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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Transferring an existing gaming detection model to different system using semi-supervised approach</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Vedant Bahel</string-name>
          <email>vbahel@ieee.org</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>G H Raisoni College of Engineering</institution>
          ,
          <addr-line>Nagpur 442001</addr-line>
          ,
          <country country="IN">India</country>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Ryan S. Baker University of Pennsylvania</institution>
          ,
          <addr-line>PA 19104</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Seth A. Adjei Northern Kentucky University</institution>
          ,
          <addr-line>KY 41099</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>Many researchers in Educational Data Mining and Learning Analytics have worked on models for the detection of students who “game the system”, a behavior in which students misuse intelligent tutors or other online learning environments to complete problems or otherwise advance without learning. Such detectors are mostly specific to a learning system that they are based on. Researchers popularly use knowledge engineering or machine learning approach in designing the gaming detection models. In this paper, we try to transfer knowledge from an existing detector made for a specific learning system to another, using an unsupervised clustering-based machine learning approach. The goal is to check if the existing detector can be generalized across multiple learning systems with. Specifically, we evaluate how well a gaming detector previously created for Cognitive Tutor Algebra functions adapts to a new learning system, ASSISTments. The results obtained were not very satisfactory and have been discussed thoroughly in this paper.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. INTRODUCTION</title>
      <p>
        In recent years, there has been considerable progress towards
designing methods to detect “gaming the system”. Gaming has
been defined as a behaviour where students try to succeed by
exploiting the functionalities of a learning environment instead of
Copyright © 2021 for this paper by its authors. Use
permitted under Creative Commons License Attribution
4.0 International (CC BY 4.0)
learning the material [
        <xref ref-type="bibr" rid="ref1 ref8">1,8</xref>
        ]. Research in multiple learning
environments [
        <xref ref-type="bibr" rid="ref9">9</xref>
        ] has linked gaming to poor learning outcomes
[
        <xref ref-type="bibr" rid="ref10">10</xref>
        ], increased boredom [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] and lower long-term levels of
academic attainment [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. Many researchers have worked on
gaming detection methods for specific systems. Both Machine
Learning [
        <xref ref-type="bibr" rid="ref1 ref14 ref5">1,5,14</xref>
        ] and knowledge engineering [
        <xref ref-type="bibr" rid="ref13 ref2 ref3 ref5">2,3,5,13</xref>
        ]
approaches have been used for this purpose. Using knowledge
engineering, researchers develop models that are designed to
reproduce the knowledge we have about a specific learning
behaviour. This is often achieved by designing a set of rules that
matches a general common-sense definition of the behaviour [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]
or by explicitly eliciting knowledge from an expert about how
they determine whether a student is exhibiting a specific
behaviour. Most knowledge engineering models of gaming try to
identify two main gaming types: help abuse [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ] and systematic
guessing [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Help abuse has mainly been modelled using
behaviours that include copying the answer from a hint and
repeated help requests. Systematic guessing has been defined
operationally as the behaviour of quickly answering questions
after the error [
        <xref ref-type="bibr" rid="ref13 ref15 ref2 ref4">2,4,13,15</xref>
        ] and making successive errors [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]. A
primary advantage of knowledge engineering is that, unlike
machine learning, it does not require a large amount of coded data
providing examples of students’ behaviours since the knowledge
is acquired directly from experts. However, often KE models
focus only on 1-2 patterns of gaming [
        <xref ref-type="bibr" rid="ref3 ref5">3,5</xref>
        ], and it is reasonable to
question whether such a complex and ill-defined construct can be
fully described by 2-3 simple rules [
        <xref ref-type="bibr" rid="ref19">19</xref>
        ]. Paquette et. al. worked to
develop a knowledge engineered model by identifying certain
pattern features of student action that relate directly to gaming
behaviour as observed by human experts.
