an analysis of social networks analysis in online and face-to-face bridge communities
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An Analysis of Social Networks Analysis in Online and Face-to-Face Bridge Communities. Alexandru Iosup. Vlad Posea, Mihaela Balint, Alexandru Dimitriu. Politehnica University of Bucharest, Romania. Parallel and Distributed Systems Group Delft University of Technology. - PowerPoint PPT PresentationTRANSCRIPT
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LSAP, 2011 – Analysis of Online and Face-to-Face Bridge Communities
An Analysis of Social Networks Analysis in Online and Face-to-Face Bridge Communities
Alexandru Iosup
Parallel and Distributed Systems Group
Delft University of Technology
Vlad Posea, Mihaela Balint, Alexandru DimitriuPolitehnica University of Bucharest, Romania
Presented by Dick Epema. (Many thanks from the BridgeHelper team.)
LSAP, 2011 – Analysis of Online and Face-to-Face Bridge Communities2
What’s in a name?
1. Virtual worldExplore, do, learn, socialize, compete+
2. ContentGraphics, maps, puzzles, quests, culture+
3. Game analyticsPlayer stats and relationships
Massively Social Gaming(online) games with massive numbers of players (100K+), for which social interaction helps the gaming experience
LSAP, 2011 – Analysis of Online and Face-to-Face Bridge Communities3
MSGs are a Popular, Growing Market
• 25,000,000 subscribed players (from 150,000,000+ active)
• Over 10,000 MSGs in operation
• Market size 7,500,000,000$/year
Sources: MMOGChart, own research. Sources: ESA, MPAA, RIAA.
LSAP, 2011 – Analysis of Online and Face-to-Face Bridge Communities4
Social Networks: Buzzword? Science?
• Social Network=undirected graph, relationship=edge• Community=sub-graph, density of edges between its
nodes higher than density of edges outside sub-graph
LSAP, 2011 – Analysis of Online and Face-to-Face Bridge Communities5
FarmVille, a Massively Social Game
Key advantage over market:Use [Social Network] analysis to improve gameplay experience Zynga CTO
Sources: CNN, Zynga, 2010.
Source: InsideSocialGames.com
LSAP, 2011 – Analysis of Online and Face-to-Face Bridge Communities6
Agenda
1. Background on Massively Social Gaming2. Bridge, the Running Example3. Research Question4. Addressing the Research Question5. Conclusion
LSAP, 2011 – Analysis of Online and Face-to-Face Bridge Communities7
Bridge, A Traditional Team Card Game• Bridge as traditional card game
• Hand=one “game”• 2 pairs (4 players) play
hands (bidding + play)
• Duplicate bridge • Team=2 pairs at separate tables • Same hand at every table• Same team plays opposite ends• Eliminates luck
• Only team game at last World Mind Sport Games, Beijing, 2008
LSAP, 2011 – Analysis of Online and Face-to-Face Bridge Communities8
Bridge, a Special Use Case of SocNets?
• Similarities• Online and Face to Face • Complex agreements between partners (like a social
partnership)• A good pair forms in a very long period of time (like a social
…)
• Differences• Adversarial context, not only cooperation and ‘friendship’• Gaming social networks have no strict definition
of relationship (‘played once’ vs ‘day-to-day partner’)• Links in the network not specified precisely
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Research Question: What are the Characteristics of Bridge Communities?• Study the activity and socnet characteristics of
online and face-to-face bridge communities
• Why is this interesting?1. Unique type of social network? (new knowledge)2. Unique type of social gaming network? (new knowledge)3. Use results to develop new services (matchmaking, rating)4. Use results to improve online game operations (player
retention)5. “Real-world” applications: other social network results
applied in economics; adversarial settings good for management and psychology studies; etc.
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Agenda
1. Background on Massively Social Gaming2. Bridge, the Running Example3. Research Question4. Addressing the Research Question• Method• Data• Analysis Results
5. Conclusion
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Analysis of BBOFans Method
1. Gather data from online and face-to-face communities• Data: who played with or against whom, and when?
2. Analyze player activity levels [see article]3. Transform the play data into G=(V,E),
V=set of players, E=set of social relations.• Investigate social relations based on play
relationships
4. Analyze properties of graph G• Traditional socnet analysis, e.g., community detection• Player type analysis• Use face-to-face data to guide analysis of online data
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1. Gathered Data
BBO (Fans): Massively Social Gaming• Bridge Base Online (BBO)
http://www.bridgebase.com • Largest online bridge platform, free to play• 1M active players, also attracts many professional players• Friends and enemies, filtering by skill and nationality• No advanced social networking features, e.g.,
No Friends-of-Friends
• BBO Fans http://www.bbofans.com/ • Uses BBO for actual gameplay
• BBO Fans community included in BBO• Better social network facilities• Community tools: awards, ranking, rated tournaments, etc.
