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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>An experimental analysis of whispers' effect in Werewolf BBS by relational association rules</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Saki Sakaguchi</string-name>
          <email>saki.sakaguchi@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Tomonobu Ozaki</string-name>
          <email>tozaki@chs.nihon-u.ac.jp</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Graduate School of Integrated Basic Sciences, Nihon University 3-25-40 Sakurajosui</institution>
          ,
          <addr-line>Setagaya-ku, Tokyo 156-8550</addr-line>
          ,
          <country country="JP">Japan</country>
        </aff>
      </contrib-group>
      <fpage>60</fpage>
      <lpage>65</lpage>
      <abstract>
        <p>The Werewolf game is a conversation-based party games. Each player in the game belongs to werewolves or villagers. Since secret conversations called \Whispers" are allowed for werewolves only, effective use of whispers must be a key issue for werewolves to proceed advantageously to win the game. In this work-in-progress paper, for a preliminary assessment of the whispers' effect, we extract relational association rules having behaviors in whisper from the log data of Werewolf BBS.</p>
      </abstract>
      <kwd-group>
        <kwd>Werewolf game</kwd>
        <kwd>relational association rules</kwd>
        <kwd>log analysis</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>Introduction</title>
      <p>
        In recent years, there has been a growing interest in the research of Arti cial
Intelligence. Current technologies in AI reach a level high enough to beat
human in complete information games such as Shogi and Go. As a next step for
realizing general arti cial intelligence, incomplete information games are
receiving increased attention. As one of representative incomplete information games,
the Werewolf game is widely recognized as promising research testbed for
intelligent agents in Japan, and a project for making arti cial intelligence based
Werewolf (AIWolf)1 is established recently. Intensive researches are conducted
from various aspects for realizing AIWolf, e.g. [
        <xref ref-type="bibr" rid="ref1 ref2">1, 2</xref>
        ].
      </p>
      <p>The Werewolf game is a conversation-based party game which models a
conict between werewolves who are minorities having rich information and villagers
who are majorities having less information. There exist two types of
conversations in the game. One is an open conversation, and the other is a closed or
secret conversation. While all alive players in the game can join and browse the
open conversations, secret conversations are allowed for werewolves only. Thus,
effective use of secret conversations must be a key issue for werewolves to proceed
advantageously to win the game.</p>
      <p>
        In this work-in-progress paper, we focus on information differences between
werewolves and villagers, and try to capture a characteristic relationship between
contents in the secret conversations and actual utterances in the open
conversations. For this purpose, we extract relational association rules[
        <xref ref-type="bibr" rid="ref3 ref4">3, 4</xref>
        ] having high
con dence value whose head is an utterance in open conversations and whose
body has at least one contents in the secret ones.
2
2.1
      </p>
    </sec>
    <sec id="sec-2">
      <title>Modeling the Werewolf games in Logic</title>
      <sec id="sec-2-1">
        <title>The Werewolf game</title>
        <p>The Werewolf game is a multiplayer communication party game. Each player
belongs to werewolves side or villagers side. A werewolf player knows who
belong to the same side, but villagers have no information on other players' side.
Some villager has a special ability. Seers can know that the designated player
is a werewolf or not. Mediums can know that an executed player was a
werewolf. Hunter can guard a designated player from the attack by werewolves. The
game has two phases, daytime phase and nighttime phase, to be iterated. In
daytime phases, all players join the open conversation and give vote for
deciding an executed player. In the conversation, villagers try to nd out werewolves
and werewolves try to deceive villagers. In nighttime phase, werewolves select
a dangerous villager and attack him/her. Executed or attacked players are
exiled from the game. Villagers win the game if all werewolves are executed, while
werewolves win if the number of villagers is no more than that of werewolves.</p>
        <p>The Werewolf BBS2 is an online BBS website for playing text-based
Werewolf games. The rules in the BBS are almost the same as those in the original
Werewolf games with a few exceptions. The BBS has four types of log data
storing players' utterances. A \white log" stores all utterances during the open
conversations. All players can browse a white log. A \red log" keeps the
utterances called \whispers" in a secret conversation among werewolves. We employ
these two kinds of log data for the analysis.
2.2</p>
      </sec>
      <sec id="sec-2-2">
        <title>Predicates for representing utterances</title>
        <p>
          Each utterance is written in natural language. To extract essential meanings of
utterances and convert them machine manageable, a communication protocol
for the Werewolf game is proposed in [
          <xref ref-type="bibr" rid="ref2">2</xref>
          ]. By using the communication protocol
as a reference, we prepare fourteen predicates for representing a meaning of
utterances in the white log as well as thirteen ones for whispers. Hereafter, for the
simplicity, we call predicates for the white and red logs as \white predicate" and
\red predicate", respectively. A few examples of white predicates are explained
below.
w question( Game:Day, Player, Player2 ) : A player Player asks a player
        </p>
        <p>Player2 a question on the Dayth day in a game Game.
