=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==
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 REFERENCES [1] Aguinis, Herman, Ryan K. Gottfredson, and Harry Joo. “Organizational Research Methods Best-Practice Reprints and ...” Best-Practice Recommendations for Defining, Identifying, and Handling Outliers. Organizational Research Methods. Accessed November 27, 2021. http://www.hermanaguinis.com/ORMoutliers.pdf. [2] Chen, Tianqi, and Carlos Guestrin. "Xgboost: A scalable tree boosting system." In Proceedings of the 22nd acm sigkdd international conference on knowledge discovery and data mining, pp. 785-794. 2016. [3] Dekking, F.M, C. 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