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Matrix- and Tensor Factorization for Game Content Recommendation

dc.contributor.authorSifa, Rafet
dc.contributor.authorYawar, Raheel
dc.contributor.authorRamamurthy, Rajkumar
dc.contributor.authorBauckhage, Christian
dc.contributor.authorKersting, Kristian
dc.date.accessioned2021-04-23T09:30:28Z
dc.date.available2021-04-23T09:30:28Z
dc.date.issued2020
dc.description.abstractCommercial success of modern freemium games hinges on player satisfaction and retention. This calls for the customization of game content or game mechanics in order to keep players engaged. However, whereas game content is already frequently generated using procedural content generation, methods that can reliably assess what kind of content suits a player’s skills or preferences are still few and far between. Addressing this challenge, we propose novel recommender systems based on latent factor models that allow for recommending quests in a single player role-playing game. In particular, we introduce a tensor factorization algorithm to decompose collections of bipartite matrices which represent how players’ interests and behaviors change over time. Extensive online bucket type tests during the ongoing operation of a commercial game reveal that our system is able to recommend more engaging quests and to retain more players than previous handcrafted or collaborative filtering approaches.de
dc.identifier.doi10.1007/s13218-019-00620-2
dc.identifier.pissn1610-1987
dc.identifier.urihttp://dx.doi.org/10.1007/s13218-019-00620-2
dc.identifier.urihttps://dl.gi.de/handle/20.500.12116/36274
dc.publisherSpringer
dc.relation.ispartofKI - Künstliche Intelligenz: Vol. 34, No. 1
dc.relation.ispartofseriesKI - Künstliche Intelligenz
dc.subjectLatent factor models
dc.subjectPlayer retention
dc.subjectRecommender systems
dc.titleMatrix- and Tensor Factorization for Game Content Recommendationde
dc.typeText/Journal Article
gi.citation.endPage67
gi.citation.startPage57

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