      </p>
      <p>
        On the other hand, machine learning approaches attempt to
resolve the challenge of implicit expertise by leveraging data
driven algorithms to discover models from positive and negative
examples of a student's behaviour. Using this approach, a large
amount of data is automatically inspected to find relationships
between the students’ fine-grained actions and higher-level
behaviours, avoiding the need to explicitly elicit knowledge about
the behaviour [
        <xref ref-type="bibr" rid="ref16">16</xref>
        ]. In [
        <xref ref-type="bibr" rid="ref20">20</xref>
        ], Baker et al discusses machine learning
approaches to detect gaming the system. Specifically, the research
discusses two primary methods for detecting gaming in Cognitive
Tutor: Latent response model and J48 decision tree. Baker et al in
[
        <xref ref-type="bibr" rid="ref21">21</xref>
        ] also uses step regression for detecting gaming in SQL-Tutor
system.
      </p>
      <p>
        Several researchers have attempted to apply transfer learning to
the problem of gaming detection across systems. In this context,
Torrey and Shavlik define transfer learning “as the improvement
of learning in a new task through the transfer of knowledge from a
related task that has already been learned” [
        <xref ref-type="bibr" rid="ref17">17</xref>
        ]. Transfer learning
has been shown to improve the performance of machine learning
models where there is limited data [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ]. The approach aims to
recognize knowledge in the source model and transfer it to the
target model. In this research, the source model used for gaming
detection is Paquette et. al [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] knowledge engineered gaming
detector model built on Cognitive Tutor Algebra (CTA) learning
system and the target model is built for the ASSISTments system
using a clustering-based semi-supervised approach.
      </p>
      <p>
        In [
        <xref ref-type="bibr" rid="ref8">8</xref>
        ], Paquette et. al successfully attempted to generalize the
gaming detector cognitive model into a learning system
(Cognitive Tutor Middle School and ASSISTments) with a KE
approach. Generalization is important because the cost of building
detectors is high and there are hundreds of systems that could
benefit from including detectors of this type. Generalization of
detectors would make them widely useful across systems. In this
paper we attempt to answer the following question: How well
does Paquette’s transfer learning apply to a new dataset? Could
the labelling be recovered if we applied an unsupervised learning
technique like clustering? Answer these questions will imply that:
1. Paquette’s gaming detection algorithm is truly
transferable across systems (ASSISTments &amp; Scatter
Plot lesson of Cognitive Tutor for Middle School Math),
and
2. The characteristics of student gaming actions can be
detected, even with unsupervised techniques, and are
truly system agnostic.
      </p>
    </sec>
    <sec id="sec-2">
      <title>2. DATASET &amp; BACKGROUND</title>
      <p>For this research, we used data collected from two systems:
Cognitive Tutor and ASSISTments. In this section, we describe
each of the systems and provide a description of the datasets that
were used.</p>
    </sec>
    <sec id="sec-3">
      <title>2.1 Cognitive Tutor Algebra</title>
      <p>
        The source model used in this paper for knowledge transfer is
Paquette’s knowledge engineered model for gaming detection [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ].
This model is based on data from the Cognitive Tutor Algebra
(CTA) system [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. The CTA system examines students on
advanced mathematical problems and records multiple parameters
of the student's learning and question-answer process. Cognitive
Tutors are a type of interactive learning environment which uses
cognitive modelling and artificial intelligence to adapt to
individual differences in student knowledge and learning. The
Cognitive Tutor environment breaks down each mathematics
problem into the steps of the process used to solve the problem,
making the student’s thinking visible. If a student is struggling, he
or she can also request a hint. When the student requests a hint,
the system first gives a conceptual hint. The student can request
further hints, which become more and more specific until the
student is given the answer (Refer Figure 1). Paquette’s model is
knowledge engineered on the data obtained from 59 students who
used CTA as a part of their regular mathematical curriculum. Data
from 12 tutor lessons was obtained and segmented in sequences of
5 actions, called clips, illustrating the student's behaviour. A total
of 10,397 clips from this dataset were randomly selected; the
chance of a clip being selected was weighted for each lesson
according to the total number of clips in that lesson. Those clips
were previously coded by an expert to develop machine-learned
gaming models and contains 708 examples of gaming the system
and 9,689 examples of behaviours that were not coded as gaming.
