{"id":2102,"date":"2022-12-19T06:10:22","date_gmt":"2022-12-19T06:10:22","guid":{"rendered":"https:\/\/unewhavendh.org\/algorithms-and-the-arts\/?p=2102"},"modified":"2024-08-26T12:32:15","modified_gmt":"2024-08-26T12:32:15","slug":"why-steam-is-rising","status":"publish","type":"post","link":"https:\/\/unewhavendh.org\/algorithms-and-the-arts\/2022\/12\/19\/why-steam-is-rising\/","title":{"rendered":"Why Steam Is Rising"},"content":{"rendered":"\n<figure class=\"wp-block-image size-full is-resized\"><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/unewhavendh.org\/algorithms-and-the-arts\/files\/2022\/12\/image-12.png\" alt=\"\" class=\"wp-image-2105\" width=\"827\" height=\"517\" srcset=\"https:\/\/unewhavendh.org\/algorithms-and-the-arts\/files\/2022\/12\/image-12.png 634w, https:\/\/unewhavendh.org\/algorithms-and-the-arts\/files\/2022\/12\/image-12-300x187.png 300w, https:\/\/unewhavendh.org\/algorithms-and-the-arts\/files\/2022\/12\/image-12-320x200.png 320w\" sizes=\"auto, (max-width: 827px) 100vw, 827px\" \/><\/figure>\n\n\n\n<p>Steam is a well-known online video game service that has triumphantly risen to the top as one of the best, if not the best, video game services on the internet. While most gamers think it is due to the fact that Steam predominantly runs on PC\/Computers (the largest group of gaming consumers on the market), I think the reason for its success lies within its recently developed algorithm.<\/p>\n\n\n\n<p>After a recent fiasco of giving users and game developers direct control over the \u201ctags\u201d used by the algorithm, Valve (The company that created Steam) redeveloped its recommendation algorithm to prevent user exploitation while still balancing user preferences and focusing on target audiences. This post is a brief summary of Steam\u2019s transformation.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">The Problem \u2013 Tags and Reviews<\/h2>\n\n\n\n<p>Previously, Steam\u2019s gaming service\u2019s way of recommending games to gamers was through the implementation of tags, the same as Goodreads. These \u201ctags\u201d were generated by users and game developers, and they were intended to depict the concepts of the games. This way, when a user looks for a specific game or genre of games, the recommendation algorithm would list the options that had tags that matched the queries. In addition to this, game developers were able to highlight certain reviews that they thought would depict the game well for new users. Giving this much power to users and game developers was the root cause of the exploitation problem.<\/p>\n\n\n\n<p>Game developers started to insert tags that weren\u2019t even related to the game, typically tags that were trending currently, in order to get it recognized by the algorithm and placed in the \u201cPopular\u201d category. Furthermore, game developers would choose to highlight only 5-star reviews, which lead to the algorithm assuming that the game was more favorable than it really was. As the Senior gaming editor at Ars Technica Kyle Orland put it, developers were \u201cchoosing popular tags or leaning on positive reviews\u201d to artificially boost their sales, popularity, and performance (Orland 2). This led to many gamers getting cheated into believing that the game they had paid for and downloaded was what they were promised.<\/p>\n\n\n\n<p>On the other hand, gamers had also started to exploit the algorithm, by unnecessarily devaluing certain games. Games that were doing good were suddenly getting bombarded by these \u201creview trolls\u201d leaving negative remarks or inappropriate tags, that did not represent the game. Similar to the previous exploitation, this led to many game developers suffering, as their games would never gain in popularity. In addition to that, these games would be hidden from the average gamer\u2019s sight.<\/p>\n\n\n\n<p>Valve knew this was a problem, but they faced several difficulties in attempting to combat it. If they implemented a strict or heavily controlled vocabulary of terms, it would decrease how much value the popularity of games had, which would result in Steam performing poorly. If they let this problem continue, it would soon consume all of the recommended sections and only show a select few games that were overly inflated in fake characteristics. In 2019, Valve came up with a bold remodeling of their algorithm, which resolve this issue, while still giving room for popularity.