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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>September</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Serious Game Development for the Diagnosis of Major Depressive Disorder Cases Using Machine Learning Methods</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Athanasios Tsionas</string-name>
          <email>atsionas@csd.auth.gr</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Aristotelis Lazaridis</string-name>
          <email>arislaza@csd.auth.gr</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ioannis Vlahavas</string-name>
          <email>vlahavas@csd.auth.gr</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Aristotle University of Thessaloniki, School of Informatics</institution>
          ,
          <addr-line>Thessaloniki</addr-line>
          ,
          <country country="GR">Greece</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2020</year>
      </pub-date>
      <volume>0</volume>
      <fpage>2</fpage>
      <lpage>04</lpage>
      <abstract>
        <p>Major Depressive Disorder (MDD) is a serious mental disorder that afects millions of adults, occasionally leading to life-threatening results. Current diagnostic tools for MDD mostly consist of questionnaires and/or long, specialized therapy sessions. In this work we present a serious game called "The Delivery", developed for diagnosing MDD in players. The video game has the players immerse into a realistic scenario, the development of which depends on their actions, that is, through conversations with in-game characters, completion of quests, and interactions with the environment. All in-game features and mechanics are designed to correspond to specific diagnostic criteria for MDD. We recorded gameplay data from labeled players (both MDD and non-MDD cases) in order to train Machine Learning models that can accurately distinguish gameplay behaviors MDD-positive and MDD-negative players.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>CCS CONCEPTS</title>
      <p>• Computing methodologies → Machine learning; • Applied
computing → Life and medical sciences.</p>
    </sec>
    <sec id="sec-2">
      <title>INTRODUCTION</title>
      <p>Major Depressive Disorder (MDD) is the most common type of
depression in adults. The characteristics of MDD can be really
hard to identify and manage, especially due to the fact that they
are triggered by psychological factors. Since identifying the exact
pathological and psychological features in a patient is dificult,
alternative methodologies for this disorder’s diagnosis should be
explored.</p>
      <p>
        This poses a challenge that many scientists attempt to tackle in
various ways. Serious games (i.e. games with a specific purpose
other than entertainment) have also made a step towards the
improvement of mental health issues [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ]. In this paper, we present a
serious game developed for the diagnosis of MDD in young adults,
using Artificial Intelligence (AI) and Machine Learning (ML)
methods. In particular, we developed a story-based video game, where
players are able to alter the scenario with their actions and
conversations with game characters, all of which are carefully designed
to correspond and portray diferent scientific criteria used in the
diagnosis of MDD. Using a small dataset, collected through the
gameplay of few players diagnosed with and without MDD, we
were able to developed a prototype system using Machine Learning
models which lead to promising results on MDD detection.
      </p>
      <p>
        Other serious games exist for the treatment or prevention of
depression [
        <xref ref-type="bibr" rid="ref5 ref7">5, 7</xref>
        ], but, to the authors’ knowledge, this is the fist
serious game developed for the diagnosis of MDD that uses AI and
ML methods, and does not rely on any wearables to collect data
about the player. For instance, in [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], the authors use wearables
to sample physiological activities (EEG, ECG, etc.) from potential
patients with depression during a gameplay session of a serious
game developed for this reason. Statistical measures were then used
to make correlations between extracted signals and players with
negative moods.
      </p>
      <p>
        Moreover, our work is in line with the directions proposed by
[
        <xref ref-type="bibr" rid="ref9">9</xref>
        ], since the serious game we developed gathers substantial data
related to the player’s cognitive behavior during the gameplay
session. Our findings indicate that this proof-of-work concept can
be scaled to a highly-accurate, non-interventional system used for
the diagnosis of MDD.
      </p>
      <p>
        In [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ], the authors use the AVEC2016 dataset [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] to train
classifiers for the purpose of diagnosing depression from voice data.
Even though the results indicate a better-than-chance classification
ability, the feasibility and implementation details of extracting voice
data from users through a proposed application for smartphone
devices is not considered, and the model is not tested on real-world
scenarios.
2
      </p>
    </sec>
    <sec id="sec-3">
      <title>METHODOLOGY</title>
      <p>This section covers the basic steps taken in regard to extracting the
resulting conclusions. These steps include data processing
operations, as well as algorithm selection, implementation and tuning
carried out for the experiments.
