ISSN: 1445-9795 (Print) 1479-4276 (Online) Journal homepage: https://www.tandfonline.com/loi/rigs20

Identifying high-risk online gamblers: a
comparison of data mining procedures
Kahlil S. Philander
To cite this article: Kahlil S. Philander (2014) Identifying high-risk online gamblers: a
comparison of data mining procedures, International Gambling Studies, 14:1, 53-63, DOI:
10.1080/14459795.2013.841721
To link to this article: https://doi.org/10.1080/14459795.2013.841721

Published online: 23 Oct 2013.

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International Gambling Studies, 2014
Vol. 14, No. 1, 53–63, http://dx.doi.org/10.1080/14459795.2013.841721

Identifying high-risk online gamblers: a comparison of data mining
procedures
Kahlil S. Philander*
William F. Harrah College of Hotel Administration, University of Nevada, Las Vegas, USA
(Received 6 May 2013; accepted 2 September 2013)
Using play data from a sample of virtual live action sports betting gamblers, this study
evaluates a set of classification and regression algorithms to determine which
techniques are more effective in identifying probable disordered gamblers. This study
identifies a clear need for validating results using players not appearing in the original
sample, as even methods that use in-sample cross-validation can show substantial
differences in performance from one data set to another. Many methods are found to be
quite accurate in correctly identifying player types in training data, but perform poorly
when used on new samples. Artificial neural networks appear to be the most reliable
classification method overall, but still fail to identify a large group of likely problem
gamblers. Bet intensity, variability, frequency and trajectory, as well as age and gender
are noted to be insufficient variables to classify probable disordered gamblers with
arbitrarily reasonable accuracy.
Keywords: supervised learning algorithm; responsible gambling; classification;
internet gambling

Introduction
The emergence of the Internet as a medium to provide gambling has transformed the way
that operators can learn about their players’ behaviour. Real-time monitoring of wagers,
deposits, withdrawals and even mouse clicks is possible, which has opened a world of data
mining possibilities. While early applications of this type of data has tended to focus on
profit maximization similar to other forms of Internet commerce, the same data that allows
operators to monitor behaviour and improve their product may also allow operators (and
regulators) to better ensure their players’ safety (Gainsbury, 2011).
This study expands on the behavioural identification work by Braverman and Shaffer
(2012) and LaBrie and Shaffer (2011) by testing a set of supervised learning algorithms to
determine which are effective in identifying probable disordered gamblers. By identifying
the most reliable algorithms in problem gambler identification, or correspondingly
eliminating the least useful algorithms, research focus can shift to deterministic data
analysis, identifying more variables that may contribute to accurate player classification.
As a step in initial exploration of online player data, past studies have tended to focus
on unsupervised clustering processes (e.g. Adami et al., 2013; Braverman & Shaffer,
2012; Dragicevic, Tsogas, & Kudic, 2011). While this information is important to
understanding classes of player types, supervised learning algorithm (SLAs) may provide
useful improvements in identification tasks, once behavioural markers of problem
gamblers have been identified. SLAs, which can vary from explanatory models such as
logistic regression to black box methods such as artificial neural networks, are more adept

