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<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Detecting Potential Subscribers on Twitch: A Text Mining Approach with XGBoost | Discovery Challenge ChAT: CoolStoryBob</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Aalen University of Applied Sciences</institution>
          ,
          <addr-line>73430 Aalen</addr-line>
          ,
          <country country="DE">Germany</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>In this paper we describe our approach to solve the text classi cation problem of the Chat Analytics for Twitch (ChAT) discovery challenge of ECML-PKDD 2020. The task was to predict the subscription status of Twitch users for a given channel based on their comments posted within the Twitch chat. Users have the opportunity to support channels in the form of monthly subscriptions, giving them exclusive subscriber-only features in return. Half of the earnings from subscriptions are received by the streamers themselves, with the other half going to Twitch. Thus, there is a monetary motivation for Twitch and the streamers to acquire more subscriptions. The motivation of this research is to detect potential subscribers by predicting a user's subscription status using a trained ML model. These users can then be targeted with marketing campaigns. For our solution we use BOW and TF-IDF vectors as text features as well as additional extracted numerical features. We applied downsampling to the majority class and used XGBoost as the binary classi er. On the organizers' evaluation set our submission achieved an F1-score of 0.2647 on the class of subscribers (random baseline: 0.0741) and reached second place among all submissions.</p>
      </abstract>
      <kwd-group>
        <kwd>Twitch</kwd>
        <kwd>tv</kwd>
        <kwd>Chat Analytics</kwd>
        <kwd>Text Mining</kwd>
        <kwd>Natural Language Processing</kwd>
        <kwd>XGBoost</kwd>
        <kwd>ECML-PKDD Discovery Challenge</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>-</title>
      <p>
        With the growth of the video game industry, a new variation of online
entertainment has developed. So-called online video game streaming allows private
individuals and professional e-sports athletes to stream their video gameplay
while others watch them play [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ]. Among a variety of di erent streaming
platforms, Twitch.tv is by far the most popular one [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ]. In 2020, Twitch had more
than 2.4 million average monthly viewers and over 160,000 active channels2.
Twitch o ers streamers with a certain number of monthly viewers to join their
Copyright ©2020 for this paper by its authors. Use permitted under Creative
Commons License Attribution 4.0 International (CC BY 4.0).
      </p>
    </sec>
    <sec id="sec-2">
      <title>2 https://twitchtracker.com/statistics, accessed June 27th 2020</title>
      <p>
        partnership-program enabling them to become full-time professional streamers.
Besides running ads, Twitch partners can also o er their viewers to subscribe
to their channel. Subscribers pay a monthly fee with half of the earnings going
to Twitch. Consequently, there is a monetary motivation for Twitch and for
the streamers to encourage viewers to subscribe. A subscription o ers several
advantages for the viewers including, but not limited to, watching the stream
without advertisements, extended communication channels and subscriber-only
features [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ]. The most frequently used communication channel on Twitch is the
integrated Twitch chat (TC), allowing viewers to communicate directly with the
streamer and with other viewers [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. Here again, subscribers have the
advantage to use extended TC functions such as special username highlighting and
the possibility of sending special subscriber emotes [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ].
      </p>
      <p>
        In this paper we present our submission to the Chat Analytics for Twitch
(ChAT) discovery challenge of ECML-PKDD 2020. The challenge's task was to
predict whether a Twitch user has subscribed to a channel, by applying
machine learning (ML) methods on the comments posted in the TC. Detecting the
subscription status of users based on their chat data could help to identify
potential subscribers to a channel. These results could then be used for targeted
advertisement. In our submission we used TF-IDF and BOW vectors for the
textual features, as well as additionally extracted numerical features. We tested
di erent ML models, among which XGBoost [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] produced the best result with
an F1-score of 0.2647 on the organizers' evaluation set denoted as E and 0.3229
on our test sets T that were randomly sampled from the provided data. Our
submission reached second place among all submissions.
