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Fuzzy aggressive behavior assessment of toxic players in multiplayer online battle games

机译:多人在线战斗游戏中有毒玩家的模糊攻击行为评估

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A fuzzy system for assessing aggressive behavior of players in electronic games of Multiplayer Online Battle type is proposed in this paper. Such an approach employs the fuzzy logic and the fuzzy set theory for evaluating and classifying the subjective feeling of aggressiveness, in particular, concerning toxic players in this sort of competitive gaming. This paper aims at achieving a meta analysis of the aggressiveness according to the fundamental feelings within the psychology and psychiatric. Fear, happiness, anger and sadness are the input linguistic variables that compose the input premise space mapped into the aggressiveness outcome by using fuzzy IF-THEN rules. Such a fuzzy aggressiveness assessment system is designed to stratify and grade levels of emotional reactions that occur during the also so–called electronic sports. The proposed approach comes to be an alternative for identifying and measuring altered temper during, or after, the match.
机译:提出了一种模糊评估多人在线对战电子游戏中玩家攻击行为的系统。这种方法采用模糊逻辑和模糊集理论来评估和分类攻击性的主观感觉,特别是关于这种竞争性游戏中的有毒玩家的感觉。本文旨在根据心理学和精神病学领域的基本感受,对侵略性进行元分析。恐惧,幸福,愤怒和悲伤是输入语言变量,它们通过使用模糊的IF-THEN规则构成映射到攻击性结果中的输入前提空间。这种模糊的攻击性评估系统旨在对在所谓的电子运动中发生的情绪反应进行分层和分级。所提出的方法将成为在比赛期间或比赛之后识别和测量变化的回火的替代方法。

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