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2016 International Conference on Frontiers of Information Technology

Classification of Expert-Novice Level of Mobile


Game Players using Electroencephalography
Syed Muhammad Anwar∗ , Sanay Muhammad Umar Saeed‡ , Muhammad Majid‡
∗ Departmentof Software Engineering, University of Engineering and Technology, Taxila, 47050 Pakistan.
s.anwar@uettaxila.edu.pk
‡ Department of Computer Engineering, University of Engineering and Technology, Taxila, 47050 Pakistan.

sanay.muhammad@uettaxila.edu.pk, m.majid@uettaxila.edu.pk

Abstract—An exponential increase has been observed in num- using brain signals promises to be the next big thing in
ber of mobile game players in last five years. An increasing mobile games. These advancements indicate that this industry
number of researches have been emerged that assesses the is expected to grow further. There is a huge number of game
cognitive aspects of video game players. This creates a need to
classify the expert-novice level of a player. A novel approach players all over the world who are attracted towards games
to classify players expert-novice level is to use machine learning and spend their time and money to play games. The number
algorithm by considering recorded electroencephalography(EEG) of downloads on Google play store and Apple market place for
signals of player while playing mobile games. In this research games related applications is a big indication of the worth of
work, EEG signals of ten mobile game players is recorded mobile game industry. Therefore, the potential for the analysis
by commercially available 14 channel EMOTIV headset. After
preprocessing stage, a feature vector is created in such a way of game players becomes even more significant.
that from each channel, thirteen morphological features are In different researches, players reactions have been ex-
extracted. The extracted features are used to train three different amined using electrophysiological measurements such as the
classification algorithms. The Naive Bayes performed with an electroencephalography recordings [5], [6]. In order to extract
accuracy of 89.89%. From results, it is evident that EEG can be some meaningful information from EEG signals various tech-
used to classify the expert-novice level of a player using machine
algorithms. These results can be useful in the development of niques have been presented [7]. Preprocessing, feature extrac-
new and interesting entertainment and educational mobile games tion and classification of data are the common steps involved
taking into account the player’s cognition using EEG. in such techniques. Among the classification techniques, three
Index Terms—Mobile Game, EEG, Wearable Sensors, Machine major types have been found in the literature. The first kind
Learning, Brain Computer Interface. of classification methods are based on statistical properties
like k-Nearest Neighbors (k-NN) or the Bayesian classifier
I. I NTRODUCTION [8], [9]. Second type is based on learning methods that are
Video games have existed for a long time now as a means unsupervised like Radial Basis Function (RBF) [10] and the
of entertainment. The advances in computing capabilities third one is based on supervised learning like Linear Dis-
have directly affected this industry. More computation power criminant Analysis (LDA) [11], and Support Vector Machines
means more advanced computer graphics. The vast spread of (SVM) [12]. In [13], motivational states of player have been
smartphones and tablet devices has transformed the whole predicted during serious game play, but their main focus was
gaming industry with a new dimension of mobile games. on brain waves and activity. In [14], expert-novice level has
The mobile based games have become an activity, which been assessed during game play but that is not based on EEG
attracts everyone irrespective of their age and gender. There signals. In [15], video game players experience is studied
has been a significant increase in number of video game during game play from the recorded EEG signals.
players over the past five years in United States, but most In this paper, a novel method to classify expert-novice level
of the new players prefer mobile and hand-held games over of a player is proposed, by analyzing acquired EEG signals of
console gaming [1]. The focus of mobile game development the player during game play. After removal of noise, features
covers both entertainment and education purpose. In past few are extracted from each channel of EEG headset. In this
years, a number of researches have been conducted to assess study, supervised and statistical learning algorithms have been
the cognitive aspects of the video game player [2], [3]. Due used for the classification of expert-novice level of a player.
to increase in popularity of mobile gaming and available Three algorithms, namely, Support vector machine, Multilayer
literature on cognitive aspects of video game players, there perceptron and Naive Bayes algorithms are used to classify the
is a need to classify the expertise level of video game player expert-novice level of a player. On the basis of accuracy of
within seconds of his/her game play to make the player more results, the best algorithm is highlighted. The organization of
interested in game play as well as to make assessment of the paper is as follows: Section II presents an introduction
cognitive processes occurring in players brain. of machine learning algorithms used. The experimental setup
Brain Computer Interface (BCI) has been widely used in and methodology employed is described in Section III. It is
multimedia game industry [4]. The use of automated controls followed by discussion of results and conclusion.

