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Innovative Use of Behavioural Data and Explainable AI for Early Gambling Addiction Detection

Shaik, Saleem Pasha (2025) Innovative Use of Behavioural Data and Explainable AI for Early Gambling Addiction Detection. Masters thesis, Dublin, National College of Ireland.

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Abstract

Gambling addiction has grown as a behavioural and financial issue which is driven by the growing accessibility of online betting platforms and the difficulty in identifying addictive patterns early. This study proposes an Explainable AI-based framework that uses behavioural data analytics and deep learning to detect early signs of gambling addiction among online players. The dataset uses demographic, betting and some intervention data to model player behaviour. The approach starts with K-Means clustering to segment players into casual, moderate-risk and high-risk categories which has evaluated using Silhouette Score, Davies–Bouldin Index and Calinski–Harabasz Index to secure strong cluster quality. High-risk player data is further analyzed using LSTM, GRU, BiLSTM and BiLSTM with Cross-Attention models for time-series forecasting of betting patterns which is bee optimized through early stopping and adaptive learning rate scheduling. Performance has measured with the help of MSE, RMSE, MAE and model response metrics like latency and throughput. Results shows that BiLSTM with Cross-Attention provides superior predictive accuracy and balanced computational performance. The use of LIME explainability enhances transparency by securing model interpretability for responsible gambling. This study contributes a novel, interpretable predictive framework for early detection and prevention of gambling addiction using behavioural data and deep learning.

Item Type: Thesis (Masters)
Supervisors:
Name
Email
Basilio, Jorge
UNSPECIFIED
Uncontrolled Keywords: Behavioral Data; K-Means Segmentation; BiLSTM with Cross-Attention; Time-Series Prediction; Explainable AI (LIME)
Subjects: R Medicine > RC Internal medicine > RC0321 Neuroscience. Biological psychiatry. Neuropsychiatry > Neurology. Diseases of the Nervous System. > Psychiatry > Psychopathology > Personality Disorders. Behaviour Problems. > Addiction
Q Science > QH Natural history > QH301 Biology > Methods of research. Technique. Experimental biology > Data processing. Bioinformatics > Artificial intelligence
Q Science > Q Science (General) > Self-organizing systems. Conscious automata > Artificial intelligence
G Geography. Anthropology. Recreation > GV Recreation Leisure > Games and Amusements > Gambling
Divisions: School of Computing > Master of Science in Data Analytics
Depositing User: Ciara O'Brien
Date Deposited: 09 Sep 2026 08:44
Last Modified: 09 Sep 2026 08:44
URI: https://norma.ncirl.ie/id/eprint/9907

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