Muhammad Aurangzeb Ahmad

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We examine the social behaviors of game experts in Everquest II, a popular massive multiplayer online role-playing game (MMO). We rely on exponential random graph models (ERGM) to examine the anonymous privacy-protected social networks of 1,457 players over a five-day period. We find that those who achieve the most in the game send and receive more(More)
Gold farming refers to the illicit practice of gathering and selling virtual goods in online games for real money. Although around one million gold farmers engage in gold farming related activities, to date a systematic study of identifying gold farmers has not been done. In this paper we use data from the massively-multiplayer online role-playing game(More)
Gold farming is a set of illicit practices in which players in massively multiplayer online games gather and distribute virtual goods for real money. Using anonymized data from a popular online game to construct networks of characters involved in gold farming, we examine the trade networks of gold farmers, their trading affiliates, and uninvolved characters(More)
The problem of link prediction has been studied extensively in literature. There are various versions of the link prediction problem \textit{e.g.,} link existence problem, link removal problem, predicting edge weights over time etc. In this paper we describe a new type of link prediction problem called the Inter-network link-prediction problem where the(More)
This paper examines online player performance in EverQuest II, a popular massively multiplayer online role-playing game (MMORPG) developed by Sony Online Entertainment. The study uses the game's player performance data to devise performance metrics for online players. We report three major findings. First, we show that the game's point-scaling system(More)
Generating captions or annotations automatically for still images is a challenging task. Traditionally, techniques involving higher-level (semantic) object detection and complex feature extraction have been employed for scene understanding. On the basis of this understanding, corresponding text descriptions are generated for a given image. In this paper, we(More)
Observation and analysis of a phenomenon at unprecedented levels of granularity not only furthers our understanding of it, but also transforms the way it is studied. For instance, invention of gene-sequencing and computational analysis transformed the life sciences, creating fields of inquiry such as genomics, proteomics, etc., and the Hubble Space(More)
Trust is a ubiquitous phenomenon in social networks and people trust one another for a variety of reasons. In this paper we study the problem of trust in massively multiplayer online games (MMOs) with respect to homophily and expertise. We prose a topology of homophily in MMOs based on the literature on homophily and domain knowledge of MMOs. Our results(More)
Although trade in illicit items and services is prevalent in many economic systems, collecting reliable data and making empirical claims about this activity is difficult. Using anonymized behavioral logs from a massively multiplayer online game, we analyze the items exchanged by players later banned for gold farming. We simultaneously analyze clandestine(More)
Humans form groups and congregate into groups for a variety of reasons and in a variety of contexts e.g., corporations in offline space and guilds in Massively Multiplayer Online Games (MMOGs). In recent years a number of models of group formation have been proposed. One such model is Johnson et al’s [10] model of group evolution. The model is motivated by(More)