9 research outputs found

    Controlling the Crucible : A Novel PvP Recommender Systems Framework for Destiny

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    Compared to conventional retail games, today's Massively Multiplayer Online Games (MMOGs) have become progressively more complex and volatile, living in a highly competitive market. Consumable resources in such games are nearly unlimited, making decisions to improve levels of engagement more challenging. Intelligent information filtering methods here can help players make smarter decisions, thereby improving performance, increasing level of engagement, and reducing the likelihood of early departure. In this paper, a novel approach towards building a hybrid multi-profile based recommender system for player-versus-player (PvP) content in the MMOG Destiny is presented. The framework groups the players based on three distinct traced behavioral aspects: base stats, cooldown stats, and weapon playstyle. Different combinations of these profiles are considered to make behavioral recommendations. An online evaluation was performed to investigate the usefulness of the proposed recommender framework to players of Destiny

    Negociación aplicada a recomendación a grupos: un estudio sobre usuarios en el dominio de películas

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    Providing recommendations to groups of users has become popular in many applications today. Even though there are several group recommendation techniques, the generation of recommendations that satisfy the group members in an even way remains a challenge. Because of this, we have developed a multi-agent approach called MAGReS that relies on negotiation techniques to improve group recommendations. Our approach was tested (on the movies domain) using synthetic data with satisfactory results. Given that the results when using synthetic data may sometimes differ with reality, we decided to assess MAGReS using data from real users. The results obtained showed firstly that, in comparison with the recommendations produced by a traditional approach, the recommendations of MAGReS produce a greater level of satisfaction to the group, and secondly that the proposed approach was able to predict more accurately the satisfaction levels of the group members.Sociedad Argentina de Informática e Investigación Operativ

    Negociación aplicada a recomendación a grupos: un estudio sobre usuarios en el dominio de películas

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    Providing recommendations to groups of users has become popular in many applications today. Even though there are several group recommendation techniques, the generation of recommendations that satisfy the group members in an even way remains a challenge. Because of this, we have developed a multi-agent approach called MAGReS that relies on negotiation techniques to improve group recommendations. Our approach was tested (on the movies domain) using synthetic data with satisfactory results. Given that the results when using synthetic data may sometimes differ with reality, we decided to assess MAGReS using data from real users. The results obtained showed firstly that, in comparison with the recommendations produced by a traditional approach, the recommendations of MAGReS produce a greater level of satisfaction to the group, and secondly that the proposed approach was able to predict more accurately the satisfaction levels of the group members.Sociedad Argentina de Informática e Investigación Operativ

    Negociación aplicada a recomendación a grupos: un estudio sobre usuarios en el dominio de películas

    Get PDF
    Providing recommendations to groups of users has become popular in many applications today. Even though there are several group recommendation techniques, the generation of recommendations that satisfy the group members in an even way remains a challenge. Because of this, we have developed a multi-agent approach called MAGReS that relies on negotiation techniques to improve group recommendations. Our approach was tested (on the movies domain) using synthetic data with satisfactory results. Given that the results when using synthetic data may sometimes differ with reality, we decided to assess MAGReS using data from real users. The results obtained showed firstly that, in comparison with the recommendations produced by a traditional approach, the recommendations of MAGReS produce a greater level of satisfaction to the group, and secondly that the proposed approach was able to predict more accurately the satisfaction levels of the group members.Sociedad Argentina de Informática e Investigación Operativ