Vlad Posea, Mihaela Balint, Alexandru Dimitriu, and Alexandru Iosup, An Analysis of the BBO
Fans online social gaming community, RoEduNet International Conference (RoEduNet), 2010 9th.
LSAP, 2011 – Analysis of Online and Face-to-Face Bridge Communities13
1. Gathered Data
Locomotiva: Face-to-Face Bridge
• Locomotiva http://www.locomotiva.ro • Typical of many large clubs around the world [see
article]• Large bridge community, free to play• ~275 active players, also attracts many top players• 4 tournaments per week, 15 bigger tournaments per
year• 20-60 people per tournament, ~4h/tournament• Games/Tournaments recorded as participants and
results
Vlad Posea, Mihaela Balint, Alexandru Dimitriu, and Alexandru Iosup, An Analysis of the BBO
Fans online social gaming community, RoEduNet International Conference (RoEduNet), 2010 9th.
LSAP, 2011 – Analysis of Online and Face-to-Face Bridge Communities14
1. Gathered Data
Datasets
• Face-to-face bridge data• Created real-world club management software• Locomotiva data
• Online bridge data• Created domain-specific web crawler• BBO + BBO Fans data (BBO Fans included in BBO)
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3. Transform Data into Social Links
What is a Link? A New Framework• Main idea: Two players have a social relationship
if they relate strongly through play• They are at the same place at the same time• They have played together or against each other
• A number of hands• A number of sessions (all hands in one sitting)
• They are part of the same team
• Can extract social relationships from our datasets• Single criteria + thresholds• Multi-creteria + multiple thresholds
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3. Transform Data into Social Links
Results of Transformation• Method
• Different criteria + thresholds• Validate for Locomotiva using
human experts (from the club)• Present extracted
communities to expert• +1 if regular partners in
same community, etc.• Validated validators via
maximum modularity (Q)
• (P+>=200) OR (S+>=8)• Played hands as partners (P+)• Sessions as partners (S+)
Non-isolated nodes
# of communitiesMean community
size
Maximum modularity
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3. Transform Data into Social Links/4. Analysis of G
Normalization + Analysis results• Normalization
• Threshold values valid for a given community size• Played hands and sessions are cumulative in # of weeks• For Locomotiva: 50 weeks• For BBO: 5 weeks
• For BBO• P+ >= 20 (200 x 5 / 50)• Obtained modularity Q = 0.43 (same as for Locomotiva)• 4,375 communities, 90% of which have at most 4
players
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• Community Builderplays many hands withmany other players
• Community Memberplays mostly with a few community members
• Faithful Player1-2 stable partners
• Random Playerno stable partner
Goal for the future:Reduce # of random players in Face-to-Face
bridge
4. Analysis of G
Player Types
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Agenda
1. Background on Massively Social Gaming2. Bridge, the Running Example3. Research Question4. Addressing the Research Question5. Conclusion
LSAP, 2011 – Analysis of Online and Face-to-Face Bridge Communities20
Current TechnologyCurrent Technology
The FutureThe Future• Scalability, efficiency• Happy players
• Million-users, multi-bn. market• Content, World Sim, Analytics
Massively Social GamingMassively Social Gaming
• Complete game mechanics• Basic social network tools• Makes players unhappy• Many starters quit
Our VisionOur Vision
• Social Network Analysis +Applications = BridgeHelper
Ongoing WorkOngoing Work
• More analysis• Ranking• Matchmaking
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Thank you for your attention! Questions? Suggestions? Observations?
Alexandru Iosup
[email protected]://www.pds.ewi.tudelft.nl/~iosup/ (or google “iosup”)Parallel and Distributed Systems GroupDelft University of Technology
- http://www.st.ewi.tudelft.nl/~iosup/research_gaming.html
- http://BridgeHelper.org (soon)
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