*Email: kahlil.philander@unlv.edu
q 2013 Taylor & Francis

K.S. Philander

at pure risk prediction. They can factor in complex interrelationships and interactions
between the independent variables to improve prediction. SLAs therefore reflect the class
of algorithms that should be implemented in real-world responsible gambling programmes
and software. However, empirical research has shown that even the best overall algorithms
can be outperformed by others, depending on the particular type of data analysed (Caruana
& Niculescu-Mizil, 2006). It is therefore important to specifically evaluate SLAs within
the context of online player data.
Given the widespread adoption of online gambling in Europe, Australasia and other
jurisdictions (Balestra & Krafcik, 2010; Philander & Abarbanel, 2013) and the recent
interest in many North American jurisdictions in legalizing online gambling (Beasley &
Chan, 2012), developing the capability to identify problematic gambling has become
increasingly important. Foreign gaming operators, such as OLG (2011) of Canada or
Svenska Spel (2010) of Sweden, have already made responsible gambling data analytics a
priority in their online products. Developing a strong responsible gambling programme
may also extend beyond an organizational (or governmental) desire for social
responsibility. In the uncertain world of online gambling, responsible gaming measures
have been shown to increase player trust in gaming sites (Wood & Griffiths, 2008), which
may lead to increased patronage. Indeed, some sites have used their commitment to
responsible gambling as part of their marketing campaigns, providing detailed information
on their policies and research (e.g. bwin, 2012).
Empirical studies
In recent years, the rise in player loyalty programmes that track player activity has created
an opportunity to study problem gambling by using actual gambling activity. Some
behavioural characteristics that were used to diagnose/identify problem gambler,
including chasing losses or increasing bet sizes (American Psychiatric Association, 2000;
Ferris & Wynne, 2001; Lesieur & Blume, 1987), can be monitored in a manner that is
more reliable than past research tools such as survey self-report data (Hodgins &
Makarchuk, 2003; Volberg, Gerstein, Christiansen, & Baldridge, 2001). Osborn, Skelt,
Delfabbro, Nevile, and McMillen (2007) and Schellinck and Schrans (2007) conducted
major empirical studies that examined observable signs of problem gambling in gaming
venues. Schellinck and Schrans (2007) for example, analysed actual VLT (slot) play
behaviour through players’ use of a responsible gambling player card. Smaller-scale
studies have also been produced, e.g. Livingstone (2005) or Hing and Nuske (2011).
Although play activity from player cards was largely confined to slot machines in landbased venues, seminal literature in the Internet domain by LaBrie, Kaplan, LaPlante,
Nelson, and Shaffer (2008), LaBrie, LaPlante, Nelson, Schumann, and Shaffer (2007) and
LaPlante, Kleschinsky, LaBrie, Nelson, and Shaffer (2009) has prompted an expansion of
online play analysis.
The research conducted with player tracking data has sought to provide some insight
into disordered gambling by identifying and describing the behavioural markers of
gamblers who showed a pattern of high involvement with gambling. According to a study
of online sports betting (LaBrie et al., 2007), 1% of sports gamblers displayed betting
tendencies and patterns that were distinct from the rest of the sample, including a high
number of bets, bets per day, amount of money per bet, total wagered and/or net loss.
LaBrie et al. (2008) identified a distinct group of heavily involved Internet casino
gamblers. This group represented the top 5% of their population sample in terms of total
wagered. They gambled for a longer period of time, played on more days during their