2 http://www.wolfg.x0.com/
w request divine( Game:Day, Player, Player2 ) : A player Player requests
seers to divine the team which a player Player2 belongs to on the Dayth
day in a game Game.</p>
        <p>A complete list of red predicates is shown in Table 1. We explain a couple of red
predicates below.
r want eat( Game:Day, Player, Players2 ) : A werewolf Player wants to
attack a player Player2 on the Dayth day in a game Game.
r estimate( Game:Day, Players, Player2, Role) : A werewolf Player
estimates that a player Player2 has a role of Role on the Dayth day in a game
Game.
r decieve( Game:Day, Player, Player2, Role) : A werewolf Player offers
a werewolf Player2 to behave as Role to deceive villagers on the Dayth day
in a game Game.</p>
        <p>Three arguments, Game, Day and Player are in common in all predicates for
handling a chain of utterances. In addition, to relate the past utterances to the
current one, a rule</p>
        <p>Pred( Game:Day, N, Player, Args )
:</p>
        <p>prev days(N), PDay is Day-N, Pred( Game:PDay, Player, Args ).
is employed for each predicate, in which a predicate prev days(N) returns a
nonnegative integer N. This rule states that a player Player took an action Pred N
days ago from Dayth day in a game Game.
3
3.1</p>
      </sec>
      <sec id="sec-2-3">
        <title>Dataset</title>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>Mining relational association rules</title>
      <p>We select six games from the Werewolf BBS. All of them have twelve villagers
and three werewolves including at least deceiving one. Werewolves won three of
six games, and lost the rest three.</p>
      <p>All white and red logs are manually converted into the predicates introduced
in the previous section. The average numbers of facts on red predicates over
three games the werewolves won and lost respectively are summarized in Table
1. From the table, we can con rm that the main topics in secret conversations
are question, answer, advice, estimate, and want eat. Furthermore, each number
in the games werewolves won is more than that in the games werewolves lost,
even if we consider the number of werewolves executed. In other words, intensive
communications are observed in the game werewolves won.
3.2</p>
      <sec id="sec-3-1">
        <title>Restriction and evaluation measure</title>
        <p>In this work-in-progress paper, relational association rules to be extracted are
restricted to have at least one red predicate in their body. Furthermore, they
have to contain one of three head predicates below:</p>
        <p>Note that, since werewolves know who werewolves are, designating villager
as a werewolf in the predicate wolves estimate wolf indicate that a werewolf
tries to deceive other villagers. Werewolves may also designate a werewolf to
avoid a suspicion. We extract facts on the above three head predicates from log
data. As a result, 27, 39 and 53 facts are obtained for attacked, executed and
wolves estimate wolf, respectively.</p>
        <p>Three interestingness measures are used for evaluating relational association
rules. The rst one is support count which is de ned as a number of distinct
instantiations of head variables by which we can derive both of head and body.
The second one is con dence value or conditional probability. It is de ned as a
probability that an instantiation of head variables satisfying the body can derive
the head. To assess the rough effects of the red predicates in the whole, we employ
the third measure D = P (Head j Body) P (Head) where P (Head j Body) is
the con dence value and P (Head) is a priori probability that the head holds.
The value of P (Head) is estimated by using all possible instantiations of head
predicate considering alive players and their roles. The positive value of this
measure indicates that the body predicates have positive effects to the head,
while negative one shows the negative effect of the body.
3.3</p>
      </sec>
      <sec id="sec-3-2">
        <title>Results</title>
        <p>An inductive logic programming engine Aleph3 is employed to extract all
association rules regardless of that they contain red predicates or not. We give Aleph
system a certain parameter setting for association rule search and execute it
with the induce max command. Relational association rules satisfying our
conditions are extracted from the results of Aleph system in a post-processing. As
a result, 4702, 3048 and 3094 rules are obtained having the predicate attacked,
executed and wolves estimate wolf, respectively.</p>
        <p>A couple of derived association rules having high con dence value are shown
below.
1. Werewolves attack a player C whom werewolves want to attack if C asked a
question for a player E estimating a relationship between two players.
attacked( Game:Day, C )
:r want eat( Game:Day, 0, D, C ),
w question( Game:Day, 1, C, E ), w line( Game:Day, 1, E, F, G ).
2. A player C is executed if C is given a vote by a player D whom the werewolves
estimated as hunter.
executed( Game:Day, C )
:w vote( Game:Day, 0, D, C ),
r estimate( Game:Day, 2, F, D, hunter ).
3. A werewolf state that a player C is a wolf if a player E whom werewolf F
wants to attack agree with C.
w estimate wolf( Game:Day, C )
:w agree( Game:Day, 2, E, C),
r want eat( Game:Day, 2, F, E ).
predicate</p>
        <p>
          As one of future works, we plan to extract condensed representations of
relational association rules[
          <xref ref-type="bibr" rid="ref5">5</xref>
          ] and evaluate them using various interesting measures.
In addition, as one of promising research directions for the assessment of
whispers' effect, we investigate propensity score matching[
          <xref ref-type="bibr" rid="ref6">6</xref>
          ] for relational data[
          <xref ref-type="bibr" rid="ref7">7</xref>
          ].
Acknowledgements We heartily thank Mr. Ninjin for allowing us to use the
log data in the Werewolf BBS. We have deep regards to Professor Fujio Toriumi
at the University of Tokyo for providing us the Werewolf databases. A part of
this work was supported by JSPS KAKENHI Grant Number JP26330262.
        </p>
      </sec>
    </sec>
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