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Toward Gamified Personality Acquisition in Travel Recommender Systems

机译:致力于旅行推荐系统中的游戏化人格获取

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This paper proposes a novel method for user profiling in recommender systems (RS). RS have emerged as a key tool in information filtering. But despite their importance in our lives, systems still suffer from the cold-start problem: the inability to infer preferences of a new user who has not rated enough items. Up till now, only limited research has focused on optimizing user profile acquisition processes. This paper addresses that gap, employing a gamified personality-acquisition system based on the widely used Five Factor Model (FFM) for assessing personality. Our web-based system accurately extrapolates a user's preferences by guiding them through a series of interactive and contextualized questions. This paper demonstrates the efficacy of a gamified user profiling system that employs story-based questions derived from explicit personality inventory questions. The Gamified Personality Acquisition (GPA) system was shown to increase Mean Absolute Error (MAE) and Receiver Operating Characteristic (ROC) sensitivity in a travel RS while mitigating the cold-start problem in comparison to rating-based and traditional personality-based RS.
机译:本文提出了一种用于推荐系统(RS)中的用户配置文件的新方法。 RS已成为信息过滤中的关键工具。但是,尽管它们在我们的生活中很重要,但系统仍然遭受冷启动问题的困扰:无法推断未对足够项目评分的新用户的偏好。到目前为止,只有有限的研究集中在优化用户配置文件获取过程上。本文针对这一差距,采用了基于广泛使用的五因素模型(FFM)的游戏化人格获取系统来评估人格。我们的基于Web的系统通过引导用户进行一系列交互式和上下文相关的问题来准确推断用户的偏好。本文演示了游戏化用户配置文件系统的功效,该系统采用了从显式性格清单问题中得出的基于故事的问题。与基于等级和传统基于个性的RS相比,Gamified Personality Acquisition(GPA)系统显示出可以提高旅行RS中的平均绝对误差(MAE)和接收器工作特性(ROC)灵敏度,同时缓解了冷启动问题。

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