Aainment Ratings for Graph-ery Recommendation Hal Cooper Garud Iyengar Ching-Yung Lin Columbia University Columbia University Graphen, Inc. 500 W 120th Street 500 W 120th Street 500 5th Avenue, Floor 46 New York, New York, USA 10027 New York, New York, USA 10027 New York, New York, USA 10110 [email protected] [email protected] [email protected] ABSTRACT aware of suggested products. Netix is the runner of the well- e video game industry is larger than both the lm and music known “Netix Prize” [25] for recommendation systems using user- industries combined. Recommender systems for video games have movie rating triplets. ese services primarily employ “explicit” received relatively scant academic aention, despite the unique- ratings data, wherein a user directly and deliberately inputs some ness of the medium and its data. In this paper, we introduce a form of rating for a product. In this context, implicit data, i.e. graph-based recommender system that makes use of interactivity, data that may implicitly indicate user preferences, but that does not arguably the most signicant feature of video gaming. We show involve the user explicitly designating a score or writing a review, is that the use of implicit data that tracks user-game interactions and oen seen as less causally informative, more biased, and less precise. levels of aainment (e.g. Sony Playstation Trophies, Microso Xbox Unary ratings (where it is possible to “like” a product e.g. click on Achievements) has high predictive value when making recommen- an ad, but not possible to register dislike), are common in implicit dations. Furthermore, we argue that the characteristics of the video rating scenarios [16] and exemplify many of the aforementioned gaming hobby (low cost, high duration, socially relevant) make issues. ough Steam does allow users to post reviews of purchased clear the necessity of personalized, individual recommendations products, the use of such data in making recommendations could be that can incorporate social networking information. We demon- called into question due to review bombing [20]. Fortunately, there strate the natural suitability of graph-query based recommendation exists a wealth of additional data less susceptible to manipulation. for this purpose. Steam is also a soware platform on which purchased products are managed, organized, and run. It is the interactive nature of CCS CONCEPTS video games that distinguishes games from other forms of media. Rather than a passive process of consumption, playing video games •Information systems ! Graph-based database models; Rec- involves making conscious choices about how, when, and why to ommender systems; •Human-centered computing ! Social perform certain interactions. It is this interactive experience of the recommendation; consumers with the product that they purchase (and other users KEYWORDS who have made the same purchase) that dierentiates digital distri- bution systems like Steam from retailers like Netix and Amazon ACM proceedings, graph-based database models, recommender that sell physical and digital products through an online market- systems, social recommendation place. Furthermore, in addition to being a marketplace, Steam is ACM Reference format: both an active online community with a well-dened social net- Hal Cooper, Garud Iyengar, and Ching-Yung Lin. 2018. Aainment Ratings work. In this paper, we argue that the choices players’ make are for Graph-ery Recommendation. In Proceedings of Twelh ACM Confer- indicative of their preference of titles, and can therefore be used for ence on Recommender Systems, Vancouver, Canada, October 2018 (RecSys’18), the purposes of product recommendation. Furthermore, we argue 5 pages. that presently recorded data directly reects these actions. DOI: 10.475/123 4 e boom in multiplayer online video games occurred around the same time as the increase in the popularity of online social 1 INTRODUCTION networks [9]. Perhaps in response, Microso introduced the Xbox arXiv:1808.05988v1 [cs.IR] 17 Aug 2018 Steam [2] is the largest digital distribution service for video games Live system [1]. In addition to centralizing and streamlining on- on the PC, Mac, and Linux platforms, with more than 18,000 avail- line play, Xbox Live was created as a social network. Users had able video game products. Products on Steam are actively marketed avatars that represented their likenesses, and added other users, to (more than 100 million) users, with regular discounted sales known in real-life, or encountered during online play, to their list events and pop-ups of recommended products. of friends through the use of unique “GamerTags”. e concept of Video distributions services such as Netix [12] and Amazon [22] an “Xbox Live Achievement” (hereaer simply referred to as an have long used recommender systems to help customers become “achievement”) was created, “gamifying” the play of video games [18]. Achievements are awarded when players completed certain Permission