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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>AURYGA: A Recom mender System for Game Tagging</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Riccardo Rubei</string-name>
          <email>riccardo.rubei@graduate.univaq.it</email>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Claudio Di Sipio</string-name>
          <email>claudio.disipio@graduate.univaq.it</email>
        </contrib>
      </contrib-group>
      <abstract>
        <p>Multimedia data have become predominant in several application domains. To cope with this huge amount of data, recommender systems come in handy by delivering valuable items to end-users. In particular, existing PC games stores could be supported by such systems. Even though the user can easily browse such platforms to find desired items, there is still room for improvements, i.e., enhancing available tagging systems, adopting new analysis techniques. With the aim of assisting users in the definition of the tags, we propose AURYGA, an AUtomated Recommender sYstem that exploits a well-founded stochastic model to predict GAme tags using the textual description of PC games stored on the Steam platform. First, we filter the initial set of tags by using the frequent itemset technique. Afterwards, we use a TF-IDF encoder on textual descriptions to feed the underpinning model to retrieve the list of tags. Due to the lack of a proper baseline, we evaluate AURYGA by means of a 10-fold cross validation on a real-world dataset. The initial results show that the proposed prototype represents a workable solution in the domain.</p>
      </abstract>
      <kwd-group>
        <kwd>recommender systems</kwd>
        <kwd>machine learning</kwd>
        <kwd>videogames classification</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        To properly manage information overload yielded by multimedia data [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ], recommender systems
[
        <xref ref-type="bibr" rid="ref2">2</xref>
        ] have been successfully employed in several domains, e.g., e-commerce [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], streaming
platforms [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], social media [
        <xref ref-type="bibr" rid="ref5 ref6">5, 6</xref>
        ], and scientific papers [
        <xref ref-type="bibr" rid="ref7 ref8">7, 8</xref>
        ]. In particular, the videogame industry
benefits from digital stores [
        <xref ref-type="bibr" rid="ref10 ref11 ref9">9, 10, 11</xref>
        ] that allow users to discover and purchase games easily.
Among the others, the Steam platform [
        <xref ref-type="bibr" rid="ref12">12</xref>
        ], maintains and sells a large number of PC games.
Each of them is enriched with useful information for the customer, e.g., description, features,
genre, to name a few. To better increase the discoverability of the games, a user-based tagging
systems is employed, although it can be improved by exploiting more sources of knowledge.
      </p>
      <p>To this end, we propose AURYGA, a novel recommender system based on a Complement
Naive Bayesian (CNB) network to retrieve a set of tags given the textual description of the
game. First, we empirically select 7 main game genres and extract frequent sub-tags patterns
using the FP-growth mining algorithm. Then, the textual content is encoded by relying on a
TF-IDF module. The produced vectors are eventually used by AURYGA to predict a final set
of tags. As a preliminary evaluation, we used a Steam dataset composed of PC games with
the corresponding tags. We conduct a 10-fold cross evaluation by computing diferent metrics,
i.e., success rate, precision, recall, and F-measure. The initial results show that AURYGA is
capable of recommending the correct tags most of the time. We make available the initial
implementation as well as the dataset to replicate the experiments in the corresponding Github
repository1.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Motivation and background</title>
      <p>
        In this section, we present an explanatory example in Figure 1 to highlight our contribution. The
left side of the picture shows Syberia, a point-and-click adventure game 2 and its user-defined
tags ranked according to their frequency, i.e., the number of users that define that tag for
the game. Although the top-3 tags are correct, i.e., Adventure, Point &amp; Click and Puzzle the
game is labeled with ones that represent game’s features rather than the actual genre [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]. For
example, the tag Beautiful expresses a subjective evaluation that could compromise the correct
categorization of the game.