      </p>
    </sec>
    <sec id="sec-4">
      <title>2.2 ASSISTments</title>
      <p>
        The second dataset that we used was collected from the
ASSISTments learning system [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], an online system for teachers
to assign math homework to students and review student
performance as they complete the assignments. This system is
similar in many ways to CTA. The ASSISTments dataset contains
data collected from 1,367 students’ interactions with the system.
This dataset was used to test the generalizability of the gaming
model created from the CTA system. This data includes a total of
822,233 problem solving actions, which were segmented into
240,450 clips (series of action). But unlike CTA, in
ASSISTments, when students are presented with an “original''
problem, they only need to provide its final answer. Individual
steps are not required of students who solve the problem on the
first attempt. However, students who do not provide the correct
answer may be required to correctly answer scaffolding questions
to successfully complete the problem. Thus, ASSISTments
provide an option of scaffolding and hints to students. Thus,
ASSISTments problems can be solved in one step if the student’s
first attempt is correct. As such, a specific clip in this system
could have an arbitrarily large number of actions. All the clips
with more than 25 actions were removed, since those constituted
0.7% of the data and could have caused serious bias towards a
different gaming pattern that was being identified by the expert.
Thus, the resulting dataset consisted of 1060 clips labelled by the
human expert which constituted 64 gaming clips (6.02%) and 996
non-gaming clips (93.70%) [
        <xref ref-type="bibr" rid="ref1 ref6 ref8">1, 6, 8</xref>
        ].
      </p>
    </sec>
    <sec id="sec-5">
      <title>2.3 Paquette’s cognitive model (IBKE)</title>
      <p>
        The cognitive gaming detection model by Paquette et. al [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] is a
knowledge engineered model based on how a human expert
evaluates gaming behaviours exhibited by a student in a clip. The
model implemented was developed using data collected from
Cognitive Tutor Algebra (described earlier in this paper) and
interview to analyse how an expert observes gaming behaviour.
Results indicated that the expert’s coding method could be
classified into two cognitive processes: interpreting the student’s
individual actions and identifying patterns of gaming across those
actions. Although the expert executes these in parallel, the
resulting cognitive model executes these as consecutive steps
without changing the fundamental reasoning process. As a result,
13 patterns of action were found to be associated with gaming
behaviour, each matching a predefined set of gaming constituents
identified in [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. Finally, the model labelled any clip containing
actions that match any of those 13 patterns as gaming. This model
is referred to as “Interview-Based Knowledge Engineering”
(IBKE) through this paper. It must be noted that we labelled
Paquette’s model as such,
      </p>
    </sec>
    <sec id="sec-6">
      <title>3. METHOD</title>
      <p>We implemented a clustering-based semi-supervised approach to
extract patterns identified by the IBKE in CTA and transfer it to
the ASSISTments dataset. In this approach, the gaming construct
was first transferred between systems, as-is. Then clustering was
used to refine the gaming construct, to re-center it after bringing it
between data sets. We consider k-means clustering algorithm.
kmeans is a popularly used clustering algorithm where ‘n’ clusters
are created with random centroids. This algorithm is based on the
nearest distance method. All the data points in the dataset get
allocated to the cluster with the least distance to the centroid.
