearly indicate that in order to enable wider adoption of such data-driven methods, industry and policy makers require a greater understanding of how machine learning methods make these predictions. In this paper, we make use of the TREPAN algorithm for extracting decision trees from Neural Networks and Random Forests. We present the first comparative evaluation of predictive performance and tree properties for extracted trees, which is also the first comparative evaluation of knowledge extraction for safer gambling. Results indicate that TREPAN extracts better performing trees than direct learning of decision trees from the data. Overall, trees extracted with TREPAN from different models offer a good compromise between prediction accuracy and interpretability. TREPAN can produce decision trees with extended tests rules of different forms, so that interpretability depends on multiple factors. We present detailed results and a discussion of the trade-offs with regard to performance and interpretability and use in the gambling industry.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        The application of machine learning to understand gambling pathways to harm and addiction is a new
and growing field of study. Account-based gambling, whether via Internet or retail channels, whilst
traditionally used for marketing purposes, has revolutionized this field of study due to the amount of
data available to identify early warning signs of potentially harmful behaviour [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. Such data was
previously anonymous or unregistered, and not attributable to an individual player. However, the
Copyright © 2016 for this paper by its authors. Copying permitted for private and academic purposes.
quantity of data simultaneously opens up questions of how best to interpret the data and its results:
specifically, how to transform raw gambling session data into meaningful, descriptive variables, called
behavioural markers, and how to relate those descriptive variables to an individual who is potentially
at risk of harm or addiction.
      </p>
      <p>
        There are two important benefits of being able to predict potential harm in gambling behaviours. The
first is improved player protection. By identifying individuals whose play pattern approximates those
who have previously experienced harm, the gambling operator can choose to share information or
advice with the player that may support healthy engagement with the gambling platform. Alternatively,
the operator may choose to restrict marketing activity or platform activities for that player for a
certain period of time. For this to happen effectively, interpretability of results is important. The
second benefit are more stable, long-term revenue flows to gambling operators, since gamblers that
might use their platform less intensively than before may do so with greater security and satisfaction.
Whilst the current machine learning methods offer good prediction performance, their effectiveness
will be limited by the machine’s inability to explain its decisions and actions to users. Explainable
machine learning will be essential if users are to understand, appropriately trust, and effectively
manage this incoming generation of artificially intelligent partners [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ]. In the context of gambling,
whilst machine learning algorithms have demonstrated early promise by predicting potentially
harmful gamblers [
        <xref ref-type="bibr" rid="ref10 ref12">10, 12</xref>
        ], the industry uptake of such systems will primarily be dependent upon the
regulators’ and gambling operators’ ability to understand and effectively use them. In an effort to
overcome these challenges, previous research [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] has applied the TREPAN knowledge extraction
method to neural networks in an effort to understand aspects of harmful gambling behaviour e.g.
which kinds of profiles fit into problematic gambling, which attributes explain players who have such
profiles? Such questions are motivated by industry insight from a responsible gambling conference in
Vancouver (New Horizons in Responsible Gambling, 2016) [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] and an industry seminar in London
(Responsible Gambling Algorithms Roundtable, 2016) [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], in which gambling operators, treatment
providers and public policy officials set out the need for effective interpretation of such complex
machine learning algorithms.
      </p>
      <p>In this paper, we apply TREPAN to random forests and neural networks and offer the first comparative
analysis of extracted trees from different models with different parameters regarding their accuracies
and interpretability. This is also the first comparative study of knowledge extraction for safer gambling.
Results indicate that TREPAN is a useful technique to aid interpretation of random forest and neural
networks, leading to improved performance compared to standard decision trees. Different models,
extraction parameters and tree types lead to varied loss of accuracy and degrees of interpretability.</p>
      <p>The remainder of this paper is organised as follows: Section 2 discusses the related work in the
application of machine learning to understand and interpret gambling behaviour. Section 3 describes
the extraction and comparison methodology, including the changes to TREPAN to enable application
to both random forests and neural networks. Section 4 presents the results comparing model accuracy
and fidelity to the original random forest and neural network and between different types of extracted
trees. Section 5 discusses the interpretability of our empirical results, and concludes the need for
further research of understanding and measuring algorithm interpretation.
