Perbandingan Algoritma Greedy dan Dynamic Programming Pada Optimasi Playlist Spotify Untuk Jogging
DOI:
https://doi.org/10.58466/1htfcz49Kata Kunci:
Optimasi Playlist Spotify, Algoritma Greedy, Dynamic Programming, 0/1 Knapsack Problem, Rekomendasi MusikAbstrak
Spotify menyediakan metadata audio yang dapat dimanfaatkan untuk mendukung aktivitas olahraga seperti jogging. Penelitian ini membandingkan performa algoritma Greedy dan Dynamic Programming dalam optimasi playlist Spotify yang dimodelkan sebagai permasalahan 0/1 Knapsack. Durasi lagu direpresentasikan sebagai bobot, sedangkan skor yang dibentuk dari kombinasi popularitas dan energi digunakan sebagai nilai. Dataset diperoleh dari Spotify Wrapped 2025 Top 50 Songs dan Spotify All-Time Top 100 Songs yang setelah preprocessing dan filterisasi menghasilkan 31 lagu kandidat. Pengujian dilakukan pada lima skenario durasi playlist, yaitu 30, 45, 60, 75, dan 90 menit. Hasil penelitian menunjukkan bahwa Dynamic Programming secara konsisten menghasilkan total score yang lebih tinggi dibandingkan Greedy pada seluruh skenario pengujian. Pada playlist berdurasi 60 menit, Dynamic Programming memperoleh total score sebesar 1897, sedangkan Greedy memperoleh 1894. Namun, Greedy memiliki waktu eksekusi yang lebih rendah, yaitu 4,244 ms dibandingkan 16,196 ms pada Dynamic Programming. Nilai rata-rata optimality gap yang diperoleh sebesar 1,89%, menunjukkan bahwa solusi yang dihasilkan Greedy sangat mendekati solusi optimal Dynamic Programming dengan kebutuhan komputasi yang lebih rendah.
Referensi
[1] K. S. Park, D. M. Williams, and J. L. Etnier, “Exploring the use of music to promote physical activity: From the viewpoint of psychological hedonism,” Front. Psychol., vol. 14, p. 1021825, Jan. 2023, doi: 10.3389/fpsyg.2023.1021825.
[2] S. Delleli et al., “The effects of pre-task music on exercise performance and associated psy-cho-physiological responses: a systematic review with multilevel meta-analysis of controlled studies,” Front. Psychol., vol. 14, p. 1293783, Nov. 2023, doi: 10.3389/fpsyg.2023.1293783.
[3] A. Danso et al., “Personalized Interactive Music Systems for Physical Activity and Exercise: Exploratory Systematic Review and Meta-Analysis,” JMIR Hum. Factors, vol. 12, pp. e70372–e70372, Sep. 2025, doi: 10.2196/70372.
[4] G. Gabbolini and D. Bridge, “Surveying More Than Two Decades of Music Information Retrieval Re-search on Playlists,” ACM Trans. Intell. Syst. Technol., vol. 15, no. 6, pp. 1–68, Dec. 2024, doi: 10.1145/3688398.
[5] F. Tomasi, J. Cauteruccio, S. Kanoria, K. Ciosek, M. Rinaldi, and Z. Dai, “Automatic Music Playlist Generation via Simulation-based Reinforcement Learning,” in Proceedings of the 29th ACM SIGKDD Conference on Knowledge Discovery and Data Mining, Long Beach CA USA: ACM, Aug. 2023, pp. 4948–4957. doi: 10.1145/3580305.3599777.
[6] W. Bendada, G. Salha-Galvan, T. Bouabça, and T. Cazenave, “A Scalable Framework for Automatic Playlist Continuation on Music Streaming Services,” in Proceedings of the 46th International ACM SIGIR Conference on Research and Development in Information Retrieval, Taipei Taiwan: ACM, Jul. 2023, pp. 464–474. doi: 10.1145/3539618.3591628.
[7] V. Cacchiani, M. Iori, A. Locatelli, and S. Martello, “Knapsack problems — An overview of recent advances. Part I: Single knapsack problems,” Comput. Oper. Res., vol. 143, p. 105692, Jul. 2022, doi: 10.1016/j.cor.2021.105692.
[8] V. Cacchiani, M. Iori, A. Locatelli, and S. Martello, “Knapsack problems — An overview of recent advances. Part II: Multiple, multidimensional, and quadratic knapsack problems,” Comput. Oper. Res., vol. 143, p. 105693, Jul. 2022, doi: 10.1016/j.cor.2021.105693.
[9] J. R. Lee, “Spectral Hypergraph Sparsification via Chaining,” in Proceedings of the 55th Annual ACM Symposium on Theory of Computing, Orlando FL USA: ACM, Jun. 2023, pp. 207–218. doi: 10.1145/3564246.3585165.
[10] Y. Wu, “Comparison of dynamic programming and greedy algorithms and the way to solve 0-1 knapsack problem,” Appl. Comput. Eng., vol. 5, no. 1, pp. 631–636, May 2023, doi: 10.54254/2755-2721/5/20230666.
[11] X. Chen, “A Comparison of Greedy Algorithm and Dynamic Programming Algorithm,” SHS Web Conf., vol. 144, p. 03009, 2022, doi: 10.1051/shsconf/202214403009.
[12] M. Te Brake, N. Stolwijk, B. Staal, and B. Van Hooren, “Using beat frequency in music to adjust running cadence in recreational runners: A randomized multiple baseline design,” Eur. J. Sport Sci., vol. 23, no. 3, pp. 345–354, Mar. 2023, doi: 10.1080/17461391.2022.2042398.
[13] J. Wu, L. Zhang, H. Yang, C. Lu, L. Jiang, and Y. Chen, “The Effect of Music Tempo on Fatigue Per-ception at Different Exercise Intensities,” Int. J. Environ. Res. Public. Health, vol. 19, no. 7, p. 3869, Mar. 2022, doi: 10.3390/ijerph19073869.
[14] Y. Wang, “Review on greedy algorithm,” Theor. Nat. Sci., vol. 14, no. 1, pp. 233–239, Nov. 2023, doi: 10.54254/2753-8818/14/20241041.
[15] Y. Zhang, “A survey of dynamic programming algorithms,” Appl. Comput. Eng., vol. 35, no. 1, pp. 183–189, Feb. 2024, doi: 10.54254/2755-2721/35/20230392.
Unduhan
Diterbitkan
Terbitan
Bagian
Lisensi
Hak Cipta (c) 2026 Fadhel Muhammad , Muhammad Radja Juang Jamemiko, Yohannes Yohannes

Artikel ini berlisensiCreative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.