Once all the points are associated with different clusters. The
mean value of features is re-calculated for each cluster and this
mean is allocated as the new centroid. This is done until no cluster
changes its value after re-calculation. Thus, each centroid creates
segments in the data space like cells in a Voronoi diagram.</p>
    </sec>
    <sec id="sec-7">
      <title>3.1 Seeding clusters</title>
      <p>Though clustering is an unsupervised machine learning method,
we seeded one of the clusters. making it a semi-supervised
approach. In traditional k-means clustering , a random set of
centroids is chosen and further refined after several iterations of
the k-means algorithm. In this paper we assign initial centroids
based on our prior knowledge of the gaming labels in the dataset,
a process we call cluster seeding. The seeding of calculated
parameters adds latent knowledge to the un-supervised approach
and thereby making it semi-supervised.</p>
    </sec>
    <sec id="sec-8">
      <title>3.2 Implementation</title>
      <p>For the overall goal of transfer learning, we first ran IBKE
(originally developed for the Cognitive Tutor) on the
ASSISTments dataset and got the IBKE label for that dataset. The
next goal was to use the clustering with IBKE labels as seeds for
the ASSISTments dataset. For the same, the average values of the
features were calculated for data points with IBKE labelled as
gaming and non-gaming, respectively. K-means clustering was
used to determine the naturally occurring groupings in the dataset,
using IBKE’s labels to seed the cluster generation algorithm. In
doing so, we experimented with values of k ranging from 2
through 9. This range of values was chosen due to the small size
of the dataset. In each case, one cluster was seeded as a gaming
cluster and the other clusters were seeded as non-gaming. In other
words, for each value of k, all the student actions which IBKE
labelled as gaming were initially assigned to a single cluster, and
the k-1 non-gaming clusters were created by randomly dividing
the IBKE non-gaming data points into k-1 groups. We then run
the k-means algorithm with the aim of detecting whether the
gaming actions will end up within the same cluster after k-means
converges.</p>
      <p>Each clustering was evaluated using recall and precision, based on
the cluster a point was assigned to and the actual gaming label
from the coder. These metrics were chosen based on the fact that
k-means clustering naturally generates a categorical classification
rather than a probability.</p>
      <p>The
code
repository
can
be
found
https://github.com/vedantbahel/clustering-gaming-detection-edm.</p>
    </sec>
    <sec id="sec-9">
      <title>4. RESULT &amp; DISCUSSION</title>
      <p>
        The results were inferred by comparing the labels obtained by
clustering in ASSISTments with the original (ground truth) labels
by a human expert, as in [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. The results of the k-means clustering
scheme is shown in the table below encoded as K#, where #
represents the number of clusters.
K6
K7
K8
K9
      </p>
      <p>As it can be seen in Table 1, both the performance metrics
decreased with increasing numbers of clusters, except for K9. The
model generally performed substantially better before using
clustering to shift the concept, suggesting that our approach was
unsuccessful.</p>
    </sec>
    <sec id="sec-10">
      <title>5. CONCLUSION &amp; FUTURE SCOPE</title>
      <p>
        In this paper, we discussed our semi-supervised clustering-based
approach to evaluate how well an existing gaming detector
designed for Cognitive Tutor Algebra (CTA) system adapts to
ASSISTments. We have considered Paquette et al’s gaming
detector [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] (initially designed for CTA) as the source model for
our transfer. Our approach was to consider knowledge from the
previous system as a seed for clustering models.
      </p>
      <p>In conclusion, none of the clustering schemes was able to truly
outperform IBKE, thus seeding did not truly help with transferring
the knowledge. Some of the possible reasons for poor
performance might be:
(i) imbalanced data points in each category i.e., 64 gaming and
996 non-gaming data points.
(ii) the nature of the clustering algorithm and how well it fits with
the data.</p>
      <p>The current findings have not been very conclusive. This suggests
that further work needs to be carried out to comprehensively
answer the research questions we posed. For next steps, we plan
to follow up on other parametric and nonparametric clustering
algorithms. Although we did try Expectation-Maximization (EM)
based gaussian mixture clustering, it was unsuccessful and
showed poorer results. We plan to try other parametric (like
DENCLUE, DBSCAN, etc) and nonparametric techniques (like
hierarchical, density-based clustering techniques) and look more
into the k-means clustering method to understand how cluster
shifts in k-means and why it is failing in the current approach. We
plan to study the data points which are now being identified as
gaming to see what characterizes the false positives. Another
reason for the poor results could be class imbalance, as discussed
earlier. Some data pre-processing could potentially give a solution
to that problem.</p>
    </sec>
    <sec id="sec-11">
      <title>6. ACKNOWLEDGMENTS</title>
      <p>We would like to thank Luc Paquette for his support during this
research.</p>
    </sec>
  </body>
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