<\/p>\n\n\n\n<h2 class=\"has-normal-font-size wp-block-heading\">The Solution \u2013 \u201cInteractive Recommender\u201d<\/h2>\n\n\n\n<p>The first step to this solution was to give the loyal users a way to bypass the inflated \u201cRecommended\u201d section. This new implementation, visuals below, is called the \u201cInteractive Recommender,\u201d and it uses advanced machine learning algorithms to filter games, tailored to their past game choices and their input cues. It will directly give a searching user control over how the algorithm should search for a game: From popularity level to older or newer and all the potential tags to include or not include.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"382\" height=\"395\" src=\"https:\/\/unewhavendh.org\/algorithms-and-the-arts\/files\/2022\/12\/image-10.png\" alt=\"\" class=\"wp-image-2103\" srcset=\"https:\/\/unewhavendh.org\/algorithms-and-the-arts\/files\/2022\/12\/image-10.png 382w, https:\/\/unewhavendh.org\/algorithms-and-the-arts\/files\/2022\/12\/image-10-290x300.png 290w, https:\/\/unewhavendh.org\/algorithms-and-the-arts\/files\/2022\/12\/image-10-193x200.png 193w\" sizes=\"auto, (max-width: 382px) 100vw, 382px\" \/><figcaption>Image by Kyle Orland<\/figcaption><\/figure>\n\n\n\n<p>In addition to this, Valve also implemented a checking system for the tags that were added, to filter out the fake tags. This process did take more effort, but it limited the number of fakes while balancing user control.<\/p>\n\n\n\n<p>What this means for the user is that they can now freely explore the entire Steam library and not be stuck looking at the same set of popular\/newer games. Valve claimed that \u201cdigging into the &#8216;niche&#8217; end of the range can be a very effective way to find hidden gems\u201d for gamers who don\u2019t want the same old \u201cpopular\u201d genres (Orland 2). Previously, if a gamer wanted a specific kind of game, they would have a better chance of finding it only if they knew the exact name of the game.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Playtime vs Reviews<\/h2>\n\n\n\n<p>The next installation of the changes to the algorithm was the addition of a \u201cplaytime\u201d based recommendation. Since tags and reviews could be easily fooled, it would take more time and effort for Valve to correct every tag, and they decreased its value in the eyes of the algorithm. Instead, a larger chunk of the recommendations came from how many hours players spent on a specific game. The logic behind this was that only if a game was \u201cgood\u201d would a player spend hours playing it. This is something unique to games, as they are played continuously rather than viewed, read, or watched once. And this way, only those who played the game\u2019s opinions were represented at large. This made the work of trolls and exploiters much less significant or impactful. Orland remarked that \u201cplaytime history is a core part of this neural-network-driven model. The number of hours you put into each game in your library is compared with that of millions of other Steam users so the neural network can make \u2018informed suggestions\u2019\u201d (Orland 1).<\/p>\n\n\n\n<p>Though reviews became less valued, they certainly did not disappear. The chart below is an accurate representation of how the algorithm interprets reviews now, which allows for a larger margin of user error or exploitation.