2
      </p>
      <sec id="sec-2-1">
        <title>Related Work</title>
        <p>
          Twitch has received considerable attention over the past years. In [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ], Barbieri
et al. analyze the problem of emote prediction, i.e. the task of predicting which
emote the user is more likely to use based on a collection of chatroom messages,
as well as the trolling detection problem, i.e. recognizing a certain set of emotes
commonly used in troll messages. They use a bidirectional long short-term
memory network (LSTM) which is compared to a bag-of-words baseline and a logistic
classi er based on word embedding, where LSTM outperformed the other two
baselines [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ]. Kobs et al. present sentiment analysis based on the Twitch
exclusive emotes [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ], which can be used by users in the chat function. With the
help of a created emote dictionary, they attach the sentiments to the initially
unlabeled chat data set to obtain a labeled data set. This is then used as input
for a convolutional neural network. Their results show the suitability of emotes
as indicators for sentiment analysis [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ]. Poche at al. investigate comments of
a similar community in [
          <xref ref-type="bibr" rid="ref14">14</xref>
          ]. They analyze user comments on YouTube coding
tutorials to support content creators to e ectively understand the needs and
concerns of their viewers. They use naive bayes and support vector machines
(SVM) to classify comments. Their ndings can help to deliver higher quality
content and increase the number of subscribers. The discussed papers show
different valuable text mining approaches applied on problems like user-targeted
content and sentiment analysis. Despite extensive research in the eld of text
mining, the relationship between chat messages and channel subscription status
of users in social media platforms has not been widely investigated. In
particular, Twitch itself has not gained much attention regarding Natural Language
Processing research [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ]. With this paper, based on the problem setting de ned
by the discovery challenge [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ], we aim to contribute to ll this gap.
3
3.1
        </p>
        <sec id="sec-2-1-1">
          <title>Data Set</title>
        </sec>
      </sec>
      <sec id="sec-2-2">
        <title>Discovery Challenge: Chat Analytics for Twitch</title>
        <p>
          The data for the ChAT discovery challenge was provided by the organizers from
the Universities of Wurzburg, Leipzig, and Weimar [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ], who obtained the data
via the Twitch API. The data set has more than 400 million Twitch comments
from English channels captured in January 2020 and is composed of 29
million unique channel-user combinations with 7.9 million di erent users Ui and
140,000 channels Cj . The overall data volume is 38 GB. The two-class data set
is fully labelled, with channel-user combinations being labelled as subscribed or
not subscribed. The class distribution has an imbalance with a skew towards
nonsubscription | only 8% of the channel-user combinations hold subscriptions.
3.2
        </p>
        <sec id="sec-2-2-1">
          <title>Task Description</title>
          <p>
            The task was to predict whether a user is subscribed to a given channel based on
the user's chat messages on Twitch [
            <xref ref-type="bibr" rid="ref9">9</xref>
            ]. The organizers handed out the
aforementioned data set approx. 12 weeks prior to the submission deadline. In summary,
the task was to solve an imbalanced binary classi cation problem requiring text
analytics and supervised ML models. Evaluation took place by a evaluation set
E prepared by the organizers, which is composed of 90,000 unseen channel-user
combinations, with 50% of the users in the evaluation set E being present in the
training data with their contributions to other channels. The evaluation of the
submitted model was done with TIRA, an online platform presented by Potthast
et al. in [
            <xref ref-type="bibr" rid="ref15">15</xref>
            ]. Due to the class imbalance, the F1-score on the class of subscribed
users was used as the evaluation criterion.