978-1-5090-5300-1/16 $31.00 © 2016 IEEE 316


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DOI 10.1109/FIT.2016.61
II. MACHINE LEARNING ALGORITHMS
Machine
Machine learning algorithms are broadly categorized into EEG Feature
Preprocessing Learning
Recording Extraction
supervised and unsupervised learning methods. A brief detail Algortihms

about the machine learning algorithms that are employed in


this study is given below.

A. Support Vector Machine (SVM) Video Expert


Game Player /Novice
It belongs to the class of supervised learning classification
algorithm. It was developed by Vapnik and his team and
has successful application in research for classification and Fig. 1. Block diagram of proposed methodology for the classification of
regression purposes. Structural risk minimization principle expert-novice level of mobile game player.
provides the theoretical basis for SVM. It minimizes upper
boundary of the generalization error to calculate a function. It
has high generalization performance as it is least affected by activity yj is determined by a function of total weighted input.
overtraining. Its training is equivalent to a solution of linearly In this case, sigmoid function is used for this purpose i.e.,
constrained quadratic programming problem, which is solved
by using sequential minimal optimization (SMO) algorithm in 1
yj = . (3)
this study. It can be used to analyze EEG data linearly as well 1 + e−j
as non-linearly [16].
III. M ETHODOLOGY AND E XPERIMENTAL S ETUP
B. Naive Bayes Classifier The processing flow used to classify the expert-novice level
It is grouped under the family of statistical classifiers. It is of the mobile game player from the recorded EEG data is
based on Bayes theorem with naive independence assumptions shown in Fig. 1. Raw discrete data is recorded from the
between the features. The algorithm can predict classes by EEG EMOTIV headset using EMOTIV SDK in European
using features based on probabilities and works as follows. Data Format (EDF). Noise is removed by applying a low
Let us assume a training set with samples that has k class pass filter using Hanning window. In feature extraction stage,
labels. In our case, two classes are identified, let C1 be Expert 13 features are extracted, namely, maximum value, sample
and C2 be Novice class. Let X1 , X2 , · · · , Xn be the samples time for maximum value, minimum value, sample time for
that have n attributes denoted by A1 , A2 , · · · An . Based on the minimum value, maximum absolute value, peak to peak value,
posteriori probability, the algorithm classifies a given sample latency to minimum value, latency for maximum value, peak
X to the class (C1 or C2 ). X is assigned to class Ci if and to peak time, sum, average value, power and energy [17].
only if, EEG data is recorded from 10 healthy participants (90%
P (Ci |X) > P (Cj |X), (1) male and 10% female), ranges 18-22 years (mean=20.37).
The participants in this experiment belong to the Asia pacific
where 1 ≤ j ≤ m and j = i. The train- region, having similar educational background. The average
ing data is used to compute the conditional probabilities frequency of players to play mobile game is four days per
P (X1 |C), P (X2 |C), · · · , P (Xn |C). week. There was no self-reported mental illness by participants
and data was uniform with respect to age. The mobile game
C. Multilayer Perceptron
selected for this particular study is Temple Run, which is never
This neural network operates by making use of three layers; ending mobile game, distributed and programmed by IMANGI
that are input, output and hidden layers. It adjusts the weights Studios. In Temple Run, the player controls a character, who
to estimate a non-linear relationship between the input and steals a treasure from a temple and runs. Demonic monkeys”
output. Using transfer functions, inputs are mapped to outputs. follow the character to eat him/her. The player plays the game
The mostly used transfer functions are the sigmoid function until the character dies, either by falling off the temple or by
and the hyperbolic function. These functions are quite similar being eaten by the chasing monkeys. Player can swipe up,
but their ranges are different. Sigmoid function operates on down, left or right, to maneuver the character during game
the values between 0 and 1 while the hyperbolic function play. In specialized scenarios, player can also tilt the mobile
operates on the values between −1 and +1. Activity of a given or tablet to change the direction.
unit is determined in two steps. Firstly, total weighted input EEG signal of the player is recorded by using EMOTIV
is computed Xj as, headset that has fourteen channels. These electrodes are used
N
 with saline liquid and their location on the players skull is
Xj = yi Wij , (2) shown in Fig. 2. This headset uses fourteen channels only but
i=1 provides a good spatial resolution and coverage of the frontal,
peripheral, occipital and temporal areas of the brain. There is
where yi is the activity level of the j th unit and the connection one additional electrode for each hemisphere of the head that
weight of ith and the j th unit is represented by Wij . Secondly, act as a reference electrode. The EMOTIV fourteen channel

