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Emergence of Good Conduct, Scaling and Zipf Laws in Human Behavioral Sequences in an Online World

We study behavioral action sequences of players in a massive multiplayer online game. In their virtual life players use eight basic actions which allow them to interact with each other. These actions are communication, trade, establishing or breaking friendships and enmities, attack, and punishment....

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Detalles Bibliográficos
Autores principales: Thurner, Stefan, Szell, Michael, Sinatra, Roberta
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Public Library of Science 2012
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3257232/
https://www.ncbi.nlm.nih.gov/pubmed/22253784
http://dx.doi.org/10.1371/journal.pone.0029796
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author Thurner, Stefan
Szell, Michael
Sinatra, Roberta
author_facet Thurner, Stefan
Szell, Michael
Sinatra, Roberta
author_sort Thurner, Stefan
collection PubMed
description We study behavioral action sequences of players in a massive multiplayer online game. In their virtual life players use eight basic actions which allow them to interact with each other. These actions are communication, trade, establishing or breaking friendships and enmities, attack, and punishment. We measure the probabilities for these actions conditional on previous taken and received actions and find a dramatic increase of negative behavior immediately after receiving negative actions. Similarly, positive behavior is intensified by receiving positive actions. We observe a tendency towards anti-persistence in communication sequences. Classifying actions as positive (good) and negative (bad) allows us to define binary ‘world lines’ of lives of individuals. Positive and negative actions are persistent and occur in clusters, indicated by large scaling exponents [Image: see text] of the mean square displacement of the world lines. For all eight action types we find strong signs for high levels of repetitiveness, especially for negative actions. We partition behavioral sequences into segments of length [Image: see text] (behavioral ‘words’ and ‘motifs’) and study their statistical properties. We find two approximate power laws in the word ranking distribution, one with an exponent of [Image: see text] for the ranks up to 100, and another with a lower exponent for higher ranks. The Shannon [Image: see text]-tuple redundancy yields large values and increases in terms of word length, further underscoring the non-trivial statistical properties of behavioral sequences. On the collective, societal level the timeseries of particular actions per day can be understood by a simple mean-reverting log-normal model.
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spelling pubmed-32572322012-01-17 Emergence of Good Conduct, Scaling and Zipf Laws in Human Behavioral Sequences in an Online World Thurner, Stefan Szell, Michael Sinatra, Roberta PLoS One Research Article We study behavioral action sequences of players in a massive multiplayer online game. In their virtual life players use eight basic actions which allow them to interact with each other. These actions are communication, trade, establishing or breaking friendships and enmities, attack, and punishment. We measure the probabilities for these actions conditional on previous taken and received actions and find a dramatic increase of negative behavior immediately after receiving negative actions. Similarly, positive behavior is intensified by receiving positive actions. We observe a tendency towards anti-persistence in communication sequences. Classifying actions as positive (good) and negative (bad) allows us to define binary ‘world lines’ of lives of individuals. Positive and negative actions are persistent and occur in clusters, indicated by large scaling exponents [Image: see text] of the mean square displacement of the world lines. For all eight action types we find strong signs for high levels of repetitiveness, especially for negative actions. We partition behavioral sequences into segments of length [Image: see text] (behavioral ‘words’ and ‘motifs’) and study their statistical properties. We find two approximate power laws in the word ranking distribution, one with an exponent of [Image: see text] for the ranks up to 100, and another with a lower exponent for higher ranks. The Shannon [Image: see text]-tuple redundancy yields large values and increases in terms of word length, further underscoring the non-trivial statistical properties of behavioral sequences. On the collective, societal level the timeseries of particular actions per day can be understood by a simple mean-reverting log-normal model. Public Library of Science 2012-01-12 /pmc/articles/PMC3257232/ /pubmed/22253784 http://dx.doi.org/10.1371/journal.pone.0029796 Text en Thurner et al. http://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are properly credited.
spellingShingle Research Article
Thurner, Stefan
Szell, Michael
Sinatra, Roberta
Emergence of Good Conduct, Scaling and Zipf Laws in Human Behavioral Sequences in an Online World
title Emergence of Good Conduct, Scaling and Zipf Laws in Human Behavioral Sequences in an Online World
title_full Emergence of Good Conduct, Scaling and Zipf Laws in Human Behavioral Sequences in an Online World
title_fullStr Emergence of Good Conduct, Scaling and Zipf Laws in Human Behavioral Sequences in an Online World
title_full_unstemmed Emergence of Good Conduct, Scaling and Zipf Laws in Human Behavioral Sequences in an Online World
title_short Emergence of Good Conduct, Scaling and Zipf Laws in Human Behavioral Sequences in an Online World
title_sort emergence of good conduct, scaling and zipf laws in human behavioral sequences in an online world
topic Research Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC3257232/
https://www.ncbi.nlm.nih.gov/pubmed/22253784
http://dx.doi.org/10.1371/journal.pone.0029796
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