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    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Emotional Mario: A Games Analytics Challenge: MediaEval 2021</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Mutaz Alshaer</string-name>
          <email>mutazal@edu.aau.at</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Kseniia Harshina</string-name>
          <email>k1harshina@edu.aau.at</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Veit Isopp</string-name>
          <email>veitis@edu.aau.at</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Alpen-Adria Universität Klagenfurt</institution>
          ,
          <country country="AT">Austria</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2021</year>
      </pub-date>
      <fpage>13</fpage>
      <lpage>15</lpage>
      <abstract>
        <p>Video games practice and experience, play a significant role to understand and analyze specific cases or scenarios of video games. Data and results that come from players' involvements during the gameplay, allow experiments and tasks to observe more about the game and methods. In the Mediaeval 2021 for Emotional Mario task, investigating the possible events through the biometric and facial emotion data for the popular old video game Super Mario Bros. Data of ten participants were used to show the results including players faces and gameplay, heart rate, interbeat intervals (IBI) and others were used to show the results.</p>
      </abstract>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1 INTRODUCTION</title>
      <p>The main approach was to split the exercise into three approaches,
Machine learning, finding outliers and analyzing emotional data.
The idea was to combine all three approaches to get a reasonable
result. This would be done by comparing the results of each
approach and looking for matches.</p>
      <p>The assumption is that if multiple results match, the likelihood
of there being an event would increase. Finally, using the
emotional dataset to determine which event might occur. Two
different approaches were used, where the first approach was to
compare all three results and look for matches only available on
all three results.</p>
      <p>The other approach was to check if at least two results match
and if that is the case, take it as a match ignoring if the third result
was also a match. The second approach might have more false
positives but will also have more matches as the first approach
will ignore anything that isn’t matched by all 3 results.
2.1</p>
    </sec>
    <sec id="sec-2">
      <title>APPROACH</title>
    </sec>
    <sec id="sec-3">
      <title>Event Detection using Machine Learning</title>
      <p>This approach focuses on trying to detect game events using
Machine Learning (ML) algorithms. To achieve this the ground
truth for the event data of the available participants was combined
with the sensory participant data into a single data frame. Sensory
data and event data are independent and dependent variables
respectively. The first approach was to apply classification models
to find the events. However, later it was decided to use regression
models. To be able to use a regression model, the event data was
transformed from event labels to probabilities, event frames
corresponding to the 1.0 probability and the frames before and
after corresponding to 0.9 for ten consecutive frames, then 0.8 and
so on until 0.1. This way more event data was cultivated allowing
us to use ML methods. Two regression models that were used
were Random Forest and XGBoost.
2.2</p>
    </sec>
    <sec id="sec-4">
      <title>Outliers of the Datasets</title>
      <p>One of the approaches was to look for outliers of the datasets. To
ensure that it doesn't give wrong outliers each dataset was looked
at separately and the mean was taken from the dataset, then the
standard deviation was used to check, whether there are a lot of
outliers or not and then using this information narrow down the
outliers. The assumption on this approach is that only outliers
could be events, this is due to the assumption that the body of the
person playing should react to stress, anxiety and happiness from
the events that are being located. Then using the interquartile
range the outliers were located. Finally, it was assessed that all
outliers and the weaker outliers were included in the outliers. Here
is to note that this approach could also only focus on the stronger
outliers.
2.3</p>
    </sec>
    <sec id="sec-5">
      <title>Facial Emotions and Gameplay</title>
      <p>In this approach, we connected the facial emotions (“angry”,
“disgust”, “fear”, “happy”, “sad”, “surprise” and “neutral”) of the
10 participants based on each frame during the gameplay. The aim
is to recognize the potential key events such as the end of a level,
power-up, extra life or Mario’s death derived from the highest
facial emotions. Since “neutral” would achieve the most identified
emotion in frames, we decided to use the first and second highest
emotion percentages and compare them with other approaches
that match the same frame to determine the possible events to
include in our analysis and results.
3
3.1</p>
    </sec>
    <sec id="sec-6">
      <title>Tables</title>
    </sec>
    <sec id="sec-7">
      <title>RESULTS AND ANALYSIS</title>
      <p>The below tables represent the results, regarding frames and
seconds of gameplay:</p>
      <sec id="sec-7-1">
        <title>Precision</title>
        <p>0.0175</p>
      </sec>
      <sec id="sec-7-2">
        <title>Recall 0.0477 F1 0.0256</title>
        <p>The Figure below is the example of the heart rate and specific
event “new stage”.</p>
        <p>The figure depicts the heart rate of participant one throughout
their gaming sessions. The red dots indicate when the “new stage”
event occurs. Throughout this particular session participant
reaches a new stage a total of 8 times. Some of the heart rate
spikes indicate a possible correlation between the player’s heart
rate sensory data and reaching a new stage of the game.
4</p>
      </sec>
    </sec>
    <sec id="sec-8">
      <title>CONCLUSIONS</title>
      <p>The above-described methods were used to create multiple
attempts to determine specific event locations in the participant
videos and at the same time try to recognize the specific event as
well. As a total of 5 approaches could be submitted, the following
setup was used. As described in the Introduction the two separate
methods either compare all three-event results approach or only
compare two of the event results and find matches followed by
comparing then two others and so on. In addition to these two
methods, it was possible to increase the accuracy of the ML
approach meaning the percentage and likelihood of it being an
event according to the ML results. It was also possible to increase
the threshold of the outlier approach. In the end, only the accuracy
of the ML approach was used to check for better accuracy. Using
the 2 methods and the 3 different approaches in addition to the
changing in value for the ML results, into either more than 50%
accuracy, more than 70% accuracy or more than 90% accuracy, a
total of 6 possible results were found. The results from method
two with a 90% ML accuracy returned the best results.</p>
      <p>Looking at each of the above-mentioned approaches the error
rate is high due to the many possible areas, were changing the
values might affect the total outcome. Looking at the outlier
approach it is very clear that by using the method of comparing
only two approaches at a time, it is more likely to have a match
with outliers. This might create more matches than should be
possible, and changing the values on the outlier approach might
have increased the accuracy. As depending on whatever weak
outliers or strong outliers should be considered outliers. In
addition to this depending on how high or low the threshold for
the outlier approach was set the results might have also variated.</p>
      <p>Another area for errors was the ML approach as it hasn’t
provided the expected accuracy required for the goal of the
project, however perhaps with further data preparation techniques
and/or trying alternative ML regression models the accuracy could
be increased. Another route could be trying to apply deep learning
to the problem. A possible reason for low accuracy with this
approach could be that the number of events is too low to merit
the use of ML, which usually requires large amounts of data.
However, it is possible that with further research the approach
could have the potential to provide more accurate solutions for
similar problems.</p>
      <p>On the other hand, in the facial emotion and gameplay
approach, some challenges to recognize a specific event due to
unusual or unexpected emotions by players' faces were
encountered. For instance, a participant reacts to Mario's death
with a happy emotion instead of sadness or anger. That leads to
the emotional analysis of the players showing inaccurate results in
some parts.</p>
      <p>In conclusion, it is clear that more time would need to be used
to tweak the threshold to increase accuracy on measurements. In
addition, it needs to be noted that a total of 10 participants might
also be to a small amount to create accurate approaches as it is
unclear if any of the participants have completely different
reactions to the other participants. This would highly reduce the
accuracy for once in regard to the correct threshold set for the
outliers, but also in addition to the ML approach.</p>
    </sec>
    <sec id="sec-9">
      <title>ACKNOWLEDGMENTS</title>
      <p>We would like to thank Dr. Mathias Lux for his support and help.</p>
    </sec>
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