3.3
          </p>
        </sec>
        <sec id="sec-2-2-2">
          <title>Applicability of Results</title>
          <p>While the prediction of the subscription itself is an interesting and challenging
problem, we view the applicability as highly useful outside this challenge
taking the following consideration: In the evaluation set of the discovery challenge
the subscription status is obviously not available but is rather the variable to
be predicted. However, one can reasonably assume that Twitch as well as the
streamers know if a user Ui has subscribed to a Twitch channel Cj . Yet, a ML
model to predict the subscription status for Ui Cj is highly valuable. When
a model can classify a user's subscription status based chat messages, it can be
assumed that the model has managed to extract some sort of knowledge of how
to tell if a user is subscribed based on his/her behavior in the chat. Let C U
be the channel-user combinations, i.e. the chat messages of users in the di erent
channels. In the subset of one channel Cj , let Ysub be the set of subscribers and
^
Ysub be the set of users classi ed as subscribers by some ML model. Since in
practice Ysub is known, the ML models developed in this challenge can be used
to detect potential subscribers P . We refer to potential subscribers as users that
act like subscribers but have not subscribed and might hence be interested in
a subscription, which could be supported e.g. by special o ers. So outside the
frame of this discovery challenge, potential subscribers P can be determined with
the models developed in this challenge by:</p>
          <p>P = Y^sub n Ysub</p>
          <p>Note, that at rst glance it seems counter-intuitive to consider the set of
misclassi cations. However due to the availability of the true class labels, this
problem setting di ers from traditional classi cation.
(1)
4
4.1</p>
        </sec>
      </sec>
      <sec id="sec-2-3">
        <title>Model Description</title>
        <sec id="sec-2-3-1">
          <title>Pre-processing Pipeline</title>
          <p>
            As aforementioned, the data is highly imbalanced, which can cause classi ers to
optimize towards the majority class. As a result, these classi ers tend to predict
the majority class very accurately, but fail to predict the minority class [
            <xref ref-type="bibr" rid="ref5">5</xref>
            ]. To
address this, resampling methods were used. Undersampling, where the majority
class is randomly sampled to have the number of samples of the minority class,
was experimentally found to be the best in our setting. SMOTE [
            <xref ref-type="bibr" rid="ref2">2</xref>
            ] was tested
but achieved slightly lower results.
          </p>
          <p>
            In order to reduce noise in the train set, the following pre-processing steps
(see Fig. 1) were applied to the text data before training the classi ers [
            <xref ref-type="bibr" rid="ref6">6</xref>
            ]: lower
case conversion, replacement of emojis3 and emoticons4 by a text
representation, removal of the most common colloquial terms, stop words removal using
NLTK's stop words list5, removal of the most and least frequently used words,
lemmatization using WordNet's Lemmatizer6, replacement of letters that occur
consecutively more than twice (e.g. goood ! good), and removal of words that
only contain one character.
4.2
          </p>
        </sec>
        <sec id="sec-2-3-2">
          <title>Feature Engineering</title>
          <p>For the numerical representation of the chat messages, bag-of-words (BOW)
and term frequency-inverse document frequency (TF-IDF) were evaluated. The</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3 https://pypi.org/project/emoji/</title>
    </sec>
    <sec id="sec-4">
      <title>4 https://github.com/NeelShah18/emot/blob/master/emot/emo unicode.py</title>
    </sec>
    <sec id="sec-5">
      <title>5 https://www.nltk.org/nltk data/</title>
    </sec>
    <sec id="sec-6">
      <title>6 https://www.nltk.org/howto/wordnet.html</title>
      <p>
        BOW considers the term frequency TF(w,d) assuming that a more frequent
word w in a document d is more representative for the document [
        <xref ref-type="bibr" rid="ref12 ref8">8, 12</xref>
        ]. For the
representation of the game titles we decided to use the BOW model, since the
context is irrelevant here. Furthermore, we assume that the more often a game
occurs in the text the more likely it represents a respective class.
      </p>
      <p>
        An alternative is TF-IDF which considers the relevance of words by
multiplying TF with the inverse document frequency (IDF). In TF-IDF, a word
with lower frequency is associated with higher importance and vice versa [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ].
From the most frequent words in Fig. 2, it can be seen that the text data does
not di er signi cantly between subscribers and non-subscribers. From this we
conclude that words with a lower frequency are more likely to represent the class
than those with a higher frequency, which is why we chose TF-IDF vectors for
the numerical representation of the chat data.
As one key feature we identi ed the number of subscriber emotes used.
