Anna Sapienza

LG
6papers
191citations
Novelty31%
AI Score20

6 Papers

HCMay 21, 2019
Personality and Behavior in Role-based Online Games

Zhao Wang, Anna Sapienza, Aron Culotta et al.

Both offline and online human behaviors are affected by personality. Of special interests are online games, where players have to impersonate specific roles and their behaviors are extensively tracked by the game. In this paper, we propose to study the relationship between players' personality and game behavior in League of Legends (LoL), one of the most popular Multiplayer Online Battle Arena (MOBA) games. We use linear mixed effects (LME) models to describe relationships between players' personality traits (measured by the Five Factor Model) and two major aspects of the game: the impersonated roles and in-game actions. On the one hand, we study relationships within the game environment by modeling role attributes from match behaviors and vice versa. On the other hand, we analyze the relationship between a player's five personality traits and their game behavior by showing significant correlations between each personality trait and the set of corresponding behaviors. Our findings suggest that personality and behavior are highly entangled and provide a new perspective to understand how personality can affect behavior in role-based online games.

LGApr 10, 2019
Discovering patterns of online popularity from time series

Mert Ozer, Anna Sapienza, Andrés Abeliuk et al.

How is popularity gained online? Is being successful strictly related to rapidly becoming viral in an online platform or is it possible to acquire popularity in a steady and disciplined fashion? What are other temporal characteristics that can unveil the popularity of online content? To answer these questions, we leverage a multi-faceted temporal analysis of the evolution of popular online contents. Here, we present dipm-SC: a multi-dimensional shape-based time-series clustering algorithm with a heuristic to find the optimal number of clusters. First, we validate the accuracy of our algorithm on synthetic datasets generated from benchmark time series models. Second, we show that dipm-SC can uncover meaningful clusters of popularity behaviors in a real-world Twitter dataset. By clustering the multidimensional time-series of the popularity of contents coupled with other domain-specific dimensions, we uncover two main patterns of popularity: bursty and steady temporal behaviors. Moreover, we find that the way popularity is gained over time has no significant impact on the final cumulative popularity.

SIDec 5, 2018
The Influence of Social Ties on Performance in Team-based Online Games

Yilei Zeng, Anna Sapienza, Emilio Ferrara

Social ties are the invisible glue that keeps together human ecosystems. Despite the massive amount of research studying the role of social ties in communities (groups, teams, etc.) and society at large, little attention has been devoted to study their interplay with other human behavioral dynamics. Of particular interest is the influence that social ties have on human performance in collaborative team-based settings. Our research aims to elucidate the influence of social ties on individual and team performance dynamics. We will focus on a popular Multiplayer Online Battle Arena (MOBA) collaborative team-based game, Defense of the Ancients 2 (Dota 2), a rich dataset with millions of players and matches. Our research reveals that, when playing with their friends, individuals are systematically more active in the game as opposed to taking part in a team of strangers. However, we find that increased activity does not homogeneously lead to an improvement in players' performance. Despite being beneficial to low skill players, playing with friends negatively affects performance of high skill players. Our findings shed light on the mixed influence of social ties on performance, and can inform new perspectives on virtual team management and on behavioral incentives.

SIJan 29, 2018
Performance Dynamics and Success in Online Games

Anna Sapienza, Hao Peng, Emilio Ferrara

Online data provide a way to monitor how users behave in social systems like social networks and online games, and understand which features turn an ordinary individual into a successful one. Here, we propose to study individual performance and success in Multiplayer Online Battle Arena (MOBA) games. Our purpose is to identify those behaviors and playing styles that are characteristic of players with high skill level and that distinguish them from other players. To this aim, we study Defense of the ancient 2 (Dota 2), a popular MOBA game. Our findings highlight three main aspects to be successful in the game: (i) players need to have a warm-up period to enhance their performance in the game; (ii) having a long in-game experience does not necessarily translate in achieving better skills; but rather, (iii) players that reach high skill levels differentiate from others because of their aggressive playing strategy, which implies to kill opponents more often than cooperating with teammates, and trying to give an early end to the match.

CRJan 29, 2018
Early Warnings of Cyber Threats in Online Discussions

Anna Sapienza, Alessandro Bessi, Saranya Damodaran et al.

We introduce a system for automatically generating warnings of imminent or current cyber-threats. Our system leverages the communication of malicious actors on the darkweb, as well as activity of cyber security experts on social media platforms like Twitter. In a time period between September, 2016 and January, 2017, our method generated 661 alerts of which about 84% were relevant to current or imminent cyber-threats. In the paper, we first illustrate the rationale and workflow of our system, then we measure its performance. Our analysis is enriched by two case studies: the first shows how the method could predict DDoS attacks, and how it would have allowed organizations to prepare for the Mirai attacks that caused widespread disruption in October 2016. Second, we discuss the method's timely identification of various instances of data breaches.

LGFeb 19, 2017
Non-negative Tensor Factorization for Human Behavioral Pattern Mining in Online Games

Anna Sapienza, Alessandro Bessi, Emilio Ferrara

Multiplayer online battle arena has become a popular game genre. It also received increasing attention from our research community because they provide a wealth of information about human interactions and behaviors. A major problem is extracting meaningful patterns of activity from this type of data, in a way that is also easy to interpret. Here, we propose to exploit tensor decomposition techniques, and in particular Non-negative Tensor Factorization, to discover hidden correlated behavioral patterns of play in a popular game: League of Legends. We first collect the entire gaming history of a group of about one thousand players, totaling roughly $100K$ matches. By applying our methodological framework, we then separate players into groups that exhibit similar features and playing strategies, as well as similar temporal trajectories, i.e., behavioral progressions over the course of their gaming history: this will allow us to investigate how players learn and improve their skills.