active account period, and played longer sessions than the rest of the sample. In an analysis
of online poker, Fiedler (2012) has shown that 1% of players generate 60% of site revenue,
and that these players may be either at-risk players or professional gamblers.
In a recent study by Braverman, LaBrie, and Shaffer (2011) that used the same online
sports betting population as LaBrie et al. (2007), the researchers were unable to support the
view that the most involved Internet sports gamblers were a distinct category of gamblers
that were qualitatively different from more involved recreational gamblers. However, they
did raise the possibility that other factors, such as play duration and frequency, may justify
a separate categorization of gamblers.
Dragicevic et al. (2011) analysed behavioural markers for high-risk Internet gambling
using a data set of online casino gamblers. The researchers used k-means cluster analysis
to identify four clusters of online gamblers that were distinguished by the same gambling
risk factors studied by Braverman and Shaffer (2012). The factors were bet frequency,
intensity, variability and trajectory. The authors concluded that the behaviour of highly
intense gamblers can vary greatly and that problem gambling could be evident in three of
the four clusters. Overall, they found it was difficult to assign any of the clusters to specific
problem gambling clinical groups with a high degree of certainty. The researchers also
stated that other statistical methodologies may be more effective than the k-means
clustering process they use, and suggested that future research should explore more
appropriate tools.
Using a step-wise logistic regression algorithm, Haefeli, Lischer, and Schwarz (2011)
found that the relative number of email contacts per month and requests for account
reopening are statistically significant predictors of self-exclusion by online gamblers at the
a ¼ 0.05 level. Adami et al. (2013) expand on Braverman and Shaffer (2012), and found
two new markers for identifying at risk gamblers – the ‘sawtooth’ oscillation between
increasing wager size and rapids drops, and number of games played (gambling
involvement). Adami et al. (2013) also note that the unsupervised k-means clustering
process may be suboptimal.
This research suggests that there may be distinct behavioural profiles that allow
differentiation between non-problem gamblers and patrons with gambling problems, and
therefore there is an opportunity to employ responsible gambling intervention techniques
using this data. However, the ability to use play data to predict problem gamblers with
high reliability and validity has yet to be demonstrated in peer-reviewed literature. Most
research analysing data mined gambling behaviour has focused on describing general
behavioural tendencies and patterns amongst the total cohort, as opposed to providing
evidence of pure prediction of risk.
In the next section, the SLAs used in this study are outlined, as well as their tuning
parameters. Then, their comparative classification results are provided, including a
discussion of their accuracy in training data and in hold-out testing data. Finally, a detailed
discussion of the findings is provided in the conclusion, along with the implications for
future player data and responsible gambling research.
Methodology
A set of nine supervised learning models are evaluated in this study to determine which
data mining procedures are most effective in identifying probable disordered online sports
gamblers. These SLAs are widely popular in the data mining literature. While a complete
analysis of all classes of algorithms would be beyond the scope of any paper, the classes in
this study provide a reasonable breadth of approaches to predictive modelling. They allow

K.S. Philander

for general conclusions to be drawn about their individual viability and general online
player data modelling issues.
The SLAs and their related documentation are outlined in Table 1. A brief description
of the SLA is provided, but for more detailed notes on the classification mechanism the
reader is directed towards the source documentation by the SLA author. All of the
algorithms are evaluated using the R computer language. R has been identified as the most
popular software among data miners (Rexer, Allen, & Gearan, 2011), and also can be
adapted as an input to low-level programming languages for real world application. The
SLAs include logistic regression, regularized general linear models (GLM), artificial
neural networks, support vector machines (SVM) and random forests. Where the models
required parameter tuning, a wide range of values are provided and allowed to be
optimized by the software (e.g. grid search) in order to reduce bias from researcher
settings. These settings are specifically noted in Table 1.
These methods are all evaluated on the same analytic dataset that was used by
Braverman and Shaffer (2012). The dataset is publicly available for research purposes
from the Transparency Project, Division on Addictions (2012). The dataset includes a
sample of virtual live action sports betting player accounts that fulfilled the following
requirements:
. Opened an account with the Internet betting service provider bwin in February 2005
. Closed their account after 30 days, but before February 2007
. Had more than two active gambling days within the first month of account
activation.
When closing their accounts, the 530 resulting players selected one of three available
choices as a reason for the account closure: (1) having no further interest in gambling
(48%); (2) being unsatisfied with the service (19%); or (3) due to gambling-related
problems (33%). Using that information, a binary dependent variable was coded where ‘1’
identifies the group of gamblers that closed their account due to gambling-related
problems (self-exclude or SE) and ‘0’ identifies the group of gamblers that closed their
account due to any other reason (other). This approach treats the self-excluders as a proxy
for problem/pathological gamblers, which is consistent with prior studies using this data
set, but comes with validity limitations. The selection of this reason for account closure
may indicate that the gambler has concerns about his/her play, but that he/she may not
actually fit the clinical (or epidemiological) criteria for gambling-related problems.
Similarly, account closers who selected other options may also be misclassified or simply
selecting an option without due consideration to their response since they are ending their
relationship with bwin. Account closers may also not provide a representative sample with
which to generalize gamblers within the full player pool.
The supervised learning algorithms are provided with all variables in the data set with
the exception of the predefined clusters from Braverman and Shaffer (2012), the player ID
variable and the random variable. The remaining set of variables included gameplay
variables, demographic variables (country, gender, and age at registration), and variables
that were computed by Braverman and Shaffer (2012) and identified as predictive of likely
problem gamblers: intensity, variability, frequency and trajectory.
The algorithms are trained on one sample from the dataset and validated on a randomly
selected holdout sample to provide a better estimate of the SLAs predictive abilities.
Approximately 70% of the sample is randomly selected into the training sample (n ¼
369) and the remaining 30% is used as the cross-validation testing sample (n ¼ 161).
More information on the data set is available in Braverman and Shaffer (2012), Dragicevic

