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Detecting harassment in real time as conversations develop

机译:随着对话的发展实时检测骚扰

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We developed a machine-learning-based method to detect video game players that harass teammates or opponents in chat earlier in the conversation. This real-time technology would allow gaming companies to intervene during games, such as issue warnings or muting or banning a player. In a proof-of-concept experiment on League of Legends data we compute and visualize evaluation metrics for a machine learning classifier as conversations unfold, and observe that the optimal precision and recall of detecting toxic players at each moment in the conversation depends on the confidence threshold of the classifier: the threshold should start low, and increase as the conversation unfolds. How fast this sliding threshold should increase depends on the training set size.
机译:我们开发了一种基于机器学习的方法来检测视频游戏玩家,这些视频游戏玩家会在会话开始时的聊天中骚扰队友或对手。这种实时技术将允许游戏公司在游戏过程中进行干预,例如发出警告或静音或禁止玩家。在有关英雄联盟数据的概念验证实验中,我们随着对话的进行,计算并可视化了机器学习分类器的评估指标,并观察到在对话中的每时每刻检测有毒玩家的最佳精度和召回率取决于置信度分类器的阈值:阈值应该从低开始,并随着对话的进行而增加。此滑动阈值应增加多快取决于训练集的大小。

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