Twitch emotes are images or animations that can be posted by users in the
chat and provide a quick and wordless form of expression [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ]. A certain number
of emotes are available for all users, whereas the majority of emotes are
exclusive subscriber emotes which can only be used by subscribing to a channel [
        <xref ref-type="bibr" rid="ref7">7</xref>
        ] or
by having received special gifts which is more likely when frequently watching a
channel. During data analysis we observed that the subscriber emotes in the
comments are shown as text beginning with a lower-case letter followed by an
uppercase letter. This common syntax was used to extract the frequency of emotes.
The public emotes7, which are available to all users, were excluded since their
frequency was found to be no indicator for a channel subscription. In addition, we
extracted further numerical features from the user messages, as can be seen in
Table 1. The correlation of the features with the subscription status was determined
with the point biserial correlation coe cient rpbs = msub mnotsub p nsub nn2notsub
s
      </p>
    </sec>
    <sec id="sec-7">
      <title>7 https://twitchemotes.com/</title>
      <p>with rpbs = [0; 1], where mi and ni refer to the mean values and number of
instances of the two classes and s to the standard deviation.</p>
      <p>In order to combine all features into one feature space, we used scikit-learn's
column transformer9, a pipeline that takes input of di erent data types, then
performs the desired transformations and nally combines all features into one
feature space, ready to be used as input by a ML algorithm. After creating the
input feature space, we used another pipeline that takes the transformed features
as input, scales them and nally trains our model. Fig. 3 illustrates the process
of feature transformation and model training.
For classi cation we evaluated AdaBoost, SVMs, logistic regression, decision
trees, and XGBoost. We also experimented with deep neural networks (DNNs),
but since it showed that the classi er itself seems not to be the key, but rather the
feature representation, we discarded DNNs due to signi cantly slower training
times. We adapted the training process to optimize for F1-score instead of
accuracy. For training 5-fold cross-validation (CV) was used. During CV and on our</p>
    </sec>
    <sec id="sec-8">
      <title>7 https://textblob.readthedocs.io/en/dev/quickstart.html#sentiment-analysis</title>
    </sec>
    <sec id="sec-9">
      <title>9 https://scikit-learn.org/stable/modules/compose.html#column-transformer</title>
      <p>
        test sets XGBoost [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ] | a classi er combining the bene ts of tree methods and
ensembles using gradient-boosted decision trees | achieved the highest F1-score.
In addition to yielding the best results, we found XGBoost to be particularly
useful due to the following observations: it yielded robust results over di erent
settings during our experiments, it has a moderate computational complexity
compared to DNNs, and as a tree-based method it is scale-invariant which is
bene cial while experimenting with features.
5
      </p>
      <sec id="sec-9-1">
        <title>Experiments and Results</title>
        <p>In this section we describe the results on our randomly sampled test sets T
and the provisioned evaluation set E. We adopt the baseline provided by the
organizers of the challenge: By randomly classifying channel-user combinations
as subscribed /not subscribed, given the respective class distribution of 8% and
92%, the random baseline F1-score is 0.0741.</p>
        <p>
          Before we initiated the training procedure, we isolated 5 randomly sampled
test sets to test our classi er on unseen data. Then we resampled the data
and used 5-fold CV to evaluate the generalizability of our model. From the
tested classi ers, the best results on our own test sets are achieved using the
XGBoost [
          <xref ref-type="bibr" rid="ref3">3</xref>
          ] and the described pre-processing and feature extraction steps. This
model was submitted and achieved an F1-score of 0.3229 on our sampled test
sets T . On the evaluation set E an F1-score of 0.2647 (see Table 2) was achieved
with 0.4341 of subscribers detected (see Table 3).
        </p>
      </sec>
      <sec id="sec-9-2">
        <title>Discussion</title>
        <p>In general, all submissions in this challenge had relatively low F1-scores
indicating that the classes are hard to separate based on a user's chat messages.