Table 1. Algorithm overview and description.
Algorithm

References

Description

Other settings

Step-wise logistic
regression

step: Ripley (2013)

Maximum possible
steps considered is set
at 1000

Lasso/elastic-net
logistic regression

glmnet: Friedman,
Hastie, and Tibshirani
(2009)

Neural network
(regression)

nnet: Ripley (2009)

Neural network
(classification)

nnet: Ripley (2009)

Logistic regression
using the general linear
models function. A
formula-based model
is selected by AIC
using a forward and
backward step-wise
search.
Lasso and elastic-net
regularized generalized linear used to fit
the entire lasso elasticnet regularization path
for logistic regression
models. The algorithm
uses cyclical coordinate descent in a pathwise fashion.
Fit single-hidden-layer
neural network using a
regression based categorization. A‘1’
denotes a person citing
gambling problem and
‘0’ denotes another
reason for account
closure with 0.5 as
the cut-off level for
prediction.
Fit single-hidden-layer
neural network using
categorically based
classification.

Support vector
Machines
(eps Regression)

e1071: Dimitriadou
et al. (2008)

Support vector
Machines
(c-Classification)

e1071: Dimitriadou
et al. (2008)

10-fold cross
validation used on
training data; lambda
chosen that provided
the minimum mean
cross-validated error

Model tuned by grid
search: number of units
in the hidden
layer ¼ [10, 25, 50];
parameters for weight
decay [0, 0.2, 0.4]

Model tuned by grid
search: number of units
in the hidden layer (10,
25, 50); parameters for
weight decay (0, 0.2,
0.4)
Model tuned by grid
A support vector
machine is trained as a search: gamma ¼
10[2 6: 2 0]; cost of
regression machine,
using the
constraints violation
eps-regression type.
¼ 10[2 1:3]
A‘1’ denotes a person
citing gambling problem and ‘0’ denotes
another reason for
account closure with
0.5 as the cutoff level
for prediction.
Model tuned by
A support vector
machine is trained as a grid search:
classification machine, gamma ¼ 10[2 6: 2 0];
using the C-classificost of constraints
cation type.
violation ¼ 10[2 1:3]
(continued)

K.S. Philander

Table 1. (Continued)
Algorithm

References

Support vector
Machines
(one-Classification)

e1071: Dimitriadou
et al. (2008)

Random Forest
(regression)

Random Forest
(classification)

Description

A support vector
machine is trained as a
classification machine,
using the one-classification type for novelty
detection.
Breiman, Cutler, Liaw, Implements Breiman
and Wiener (2012)
(2001) random forest
algorithm for
regression. Random
forests are a combination of tree predictors such that each tree
depends on the values
of a random vector
sampled independently
and with the same
distribution for all trees
in the forest.
Breiman et al. (2012) Implements Breiman
(2001) random forest
algorithm for classification. Random forests
are a combination of
tree predictors such
that each tree depends
on the values of a
random vector sampled
independently and with
the same distribution
for all trees in the
forest.

