@inproceedings{shah-etal-2026-taga,
title = "{TAGA}@{EEUCA} 2026: Token-Attribution Guided Attention for Fine-Grained Toxic Behaviour Classification in Online Gaming Communities",
author = "Shah, Akshyat and
Sah, Shashi and
Gupta, Aryan and
Singh, Kavinder",
editor = {H{\"u}rriyeto{\u{g}}lu, Ali and
Thapa, Surendrabikram and
Tanev, Hristo},
booktitle = "Proceedings of the 9th Workshop on Event Extraction and Understanding: Challenges and Applications ({EEUCA} 2026)",
month = jul,
year = "2026",
address = "San Diego, California, USA",
publisher = "Association for Computational Linguistics",
url = "https://aclanthology.org/2026.eeuca-1.22/",
pages = "198--207",
ISBN = "979-8-89176-402-6",
abstract = "Online gaming involves large amount of people forming a large community of players who interact in real time. Toxic behavior in online chat is common and can harm players by deterring them. Thus, automated moderation is a necessity but difficult because game chat mixes domain-specific slang, deliberate obfuscation, informal ``gamer'' language , and tiny support for categories such as threats and extremism. This paper describes the TAGA (Token-Attribution Guided Attention) system submitted to the EEUCA 2026 Shared Task on Understanding Toxic Behavior in Gaming Communities. We propose TAGA, an architecture that employs a leave-one-out attribution method using the Detoxify toxicity scorer to compute per-token attribution scores across multiple toxicity dimensions, which are then projected into the learned attention biases that steer the model toward toxicity-indicative tokens. By preparing a five phase ablation study, we demonstrate that each component: domain-specific preprocessing, focal loss with label smoothing, attribution-guided attention pooling, and dual-model Detoxify features with strategic oversampling contributes to a cumulative gain in macro-F1 score points over the DeBERTa-v3-base baseline reported. The final system achieves a test macro-F1 score of 0.618 and, importantly, produces non-zero predictions for extreme data imbalance present in the dataset used in the shared task."
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<abstract>Online gaming involves large amount of people forming a large community of players who interact in real time. Toxic behavior in online chat is common and can harm players by deterring them. Thus, automated moderation is a necessity but difficult because game chat mixes domain-specific slang, deliberate obfuscation, informal “gamer” language , and tiny support for categories such as threats and extremism. This paper describes the TAGA (Token-Attribution Guided Attention) system submitted to the EEUCA 2026 Shared Task on Understanding Toxic Behavior in Gaming Communities. We propose TAGA, an architecture that employs a leave-one-out attribution method using the Detoxify toxicity scorer to compute per-token attribution scores across multiple toxicity dimensions, which are then projected into the learned attention biases that steer the model toward toxicity-indicative tokens. By preparing a five phase ablation study, we demonstrate that each component: domain-specific preprocessing, focal loss with label smoothing, attribution-guided attention pooling, and dual-model Detoxify features with strategic oversampling contributes to a cumulative gain in macro-F1 score points over the DeBERTa-v3-base baseline reported. The final system achieves a test macro-F1 score of 0.618 and, importantly, produces non-zero predictions for extreme data imbalance present in the dataset used in the shared task.</abstract>
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%0 Conference Proceedings
%T TAGA@EEUCA 2026: Token-Attribution Guided Attention for Fine-Grained Toxic Behaviour Classification in Online Gaming Communities
%A Shah, Akshyat
%A Sah, Shashi
%A Gupta, Aryan
%A Singh, Kavinder
%Y Hürriyetoğlu, Ali
%Y Thapa, Surendrabikram
%Y Tanev, Hristo
%S Proceedings of the 9th Workshop on Event Extraction and Understanding: Challenges and Applications (EEUCA 2026)
%D 2026
%8 July
%I Association for Computational Linguistics
%C San Diego, California, USA
%@ 979-8-89176-402-6
%F shah-etal-2026-taga
%X Online gaming involves large amount of people forming a large community of players who interact in real time. Toxic behavior in online chat is common and can harm players by deterring them. Thus, automated moderation is a necessity but difficult because game chat mixes domain-specific slang, deliberate obfuscation, informal “gamer” language , and tiny support for categories such as threats and extremism. This paper describes the TAGA (Token-Attribution Guided Attention) system submitted to the EEUCA 2026 Shared Task on Understanding Toxic Behavior in Gaming Communities. We propose TAGA, an architecture that employs a leave-one-out attribution method using the Detoxify toxicity scorer to compute per-token attribution scores across multiple toxicity dimensions, which are then projected into the learned attention biases that steer the model toward toxicity-indicative tokens. By preparing a five phase ablation study, we demonstrate that each component: domain-specific preprocessing, focal loss with label smoothing, attribution-guided attention pooling, and dual-model Detoxify features with strategic oversampling contributes to a cumulative gain in macro-F1 score points over the DeBERTa-v3-base baseline reported. The final system achieves a test macro-F1 score of 0.618 and, importantly, produces non-zero predictions for extreme data imbalance present in the dataset used in the shared task.
%U https://aclanthology.org/2026.eeuca-1.22/
%P 198-207
Markdown (Informal)
[TAGA@EEUCA 2026: Token-Attribution Guided Attention for Fine-Grained Toxic Behaviour Classification in Online Gaming Communities](https://aclanthology.org/2026.eeuca-1.22/) (Shah et al., EEUCA 2026)
ACL