=Paper= {{Paper |id=Vol-3181/paper20 |storemode=property |title=Emotional Mario: A Games Analytics Challenge: MediaEval 2021 |pdfUrl=https://ceur-ws.org/Vol-3181/paper20.pdf |volume=Vol-3181 |authors=Mutaz Alshaer,Kseniia Harshina,Veit Isopp |dblpUrl=https://dblp.org/rec/conf/mediaeval/AlshaerHI21 }} ==Emotional Mario: A Games Analytics Challenge: MediaEval 2021== https://ceur-ws.org/Vol-3181/paper20.pdf
  Emotional Mario: A Games Analytics Challenge: MediaEval 2021
                                           Mutaz Alshaer, Kseniia Harshina, Veit Isopp
                                             Alpen-Adria Universität Klagenfurt, Austria
                                     mutazal@edu.aau.at, k1harshina@edu.aau.at, veitis@edu.aau.at


ABSTRACT                                                                     corresponding to the 1.0 probability and the frames before and
                                                                             after corresponding to 0.9 for ten consecutive frames, then 0.8 and
Video games practice and experience, play a significant role to              so on until 0.1. This way more event data was cultivated allowing
understand and analyze specific cases or scenarios of video                  us to use ML methods. Two regression models that were used
games. Data and results that come from players' involvements                 were Random Forest and XGBoost.
during the gameplay, allow experiments and tasks to observe
more about the game and methods. In the Mediaeval 2021 for                   2.2 Outliers of the Datasets
Emotional Mario task, investigating the possible events through
the biometric and facial emotion data for the popular old video              One of the approaches was to look for outliers of the datasets. To
game Super Mario Bros. Data of ten participants were used to                 ensure that it doesn't give wrong outliers each dataset was looked
show the results including players faces and gameplay, heart rate,           at separately and the mean was taken from the dataset, then the
interbeat intervals (IBI) and others were used to show the results.          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
1 INTRODUCTION                                                               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 main approach was to split the exercise into three approaches,
                                                                             the events that are being located. Then using the interquartile
Machine learning, finding outliers and analyzing emotional data.
                                                                             range the outliers were located. Finally, it was assessed that all
The idea was to combine all three approaches to get a reasonable
                                                                             outliers and the weaker outliers were included in the outliers. Here
result. This would be done by comparing the results of each
                                                                             is to note that this approach could also only focus on the stronger
approach and looking for matches.
                                                                             outliers.
    The assumption is that if multiple results match, the likelihood
of there being an event would increase. Finally, using the
                                                                             2.3    Facial Emotions and Gameplay
emotional dataset to determine which event might occur. Two
different approaches were used, where the first approach was to                    In this approach, we connected the facial emotions (“angry”,
compare all three results and look for matches only available on             “disgust”, “fear”, “happy”, “sad”, “surprise” and “neutral”) of the
                                                                             10 participants based on each frame during the gameplay. The aim
all three results.
                                                                             is to recognize the potential key events such as the end of a level,
    The other approach was to check if at least two results match            power-up, extra life or Mario’s death derived from the highest
and if that is the case, take it as a match ignoring if the third result     facial emotions. Since “neutral” would achieve the most identified
was also a match. The second approach might have more false                  emotion in frames, we decided to use the first and second highest
positives but will also have more matches as the first approach              emotion percentages and compare them with other approaches
will ignore anything that isn’t matched by all 3 results.                    that match the same frame to determine the possible events to
                                                                             include in our analysis and results.
2 APPROACH
                                                                             3 RESULTS AND ANALYSIS
2.1 Event Detection using Machine Learning
This approach focuses on trying to detect game events using
                                                                             3.1 Tables
Machine Learning (ML) algorithms. To achieve this the ground                 The below tables represent the results, regarding frames and
truth for the event data of the available participants was combined          seconds of gameplay:
with the sensory participant data into a single data frame. Sensory
data and event data are independent and dependent variables
                                                                              Table 1: Frame match +/-25 frames (match within 1 second)
respectively. The first approach was to apply classification models
to find the events. However, later it was decided to use regression
                                                                                   Precision            Recall                F1
models. To be able to use a regression model, the event data was
                                                                                   0.0175               0.0477              0.0256
transformed from event labels to probabilities, event frames


Copyright 2021 for this paper by its authors. Use permitted under Creative
Commons License Attribution 4.0 International (CC BY 4.0).
MediaEval’21, December 13-15 2021, Online
MediaEval’21, December 13-15 2021, Online                                                             M. Alshaer, K. Harshina, V. Isopp

Table 2: Frame match +/-125 frames (match within 5 seconds)           event according to the ML results. It was also possible to increase
                                                                      the threshold of the outlier approach. In the end, only the accuracy
       Precision           Recall                F1                   of the ML approach was used to check for better accuracy. Using
       0.0242              0.0812              0.0373                 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
    Table 3: Event match +/-25 frames (match within 1 second)
                                                                      total of 6 possible results were found. The results from method
                                                                      two with a 90% ML accuracy returned the best results.
       Precision           Recall                F1                       Looking at each of the above-mentioned approaches the error
       0.0112              0.0057              0.0076                 rate is high due to the many possible areas, were changing the
                                                                      values might affect the total outcome. Looking at the outlier
Table 4: Event match +/-125 frames (match within 5 seconds)           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
       Precision           Recall                F1                   with outliers. This might create more matches than should be
       0.0112              0.0849              0.0197                 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
3.2 Figures                                                           addition to this depending on how high or low the threshold for
                                                                      the outlier approach was set the results might have also variated.
The Figure below is the example of the heart rate and specific
                                                                          Another area for errors was the ML approach as it hasn’t
event “new stage”.
                                                                      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.
                                                                          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
Figure 1: Heart Rate Sensor, Participant 1.                           the emotional analysis of the players showing inaccurate results in
                                                                      some parts.
    The figure depicts the heart rate of participant one throughout
                                                                          In conclusion, it is clear that more time would need to be used
their gaming sessions. The red dots indicate when the “new stage”
                                                                      to tweak the threshold to increase accuracy on measurements. In
event occurs. Throughout this particular session participant
                                                                      addition, it needs to be noted that a total of 10 participants might
reaches a new stage a total of 8 times. Some of the heart rate
                                                                      also be to a small amount to create accurate approaches as it is
spikes indicate a possible correlation between the player’s heart
                                                                      unclear if any of the participants have completely different
rate sensory data and reaching a new stage of the game.
                                                                      reactions to the other participants. This would highly reduce the
                                                                      accuracy for once in regard to the correct threshold set for the
4     CONCLUSIONS                                                     outliers, but also in addition to the ML approach.
The above-described methods were used to create multiple
attempts to determine specific event locations in the participant     ACKNOWLEDGMENTS
videos and at the same time try to recognize the specific event as    We would like to thank Dr. Mathias Lux for his support and help.
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
Emotional Mario: A Games Analytics Challenge                        M. Alshaer, K. Harshina, V. Isopp

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