Other settings
Model tuned by
grid search:
gamma ¼ 10[2 6: 2 0];
cost of constraints
violation ¼ 10[2 1:3]
Model tuned for the
optimal number of
predictors sampled for
splitting at each node:
number of trees used at
the tuning step ¼ 50;
step factor ¼ 1;
improvement requirement in out of bag error
for search to
continue ¼ 0.5
Model tuned for the
optimal number of
predictors sampled for
splitting at each node:
number of trees used at
the tuning step ¼ 50;
step factor ¼ 1;
improvement requirement in out of bag error
for search to
continue ¼ 0.5

et al. (2011) and Adami et al. (2013). In order to provide a metric that is meaningful for
actual implementation of these algorithms, the SLAs are compared based on their
classification parameters: sensitivity, specificity, precision, accuracy, odds ratio and area
under curve (AUC) (Sing, Sander, Beerenwinkel, & Lengauer, 2005).
Results
As shown in Table 2 the Random Forest algorithm performs exceptionally well in
identifying the players’ account closure reason within the training sample. The regression
based method correctly classifies 99% of the ‘self-excluding’ (SE) players and 100% of
the ‘other’ players, while the classification-based method correctly identifies all of the
players. As shown in Table 3, while the Random Forest algorithms also perform well when
identifying the ‘other’ players in the testing data sample, they perform quite poorly in
identifying the SE players. The regression and classification algorithms’ sensitivity is 7%
and 6% respectively (93% and 96% type II errors respectively). Overfitting appears to be a
concern with the Random Forest algorithms.1 However, the RG algorithms do score
highest among the classifiers in the testing sample on precision, accuracy and odds ratio.2
Any application of this technique to real data should be extensively cross-validated, and

Table 2. SLA classification rate on training data.
Training data

Step-wise Logistic
GLM LASSO/elasticnet
Neural Network –
Regression
Neural Network –
Classification
SVM – eps Regression
SVM – C-Classification
SVM – one-Classification
Random Forest –
Regression
Random Forest –
Classification

Sensitivity

Specificity

Accuracy

Precision

AUC

Odds ratio

0.0413
0.0579
0.2397

0.996
0.972
0.960

0.683
0.672
0.724

0.833
0.500
0.744

0.519
0.515
0.600

10.647
2.114
7.502

0.3471

0.923

0.734

0.689

0.635

6.408

0.8099
0.0909
0.1488
0.9917

1.000
1.000
0.843
1.000

0.938
0.702
0.615
0.997

1.000
1.000
0.316
1.000

0.905
0.546
0.496
0.996

1*
1*
0.937
1*

1.0000

1.000

1.000

1.000

1.000

1*

*The odds ratio produces 1 values or all cut-offs corresponding to False Negative ¼ 0 or False Positive ¼ 0,
which limits its usefulness for comparison in some instances.

even then may not produce satisfactory prediction results, but it may be a useful approach
for avoiding false positives while still identifying some true positives.
Similar to the Random Forest models, the support vector machine eps regression
method performed well in the training data with 81% classification accuracy of the SE
players, but performed poorly with the hold-out sample (9% sensitivity). The SVM oneclassification method produced better results in the testing data. It correctly classified 24%
of SE players, albeit with a higher Type I error rate (18%). The reason for this
improvement may be due to the fact that SVM one-classification is designed for novelty
detection (Dimitriadou, Hornik, Leisch, Meyer, & Weingessel, 2008). Therefore, it may
be a worthwhile algorithm to test in full player pools where the occurrence of disordered
gambling is even rarer. The SVM C-classification method underperformed other support
vector machines based on the AUC and odds ratio metrics, and may be a suboptimal SLA
for future player classification tasks.
Table 3. SLA classification rate on testing data.
Testing data

Step-wise Logistic
GLM LASSO/elasticnet
Neural Network –
Regression
Neural Network –
Classification
SVM – eps Regression
SVM – C-Classification
SVM – one-Classification
Random Forest –
Regression
Random Forest –
Classification

