  {"id":27886,"date":"2018-11-12T10:34:58","date_gmt":"2018-11-12T15:34:58","guid":{"rendered":"https:\/\/digital.hbs.edu\/platform-rctom\/submission\/openai-five-pushing-the-boundaries-of-artificial-general-intelligence-agi\/"},"modified":"2018-11-13T17:38:09","modified_gmt":"2018-11-13T22:38:09","slug":"activision-blizzard-atvi-using-machine-learning-for-videogames-development-and-community-moderation","status":"publish","type":"hck-submission","link":"https:\/\/d3.harvard.edu\/platform-rctom\/submission\/activision-blizzard-atvi-using-machine-learning-for-videogames-development-and-community-moderation\/","title":{"rendered":"Activision-Blizzard (ATVI): Using Machine Learning for videogames development and community moderation"},"content":{"rendered":"<p>The videogames market is large (with expected revenues of $138 billion [1]) but highly fragmented, with multiple corporations vying for market share. Increasingly, traditional companies like F1 motorsports are moving into videogames to expand their core product offering [2]. Hence, Activision-Blizzard (ATVI), a major videogame developer, needs not only to attract new customers to their products but also retain their existing player base. Their corporate reputation can be affected by negative player experiences, either through poor gameplay or by an abusive community in multiplayer games. Here, Machine Learning (ML) can help ATVI protect their core business by making better videogames, and by creating a gaming community free of abuse without needing significant human intervention. Taking advantage of advanced data analytics and Machine Learning (ML), developers could generate game environments and characters that are more realistic and natural [3]. Through ML, it could be possible to provide an even more personalized experience within games, as algorithms continuously learn about interactions and activities which the individual player enjoys. And by interpreting player behavior, ML could also be used to help ATVI regulate negative online behavior which could foster a toxic community.<\/p>\n<p>&nbsp;<\/p>\n<p><strong>Use of Machine Learning for Starcraft AI<\/strong><\/p>\n<p><a href=\"https:\/\/d3.harvard.edu\/platform-rctom\/wp-content\/uploads\/sites\/4\/2018\/11\/SC2-deepmind.png\"><img loading=\"lazy\" decoding=\"async\" class=\"size-full wp-image-28327 alignleft\" src=\"https:\/\/d3.harvard.edu\/platform-rctom\/wp-content\/uploads\/sites\/4\/2018\/11\/SC2-deepmind.png\" alt=\"\" width=\"354\" height=\"441\" srcset=\"https:\/\/d3.harvard.edu\/platform-rctom\/wp-content\/uploads\/sites\/4\/2018\/11\/SC2-deepmind.png 354w, https:\/\/d3.harvard.edu\/platform-rctom\/wp-content\/uploads\/sites\/4\/2018\/11\/SC2-deepmind-241x300.png 241w\" sizes=\"auto, (max-width: 354px) 100vw, 354px\" \/><\/a>Starcraft is a Real-Time Strategy Game by ATVI, which players can play against an AIopponent. Implementing a humanlike AI opponent is challenging, due to the high number of variables and the limited information available [4]. Recognizing the limitations of in-house resources, ATVI teamed up with DeepMind [5]. This synergy not only allows ATVI to develop better game AI, but also grows the datasetavailable for research into ML. With millions of hours of gameplay available, ATVI is able to use ML to predict the actions of players from just a few matches, calculating a Match-Making Rating (MMR) so the player can face opponents of comparable skill. As ML research advances, AI opponents developed by DeepMind could potentially rival top professional players, serving as a training ground to improve their skills [6]. Through Open Innovation, DeepMind and ATVI have released their Starcraft ML platform hoping to accelerate ML development [7].<\/p>\n<p>&nbsp;<\/p>\n<p><strong>Community moderation using Machine Learning<\/strong><\/p>\n<p><a href=\"https:\/\/d3.harvard.edu\/platform-rctom\/wp-content\/uploads\/sites\/4\/2018\/11\/Overwatch.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\" wp-image-28296 alignright\" src=\"https:\/\/d3.harvard.edu\/platform-rctom\/wp-content\/uploads\/sites\/4\/2018\/11\/Overwatch.jpg\" alt=\"\" width=\"296\" height=\"234\" \/><\/a>With the anonymity provided by the internet, individuals&#8217;\u00a0toxic\u00a0behavior rarely carries a risk of repercussion [8]. Toxic behavior hurts and disrupts the harmony of an online community, and when allowed to go unchecked can hurt the reputation of a game. In the game Overwatch, ATVI previously relied on in-game filters and a team of moderators to curb toxic behavior, but are now bolstering this approach with experimental ML [9]. ATVI is also exploring the use of ML to reward players for positive behavior, encouraging players to build a better community [10].