2.1</p>
    </sec>
    <sec id="sec-4">
      <title>Gameplay scenario and Major Depressive</title>
    </sec>
    <sec id="sec-5">
      <title>Disorder characteristics</title>
      <p>Initially we developed a serious, story-based game called "The
Delivery"1, for the diagnosis of Major Depressive Disorder (MDD)
using Artificial Intelligence and Machine Learning methods. "The
Delivery" follows a relatively realistic scenario, in which the player
is found inside a building, playing as a character who has been asked
to deliver medical supplies to a friend. Shortly afterwards, a huge
earthquake shall trap the building and its residents, introducing an
1https://www.dropbox.com/s/g4c872t9a6uwcfh/theDelivery.zip?dl=0
unexpected turn of events, while the player will have to deal with
unsettling situations.</p>
      <p>
        Throughout the game, the player is given the opportunity to
have conversations with in-game characters that lead to diferent
outcomes. Additionally, the player is able to interact with in-game
surroundings and objects. Even though many of the given choices
and actions may seem insignificant to the player, they have been
carefully devised to correspond to diferent criteria used in the
diagnosis of MDD. These criteria have been extracted from the
Diagnostic and Statistical Manual of Mental Disorders, Fifth Edition
(DSM-V) [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ].
      </p>
      <p>More specifically, the conversations with in-game characters are
implemented in such ways that, diferent player answers signal
diferent probability (weight) of the player meeting a particular
criterion of MDD. Moreover, with the help of a commonly used AI
method in video games termed Behavior Trees, conversation flows
are highly flexible and are adjusted suitably to maximize not only
information extraction, but also the feeling of a realistic dialogue.</p>
      <p>After gathering data from gameplay sessions of MDD and
nonMDD players, we used Machine Learning methods to develop
classiifers that can predict with a probability whether a gameplay session
belongs to a player with MDD.
2.2</p>
    </sec>
    <sec id="sec-6">
      <title>Gameplay mechanics</title>
      <p>As in any serious game, the purpose is dual: entertainment for the
player, and achievement of the specific "serious" goal. The first
element includes all entertaining features, which are related to the
player’s perspective about the game.</p>
      <p>The second element includes the mechanisms that make this
game a serious game. For this project, it was essential to have a
good understanding of both dimensions.</p>
      <p>In "The Delivery", the player has to look after his in-game
statistics, i.e. Health, Fatigue and Sanity. For the player to keep these
statistics within limits, he has to explore the environment, find
hidden items or complete side-quests.</p>
      <p>To achieve our goals, the player has to imagine himself within the
scenario, in order to make the diagnosis more accurate, therefore
the game was designed with this in mind. In detail, it belongs to
a first-person video game category, so that the player can only
imagine the character’s look, and the character’s voice is never
heard.</p>
      <p>The most important statistic within the game is the final score ,
which is an indication of the MDD level, according to the in-game
mechanics. The player is not aware of the existence of this metric,
so as not to become influenced by it.</p>
      <p>The final score is computed in various ways. For instance, it
changes every time the player interacts with an in-game character.
Every answer during a discussion has a diferent weight relative
to a particular diagnostic criterion extracted from DSM-V (e.g. the
player admits that he/she does not sleep well at nights usually).
When a given answer is related to a specific DSM-V criterion, the
ifnal score changes accordingly.</p>
      <p>Another way to increase the final score is through interaction
with the environment. In order to keep statistics high, the player
needs to interact with items within the surroundings. Showing
sensitivity to characters and circumstances alters the final score in
favor of a non-MDD label.
2.3</p>
    </sec>
    <sec id="sec-7">
      <title>Data collection and processing</title>
      <p>During a gameplay session, the player’s actions and their outcomes
are recorded. This data includes: changes in the player’s basic
statistics (Health, Fatigue, Sanity), the player’s answers during
discussions (in chronological order), and the side quests successfully
completed.</p>
      <p>
        We collected 26 gameplay sessions from two groups: players
who were diagnosed with MDD (24%) and players who were not
diagnosed with MDD and were highly unlikely to sufer from MDD
(76%). The second group included cases who had never received
an oficial MDD diagnosis in the past, and were asked to fill in
the Patient Health Questionnaire (PHQ-9) [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ]. This questionnaire
corresponds to an oficial questionnaire used for the diagnosis of
MDD, and was used in order to filter cases that had non-trivial
probability of sufering from MDD, so as to keep only cases with a
small probability of sufering from this disorder. This was a clear
necessity in order to label players accurately as MDD-positive or
MDD-negative. It should be noted that the members of the second
group are not considered as "healthy", but they are considered as
non-MDD cases (i.e. they could be sufering from another disorder).
Unfortunately, practical restrictions did not allow us to develop a
larger dataset.