    Sistemas de recomendación en Apache Spark

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    Actualmente, los sistemas de recomendación juegan un papel fundamental en el comercio electrónico. Estos sistemas proponen sugerencias de productos a los usuarios, basadas en diferentes fuentes de información, con el objetivo de que los usuarios continúen visitando el sitio y aumente la probabilidad de que efectúen compras. Para conseguir estas recomendaciones se utilizan algoritmos para el cálculo de predicciones. Estas predicciones representan la posibilidad de que un cierto usuario vaya a acceder o valorar un determinado ítem. Dado el gran volumen de usuarios e ítems en un sistema, hacen falta herramientas adecuadas que permitan obtener las recomendaciones en un tiempo razonable, además de garantizar que el sistema de recomendación esté siempre disponible. En este trabajo se estudian las distintas técnicas para proporcionar recomendaciones y se programan dos algoritmos sobre el sistema Hadoop, empleando el mecanismo de MapReduce que proporciona el subsistema Spark. Por una parte, la técnica de MapReduce permite ofrecer, con ciertas limitaciones, una forma de ejecutar en paralelo ciertas tareas sobre el gran volumen de datos a procesar. Por otro lado, al ejecutar las tareas de MapReduce sobre el sistema ofrecido por Hadoop se consigue el requisito de tolerancia a fallos que es necesario en un sistema que debe mantenerse disponible en todo momento.Graduado o Graduada en Ingeniería Informática por la Universidad Pública de NavarraInformatika Ingeniaritzako Graduatua Nafarroako Unibertsitate Publikoa

    Personalized Game Content Generation and Recommendation for Gamified Systems

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    Gamification, that is, the usage of game content in non-game contexts, has been successfully employed in several application domains to foster engagement, as well as to influence the behavior of end users. Although gamification is often effective in inducing behavioral changes in citizens, the difficulty in retaining players and sustaining the acquired behavior over time, shows some limitations of this technology. That is especially unfortunate, because changing players’ demeanor (which have been shaped for a long time), cannot be immediately internalized; rather, the gamification incentive must be reinforced to lead to stabilization. This issue could be sourced from utilizing static game content and a one-size-fits-all strategy in generating the content during the game. This reveals the need for dynamic personalization over the course of the game. Our research hypothesis is that we can overcome these limitations with Procedural Content Generation (PCG) of playable units that appeal to each individual player and make her user experience more varied and compelling. In this thesis, we propose a deep, large and long solution, deployed in two main phases of Design and Integration to tackle these limitations. To support the former phase, we present a “PCG and Recommender system” to automate the generation and recommendation of playable units, named “Challenges”, which are Personalized and Contextualized on the basis of players’ preferences, skills, etc., and the game ulterior objectives. To this end, we develop a multi-layered framework to generate the personalized game content to be assigned and recommended to the players involved in the gamified system. To support the latter phase, we integrate two modules into the system including Machine Learning (ML) and Player Modeling, in order to optimize the challenge selection process and learning players’ behavior to further improve the personalization, by deriving the style of the player, respectively. We have carried out the implementation and evaluation of the proposed framework and its integration in two different contexts. First, we assess our Automatic Procedural Content Generation and Recommendation (APCGR) system within a large-scale and long-running open field experiment promoting sustainable urban mobility that lasted twelve weeks and involved more than 400 active players. Then, we implement the “Player Modeling” module (in the integration phase) in an educational interactive game domain to assess the performance of the proposed play style extraction approach. The contributions of this dissertation are a first step toward the application of machine learning in automating the procedural content generation and recommendation in gamification systems

    Workshop proceedings:CBRecSys 2014. Workshop on New Trends in Content-based Recommender Systems

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    Multimedia Development of English Vocabulary Learning in Primary School

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    In this paper, we describe a prototype of web-based intelligent handwriting education system for autonomous learning of Bengali characters. Bengali language is used by more than 211 million people of India and Bangladesh. Due to the socio-economical limitation, all of the population does not have the chance to go to school. This research project was aimed to develop an intelligent Bengali handwriting education system. As an intelligent tutor, the system can automatically check the handwriting errors, such as stroke production errors, stroke sequence errors, stroke relationship errors and immediately provide a feedback to the students to correct themselves. Our proposed system can be accessed from smartphone or iPhone that allows students to do practice their Bengali handwriting at anytime and anywhere. Bengali is a multi-stroke input characters with extremely long cursive shaped where it has stroke order variability and stroke direction variability. Due to this structural limitation, recognition speed is a crucial issue to apply traditional online handwriting recognition algorithm for Bengali language learning. In this work, we have adopted hierarchical recognition approach to improve the recognition speed that makes our system adaptable for web-based language learning. We applied writing speed free recognition methodology together with hierarchical recognition algorithm. It ensured the learning of all aged population, especially for children and older national. The experimental results showed that our proposed hierarchical recognition algorithm can provide higher accuracy than traditional multi-stroke recognition algorithm with more writing variability
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