2
2.1</p>
    </sec>
    <sec id="sec-2">
      <title>Related Work</title>
      <sec id="sec-2-1">
        <title>Predicting Harm in Gambling</title>
        <p>
          Machine learning algorithms have only recently been applied to this field of study as a way of
predicting potentially harmful gambling [
          <xref ref-type="bibr" rid="ref10 ref12">10, 12</xref>
          ]. In [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ], data obtained from the gambling operator
International Game Technology PLC (IGT) was used to describe Internet gambling self-excluders in
terms of their demographic and behavioural characteristics. Data analysis approaches and methods
for improving the accuracy of predicting self-excluders are developed by hand towards inferred
behaviour models. Supervised machine learning models were evaluated in [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ] in the context of
predicting which gamblers could be at risk of problem gambling. Their results suggest useful but
general methods and techniques for building models that can predict gamblers at risk of harm.
Building on the work from the live action sports betting dataset available from the Division on
Addiction public domain, in [
          <xref ref-type="bibr" rid="ref12">12</xref>
          ] nine supervised learning methods were assessed at identifying
disordered Internet sports gamblers. The supervised learning methods include logistic regression and
other regularized general linear models (GLM), neural networks, support vector machines (SVM)
and random forests. The results ranged from 62% to 67% with a random forest model reaching
the highest prediction accuracy on a test set. A key finding from [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ] was that the random forest
technique performed the best in overall model accuracy (87%). The test set accuracy of the logistic
regression model was the lowest (72%), with Bayesian networks in second and neural networks in
between.
        </p>
        <p>However, a limitation of this study was the lack of interpretability of the models. The random forests
were very difficult to interpret, consisting of 200 binary decision trees of unlimited depth. The neural
network used was a perceptron with a single hidden layer, with 33 inputs, 17 hidden neurons and
2 outputs, one for self-excluding players and the other for the control group players. With more
than 500 weights, the neural network was also a black box. The Bayesian network, which used the
K2 algorithm, included hundreds of separately defined conditional probabilities and also failed to
instigate useful insight about the problem when shown to industry experts.</p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2 Industry Need for Knowledge Extraction and Explainable Prediction Models</title>
        <p>
          As reported in [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ], we polled the audience at a related presentation at the 2016 New Horizons
in Responsible Gambling conference to explore the importance of knowledge extraction and
algorithm interpretability. Respondents were asked whether they would prefer a responsible gambling
assessment algorithm that provided a 90% accurate assessment of problem gambling risk that they
could not unpack or understand, or a model that provided a 75% accurate assessment that was fully
interpretable and accountable. Only 20% chose the more accurate model, with 70% preferring to
sacrifice 15 percentage points of accuracy for greater interpretability (10% were uncertain or felt it
depended on the circumstances).
        </p>
        <p>
          In a further exercise undertaken at the Responsible Gambling Algorithms roundtable event held in
London in 2016 [
          <xref ref-type="bibr" rid="ref8">8</xref>
          ], we asked senior industry stakeholders for their views on the importance of
understanding and interpreting algorithms. Senior executives and experts, including participants
drawn from gambling operators as well as representatives from treatment providers and the UK
Gambling Commission and the UK Responsible Gambling Strategy Board, were asked if accuracy
of algorithms for recognising gamblers at risk was considered a second priority compared to the
need for understanding them. The unanimous consensus from the participants expressed a preference
for a more understandable algorithm over a more accurate one. For example, Dirk Hansen, CEO of
GamCare, the UK’s largest problem gambling treatment provider, stressed the value of interpretability,
especially as this can be an advantage when providing treatment as the counsellor has specific and
relevant behavioural indicators to discuss. From a regulatory perspective, Paul Hope, Director from
the UK Gambling Commission, the industry regulator, stated that greater model understanding would
be a higher priority compared with greater accuracy.
