Recommendation of Videogames with Fuzzy Logic

Hugo Calderon-Vilca, Nilton Mercado Chavez, José María Rojas Guimarey
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引用次数: 4

Abstract

A videogame as software and as a product presents a great variety of characteristics: gender, theme, platform, target audience, among others. In recent years, the number of videogames developed has grown notably thanks to the industry, as users have a large catalog available, who often may be curious to play another videogame that has not been presented in an advertising medium. In present investigation we propose a videogame recommendation architecture and a recommendation system using Fuzzy Logic, in the construction we have designed 16 rules with fuzzy sets. A database of approximately 55,000 games and of its 16 attributes of which 5 were used for the recommendation system was used: 4 attributes (Critic Score, User Score, Global_Sales, Year) to establish membership functions with the 16 rules of recommendation formed based on the opinion of experts in the field of videogame analysis and 1 attribute (Age) to develop the content filter according to age applying an ethics model in Artificial intelligence. The results of our computational experiments with the proposed architecture reached an accuracy percentage of 80,0%.
推荐带有模糊逻辑的电子游戏
作为软件和产品的电子游戏呈现出各种各样的特征:性别、主题、平台、目标用户等等。近年来,由于游戏行业的发展,电子游戏的开发数量显著增长,因为用户有大量的可用目录,他们通常会好奇地玩另一款没有出现在广告媒体上的电子游戏。在本研究中,我们提出了一种基于模糊逻辑的视频游戏推荐体系结构和推荐系统,在该体系结构中,我们设计了16条带有模糊集的规则。我们使用了一个包含约55,000款游戏的数据库及其16个属性(其中5个属性用于推荐系统):4个属性(Critic Score, User Score, Global_Sales, Year)用于建立成员函数,并根据电子游戏分析领域专家的意见形成16条推荐规则,1个属性(Age)用于根据年龄开发应用人工智能伦理模型的内容过滤器。我们的计算实验结果表明,我们提出的架构达到了80%,0%的准确率。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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