TY - GEN
T1 - STFU NOOB! Predicting crowdsourced decisions on toxic behavior in online games
AU - Blackburn, Jeremy
AU - Kwak, Haewoon
PY - 2014/4/7
Y1 - 2014/4/7
N2 - One problem facing players of competitive games is negative, or toxic, behavior. League of Legends, the largest eSport game, uses a crowdsourcing platform called the Tribunal to judge whether a reported toxic player should be punished or not. The Tribunal is a two stage system requiring reports from those players that directly observe toxic behavior, and human experts that review aggregated reports. While this system has successfully dealt with the vague nature of toxic behavior by majority rules based on many votes, it naturally requires tremendous cost, time, and human efforts. In this paper, we propose a supervised learning approach for predicting crowdsourced decisions on toxic behavior with largescale labeled data collections; over 10 million user reports involved in 1.46 million toxic players and corresponding crowdsourced decisions. Our result shows good performance in detecting overwhelmingly majority cases and predicting crowdsourced decisions on them. We demonstrate good portability of our classifier across regions. Finally, we estimate the practical implications of our approach, potential cost savings and victim protection. Copyright is held by the International World Wide Web Conference Committee (IW3C2).
AB - One problem facing players of competitive games is negative, or toxic, behavior. League of Legends, the largest eSport game, uses a crowdsourcing platform called the Tribunal to judge whether a reported toxic player should be punished or not. The Tribunal is a two stage system requiring reports from those players that directly observe toxic behavior, and human experts that review aggregated reports. While this system has successfully dealt with the vague nature of toxic behavior by majority rules based on many votes, it naturally requires tremendous cost, time, and human efforts. In this paper, we propose a supervised learning approach for predicting crowdsourced decisions on toxic behavior with largescale labeled data collections; over 10 million user reports involved in 1.46 million toxic players and corresponding crowdsourced decisions. Our result shows good performance in detecting overwhelmingly majority cases and predicting crowdsourced decisions on them. We demonstrate good portability of our classifier across regions. Finally, we estimate the practical implications of our approach, potential cost savings and victim protection. Copyright is held by the International World Wide Web Conference Committee (IW3C2).
KW - Crowdsourcing
KW - League of legends
KW - Machine learning
KW - Online video games
KW - Toxic behavior
UR - https://www.scopus.com/pages/publications/84909592433
U2 - 10.1145/2566486.2567987
DO - 10.1145/2566486.2567987
M3 - Conference contribution
T3 - WWW 2014 - Proceedings of the 23rd International Conference on World Wide Web
SP - 877
EP - 887
BT - WWW 2014 - Proceedings of the 23rd International Conference on World Wide Web
PB - Association for Computing Machinery
T2 - 23rd International Conference on World Wide Web, WWW 2014
Y2 - 7 April 2014 through 11 April 2014
ER -