We found that the choice of the classi er itself did not dramatically improve
the results, the choice of pre-processing and feature extraction steps was more
crucial. The number of distinct emotes was identi ed as a particularly strong
feature. As shown in Fig. 4, the importance of the distinct emotes count
exceeds the importance other features signi cantly. For comparison we re-trained
the model without the number of distinct emotes, resulting in a decrease of the
F1-score to 0.3012 on T . Despite the low F1-scores, following our discussion on
the applicability of these models in Section 3, the developed ML models might
still prove useful for the acquisition of new subscribers.
While on our own randomly sampled test sets T we achieved an F1-score of
0.3229, the results on the evaluation set E were 0.2647, which suggests over
tting. In this case, however, we assume that the lower result is predominantly
caused by the composition of the evaluation set E. In E the channels and
users were categorized into di erent activity groups, measured by the amount
of chat messages. The lower and upper 25% of the channels and users
correspond to an activity of "low" and "high" respectively. The remaining 50%
correspond to the category "normal". As a result, there are 9 di erent
activity categories for each channel-user combination (channel=low&amp;user=low,
channel=low&amp;user=normal, ...). From each category 10,000 channel-user
combinations were sampled yielding the evaluation set with 90,000 instances. While the
activity categories were sampled to occur with same frequencies, in the full data
set a rather di erent distribution is present. Table 4 shows a comparison of the
distributions of the raw data used to train our model and the evaluation set E.</p>
        <p>In addition, the model's F1-scores for each combination in E is given. On the
one hand, in particular for low activities of users and/or channels our model
performed poorly. On the other hand, these combinations are quite rare in practice
as shown by the percentages for the full data set. For higher channel and/or user
activities our model performs signi cantly better. Naively calculating a weighted
average of the categories' F1-scores weighted by their occurrence in the full data
set yields an F1avg of 0.297.
channel-user activity l-l l-n l-h n-l n-n n-h h-l h-n h-h
full data set distribution 0.03% 0.49% 7.99% 0.16% 1.87% 29.03% 0.34% 5.22% 54.87%
evaluation set distribution 11.11% 11.11% 11.11% 11.11% 11.11% 11.11% 11.11% 11.11% 11.11%
F1-score (test set) 0.1565 0.1872 0.1898 0.1567 0.2139 0.2721 0.3546 0.3913 0.3206
7</p>
      </sec>
      <sec id="sec-9-3">
        <title>Conclusion and Future Work</title>
        <p>In this work we presented a text mining approach to predict the subscription
status of Twitch users for a given channel as part of the ChAT discovery
challenge. We found feature representation to be more important than the actual
classi er. As features we encoded the text as TF-IDF and BOW vectors and
additionally extracted numerical features. We experimented with di erent
classi ers, with XGBoost achieving best results with an F1-score of 0.3229 on our
randomly sampled test sets. With an F1-score of 0.2647 on the evaluation set
we reached second place in the challenge. The results show that the problem is
challenging and requires more research. Nevertheless, we believe that the
submissions' models can be used for the acquisition of new subscribers based on our
presented consideration of knowing the subscription status in practice.</p>
        <p>
          In the future, the representation of the chat messages using word embeddings
like Word2Vec, as described in [
          <xref ref-type="bibr" rid="ref1">1</xref>
          ], could be a promising direction. Also the use
of convolutional neural networks as in [
          <xref ref-type="bibr" rid="ref10">10</xref>
          ] might be an option for improvement.
Applying models on the raw text in order to learn feature representations is
another option worth researching.
        </p>
      </sec>
      <sec id="sec-9-4">
        <title>Acknowledgements</title>
        <p>
          We would like to thank Marc Ebert and Dominik Hahn for implementation
support during pre-processing and Julian Theissler for his precious hints during
feature engineering based on his domain knowledge on Twitch. Finally, our
gratitude goes to the organizers of the discovery challenge Konstantin Kobs, Martin
Potthast, Albin Zehe, and Matti Wiegmann [
          <xref ref-type="bibr" rid="ref9">9</xref>
          ].
        </p>
      </sec>
    </sec>
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