      </p>
      <p>Based on this list, Steam suggests additional games to purchase as shown on the right side of
the picture, i.e., More like this section. By carefully inspecting three of them, namely Red Dead
Redemption II, Shadow of the Tomb Raider, and Half-Life Alyx, we discover that the recommended
items belong to completely diferent genres i.e., western, purely action-adventure, and
firstperson shooter3 respectively. Thus, inaccurate labeling can compromise the visibility of games
as the platform groups them according to the user-based defined tags.</p>
    </sec>
    <sec id="sec-3">
      <title>3. Proposed methodology</title>
      <p>The proposed approach and its main components are shown in Fig.2. As the first step, we
empirically select 7 main tags from the most famous genres 4 by eliciting the ones with higher
1https://github.com/Arkanoid01/Auryga
2https://fr.flossmanuals.net/creating-point-and-click-games-with-escoria/what-is-point-and-click-games/
3https://www.pcmag.com/encyclopedia/term/first-person-shooter
4https://www.statista.com/statistics/189592/breakdown-of-us-video-game-sales-2009-by-genre/</p>
      <p>Predicted tags
Filtering</p>
      <p>Filtered
Train Data</p>
      <p>CNB</p>
      <p>Main Genre
Steam Data</p>
      <p>5</p>
      <p>
        Untagged game
frequencies in the considered dataset, i.e., Action, Adventure, Rpg, Platform, Sport, Strategy, and
Simulation. On top of these main tags, the raw S t e a m d a t a 1 labeled with 370 unique game
tags is used by the F i l t e r i n g component 2 to retrieve the most frequent sub-patterns using
the FP-growth, a well-founded mining algorithm [
        <xref ref-type="bibr" rid="ref14">14</xref>
        ] provided by Mlxtend Python library 5.
In such a way, AURYGA extracts a set of f i l t e r e d t r a i n d a t a 3 for each main category by
selecting the miminum support, i.e., a threshold that evaluates the strength of a certain pattern
appearing in the whole itemset [
        <xref ref-type="bibr" rid="ref15">15</xref>
        ]. By running several experiments, we fix the support value
to retrieve around 50 sub-tags related to the main one. Overall, this preprocessing phase reduces
the number of unique tags from 370 to 100. The reason is two-fold i) low-frequency user tags
are dropped and ii) the overall accuracy is improved for each main tag. For instance, the pattern
[action, singleplayer, sci_fi] occurs frequently in the original dataset, meaning that action games
are tagged also with the mentioned sub-tags most of the time.
      </p>
      <p>Afterwards, AURYGA employs 4 C o m p l e m e n t N a i v e B a y e s ( C N B ) network 6, an enhanced
version of Multinomial Naive Bayes (MNB) that cope with unbalanced dataset [16]. Diferently
from the MNB, CNB computes the probability that an item appears in the other classes and
normalizes classification weights to properly manage word occurrence dependencies. When
an u n t a g g e d g a m e arrives 5 , the textual description is encoded using the TF-IDF vectorizer
7. First, the underpinning model predicts the m a i n g e n r e 6 by relying on the original Steam
data. Second, the CNB exploits the abovementioned filtered training sets to retrieve sub-tags
when the main one is correctly predicted. The system eventually retrieves the p r e d i c t e d t a g s
7 that include the main genre and the most probable sub-tags.
