1. Find Your Organization in MMORPGs
- Author
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Qilin Deng, Xudong Shen, Jianrong Tao, Minghao Zhao, Runze Wu, Changjie Fan, and Kai Wang
- Subjects
Matching (statistics) ,business.industry ,Computer science ,Core component ,Deep learning ,ComputingMilieux_PERSONALCOMPUTING ,Machine learning ,computer.software_genre ,Preference ,Artificial Intelligence ,Control and Systems Engineering ,Social system ,Component (UML) ,Graph (abstract data type) ,Artificial intelligence ,Electrical and Electronic Engineering ,Baseline (configuration management) ,business ,computer ,Software - Abstract
Social relationships are the basis for communication and collaboration between players in many online games. In this paper, we propose a machine learning-based approach to model the relationship between players and guilds in online games. Our approach combines deep learning techniques with useful prior expert knowledge, where the core component is a graph convolutional network that is designed to utilize both social relationships and behavior preference of players. For each player in the game, the model is trained to estimate the likelihood of whether the player matches the guild, which enables rapid matching of players and guilds via recommendation. The proposed approach is evaluated on a industrial dataset collected from a popular online game, and also deployed in the game as a basic component of the social system. Experimental results show that our approach is not only intuitive but also very superior to other baseline methods.
- Published
- 2022