The video game industry has adopted recommendation systems to boost users interest with a focus on game sales. Other exciting applications within video games are those that help the player make decisions that would maximize their playing experience, which is a desirable feature in real-time strategy video games such as Multiplayer Online Battle Arena (MOBA) like as DotA and LoL. Among these tasks, the recommendation of items is challenging, given both the contextual nature of the game and how it exposes the dependence on the formation of each team. Existing works on this topic do not take advantage of all the available contextual match data and dismiss potentially valuable information. To address this problem we develop TTIR, a contextual recommender model derived from the Transformer neural architecture that suggests a set of items to every team member, based on the contexts of teams and roles that describe the match. TTIR outperforms several approaches and provides interpretable recommendations through visualization of attention weights. Our evaluation indicates that both the Transformer architecture and the contextual information are essential to get the best results for this item recommendation task. Furthermore, a preliminary user survey indicates the usefulness of attention weights for explaining recommendations as well as ideas for future work. The code and dataset are available at: https://github.com/ojedaf/IC-TIR-Lol.
Working memory is an important function for human cognition since several day-to-day activities are related to it, such as remembering a direction or developing a mental calculation. Unfortunately, working memory deficiencies affect performance in work or education related activities, mainly due to lack of concentration, and, with the goal to improve this, many software applications have been developed. However, sometimes the user ends up bored with these games and drops out easily. To cope with this, our work explores the use of intelligent robotics and dynamic difficulty adjustment mechanisms to develop a novel working memory training system. The proposed system, based on the Nao robotic platform, is composed of three main components: First, the N-back task allows stimulating the working memory by remembering visual sequences. Second, a BDI model implements an intelligent agent for decision-making during the progress of the game. Third, a fuzzy controller, as a dynamic difficulty adjustment system, generates customized levels according to the user. The experimental results of our system, when compared to a computer-based implementation of the N-back game, show a significant improvement on the performance of the user in the game, which might relate to an improvement in their working memory. Additionally, by providing a friendly and interactive interface, the participants have reported a more immersive and better game experience when using the robotic-based system.
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