Show simple item record

dc.contributor.authorLatifi, Soheil
dc.date.accessioned2021-09-01T14:40:11Z
dc.date.available2021-09-01T14:40:11Z
dc.date.issued2021-09-01T14:40:11Z
dc.identifier.urihttp://hdl.handle.net/10222/80795
dc.description.abstractElectronic Gaming Machines (EGM) are common, anonymous, stateless gambling machines operated by a region’s lottery and situated in licensed venues. Previous work have shown that problem gambling detection is possible using EGM data, however, real-time customer personae identification might be even more important for stopping problem gamblers or suspicious playing behaviors. The following clustering algorithms were used and analyzed for the task of identifying different behaviours and personae types based on play style: CURE, DBSCAN, K-means with random initialization, TK-means++ (TKMPP), BIRCH, EMA, OPTICS and BANG. The results show that K-means with random initialization is the most suitable method for this task since it can scale well for the immense player data, it is efficient enough for multiple tests and analysis, and, most importantly, the results by K-means (clusters) are interpretable and meaningful. The experiments indicate that DBSCAN can be used before K-means to refine the results as it can identify results that cannot be identified by K-means. Inferred personae are used as labels for the playing sessions, and this data is used to train classifiers for playstyle detection. We identified methods suitable for real-time customer analysis, and the minimal number of initial transactions needed to successfully conduct this task. The classic classification methods such as perceptron, decision trees, and random forests are compared to deep learning based methods, showing that the best performance is obtained with a Multivariate Convolutional LSTM neural network. An important results is that increasing the number of analyzed transactions to more than 40 does not result in a large increase in performance.en_US
dc.language.isoenen_US
dc.subjectMachine Learningen_US
dc.subjectDeep Learningen_US
dc.subjectCNNen_US
dc.subjectRNNen_US
dc.subjectBehavioral analysisen_US
dc.subjectData Miningen_US
dc.subjectUnsupervised Learningen_US
dc.subjectGaming Dataen_US
dc.titleELECTRONIC GAMING MACHINE PLAYSTYLE DETECTION AND RAPID PLAYSTYLE CLASSIFICATION USING MULTIVARIATE CONVOLUTIONAL LSTM NEURAL NETWORK ARCHITECTUREen_US
dc.date.defence2021-08-19
dc.contributor.departmentFaculty of Computer Scienceen_US
dc.contributor.degreeMaster of Computer Scienceen_US
dc.contributor.external-examinern/aen_US
dc.contributor.graduate-coordinatorEvangelos Miliosen_US
dc.contributor.thesis-readerColin Conraden_US
dc.contributor.thesis-readerAndrew McIntyreen_US
dc.contributor.thesis-supervisorVlado Keseljen_US
dc.contributor.ethics-approvalNot Applicableen_US
dc.contributor.manuscriptsNot Applicableen_US
dc.contributor.copyright-releaseNot Applicableen_US
 Find Full text

Files in this item

Thumbnail

This item appears in the following Collection(s)

Show simple item record