Analizando el comportamiento de una red social virtual en un juego social en línea basado en un juego serio

Autores/as

  • Carlos Alberto Ochoa Ortiz Zezzatti Universidad Autónoma de Ciudad Juárez. Manuel Díaz H. Zona Pronaf Condominio La Plata, 32315 Cd Juárez, Chih., México
  • Diego Gustavo Hurtado Olivares Universidad Autónoma del Estado de Morelos. Avenida Universidad 1001, Chamilpa, 62209 Cuernavaca, Morelos. México.
  • José Alberto Hernández Aguilar Universidad Autónoma del Estado de Morelos. Avenida Universidad 1001, Chamilpa, 62209 Cuernavaca, Morelos. México.
  • Julio César Ponce Gallegos Universidad Politécnica de Aguascalientes. Calle Paseo, San Gerardo, 207, 20342 Aguascalientes, Ags., México
  • César Velázquez Universidad Politécnica de Aguascalientes. Calle Paseo, San Gerardo, 207, 20342 Aguascalientes, Ags., México
  • Ismar Frango Universidad Presbiteriana Mackenzie. R. da Consolação, 930 - Consolação, São Paulo - SP, 01301-000, Brasil.

DOI:

https://doi.org/10.30973/progmat/2019.11.2/5

Palabras clave:

Juego de Redes Sociales, Antropología, Algoritmos Culturales

Resumen

Este documento desarrolla un algoritmo híbrido que combina la programación evolutiva para mejorar la optimización de una red social virtual en el juego de redes sociales de Facebook llamado "Mi tribu". Este prototipo toma una colección de individuos e interpreta lo esperado de los estudios colectivos en diferentes actividades. Usando un modelo específico para crear y verificar el método, liderado por una colección mediante heurísticas de generación adquiridas a partir de la probabilidad de encontrar a la tribu ideal, este prototipo puede operar de dos maneras: mediante la creación una tribu sin restricciones o por medio de la creación de una tribu conforme con una de las tres estructuras predefinidas de la tribu. Se toman en cuenta siete heurísticas de construcción, mediante diferentes combinaciones de dos lotes de la creación de la población inicial, la primera generada a partir de una combinación establecida, una popular utilizada en antropología y la otra utilizando el análisis psicosocial de los patrones de hábitat. El objetivo es asegurar la importancia relativa de la población inicial del tamaño de la tribu y del diseño de una Heurística basada en la aceptabilidad general de la tribu resultante, que se valida con el Algoritmo Cultural.

Biografía del autor/a

Carlos Alberto Ochoa Ortiz Zezzatti, Universidad Autónoma de Ciudad Juárez. Manuel Díaz H. Zona Pronaf Condominio La Plata, 32315 Cd Juárez, Chih., México

Carlos Alberto Ochoa Ortiz Zezzatti (BSC 1994; Eng. Master, 2000; Ph.D., 20 04; Postdoctoral researcher, 2006; Industrial postdoctoral research, 2009). He has written three books and eleven chapters in books related to AI. He has supervised ten Ph.D. theses, 21 Master theses, and 32Bachelor theses. He participated in the organization of conferences such as HAIS’07, HAIS’08, ENC’06, ENC’07, ENC’08, MICAI’09, MICAI’10 and MICAI’11. His research interests include evolutionary computation, natural processing language, and social data mining.

Diego Gustavo Hurtado Olivares, Universidad Autónoma del Estado de Morelos. Avenida Universidad 1001, Chamilpa, 62209 Cuernavaca, Morelos. México.

Hurtado Olivares Diego Gustavo its BSc degree in computer science from Universidad Politécnica del Estado de Morelos in 2018, he is a 3D Software Research Engineer, he has programming experience with Scientific Computing. Development of new products or solve computing problems, write algorithms to detect and analyze patterns in very large data set, Machine learning experience and management of enterprise resource planning. He is currently doing his master degree in computer science from the Research Center in Engineering and Applied Sciences of the UAEM. His research interests include evolutionary computation, 3D programming, and data mining.

José Alberto Hernández Aguilar, Universidad Autónoma del Estado de Morelos. Avenida Universidad 1001, Chamilpa, 62209 Cuernavaca, Morelos. México.

José Alberto Hernández Aguilar received in 2008 he obtained the degree of Doctor of Engineering and Applied Sciences from the Research Center in Engineering and Applied Sciences of the UAEM. His professional experience has been oriented to the development of information systems oriented to decision-making, information analysis through data mining and has recently ventured into the implementation of optimization algorithms in GPU's.

Julio César Ponce Gallegos, Universidad Politécnica de Aguascalientes. Calle Paseo, San Gerardo, 207, 20342 Aguascalientes, Ags., México

Julio César Ponce Gallegos, research professor of the Department of Computer Science of the Autonomous University of Aguascalientes (UAA). Master in Science with Options to Computing and Applied Mathematics. PhD. In: Exact Sciences, Systems and of the Information. Autonomous University of Aguascalientes. His research interests include use of ICTs in Education, Augmented reality, Software Engineering, Data mining and Evolutionary Computation.

Ismar Frango, Universidad Presbiteriana Mackenzie. R. da Consolação, 930 - Consolação, São Paulo - SP, 01301-000, Brasil.

Ismar Frango. Graduated in Mathematics-Computer Science from the Federal University of Juiz de Fora (1994), Master in Science (area: Computer Graphics) by the Aeronautical Technological Institute (1997) and Doctorate in Electrical Engineering (theme: Distributed Virtual Reality applied to Education) by University of São (2003). He is currently Associate Professor I at Universidade Presbiteriana Mackenzie, working in the undergraduate courses of the Faculty of Computing and Computer Science and in the Master's and Doctoral Program in Electrical Engineering and Computing; is a Full Professor II at Cruzeiro do Sul University, where he coordinates the Bachelor's Degree in Computer Science and works in the Master's (Professional and Academic) and PhD programs in Science and Mathematics Education. He was visiting professor of the University of the Republic, in Uruguay (2017). He was president of CEIE (Special Committee on Informatics in Education) of SBC from 2012 to 2014. He is a member of the LACLO community and the LATIn Association. He has experience in Computer Science, with emphasis in Informatics in Education, Digital Games, Open Educational Resources, Computational Thinking, Software Engineering and Graphic Processing.

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Publicado

28-06-2019

Cómo citar

Ochoa Ortiz Zezzatti, C. A., Hurtado Olivares, D. G., Hernández Aguilar, J. A., Ponce Gallegos, J. C., Velázquez, C., & Frango, I. (2019). Analizando el comportamiento de una red social virtual en un juego social en línea basado en un juego serio. Programación matemática Y Software, 11(2), 35–44. https://doi.org/10.30973/progmat/2019.11.2/5

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