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研究生: 連國佑
Guo-You Lian
論文名稱: 電腦遊戲評量之擇優推薦系統
A selected recommender system based on computer game evaluation
指導教授: 薛義誠
Yih-Chearng Shiue
口試委員:
學位類別: 碩士
Master
系所名稱: 管理學院 - 資訊管理學系
Department of Information Management
論文出版年: 2020
畢業學年度: 108
語文別: 中文
論文頁數: 66
中文關鍵詞: 推薦系統雅卡爾相似度矩陣分解協同過濾混合式推薦系統
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  • Steam平台內,擁有超過3萬多個遊戲,這些眾多推出的遊戲,而難以選擇符合自身喜好的遊戲,因此消費者若要尋找符合興趣喜好的遊戲,則需花費更多的時間進行查找。若能開發有效的推薦系統,更能使消費者容易觸及到符合各自喜好的遊戲,吸引消費者進行消費。
    本研究以steam平台資料集,結合傳統以使用者為基礎(user-based)推薦方式如:以雅卡爾相似度進行評分預測的協同過濾方法,以及以模型為基礎(model-based)推薦方式如:奇異值分解(SVD)、非負矩陣分解(NMF)兩方法,設計實作一電腦遊戲評量之擇優推薦系統。
    藉由將原始資料集進行資料前處理,組合成使用者評分矩陣,以符合後續研究使用,再將評分矩陣對兩模型進行運算與訓練,並以擇優的方式將兩模型的預測進行不同程度的結合與實驗,產生混合的推薦結果。實驗一提出一擇優方式,在兩模型間選擇較好的組合,以此對使用者進行推薦。而在實驗二,改進了實驗一的擇優方式,對原先的擇優方式與判斷標準進行改良,發現實驗二的結果與實驗一整體結果相差不大,然實驗二所提出之方式卻更能讓使用者接觸到那些未曾接觸的遊戲。


    here are more than 30,000 games on the Steam platform. These numerous games make it difficult for users to choose games that match their own preferences. Therefore, user need to spend more time to find games that match their preferences. If we can develop an effective recommendation system, user can easily reach games which users are interested in and also attract user to purchase.
    This study uses the steam platform dataset, combined with traditional user-based and model-based recommendation methods such as singular value decomposition (SVD) and non-negative matrix decomposition (NMF) method, designed and implement a selected recommender system based on computer game evaluation.
    For the use of research, we pre-processing the original data set, combining into user scoring matrix. Then the scoring matrix is used to train the two models, and the predictions of the two models are combined and selected optimized by different degrees of criteria. The last combined predictions produces mixed recommendation results. In the first experiment, we propose a method of choosing the best combination between the two models, so as to recommend the user. In the second experiment, we improved the method of first experiment, improved the original method and standard, and found that the result of second experiment was not much different from the overall result of first experiment, but the method proposed in second experiment allows users to access games that have not been touched.

    論文摘要 i Abstract ii 目錄 iii 圖目錄 vi 表目錄 viii 第1章、 緒論 1 1.1 研究背景 1 1.2 研究動機 2 1.3 研究目的 2 1.4 論文架構 3 第2章、 文獻探討 4 2.1 協同過濾推薦系統 4 2.1.1 以內容為基礎推薦系統 4 2.1.2 以模型為基礎推薦系統 5 2.1.3 混合式推薦系統 6 2.2 相似度計算 7 2.2.1 餘弦相似性 7 2.2.2 簡單匹配係數 7 2.2.3 雅卡爾相似係數 8 2.3 矩陣分解 10 2.3.1 奇異值分解 10 2.3.2 非負矩陣分解 10 2.4 評估指數 10 2.4.1 均方誤差 10 2.4.2 均方根誤差 11 2.4.3 平均絕對誤差 11 第3章、 研究方法 12 3.1 研究流程 12 3.2 步驟一 : 資料前處理 13 3.2.1 使用者評分 13 3.3 步驟二 : 產生用戶評分矩陣 15 3.4 步驟三 : 計算相似度矩陣 15 3.4.1 以使用者為基礎相似度矩陣 16 3.4.2 以模型為基礎矩陣分解 16 3.5 步驟四:產生推薦內容 17 3.6 α值測定與擇優標準測定 18 3.7 訓練奇異值分解模型、非負矩陣分解模型 23 3.7.1 訓練奇異值分解模型 23 3.7.2 訓練非負矩陣分解模型 24 3.8 模型比較 24 3.9 擇優推薦系統流程圖 24 第4章、 實驗結果 26 4.1 資料彙整 26 4.2 以使用者為基礎之相似度計算結果 30 4.3 以模型為基礎之模型訓練結果 32 4.3.1 奇異值分解模型訓練結果 32 4.3.2 非負矩陣分解模型訓練結果 33 4.4 擇優方式實驗結果 34 4.4.1 實驗一 34 4.4.2 實驗二 41 第5章、 結論 49 5.1 結論與貢獻 49 5.2 研究限制 50 5.3 未來研究發展與建議 50 參考文獻 51

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