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TABLE I
P ERFORMANCE COMPARISON OF THREE MACHINE LEARNING
ALGORITHMS USED FOR CLASSIFICATION OF EXPERT- NOVICE LEVEL .

Algorithm Correctly Incorrectly Time Taken Kappa


Used Classified % Classified % sec Statistic
Naive Bayes 88.89 11.11 0.03 0.7356
SVM 80 20 0.1 0.5424
MLP 80 20 1 0.5424

used for supervised and statistical learning.


IV. RESULTS
Classification of expert-novice level is performed by using
extracted features from EEG recorded data. There are three
classifiers that are used namely, Naive Bayes, SVM and
MLP. In order to compare the classification algorithms, kappa
Fig. 2. International electrode positioning system over the scalp (10-20)
system [18].
statistic, root mean squared error (RMSE), mean absolute error
(MAE), relative absolute error (RAE) and root relative squared
error (RRSE) is calculated from Eq. (4) to Eq. (8).
Pr (a) − Pr (e)
headset follows the international 10-20 system for their spatial kappa = , (4)
1 − Pr (e)
placement. The EEG data is recorded at a sampling rate of 
128 Hz and the bandwidth is between 0.2-45 Hz. During  N
1 
the experimentation, a comfortable chair and a smartphone RM SE =  (yi − ȳ), (5)
with temple run installed, is provided to the participants. n i=1
EEG signal is recorded for each participant in the same N
environment. During the game play, room lights are switched 
M AE = (|ei |), (6)
off to avoid any disturbance. It is carefully observed that no i=1
syncing error is occurred in EEG signal acquisition while game
N

play. Fig. 3 shows the participant wearing EMOTIV EEG
(|Pij − Tj |)
headset while playing mobile game. Each participant is given
j=1
five turns to play the game. After every turn, the score of each RAE = N
, (7)
participant is recorded manually. The average time taken by 
(|Tj − T̄ |)
each participant in playing the mobile game is 24.7 minutes.
j=1
The score of each participant is recorded in a table for each 
of the five turns. The total score is added and averaged out  N

to label each player as expert or novice. This labeled data is  ((Pij − Tj )2 )

 j=1
RRSE = 
 N , (8)
 
 2
((Tj − T̄ ) )
j=1

A 10-fold cross validation scheme is utilized for classi-


fication of data. The performance of different classification
algorithms used in terms of correctly classified, incorrectly
classified, time taken and kappa statistic is shown in TABLE. I.
It is evident that the Naive Bayes classification algorithm gives
an accuracy of 89.89%, correctly classifying 40 out of 45
instances. Moreover, the Naive Bayes algorithm takes 0.03
seconds to classify the data, which is less than SVM and
MLP three and thirty times respectively. It is also observed
from TABLE. I that both the SVM and MLP gives the same
kappa statistic of 0.5424 that is 0.2 less than the Naive
Bayes classifier. Fig. 4 represents the comparison of error
performance of algorithms used in this study. It is evident
Fig. 3. A participant playing mobile game while wearing fourteen-channel
EMOTIV headset. from Fig. 4 that for all the error parameters, the Naive Bayes
algorithm shows minimum error values as compared to the

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