2.3
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>Knowledge Extraction from Neural Networks</title>
        <p>
          This paper focuses on knowledge extraction by using random forests and artificial neural networks
and TREPAN on a new IGT dataset to not only predict, but also describe, self-excluders through
knowledge extraction. Previously, in [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ] a variant of TREPAN was applied to the neural network
model trained on gambling data in [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ] to produce compact, human-readable logic rules efficiently.
To the best of our knowledge, this was the first industrial-strength application of knowledge extraction
from neural networks, which otherwise are black boxes and unable to provide the explanatory
insights which are required in this area of application. The research demonstrated that through
knowledge extraction one can explore and validate the kinds of behavioural and demographic
profiles that best predict self-exclusion, while developing a machine learning approach with greater
potential for adoption by industry and treatment providers. Experimental results in [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ] reported
that the rules extracted achieved high fidelity (87%) to the trained neural network while maintaining
competitive accuracy (1 percentage point reduction in overall accuracy) and providing useful insight
to domain experts in responsible gambling. This raises the real possibility of implementing algorithms
for responsible gambling that offer both high accuracy and high transparency and interpretability.
However, a limitation of this research is that it did not apply TREPAN to other machine learning
methods, notably random forests, which were the most accurate model in [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ].
3.1
        </p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Method</title>
      <sec id="sec-3-1">
        <title>Gambling Data and Data Preparation</title>
        <p>
          The IGT dataset is based on gambling behavioural data made available by IGT collected from 4th
December 2014 to 30th June 2016 from the regulated Internet gambling jurisdiction of Ontario,
Canada. The sample data for the prediction model development and testing was based on Internet
casino play and comprised 13,615 control group players and 449 self-excluders who self-excluded for
at least six months. Self-exclusion is only a secondary indicator of disordered gambling behaviour,
but specifically voluntarily exclusion from gambling platforms for significant periods of time has been
previously used a dependent variable for developing models to predict potential harm in gambling
[
          <xref ref-type="bibr" rid="ref10">10</xref>
          ].
        </p>
        <p>
          The attributes of these players’ raw activity data are a de-identified player unique ID, date of play,
start time and end time of play sessions, type of game, game name, bet amount, and win amount. A
number of behavioural markers are extracted that represent known aspects of risk, such as how much
time gamblers spend on-line or how much they bet and how this evolves over time. For details of how
the behavioural markers were generated, please see [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ]. In addition to the 33 features used in [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ],
an additional 17 features were engineered and added to this data set to model additional behavioural
markers around loss behaviours, such as increasing losses, increasing variation in the size of losses,
and increasing loss chasing behaviours.
        </p>
        <p>
          After processing the dataset contained 14,112 samples, each comprising 50 features per player. For
each set, standard descriptive statistics measures are use to identify nature of data distribution and
variance. A small number of samples with missing information was removed. This led to above
mentioned of 13,615 control group player’s samples and 449 self-excluder samples.
For the purpose of model building, a balanced training dataset was created by generating artificial
samples for the minority class (self-excluder) using SMOTE [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ].
        </p>
        <p>Our approach for understanding gambling behaviour through machine learning is composed of three
steps: gambling data preparation, models building using random forest and neural network algorithm,
and knowledge extraction using TREPAN.
3.2</p>
      </sec>
      <sec id="sec-3-2">
        <title>Model Development</title>
        <p>
          For the purpose of model development we a combination of random subsampling the control group
and oversampling the self-excluders using SMOTE [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ] to create a dataset with 1685 data points in
each class.
        </p>
        <p>The Random Forest models were built with forest size of 200 binary double trees, with unlimited
depth. The neural network models contained 38 hidden nodes and 2 output nodes. A learning rate of
0.2 and momentum of 0.2 were used. The values of these hyper parameters were determined in a grid
search. For comparison we also trained a standard decision tree with unlimited depth and number
of leaves, splitting by the Gini criterion using the scikit-learn package in Python. The models are
evaluated in 10-fold cross validation.
