Application of SVM Classifier to model and analyse the Popularity of Games using Players feedback

Divya Singh, Senthil Velan S
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引用次数: 1

Abstract

Prediction or forecasting is the technique of uncovering the forth coming event by learning and obtaining experience through data collected from historical happenings and results. Prediction is used in almost every field today be it retail, healthcare, finance, marketing, travel, insurance, telecommunications, pharmaceuticals, language processing, and other fields. Analytics can be based on the collected data and is commonly and broadly used for analyzing and extracting knowledge obtained from data collected through social inter-networking. Social media contains abundant amount of multifaceted information allowing users to evolve into successful content creators. Henceforth, they also eventually become the web content distributors. So, an online game exists, since only a few features are becoming popular and the other remaining items are not so popular. Prediction of popularity will be highly significant in inter-networking dimensions considering the properties of caching and replication. In this paper, based on the surveys obtained about games’ popularity methods and features that have decent forecasting capacity are utilized to develop an algorithm using support vector classification to predict the popularity of the game.
基于玩家反馈的SVM分类器在游戏流行度建模与分析中的应用
预测或预测是通过从历史事件和结果中收集的数据学习和获得经验来揭示即将发生的事件的技术。今天,预测几乎应用于每个领域,无论是零售、医疗保健、金融、营销、旅游、保险、电信、制药、语言处理和其他领域。分析可以基于收集的数据,通常广泛用于分析和提取通过社会互联网络收集的数据所获得的知识。社交媒体包含了大量的多方面的信息,让用户可以进化成成功的内容创造者。从此以后,他们也最终成为网络内容的分发者。所以,一个网络游戏存在,因为只有少数功能变得流行,其他项目不那么受欢迎。考虑到缓存和复制的特性,流行度的预测在网络内部维度中非常重要。本文在对游戏流行度调查的基础上,利用具有较好预测能力的方法和特征,开发了一种基于支持向量分类的游戏流行度预测算法。
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