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Online game props recommendation with real assessments

机译:带有真实评估的在线游戏道具推荐

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With the rapid development of smart mobile devices, phone games become an important way of entertainments. Benefitting from sophisticated payment environments of mobile platforms, e.g., Apple APP store, the In-APP purchases which sell equipments or virtual props bring in the main profits for game carriers and developers. Although virtual props from a certain type of smart phone game are monopolized by only one seller, like other commodities, products’ recommendation is able to improve the profit margins as well. One main difference between virtual props recommendation and the general good recommendations lies in that the virtual props are closely related to the game contexts, and this will lead to complicated dependencies. Therefore, general recommendation systems without consideration on game contexts cannot perform very well. Besides, multiple types of props in one game may depend on different game characters of players, thus single player trends to buy only appropriate props for improving the skills of his game characters. Moreover, the purchase intensions of players are influenced by multiple factors, and will change over time. Therefore, it is desired recommendation approach to be capable of handling the role dependencies and concept variations. In this paper, we treat the game contexts as events from game log records, and model the game props recommendation into a multi-instance multi-label learning task for utilizing the complicated dependencies and capturing the rank of purchase intentions. We proposed three variants of solutions against the concept variation problem as well. Finally, we conduct comprehensive empirical investigations on real-world data sets and a series of real online smart phone games. The positive experiment results and increasing profit margins validate the remarkable effectiveness of our solutions.
机译:随着智能移动设备的迅猛发展,电话游戏已成为一种重要的娱乐方式。受益于苹果平台商店等移动平台的先进支付环境,出售设备或虚拟道具的应用内购买为游戏运营商和开发商带来了主要利润。尽管来自某种类型的智能手机游戏的虚拟道具只能像其他商品一​​样由一个卖方垄断,但是产品的推荐也能够提高利润率。虚拟道具推荐与一般良好推荐之间的主要区别在于,虚拟道具与游戏环境密切相关,这将导致复杂的依赖关系。因此,不考虑游戏环境的一般推荐系统不能很好地执行。此外,一场游戏中的多种道具可能取决于玩家的不同游戏角色,因此单人玩家倾向于只购买适当的道具来提高其游戏角色的技能。此外,玩家的购买意愿会受到多种因素的影响,并且会随着时间而变化。因此,期望一种推荐方法能够处理角色依赖性和概念变化。在本文中,我们将游戏上下文视为来自游戏日志记录的事件,并将游戏道具推荐建模为多实例多标签学习任务,以利用复杂的依赖关系并捕获购买意图的等级。我们还针对概念变化问题提出了三种解决方案。最后,我们对真实数据集和一系列真实的在线智能手机游戏进行了全面的实证研究。积极的实验结果和不断提高的利润率证明了我们解决方案的显着有效性。

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