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Quality of Experience in Cyber-Physical Social Systems Based on Reinforcement Learning and Game Theory

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  • Eirini Eleni Tsiropoulou

    (Department of Electrical and Computer Engineering, University of New Mexico, Albuquerque, NM 87131, USA)

  • George Kousis

    (School of Electrical and Computer Engineering, National Technical University of Athens, 15780 Athina, Greece)

  • Athina Thanou

    (School of Electrical and Computer Engineering, National Technical University of Athens, 15780 Athina, Greece)

  • Ioanna Lykourentzou

    (Department of Information and Computing Sciences, Faculty of Science, Utrecht University, PO Box 80125, 3508 TC Utrecht, The Netherlands)

  • Symeon Papavassiliou

    (School of Electrical and Computer Engineering, National Technical University of Athens, 15780 Athina, Greece)

Abstract

This paper addresses the problem of museum visitors’ Quality of Experience (QoE) optimization by viewing and treating the museum environment as a cyber-physical social system. To achieve this goal, we harness visitors’ internal ability to intelligently sense their environment and make choices that improve their QoE in terms of which the museum touring option is the best for them and how much time to spend on their visit. We model the museum setting as a distributed non-cooperative game where visitors selfishly maximize their own QoE. In this setting, we formulate the problem of Recommendation Selection and Visiting Time Management (RSVTM) and propose a two-stage distributed algorithm based on game theory and reinforcement learning, which learns from visitor behavior to make on-the-fly recommendation selections that maximize visitor QoE. The proposed framework enables autonomic visitor-centric management in a personalized manner and enables visitors themselves to decide on the best visiting strategies. Experimental results evaluating the performance of the proposed RSVTM algorithm under realistic simulation conditions indicate the high operational effectiveness and superior performance when compared to other recommendation approaches. Our results constitute a practical alternative for museums and exhibition spaces meant to enhance visitor QoE in a flexible, efficient, and cost-effective manner.

Suggested Citation

  • Eirini Eleni Tsiropoulou & George Kousis & Athina Thanou & Ioanna Lykourentzou & Symeon Papavassiliou, 2018. "Quality of Experience in Cyber-Physical Social Systems Based on Reinforcement Learning and Game Theory," Future Internet, MDPI, vol. 10(11), pages 1-22, November.
  • Handle: RePEc:gam:jftint:v:10:y:2018:i:11:p:108-:d:181239
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    References listed on IDEAS

    as
    1. Benxiang Zeng, 2017. "Cultural Centre, Destination Cultural Offer and Visitor Satisfaction," Sustainability, MDPI, vol. 9(11), pages 1-12, October.
    2. Esther Martinez-Garcia & Josep M. Raya-Vilchez & Nuria Galí, 2018. "Factors Affecting Time Spent Visiting Heritage City Areas," Sustainability, MDPI, vol. 10(6), pages 1-15, June.
    3. Sheng, Chieh-Wen & Chen, Ming-Chia, 2012. "A study of experience expectations of museum visitors," Tourism Management, Elsevier, vol. 33(1), pages 53-60.
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