Sensitivity

Specificity

Accuracy

Precision

AUC

Odds ratio

–
0.018
0.164

0.991
0.981
0.896

0.652
0.652
0.646

–
0.333
0.450

0.495
0.500
0.530

–
0.963
1.690

0.291

0.811

0.634

0.444

0.551

1.764

0.091
–
0.236
0.073

0.906
1.000
0.821
0.972

0.627
0.646
0.621
0.665

0.333
–
0.406
0.571

0.498
0.491
0.529
0.522

0.960
–
1.417
2.693

0.055

0.972

0.658

0.500

0.513

1.981

K.S. Philander

The artificial neural network classification method did not classify SE players in the
training data as well as other methods, but it did outperform all other methods in the
classifying SE players within the testing data. However, this improvement in classification
also occurred in tandem with only 81% specificity. This compares unfavourably with, for
example, the Random Forest specificity of 3%. It appears that when classification accuracy
is improved by any of the SLAs in the testing data, it is accompanied by an increase in the
Type I error rate. Among the classifiers, the neural network (classification) model and the
random forest (regression) model appear to be the preferred SLAs. The neural network
model produces the highest AUC score while correctly identifying the most likely problem
gamblers, and the random forest model produces the highest odds ratio while producing
, 3% false positives.
When comparing the similarly high rates of type II errors in both the training and
testing data sets using the LASSO/elasticnet method (GLM), the issue of out-of-sample
generalizability becomes clearer. The GLM fits a 10-fold cross-validation model when
using the training data. This method penalizes results that are poor fits for prediction
outside of selected data, and therefore should make similarly strong (or weak) predictions
in the training data and the testing data. Effectively, the SLA uses bootstrapping methods
to penalize overfitted models while the model is being fitted. As such, this algorithm
should alleviate overfitting issues that appeared to characterize the step-wise logistic
regression (4% sensitivity in the training data but 0% sensitivity in the testing data). The
GLM model did perform marginally better than the step-wise regression in predicting
likely problem gamblers (a 2% prediction rate as opposed to 0%), but it is clear that given
the large rate of type II errors, predicting the outcomes of out of sample players is difficult;
regardless of whether models are cross-validated during the estimation process or whether
they are manually validated by the researcher ex-post. Effectively, the GLM results within
the training data are representative of the same problem that faced the Random Forest and
SVM algorithms when applied to the testing data.3
What also emerges from the logistic and GLM analysis is that results from more
conventional regression models (e.g. logistic regression) can be improved by using models
that allow for complex relationships among the variables (e.g. ANNs, SVMs and Random
Forests). The best SLMs from each of those classes of models outperformed the step-wise
logistic and the GLM models based on AUC and the odds ratio in the testing sample.
Conclusion
As described in detail by Gainsbury (2011), access to player account data is one of the
greatest opportunities for the field of responsible gambling in recent decades. While
several private companies have begun to develop enterprise solutions in this area, ensuring
that the academic community continues to research and publicly disseminate reliable
findings and limitations is a critical aspect of continued development for all stakeholders.
In order to effectively advance the field of responsible gambling data mining, progress
in two areas is important:
(1) Expanding the behavioural marker literature by developing theory from the fields
of psychology, sociology and economics into new quantitative metrics; and
(2) Improving the efficiency of existing models through the application of more robust
statistical and computer science based designs.
In pursuit of the latter goal, this study evaluated a set of supervised learning algorithms to
determine which data mining procedures may be more effective in identifying probable