3.3</p>
      </sec>
      <sec id="sec-3-3">
        <title>Knowledge extraction using TREPAN</title>
        <p>
          The original motivation of Craven’s work in [
          <xref ref-type="bibr" rid="ref4">4</xref>
          ] was to represent a neural network model in a tree
structure which could be more interpretable than a neural network classification model. This was
in the context of a wider interest in knowledge extraction from neural networks [
          <xref ref-type="bibr" rid="ref1 ref2">1,2</xref>
          ], of which
TREPAN has the advantage of being applicable to any oracle. In this work, the motivation was to
apply Craven’s method to a random forest model in addition to a neural network model and to explore
the use of different types of decision rules in the generated trees. TREPAN generates decision rules
of type M of N , N of N, 1 of N, or 1 of 1. In an M of N configuration, a tree node contains N distinct
tests. If out of these N tests, M tests are satisfied, the tree will take one decision path, otherwise, the
other path. N of N is a special case where N = M , creating a logical conjunction of tests. 1 of N is
another special case with M = 1, creating a logical disjunction of tests. 1 of 1 creates a standard
decision tree with a single test per node. The type of rule is can be combined with different tree sizes
in the tree generation process.
We also tested neural networks with 2 and 3 hidden layers (with the same learning method as described
above), but they did not improve results on this dataset. Reducing the number of features used by the
random forest had a detrimental effect on the model, reducing overall accuracy from 90% to 86%.
Interestingly, a 16-feature random forest showed an improved performance in the true positive rate
compared with the 50-feature random forest (from 85% to 88%).
        </p>
        <p>Table 2 shows the performance of TREPAN generated trees for three different values of maximum
number of internal nodes when applied to the two models. The fidelity of the model denotes the
agreement between the TREPAN model and the original model. The accuracy of TREPAN model
denotes the agreement with the training dataset used for model development. As expected, the overall
accuracy of the TREPAN trees is reduced compared to the original models’ performance for both
models. The random forest was more accurate than the neural network, ranging from a difference of
4% to 1%, depending on the internal node size. The loss of accuracy is however lower for the trees
extracted from the neural network (2–4%) then from the random forest (6–7%). The TREPAN trees
extracted from the neural network showed higher fidelity to the original model (85%–87%), than
those extracted from random forests (80%–81%). The internal node size of the TREPAN had little
impact on accuracy or fidelity to the original models for random forests or neural networks.
The statistics of the tree and internal node structure that follow in Table 2 (M of N, feature counts,
internal nodes, leaves, depth, feature count) show some differences of interpretability. The TREPAN
trees where max:internalnodes = 20, when compared to those with max:internalnodes = 5,
typically had more M of N nodes (5 and 4 v. 4 and 1 for random forests and neural networks), more
leaves (11 and 11 v. 5 and 2), and more features used (37 and 48 v. 21 and 11). However, this more
complex structure did not translate into a notable improvement performance.</p>
        <p>In addition to the default M of N type trees mentioned above with arbitrary M , we also generated
TREPAN trees using N of N , 1of N , and 1of 1 structures to compare model performance, as described
in table 3. The results show that for the random forest, the N of N and 1of N lost much accuracy
compared to M of N , while there was no such loss for the neural network. This is an interesting result,
as the M of N tress were reported as hard to interpret in initial expert feedback, particularly with with
large values of N and M . From a logical perspective, the M of N nodes represents a much more
complex test rule than 1of N or N of N , which correspond to a logical rule with only N components
in a disjunction or conjunction. The 1of N case produced the best overall results for all tree types
extracted from the neural network, including the single most accurate extracted tree (85%, for max.
internal node = 20), which is event more accurate than the neural network model itself.</p>
        <p>1Images generated with http://www.graphviz.org/.
The accuracy of random forest is throughout higher than that of the neural network, but irrespective
of their performances, both the random forest and neural networks models are still black boxes to
the end user. The decision tree generated directly form the data performs much worse than the more
complex model, which confirmed the motivation of this study.</p>
        <p>
          It was observed that increasing or reducing maximum number of internal nodes had little effect on the
TREPAN model performance against the original model (random forest or neural network). This is an
interesting result because the main motivation behind generating TREPAN model trees is to enhance
the interpretation of a complex model via a simple logical rule representation. A tree with fewer
nodes delivers generally a simpler tree structure with better interpretability. For example, our 200 tree
random forest model would represent 3,000 pages of A4, which makes is practically uninterpretable
to humans. The smaller generated trees fit on a single page of A4, whilst reducing accuracy by a
relatively small amount. The best extracted tree had 5 percentage points lower accuracy than the best
model overall (random forest), which is well below the 15 point loss that was considered acceptable
by 80% of respondents in return for full model transparency in [
          <xref ref-type="bibr" rid="ref15">15</xref>
          ].