to make digital or hard copies of part or all of this work for personal or (potentially dicult) tasks in a game, and these then contribute to a classroom use is granted without fee provided that copies are not made or distributed “GamerScore”. is GamerScore, as well as the achievements com- for prot or commercial advantage and that copies bear this notice and the full citation on the rst page. Copyrights for third-party components of this work must be honored. prising it, would be publicly visible, giving users a form of bragging For all other uses, contact the owner/author(s). rights that demonstrated their skill. is “gamication” of playing RecSys’18, Vancouver, Canada video games (that is, giving the process of playing and completing © 2018 Copyright held by the owner/author(s). 123-4567-24-567/08/06...$15.00 DOI: 10.475/123 4 video games the property of a game at a meta-level) served to entice RecSys’18, October 2018, Vancouver, Canada Hal Cooper, Garud Iyengar, and Ching-Yung Lin players to become more competitive (thereby participating in more play and being more invested in the Xbox Live social network) and makeadditional purchases (with so called “play-to-win” models now being a common method for monetization of game products [24]). Digital marketplaces for other consoles [26] and computers (e.g. Steam) soon followed suit. rough the use of the Steam launcher or website, Steam members can view the products owned by other members, as well as their Steam Achievements. Users can also view the global stats of achievements, such as the percentage of owners of a game who have gained a particular achievement, as well as the requirements for gaining it (though some particularly dicult achievements, or achievements that spoil the game, may have their details hidden). is data is also available through the Steam WebAPI [29]. Prior to April 10, 2018, the vast majority of this data was publicly accessible. Aer this date, most of the data Figure 1: Distribution of attainment ratings across all users was made private [8] through the retroactive replacement of a user and games in crawled Steam dataset. opt-out procedure with an opt-in procedure. 2 ATTAINMENT RATINGS makes a large contribution to Ags . Similarly, extremely common In this paper we argue that achievements are highly informative achievements, i.e. those with Cgi ≈ 1, contribute very lile to the implicit data that can be used to determine a score representing aainment rating. From (2) we have: how much a particular user likes a particular game. e rationale 1 0 ≤ Ags ≤ 1 − (3) is quite simple; the more a user enjoys a game, the more they will kPg k aempt to complete everything it has to oer. We compute an e aainment rating Ags = 0 if the user has no achievements overall achievement score for a particular user by combining each for game g, or in the very unlikely event that everyone else has individual achievement weighted by diculty level computed using 1 all the achievements for it. e maximum value Ags = 1 − global achievement rates. kPg k Hours played has been proposed in the literature [14] as a metric is achieved in the unlikely event that user s has all achievements to approximate user preferences. However, there are signicant for game g, and is the only user to have all the achievements. In a issues with the use of simple play times. For instance, the length of traditional rating system, dierent users may have entirely dierent games is not uniform. Certain genres (e.g. Role-Playing games) are standards for what constitutes a given score (e.g. giving out full typically signicantly longer in length than other genres (such as marks for “I liked this” vs full marks for “this is literally my favorite Action games), and many highly acclaimed games are extremely game of all time”). In contrast, the aainment ratings in (2) are short (such as the Playstation title, Journey). precise, and measure the same degree of aainment for every user. We propose to eliminate these shortcomings by using achieve- e use of achievements can give scores across the full range for ment data to dene what we call an aainment rating. e aain- all users; we observe this in Figure 1, with truly high aainment ment rating is computed by combining each individual achieve- ratings possible, but increasingly rare. ment weighted by a diculty level computed using global achieve- ment rates. For a game g we denote its set of achievements as 3 GRAPH DATASET f g e Steam WebAPI gives access to a wide range of data, including Ag = Ag1 ; Ag2 ; :::; AgNg , where Ng is the total number of achieve- data relating to games, game ownership, friendships, group (e.g. ments of game g. Each Agi 2 Ag is a binary vector of length kPg k, gaming “clans” or social groups representing real-world groups) where Pg is the set of players who own game g, such that Agi s in- dicates whether or not player s has achieved achievement number membership and achievements.
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