<\/p>\n<p>&nbsp;<\/p>\n<p><strong>Looking Ahead<\/strong><\/p>\n<p><strong><a href=\"https:\/\/d3.harvard.edu\/platform-rctom\/wp-content\/uploads\/sites\/4\/2018\/11\/CoD.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-28294 alignleft\" src=\"https:\/\/d3.harvard.edu\/platform-rctom\/wp-content\/uploads\/sites\/4\/2018\/11\/CoD.jpg\" alt=\"\" width=\"350\" height=\"155\" \/><\/a><\/strong>ATVI could apply the knowledge gained from\u00a0the Starcraft AI development to their other products, such\u00a0as Call of Duty and World of Warcraft, where in-game opponents could mimic real player interactions. This would allow players to have a sense of playing against a real opponent, without having to deal with complex match-making, or harassment. Furthermore, with more humanlike interactive behavior, the game would become significantly more immersive for the player.<\/p>\n<p><strong><a href=\"https:\/\/d3.harvard.edu\/platform-rctom\/wp-content\/uploads\/sites\/4\/2018\/11\/WoW.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-28298 alignright\" src=\"https:\/\/d3.harvard.edu\/platform-rctom\/wp-content\/uploads\/sites\/4\/2018\/11\/WoW.jpg\" alt=\"\" width=\"373\" height=\"167\" \/><\/a><\/strong>Additionally, ATVI could capitalize on their ML technology stack to further develop their E-sports presence, offering a better spectator experience with real-time interactive game data statistics and smart camera action. Furthermore, ATVI could invest into ML to identify fraudulent actions by competitors, detecting cheating early to ensure an even playing field. ML is also used by adversaries, where they include algorithms to hide cheating by mimicking human behavior, making them harder to detect. Left unchecked, these bots could be the downfall for ATVI\u2019s E-sports presence, akin to drugs in sports. Furthermore, to ensure automated ML does not lead to unwanted behavior, as demonstrated by Microsoft\u2019s racist chatbot, Tay [11], ATVI should ensure dedicated teams follow up on actions taken by their ML technology to avoid PR disasters should automation go wrong.<\/p>\n<p><a href=\"https:\/\/d3.harvard.edu\/platform-rctom\/wp-content\/uploads\/sites\/4\/2018\/11\/HotS.png\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-28293 alignleft\" src=\"https:\/\/d3.harvard.edu\/platform-rctom\/wp-content\/uploads\/sites\/4\/2018\/11\/HotS-1024x769.png\" alt=\"\" width=\"338\" height=\"262\" \/><\/a>Looking further afield, ATVI could\u00a0accelerate development of ML through further partnerships with leading research teams. OpenAI, who have worked on games similar to ATVI\u2019s Heroes of the Storm (HotS), could potentially be a good partnership [12]. Despite OpenAI Five\u2019s recent loss [13] against professional players, their insights could improve the HotS AI teamwork design.<\/p>\n<p>&nbsp;<\/p>\n<p><strong>Food for thought<\/strong><\/p>\n<p>While research teams such as OpenAI and DeepMind are concerned with building \u2018safe Artificial General Intelligence\u2019, where should the jury stand on the ethical use of ML? ATVI has already begun harnessing the power of ML to encourage players to spend more money on microtransactions in their games [14]. Supporters argue that this is no different from how casinos operate their business [15]. However, as consumers are increasingly sensitive to corporate reputation, and are also wary of microtransactions, how should management balance the use of ML in this manner?<\/p>\n<p>(780 words)<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>[1] Ell, K. (2018). Video game industry is booming with continued revenue. [online] CNBC. Available at: https:\/\/www.cnbc.com\/2018\/07\/18\/video-game-industry-is-booming-with-continued-revenue.html [Accessed 11 Nov. 2018].<\/p>\n<p>[2] F1\u00ae eSports Series 2018. F1esports.com. [online]. Available from: https:\/\/f1esports.com\/ [Accessed November 11, 2018].<\/p>\n<p>[3] Boyle, E. (2018). Game on! How AI is transforming video games forever. [online] TechRadar. Available at: https:\/\/www.techradar.com\/news\/game-on-how-ai-is-transforming-video-games-forever [Accessed 11 Nov. 2018].