disordered gamblers. It was found that specific SLAs can generally improve classification
accuracy over more conventional techniques.
Breiman’s random forest algorithm was found to be the most accurate method to
classify players in training data, but was noted to perform poorly for identifying likely
problem gamblers on hold-out testing samples. Although artificial neural networks
appeared to be the most useful classification method in identifying likely disordered
gamblers in the hold-out sample, many people with gambling-related problems were still
left unidentified, and false positives also become a concern. Bet intensity, variability,
frequency and trajectory, as well as age and gender, are noted to be insufficient variables to
reasonably predict likely problem gamblers in this data set. Studies that identify new
behavioural variables that can be built using data mining techniques, such as those by
Adami et al. (2013), will be crucial to the refinement and successful implementation of
future responsible gambling data mining algorithms.
This study identified a clear need for hold-out testing in these types of data mining
studies that classify gamblers based on historical play data. Even methods that use
bootstrapping-based cross-validation showed higher classification accuracy in training data
than in testing data. Given that most research in this field has been done using unsupervised
clustering methods without hold-out samples, existing models may need much refinement
before their results can be reasonably used to predict out-of-sample problem gamblers.
This dataset examined a sample that is not representative of the general online
gambling population. If modelling is conducted on a more representative sample, the small
population of disordered gamblers may bias some algorithms and lead to underestimation
of their probabilities (King & Zeng, 2001). In that case, it may be necessary to change the
choice of estimation method, at the expense of overall classification accuracy. For
example, one-classification SVMs could be used in lieu of eps regression SVMs, or the
untested rare events logistic regression could be used in lieu of typical logit models.
When classification accuracy was improved by any of the SLAs in the testing data, it was
generally accompanied by an increase in the number of false positives. Unless future
behavioural markers disproportionally improve one algorithm over another, choice of which
algorithm to implement may have to be a function of the acceptable sensitivity to false positive
ratio. As a final contribution, this study provides a baseline level of classification accuracy by
which future studies of online gambling behaviour and problem gambling can be evaluated.
The findings from this study rely on the accuracy of the data found in Braverman and
Shaffer (2012). Anomalies in the original data set would limit the applicability of this
study’s results, as do limitations in the validity of the dependent variable. Self-excluders
may have concerns about their play but they may not actually fit diagnostic criteria for
gambling-related problems. There also is no scale of severity. Other populations may also
respond differently from the population in this study. As more progress is made in this
area, it will be important to assess the validity of these instruments or conduct further
research with well-validated instruments, such as the problem gambling severity index.
The choice of algorithms in this study was designed to be representative of popular
algorithm classes, but is by no means comprehensive. Discriminant analysis, boosting,
bagging and other classes of algorithms could also be explored for prediction accuracy. As
new methods continue to be developed, responsible gambling researchers should continue
to explore how they might improve player behaviour modelling.
Acknowledgements
This paper utilized data from the Transparency Project (http://www.thetransparencyproject.org),
Division on Addiction, the Cambridge Health Alliance, a teaching affiliate of Harvard Medical School.

K.S. Philander

Funding
Funding for this study was provided by the Conrad N. Hilton Foundation.

Notes
1.

As a matter of vocabulary, Random Forests do not overfit (Breiman, 2001) but since each tree
grows to maximum size they perform poorly when generalized to the testing data, creating a
similar issue as the typical overfitting problem.

2.
Odds ratio :
3.

ðtrue positiveÞ·ðtrue negativeÞ
ðfalse positiveÞ·ðfalse negativeÞ

Despite the use of the 10-fold cross-validation technique, the training/testing data partition
remains in order for an equal comparison with the other algorithms.

Notes on contributor
Kahlil Philander is a Visiting Assistant Professor at the William F. Harrah College of Hotel
Administration, University of Nevada, Las Vegas. He is also the Director of Research at the
International Gambling Institute, University of Nevada, Las Vegas. His research interests include the
economics of gambling, gambling policy, and responsible gambling.

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unsustainable gambling for early detection of at-risk online gamblers. International Gambling
Studies, 13, 188– 204.
American Psychiatric Association. (2000). In M. B. First (Ed.), Diagnostic and statistical manual of
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