真实世界的位置推荐算法在虚拟世界环境中有用吗?

L. Marinho, C. Trattner, Denis Parra
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引用次数: 2

摘要

大型虚拟世界,如大型多人在线游戏或3D世界,在过去几年中获得了巨大的普及。随着虚拟世界中可用内容的大量增加,用户面临着信息过载的问题。为了解决这个问题,游戏设计师通常会部署推荐服务,目的是让虚拟世界成为一个更快乐的连接环境。在此背景下,我们在本文中介绍了一个项目的结果,该项目旨在了解虚拟世界用户的移动模式,以获得位置推荐,帮助他们更有效地探索内容。我们的研究重点是虚拟世界SecondLife,这是近年来最大和最突出的虚拟世界之一。由于SecondLife类似于现实世界的基于位置的社交网络(LBSNs),也就是说,用户既可以签到,也可以分享访问过的虚拟地点,所以我们自然会认为,在现实世界的LBSNs上运行良好的地点推荐系统,在SecondLife上也会运行良好。我们对这一假设进行了测试,发现(i)虽然协同过滤算法在两种环境中都具有兼容的性能,(ii)现有的基于地理元数据的地点推荐在SecondLife中不起作用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Are Real-World Place Recommender Algorithms Useful in Virtual World Environments?
Large scale virtual worlds such as massive multiplayer online games or 3D worlds gained tremendous popularity over the past few years. With the large and ever increasing amount of content available, virtual world users face the information overload problem. To tackle this issue, game-designers usually deploy recommendation services with the aim of making the virtual world a more joyful environment to be connected at. In this context, we present in this paper the results of a project that aims at understanding the mobility patterns of virtual world users in order to derive place recommenders for helping them to explore content more efficiently. Our study focus on the virtual world SecondLife, one of the largest and most prominent in recent years. Since SecondLife is comparable to real-world Location-based Social Networks (LBSNs), i.e., users can both check-in and share visited virtual places, a natural approach is to assume that place recommenders that are known to work well on real-world LBSNs will also work well on SecondLife. We have put this assumption to the test and found out that (i) while collaborative filtering algorithms have compatible performances in both environments, (ii) existing place recommenders based on geographic metadata are not useful in SecondLife.
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