2.4
      </p>
    </sec>
    <sec id="sec-8">
      <title>Algorithms</title>
      <p>
        Initially, we performed a visualization procedure in order to
visualize the game’s capability to distinguish MDD-positive and
MDDnegative behaviors within the game, using Principal Component
Analysis (PCA) [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ].
      </p>
      <p>Serious Game Development for the Diagnosis of Major Depressive Disorder</p>
      <p>
        Then, we applied 4 classification methods: Decision Trees [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ],
k-Nearest Neighbors (kNN) [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] and Support Vector Machines (SVM)
[
        <xref ref-type="bibr" rid="ref15">15</xref>
        ] with linear kernel, and Random Forests (RF) [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] in order to
create a prediction model that would be able to classify a player
as MDD-positive or MDD-negative, using our labeled data for the
training procedure.
      </p>
      <p>The RF classifier used  = 20 trees and the kNN classifier used
 = 6 neighbors with the Euclidean distance metric. For the kNN
classifier, we attempted to use an odd number of neighbors to avoid
ties, but the optimal results were produced with  = 6.
3</p>
    </sec>
    <sec id="sec-9">
      <title>RESULTS</title>
      <p>In this section we present visualization results using the PCA
dimensionality reduction method and performance evaluation results
of Machine Learning models trained using gameplay data. Principal
Component Analysis was applied for  = 2 and  = 3 (Figure 2)
components to the data. Visualization of the resulting data points
indicates that the game design has employed in a relatively accurate
manner diagnostic criteria for MDD. More particularly, in both
experiments, results show a dense area of MDD-positive cases, which
represent their in-game behavior, with only a few outlier cases.
On the contrary, MDD-negative cases are more sparse and do not
follow particular behavioral patterns, which is expected since the
game mechanics do not target such behaviors.</p>
      <p>Additionally, we trained various classification models based on
the gameplay data, with the purpose of predicting whether a
gameplay session belongs to an MDD-positive or MDD-negative player.
Even with such a small, imbalanced dataset such ours, all models
after training showed promising results in managing to distinguish
gameplay sessions of MDD-positive and MDD-negative players.</p>
      <p>
        More particularly, we measured the performance of each model
using the Accuracy, Precision, Recall, F1-score and F1-weighted
score metrics, computed using a Leave-One-Out Cross Validation
[
        <xref ref-type="bibr" rid="ref8">8</xref>
        ] scheme. Fine-tuning of the hyper-parameters was performed
using a simple grid-search procedure. The results are presented in
Table 1. The SVM classifier with linear kernel seems to have overall
best results among the three classifiers, indicating that there is a
hyperplane that can separate accurately the data. Random Forests
also have a relatively good performance. The graph produced from
the Decision Tree classifier is depicted in Figure 3. A baseline
random labeling model (without stratification) was also applied for
comparison purposes.
      </p>
      <p>Random Decision Trees SVM (linear) kNN RF
Accuracy 46.2% 65.4% 80.8% 77% 73.1%
Precision 48.2% 53.7% 72.8% 38.5% 63.5%
Recall 47.5% 54.2% 70% 50% 65%
F1 43.1% 53.8% 71.2% 43.5% 64.1%
F1-w 50.2% 66.3% 80.1% 66.9% 73.8%
Table 1: Performance of diferent classifiers in predicting
MDD cases from gameplay data.
4</p>
    </sec>
    <sec id="sec-10">
      <title>CONCLUSION</title>
      <p>In this paper, we developed a serious game prototype system called
"The Delivery" for the diagnosis of Major Depressive Disorder
(MDD). This video game, which features Artificial Intelligence
methods, was designed with special care taken when implementing
in-game mechanics, so as to correspond to oficial diagnostic
criteria of the particular disorder. After recording gameplay sessions
of players who were diagnosed with MDD and players who were
highly unlikely to have MDD, we were able to train Machine
Learning models that showed promising performance in distinguishing
positive from negative MDD cases in gameplay behaviors.</p>
      <p>Our proposed method is a novel concept, since no other work
has touched the subject of MDD diagnosis in such perspective.
It is crucial that new, more accurate and eficient techniques are
developed, which are better suited to current and future societal
needs. Additionally, this prototype can be further improved by
extending the current scenario and gathering more data, which
will lead to higher diagnostic accuracy of the system. A larger
amount of gameplay data will also give us the opportunity to try
other Machine Learning methods as well (e.g. Neural Networks).
Moreover, this system can be adapted accordingly, for the purpose
of identifying other types of depression, or mental health issues in
general. Lastly, the video game industry is an ideal stakeholder for
incorporating such diagnostic methodologies in video games and
services.</p>
    </sec>
  </body>
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