基于聚类分层聚类的Covid-19大流行期间游戏受欢迎程度研究

W. B. Zulfikar, A. Wahana, Richcy Dian Sukma, D. R. Ramdania, D. Maylawati
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引用次数: 2

摘要

在2019冠状病毒病大流行期间,人们在家外的各种活动受到干扰,人们更多地在室内活动。对于一些公司来说,利用这一流行病时期作为他们的优势,特别是数字游戏行业的公司。各种游戏已经发布和推广,这些游戏在各种游戏平台上发布。目前,Steam是最大的游戏平台之一。在这个平台上,有许多游戏开发商提供的游戏,并提供当前流行的游戏页面。然而,该网站并没有提供当前热门游戏的受欢迎程度。这导致我们无法确定哪些游戏受欢迎程度高、中等或较低。本研究试图创建一个机器学习模型,使用Agglomerative Hierarchical Clusterin将这些游戏聚类成组。使用的距离度量是欧几里得,余弦和曼哈顿/城市街区,并使用单一,平均,完整和ward连接。综合评价结果,最佳聚类结果为silhouette值为0.639,calinski-harabasz值为90.192。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Game Popularity Level During Covid-19 Pandemic Using Agglomerative Hierarchical Clustering
During the COVID-19 pandemic, various activities of people outside the home were disrupted and made people move more indoors. For some companies take advantage of this pandemic period as their advantage, especially digital game industry companies. Various games have been released and promoted, these games are published on various game platforms. Currently, Steam is one of the biggest gaming platforms. On this platform, there are a lot of games offered by game developers and provide game pages that are currently popular. However, the website does not provide the popularity level of the currently popular games. This causes ambiguity in determining which games have high, medium, or low popularity. This study tries to create a machine learning model to cluster these games into groups using Agglomerative Hierarchical Clusterin. The distance measure used is euclidean, cosine and manhattan/cityblock and uses single, average, complete and ward linkage. Based on the evaluation results, the best cluster results are the silhouette value of 0.639 and the calinski-harabasz value of 90.192.
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