
For convenience, we reformatted the user dataset structure by slitting the information stored in the column 'behavior' into two columns: 'purchase' and 'play'. The user dataset contains a total of 200,000 rows, including 5,155 unique games and 12,393 unique users. It is to note that the original dataset doesn't have headers, and those shown in the table below are added for convenience based on the data description. In the case of this user dataset, the value associated to 'purchase' is always 1.Ī portion of the user dataset is displayed in the table below. If the behavior is 'purchase', the value associated to it is 1, meaning the user purchased the game. If the behavior is 'play', the value associated to it corresponds to the amount of hours played. Each row of the dataset represent the behavior of a user towards a game, either 'play' or 'purchase'. It contains the user id, the game title, the behavior ('purchase' or 'play') and a value associated to the behavior.
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Both are available for free on Kaggle and have data extracted from Steam. Datasetsįor this project, two different datasets are used. This project is implemented as our final project for the course "Introduction to Artificial Intelligence" (ITE3051) at Hanyang University during for the Fall 2019 semester.

These will be explain in detail further in this blog.

We will be using two datasets, having user and game data. Two collaborative filtering and one content-based algorithms are implemented.įor this project we are using data from Steam, one of the biggest video game digital distribution service for computer games. In order to implement the best recommender system we possibly can, multiple algorithms and approaches are developed in order to compare the recommendations produced by each one of them, allowing us to assess which algorithm produces more relevant recommendations. The primary focus of this project is to build a recommender system to recommend games to users based on their preferences and their gaming habits. The implicit data is harder to process because it’s hard to determine which information is useful and useless, but it’s easier to acquire compared to explicit data since the user doesn’t need to do anything more than using the website or app as usual. The data used to implement a recommender system can be explicit, such as reviews or ratings, or implicit, such as behavior and events like order history, search logs, clicks, etc. According to research, it results in better recommendations than those obtained by using only one of them. The hybrid recommender system consists of combining the content-based and the collaborative filtering, either by using an algorithm that uses both or by combining the recommendations produced by both methods. The content-based filtering uses the description of the items in order to recommend items similar to what a user likes. The advantage of the collaborative filtering method is that the algorithm doesn’t need to understand or process the content of the items it recommends. The collaborative filtering is based on the principle that if two people liked the same things in the past, if one of them likes something new, the other is likely to like it too. There are three main types of recommender system: collaborative filtering, content-based filtering and hybrid recommender system. Recommender systems are widely used these days to recommend items users may potentially like. Therefore, the goal of the project developed throughout this blog is to build a recommender system for computer games. Like many young people, all members of this team have an interest in video games, more particularly in computer games. Collaborative recommender with EM and SVD
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Recommendation System for Steam Game Store: An overview of recommender systemsĭepartment Of Information System, Hanyang University, Germain,Ĭomputer Engineering, Department of Software Engineering and Computer Engineering, Polytechnique Montreal, LinkedInĪerospace Engineering, Department of Mechanical Engineering, Polytechnique Montreal, LinkedInĬ.
