基于团队的玩家对玩家推荐系统框架的玩家改进

Rishabh Joshi, Varun Gupta, Xinyue Li, Yue Cui, Ziwen Wang, Yaser Norouzzadeh Ravari, D. Klabjan, R. Sifa, Azita Parsaeian, Anders Drachen, Simon Demediuk
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引用次数: 9

摘要

就游戏中的可用资源而言,现代大型多人在线游戏(mmog)已经变得极其复杂,这导致通过追踪玩家在游戏中的活动而收集的数据量增加。这为研究人员打开了一扇大门,他们可以想出新的方法来利用这些数据来改善和个性化用户体验。本文提出了一种新颖而灵活的框架,用于为mmog中的PvP内容构建基于团队的推荐系统,并将其应用于大型商业游戏《命运2》的案例研究中。该框架将通过聚类分析的行为分析与推荐系统相结合,将玩家团队作为一个单位,以及个人玩家,向玩家提出建议,目的是为他们提供信息以提高他们的表现。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
A Team Based Player Versus Player Recommender Systems Framework For Player Improvement
Modern Massively Multi-player Online Games (MMOGs) have grown to become extremely complex in terms of the usable resources in the games, resulting in an increase in the amount of data collected by tracking the in-game activities of players. This has opened the door for researchers to come up with novel methods to utilize this data to improve and personalize the user experience. In this paper, a novel but flexible framework towards building a team based recommender system for player-versus-player (PvP) content in such MMOGs is presented, and applied to a case study in the context of the major commercial title Destiny 2. The framework combines behavioral profiling via cluster analysis with recommendation systems to look at teams of players as a unit, as well as the individual players, to make recommendations to the players, with the purpose of providing information to them towards improving their performance.
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