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A User Trust System for Online Games—Part I: An Activity Theory Approach for Trust Representation

机译:在线游戏的用户信任系统-第一部分:信任表示的活动理论方法

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In virtual worlds (including computer games), users develop trust relationships from their in-world interactions with others. However, these trust relationships end up not being represented in the data structures (or databases) of such virtual worlds, though they sometimes appear associated with reputation and recommendation systems. In addition, as far as we know, the user is not provided with a personal trust tool to sustain his/her decision-making while he/she interacts with other users in the virtual or game world. In order to come up with a computational formal representation of these personal trust relationships, we need to succeed in converting in-world interactions into reliable sources of trust-related data. In this paper, we develop the required formalisms to gather and represent in-world interactions—which are based on the activity theory—as well as a method to convert in-world interactions into trust networks. In the companion paper, we use these trust networks to produce a computational trust decision based on subjective logic. This solution aims at supporting in-world user (or avatar) decisions about others in the game world.
机译:在虚拟世界(包括计算机游戏)中,用户通过与他人的互动来建立信任关系。但是,尽管这些信任关系有时看起来与信誉和推荐系统相关联,但最终并未在此类虚拟世界的数据结构(或数据库)中表示。另外,据我们所知,当用户与虚拟或游戏世界中的其他用户进行交互时,不会向用户提供个人信任工具来维持其决策。为了提出这些个人信任关系的计算形式表示,我们需要成功地将世界中的交互转换为信任相关数据的可靠来源。在本文中,我们将基于活动理论开发所需的形式主义,以收集和表示现实世界中的互动,以及将现实世界中的互动转换为信任网络的方法。在随附的论文中,我们使用这些信任网络来生成基于主观逻辑的计算信任决策。该解决方案旨在支持游戏中有关其他用户的虚拟用户(或头像)决策。

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