Related papers: Games and Big Data: A Scalable Multi-Dimensional C…
As game companies increasingly embrace a service-oriented business model, the need for predictive models of players becomes more pressing. Multiple activities, such as user acquisition, live game operations or game design need to be…
Retaining players over an extended period of time is a long-standing challenge in game industry. Significant effort has been paid to understanding what motivates players enjoy games. While individuals may have varying reasons to play or…
Online social as an extension of traditional life plays an important role in our daily lives. Users often seek out new friends that have significant similarities such as interests and habits, motivating us to exploit such online information…
When a prediction algorithm serves a collection of users, disparities in prediction quality are likely to emerge. If users respond to accurate predictions by increasing engagement, inviting friends, or adopting trends, repeated learning…
With the surge in mobile gaming, accurately predicting user spending on newly downloaded games has become paramount for maximizing revenue. However, the inherently unpredictable nature of user behavior poses significant challenges in this…
In games with a large number of players where players may have overlapping objectives, the analysis of stable outcomes typically depends on player types. A special case is when a large part of the player population consists of imitation…
Maximizing product use is a central goal of many businesses, which makes retention and monetization two central analytics metrics in games. Player retention may refer to various duration variables quantifying product use: total playtime or…
Is it possible to predict the affect of a user just by observing her behavioral interaction through a video? How can we, for instance, predict a user's arousal in games by merely looking at the screen during play? In this paper we address…
Video-game players generate huge amounts of data, as everything they do within a game is recorded. In particular, among all the stored actions and behaviors, there is information on the in-game purchases of virtual products. Such…
Players of a free-to-play game are divided into three main groups: non-paying active users, paying active users and inactive users. A State Space time series approach is then used to model the daily conversion rates between the different…
We study strategic interaction in data-driven games where players face uncertainty about payoff distributions inferred from finite samples. To model calibrated attitudes toward such uncertainty, we formulate distributionally robust games…
This paper introduces a model based upon games on an evolving network, and develops three clustering algorithms according to it. In the clustering algorithms, data points for clustering are regarded as players who can make decisions in…
Mean-field game theory relies on approximating games that are intractable to model due to a very large to infinite population of players. While these kinds of games can be solved analytically via the associated system of partial…
Mobile gaming is a rapidly growing and incredibly profitable sector; having grown seven-fold over the past 10 years, it now grosses over $100 billion annually. This growth was due in large part to a shift in monetization strategies: rather…
Pursuit-evasion scenarios appear widely in robotics, security domains, and many other real-world situations. We focus on two-player pursuit-evasion games with concurrent moves, infinite horizon, and discounted rewards. We assume that the…
Existing web infrastructures have supported the publication of a tremendous amount of resources, and over the past few years Data Resource Usage is an everyday task for millions of users all over the world. In this work we model Resource…
Difficulty is one of the key drivers of player engagement and it is often one of the aspects that designers tweak most to optimise the player experience; operationalising it is, therefore, a crucial task for game development studios. A…
World of Warcraft is a massively multiplayer online video game released on November 23, 2004, by Blizzard Entertainment. In contrast with traditional games only having a single upfront fee to play, WoW also has a monthly subscription to…
Evolutionary games are a developing sub-field of game theory. This branch of game theory is used in the study of the adaptation of large, but finite, populations of agents to changes in the environment. It assumes that each agent has no…
Retaining premium players is key to the success of free-to-play games, but most of them do not start purchasing right after joining the game. By exploiting the exceptionally rich datasets recorded by modern video games--which provide…