<\/p>\n<p>[4] ROBERTSON, G. and WATSON, I., 2014. A Review of Real-Time Strategy Game AI. AI Magazine, 35(4), pp. 75-104.<\/p>\n<p>[5] TIMBRADSHAW, 2017, Nov 23. Google brain connects his StarCraft past with AI future. Financial Times, 2. ISSN 03071766.<\/p>\n<p>[6] MKANDAWIRE, V., 2017. Artificial intelligence, bots to supercharge esports games. SNL Kagan Media &amp; Communications Report.<\/p>\n<p>[7] Alphr. (2018). DeepMind has been training its AI to play StarCraft II &#8211; and now anyone can do the same. [online] Available at: https:\/\/www.alphr.com\/artificial-intelligence\/1006582\/deepmind-starcraft-ii-AI-training-game [Accessed 11 Nov. 2018].<\/p>\n<p>[8] Zhuo, J. (2018). Opinion | Online, Anonymity Breeds Contempt. Nytimes.com. [online]. Available from: https:\/\/www.nytimes.com\/2010\/11\/30\/opinion\/30zhuo.html [Accessed November 11, 2018].<\/p>\n<p>[9] Wawro, A. (2018). Blizzard experiments with machine learning to fight Overwatch toxicity. Gamasutra.com. [online]. Available from: https:\/\/www.gamasutra.com\/view\/news\/316060\/Blizzard_experiments_with_machine_learning_to_fight_Overwatch_toxicity.php [Accessed November 11, 2018].<\/p>\n<p>[10] Grayson, N. (2018). Kotaku.com. [online]. Available from: https:\/\/kotaku.com\/blizzard-is-trying-to-teach-computers-to-spot-overwatch-1824299441 [Accessed November 11, 2018].<\/p>\n<p>[11] Vincent, J. (2016) Twitter taught Microsoft\u2019s friendly AI chatbot to be a racist asshole in less than a day. The Verge. [online]. Available from: https:\/\/www.theverge.com\/2016\/3\/24\/11297050\/tay-microsoft-chatbot-racist [Accessed November 11, 2018].<\/p>\n<p>[12] OpenAI. (2018). OpenAI Five. [online] Available at: https:\/\/openai.com\/five\/ [Accessed 11 Nov. 2018].<\/p>\n<p>[13] The Verge. (2018). OpenAI\u2019s Dota 2 defeat is still a win for artificial intelligence. [online] Available at: https:\/\/www.theverge.com\/2018\/8\/28\/17787610\/openai-dota-2-bots-ai-lost-international-reinforcement-learning [Accessed 11 Nov. 2018].<\/p>\n<p>[14] Activision Algorithm Makes Gamers Spend More | PYMNTS.com. PYMNTS.com. [online]. Available from: https:\/\/www.pymnts.com\/news\/merchant-innovation\/2017\/activision-machine-learning-algorithm-makes-videogamers-spend-more\/ [Accessed November 11, 2018].<\/p>\n<p>[15] Krook, J. (2017). The business of addiction: how the video gaming industry is evolving to be like the casino industry. The Conversation. [online]. Available from: https:\/\/theconversation.com\/the-business-of-addiction-how-the-video-gaming-industry-is-evolving-to-be-like-the-casino-industry-83361 [Accessed November 11, 2018].<\/p>\n","protected":false},"excerpt":{"rendered":"<p>The videogames market is large (with expected revenues of $138 billion [1]) but highly fragmented, with multiple corporations vying for market share. Increasingly, traditional companies like F1 motorsports are moving into videogames to expand their core product offering [2]. Hence, [&hellip;]<\/p>\n","protected":false},"author":11557,"featured_media":28344,"comment_status":"open","ping_status":"closed","template":"","categories":[4315,346,4291,4293,757],"class_list":["post-27886","hck-submission","type-hck-submission","status-publish","has-post-thumbnail","hentry","category-activision-blizzard","category-machine-learning","category-openai","category-reinforced-learning","category-videogames","hck-taxonomy-organization-activision-blizzard","hck-taxonomy-industry-video-game","hck-taxonomy-country-united-states"],"connected_submission_link":"https:\/\/d3.harvard.edu\/platform-rctom\/assignment\/rc-tom-challenge-2018\/","yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.3 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Activision-Blizzard (ATVI): Using Machine Learning for videogames development and community moderation - Technology and Operations Management<\/title>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/d3.harvard.edu\/platform-rctom\/submission\/activision-blizzard-atvi-using-machine-learning-for-videogames-development-and-community-moderation\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Activision-Blizzard (ATVI): Using Machine Learning for videogames development and community moderation - Technology and Operations Management\" \/>\n<meta property=\"og:description\" content=\"The videogames market is large (with expected revenues of $138 billion [1]) but highly fragmented, with multiple corporations vying for market share. 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