Recommendation Applications and Systems at Electronic Arts

Meng Wu, J. Kolen, Navid Aghdaie, Kazi A. Zaman
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引用次数: 3

Abstract

The digital game industry has recently adopted recommendation systems to provide suitable game and content choices to players. Recommendations in digital games have several unique applications and challenges compared to other well known recommendation system such as those for movies and books. Designers must adopt different architectures and algorithms to overcome these challenges. In this talk, we describe the game recommendation system at Electronic Arts. It leverages heterogeneous player data across many games to provide intelligent recommendations. We discuss three example applications: recommending games for purchase, suitable game map, and game difficulty. Like the movie and book recommendation problem, one application is to recommend the next favorite games for a player. Digital games fall into a wide range of genres such as first player shooting (FPS), sports, and role-playing games (RPG). Games within the same genre however tend to be unique and creative. While the recommendation item space is smaller, the recommendation system should also manage different types of contents such as games and extra downloadable contents to play, editorial videos and tutorials to watch. The second application provides the game mode and map recommendations within a game to improve player experience. Many online digital games, especially FPS and sports games, contain different maps and game modes to provide diverse gameplay experience. Different maps and game modes often require different skill levels, strategies, or cooperation from players, and the maps and game modes are often played repeatedly. Therefore, recommending the most suitable map and game mode is important from smooth onboarding experience to retain players who are likely to churn. In the map and game mode recommendation application, the algorithms need to evaluate both the short-term actions as well as long term effects of playing different maps and game modes to optimize player's engagement. In addition, we also use the same recommendation system to adjust in-game configurations such as difficulty. Players have a wide variety of experiences, skills, learning rates, and playing styles, and will react differently to the same difficulty setting. Second, even for an individual player, one's difficulty preference may also change over time. For example, in a level progression game, a player who loses the first several attempts to one level might feel much less frustrated compared to losing after tens of unsuccessful trials. The difficulty recommendation provides suggestions and adjustments on game configuration based on the player's previous gameplay experience to maximize the engagement. For online multiplayer games, recommending partners and opponents in matchmaking is also an effective way to improve player experience. We developed one flexible recommendation system to satisfy the need of different applications and that executes data-driven algorithms such collaborative filtering and multi-armed bandit. The centralized system leverages entire player and game data for all recommendation applications in digital games, supports unified roll-out and update, and at the same time measures the performance together via A/B testing experiments. Moreover, the one system strategy is easy to generate consistent recommendations across multiple games and platforms. We tested these recommendation applications in EA website and games, an observed significant improvements in click-through-rate and engagement.
电子艺界的推荐应用和系统
数字游戏行业最近采用了推荐系统,为玩家提供合适的游戏和内容选择。与其他知名的推荐系统(如电影和书籍)相比,数字游戏中的推荐具有一些独特的应用和挑战。设计师必须采用不同的架构和算法来克服这些挑战。在本次演讲中,我们将描述ea的游戏推荐系统。它利用许多游戏中的不同玩家数据来提供智能推荐。我们讨论了三个例子应用:推荐游戏、合适的游戏地图和游戏难度。就像电影和书籍推荐问题一样,一个应用程序是为玩家推荐下一个最喜欢的游戏。数字游戏可分为多种类型,如第一玩家射击游戏(FPS)、体育游戏和角色扮演游戏(RPG)。然而,同类型的游戏往往是独特而富有创造性的。虽然推荐项目空间较小,但推荐系统还应该管理不同类型的内容,例如游戏和额外的可下载内容,编辑视频和教程。第二个应用程序在游戏中提供游戏模式和地图建议,以改善玩家体验。许多在线数字游戏,特别是FPS和体育游戏,包含不同的地图和游戏模式,以提供多样化的游戏体验。不同的地图和游戏模式通常需要不同的技能水平、策略或玩家的合作,而地图和游戏模式通常会被反复体验。因此,推荐最合适的地图和游戏模式对于顺利地留住可能流失的玩家非常重要。在地图和游戏模式推荐应用中,算法需要评估玩不同地图和游戏模式的短期行为和长期影响,以优化玩家的粘性。此外,我们还使用相同的推荐系统来调整游戏内的配置,如难度。玩家有各种各样的经验、技能、学习速度和游戏风格,并且会对相同的难度设置做出不同的反应。其次,即使对于单个玩家来说,他们的难度偏好也会随着时间的推移而改变。例如,在关卡进程游戏中,玩家在一个关卡的前几次尝试中失败,比起在数十次失败的尝试中失败,他可能不会感到那么沮丧。难度推荐会根据玩家之前的游戏体验提供游戏配置建议和调整,从而最大化玩家粘性。对于在线多人游戏来说,在配对过程中推荐伙伴和对手也是提升玩家体验的有效方式。我们开发了一个灵活的推荐系统,以满足不同应用的需求,并执行数据驱动算法,如协同过滤和多臂强盗。集中式系统利用数字游戏中所有推荐应用程序的整个玩家和游戏数据,支持统一的推出和更新,同时通过A/B测试实验一起测量性能。此外,单一系统策略很容易在多个游戏和平台上产生一致的推荐。我们在EA网站和游戏中测试了这些推荐应用,发现它们在点击率和用户粘性方面都有显著提高。
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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