        </p>
        <p>However, as complex test rules are created with in the nodes, it becomes harder interpret models.
With M of N nodes, the accuracy of a TREPAN tree generated from a random forest model is always
higher than that of the neural network model. This indicates that the TREPAN generated trees
represent the structure of a neural network more accurately compared to a random forest model. A
possible explanation for this that the operation of neural network nodes (summation and thresholding
with a non-linear function) can be more easily represented with M of N nodes. If M is between 1 and
M there is a combinatorial explosion of possible test results that leads to different decisions, which
makes the interpretation of a decision node a complex undertaking. However, for N of N and 1of N
the neural network generated more accurate trees. This is an interesting result, as the M of N tress
were reported as hard to interpret in initial expert feedback, particularly with with large values of
N and M . From a logical perspective, the M of N nodes represents a much more complex test rule
than 1of N or N of N , which correspond to a logical rule with only N components in a disjunction
or conjunction. This makes particularly the use of 1of N trees generated from a neural network
attractive, which are highly accurate, robust against tree size, and easier to interpret.
Future research should be aimed at extending the TREPAN algorithm to find new methods to optimise
the tree structures to aid interpretability. This entails further research assessing the value and boundary
conditions of the two parameters M and N for human interpretability.</p>
        <p>
          From a user perspective, the internal structure of nodes and the shape of a tree are factors in addition
to the size of the tree and number of features that influence ability to interpret or comprehend a
decision tree model generated. We hypothesise that that limits of working memory will introduce
a non-linearity in the ease of interpretation depending on the number of nodes and the number
and type of tests within a node. Also, the congruence of decision tests with familiar concepts is
likely to influence interpretability [
          <xref ref-type="bibr" rid="ref11">11</xref>
          ] and the usefulness for practitioners such as therapists or in
automatically generated personalised messages to the user. In addition to optimising the tree structure,
improved visualizations may aid human interpretability further. A deeper understanding of the the
interpretability will require further research. Based on the current results, a combination of constraints
and selection by expert practitioners can be a practical solutions. Ultimately the interpretability vs.
accuracy trade-off will be for key stakeholders, such as regulators, scientific community, and industry
to decide upon.
6
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>Conclusion and Future Work</title>
      <p>Responsible gambling can benefit from machine learning models to recognise potentially harmful
gambling behaviour. The industry does however demand models that are interpretable for
professionals and can provide information to affected users. To fulfil this demand we have conducted the first
comparative study of different types of decision trees extracted from neural network and a random
forest models with TREPAN for safer gambling.</p>
      <p>For a complex machine learning model, TREPAN generates relatively decision trees that provide an
approximation of the complex models and lend themselves to human interpretation. We evaluated
the extraction of small decision trees from neural network and random forest models with different
parametrisations with regard to different metrics of classification performance and with regard to the
properties of the resulting trees.</p>
      <p>The results show that the loss of accuracy can be kept relatively small (between 0 and 7 percentage
points), even for small trees. The complexity of the trees generated by TREPAN depends on the
number of nodes and the structure of the rules in the decision nodes, where considerable complexity
can occur. Although random forests make the most accurate predictions, the best performing decision
tree was generated from a neural network. This was also using a simpler form of rules than other
high performing trees and seems therefore to offer the best trade-off in this study between accuracy
and interpretability.</p>
      <p>However, complex rules inside decision nodes mean that the tree size is not the only metric relevant
to interpretability, and further empirical work is needed to understand better what determines
interpretability for a user. From an industrial assessment perspective, we propose a further study to assess
the interpretability of TREPAN trees by domain experts and potentially for end users which can in
turn lead to improved knowledge extraction methods.</p>
    </sec>
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