3.1. Preliminary evaluation
To assess the conceived approach, we conduct a 10-fold cross validation [17] on the mentioned
Steam dataset composed of 27,334 games gathered in 2019 8. Each game is identified by a
5http://rasbt.github.io/mlxtend/api_subpackages/mlxtend.frequent_patterns/#fpgrowth
6https://scikit-learn.org/stable/modules/generated/sklearn.naive_bayes.ComplementNB.html#sklearn.naive_
bayes.ComplementNB
7https://scikit-learn.org/stable/modules/generated/sklearn.feature_extraction.text.TfidfVectorizer.html
8https://www.kaggle.com/nikdavis/steam-store-games
unique ID, the title, the description, and the list of tags. For each round, we used 90% of the
descriptions as training and 10% as testing to compute Success rate, Precision, Recall, and
FMeasure, considering the following definitions: a True positive (Tp) is a recommended tag that
corresponds to the actual game tag. A false positive (FP) means that the suggested tag is not
present in the actual list while a false negative (Fn) represents a tag that should be present in
the result set but actually is not. Given a set of N recommended tags, the Success rate measures
the rate at which the proposed approach can return at least c correct tags for c=1,2,3,4,5.</p>
      <p>Success rate =
   =</p>
      <p>+  

(2)
∈ (  &gt; 0)
| |</p>
      <p>× 100%
 =</p>
      <p>+  
(3)
(1)
 −   = 2 ×  ×  (4)
 +</p>
      <p>Precision and Recall assess the rate of correct items over the entire set of retrieved items and
the ratio of the right topics appearing in the retrieved set respectively. F-measure represents
the harmonic mean of the two previous metrics. All the mentioned indexes are computed by
considering the filtered set of tags, i.e., the ones obtained by the F i l t e r i n g component.</p>
      <p>Figure 3 shows the results obtained in terms of success rate. As we can see, AURYGA is
capable of suggesting at least the first tag with good results, i.e., it reaches 98% with N=8. As
expected, increasing the number of correct tags c impacts negatively on the performances. For
instance, the success rate dramatically decreases if we consider c=5, i.e., the system recommends
exactly five correct tags only in the 0,3% of the cases.</p>
      <p>100
80
)
%
t(ea 60
r
s
s
e
c
c
Su 40
20
0
93:2
45
13:4
N3</p>
      <p>C=1 C=2 C=3 C=4 C=5
96</p>
      <p>98
57:8
28:3
12</p>
      <p>0:3</p>
      <p>N5
Recommended Set
66:3
40:1
N8
23:7
12:6</p>
      <p>To further study the AURYGA’s performances, we compute additional metrics, i.e., precision,
recall, and F-measure showed in Table 1. Overall, increasing the number of recommended items
leads to low results on average i.e., the maximum F-measure value is reached with N=3. In
particular, the precision decrease from 50.01% to 31.2% by increasing the number of retrieved
items. Contrariwise, augmenting N yields to better performance in terms of recall, i.e., it
achieves 67.2% with N=8. This is quite expected since the system retrieves more tags that should
be included. It is worth noting that we aim to recommend 100 diferent unique tags, considering
both the main and sub-tags. It is our strong belief that reducing the number of tags in the
training will lead to better accuracy since this strategy has been proved successful in existing
studies [18].</p>
    </sec>
    <sec id="sec-4">
      <title>4. Related works</title>
      <p>The first taxonomy of games was proposed in [ 19] by manually inspecting their features e.g.,
genre, the number of players, description. A curated discussion over games’ genres has been
conducted in [20] by considering several aspects i.e., family resemblances, prototype theory,
faceted classification, and appeal factors. Horppu et al. [21] make use of the SVM model to
classify 2,443 games on the IoS App store by using title and description. Similarly, Amiriparian
et al. [22] propose an audio-based videogame genre categorization using linear SVM and CNN
models on a dataset composed of 1,566 multimedia content including in-game video, audio, and
visual elements to categorize games into six categories. A multi-modal deep neural network
[23] trained with the cover image and the textual information has been employed to classify
50,000 PC games stored on IGDB.com website by predicting 21 unique tags.</p>
    </sec>
    <sec id="sec-5">
      <title>5. Conclusion and future works</title>
      <p>Videogame online stores manage hundred of PC games usually labeled with a list of tags. Even
though such a tagging system is successfully employed by several platforms, increasing the
accuracy of the defined categories is still an open challenge. To fill the gap, we propose AURYGA,
a recommender system that automatically retrieves a set of game tags by analyzing the textual
description of the content. The system combines a well-founded frequent itemset algorithm
and a stochastic model to recommend the main genre and its most frequent sub-tags. The
preliminary evaluation shows encouraging results in terms of predicted tags even though some
metrics achieve low values.</p>
      <p>For future works, we can feed the underpinning algorithm with additional textual data, i.e.,
game title, developer, reviews. Furthermore, we can enhance the preprocessing phase by tuning
the filtering component. Last but not least, we are going to conduct a controlled user study in
which the participants evaluate the system qualitatively.
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