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"599\" height=\"561\" src=\"https:\/\/unewhavendh.org\/algorithms-and-the-arts\/files\/2022\/12\/image-11.png\" alt=\"\" class=\"wp-image-2104\" srcset=\"https:\/\/unewhavendh.org\/algorithms-and-the-arts\/files\/2022\/12\/image-11.png 599w, https:\/\/unewhavendh.org\/algorithms-and-the-arts\/files\/2022\/12\/image-11-300x281.png 300w, https:\/\/unewhavendh.org\/algorithms-and-the-arts\/files\/2022\/12\/image-11-214x200.png 214w\" sizes=\"auto, (max-width: 599px) 100vw, 599px\" \/><figcaption>Figure by Oleg Nesterenko<\/figcaption><\/figure>\n\n\n\n<h2 class=\"wp-block-heading\">Conclusion<\/h2>\n\n\n\n<p>As with any algorithm, this newer implementation is still not perfect. And Valve knows it. They wanted to make the change that would address the immediate concerns, as they work to tinker with the algorithm from the background. These changes are relatively small, which Valve claims is because &#8220;Rather than introducing a big change to the way customized recommendations are determined on Steam, we&#8217;re introducing this new recommender as an experiment customers can seek out and try. This will help us get better usage data while avoiding any sudden shifts that we know can be frustrating for customers and developers who are accustomed to Steam&#8221; (Dingman 6). But one thing is for sure, after these changes, gamers have started to respect and appreciate Steam a lot more than they previously did, which has led to the recent hike in Steam\u2019s performance.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Works Cited<\/h2>\n\n\n\n<p>Dingman, Hayden. \u201cValve\u2019s Intriguing \u2018Steam Labs\u2019 Experiments Help You Find New Games in a Sea of Releases.\u201d&nbsp;PCWorld, vol. 37, no. 8, Aug. 2019, pp. 20\u201323.&nbsp;EBSCOhost, <a href=\"https:\/\/search-ebscohost-com.unh-proxy01.newhaven.edu\/login.aspx?direct=true&amp;db=f5h&amp;AN=137786761&amp;site=ehost-live&amp;scope=site\">https:\/\/search-ebscohost-com.unh-proxy01.newhaven.edu\/login.aspx?direct=true&amp;db=f5h&amp;AN=137786761&amp;site=ehost-live&amp;scope=site<\/a>.<\/p>\n\n\n\n<p>Kamal, Ahmed, et al. &#8220;Recommender System: Rating predictions of Steam Games Based on Genre and Topic Modelling,&#8221;&nbsp;<em>2020 IEEE International Conference on Automatic Control and Intelligent Systems (I2CACIS)<\/em>, 2020, pp. 212-218, doi: 10.1109\/I2CACIS49202.2020.9140194.<\/p>\n\n\n\n<p>Nesterenko, Oleg. \u201cSteam&#8217;s Algorithms Demythologized.\u201d <em>Game World Observer<\/em>, 23 Sept. 2020, https:\/\/gameworldobserver.com\/2020\/09\/23\/steam-algorithm.<\/p>\n\n\n\n<p>Orland, Kyle. \u201cSteam Uses Machine Learning for Its New Game Recommendation Engine.\u201d <em>Ars Technica<\/em>, 11 July 2019, https:\/\/arstechnica.com\/gaming\/2019\/07\/steam-turns-to-ai-to-help-users-find-gems-amid-thousands-of-games\/.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Steam is a well-known online video game service that has triumphantly risen to the top as one of the best, if not the best, video game services on the internet. While most gamers think it is due to the fact that Steam predominantly runs on PC\/Computers (the largest group of &hellip;<\/p>\n","protected":false},"author":483,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"portfolio_post_id":0,"portfolio_citation":"","portfolio_annotation":"","openlab_post_visibility":"","footnotes":""},"categories":[17],"tags":[],"class_list":["post-2102","post","type-post","status-publish","format-standard","hentry","category-fall-2022"],"_links":{"self":[{"href":"https:\/\/unewhavendh.org\/algorithms-and-the-arts\/wp-json\/wp\/v2\/posts\/2102","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/unewhavendh.org\/algorithms-and-the-arts\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/unewhavendh.org\/algorithms-and-the-arts\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/unewhavendh.org\/algorithms-and-the-arts\/wp-json\/wp\/v2\/users\/483"}],"replies":[{"embeddable":true,"href":"https:\/\/unewhavendh.org\/algorithms-and-the-arts\/wp-json\/wp\/v2\/comments?post=2102"}],"version-history":[{"count":3,"href":"https:\/\/unewhavendh.org\/algorithms-and-the-arts\/wp-json\/wp\/v2\/posts\/2102\/revisions"}],"predecessor-version":[{"id":2108,"href":"https:\/\/unewhavendh.org\/algorithms-and-the-arts\/wp-json\/wp\/v2\/posts\/2102\/revisions\/2108"}],"wp:attachment":[{"href":"https:\/\/unewhavendh.org\/algorithms-and-the-arts\/wp-json\/wp\/v2\/media?parent=2102"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/unewhavendh.org\/algorithms-and-the-arts\/wp-json\/wp\/v2\/categories?post=2102"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/unewhavendh.org\/algorithms-and-the-arts\/wp-json\/wp\/v2\/tags?post=2102"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}