A Location–Time-Aware Factorization Machine Based on Fuzzy Set Theory for Game Perception

Game user perception is of great significance for game developers and network operators for improving service quality and operational efficiency. At present, the most common approach is to use the linear model that considers only the impact of network factors evaluation on user perception. The interpretation process is complex and useful, but invisible feature interaction data are not taken into account. As a result, user perception evaluation can only be interpreted by experienced experts, which is both time-consuming and laborious. In this paper, aiming at the shortcomings of existing algorithms, a location–time-aware factorization machine model (LTFM) is proposed by exploiting the location projection and time projection of users and services and fuzzy set theory. Our proposed LTFM can be decomposed into two parts: first, an original game quality of experience (QoE) dataset is extended. LTFM uses location and time information to map to latent vectors, which increases the number of records in each game data, involving no additional information. Then, LTFM utilizes fuzzy set theory to strengthen the positive feature interactions and reduce the negative feature interactions. The factorization machine is used to mine a number of potential features in the user’s invoking service behavior. The multiplayer online battle arena (MOBA) game perception dataset is obtained with reference to the ITU-T standard to verify the advanced nature of the proposed model. Experimental results show that LTFM outperforms existing algorithms in terms of prediction accuracy and model interpretability. Not only can accurate user experience quality categories be produced, but also the impact of individual characteristics and their feature interactions can be explained, which helps operators to make better optimization decisions.