Related papers: A Time Series Approach To Player Churn and Convers…
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…
We consider two-player zero-sum games on graphs. These games can be classified on the basis of the information of the players and on the mode of interaction between them. On the basis of information the classification is as follows: (a)…
The emergence of mobile games has caused a paradigm shift in the video-game industry. Game developers now have at their disposal a plethora of information on their players, and thus can take advantage of reliable models that can accurately…
Reducing user attrition, i.e. churn, is a broad challenge faced by several industries. In mobile social games, decreasing churn is decisive to increase player retention and rise revenues. Churn prediction models allow to understand player…
In freemium games, the revenue from a player comes from the in-app purchases made and the advertisement to which that player is exposed. The longer a player is playing the game, the higher will be the chances that he or she will generate a…
Data-driven approaches which aim to identify and predict player engagement are becoming increasingly popular in games industry contexts. This is due to the growing practice of tracking and storing large volumes of in-game telemetries…
As video games attract more and more players, the major challenge for game studios is to retain them. We present a deep behavioral analysis of churn (game abandonment) and what we called "purchase churn" (the transition from paying to…
We consider the dynamics of player's strategies in repeated market games, where the selection of strategies is determined by a learning model. Prior theoretical analysis and experimental data show that after large number of plays the…
Priced timed games are two-player zero-sum games played on priced timed automata (whose locations and transitions are labeled by weights modeling the costs of spending time in a state and executing an action, respectively). The goals of the…
Prospective display advertising poses a great challenge for large advertising platforms as the strongest predictive signals of users are not eligible to be used in the conversion prediction systems. To that end efforts are made to collect…
The evolution of cooperation is a central enigma in evolutionary game theory. Traditionally, the combination of pairwise networks and repeated Public Goods Games with a single state fails to adequately describe realistic group interaction…
In subscription-based businesses, the churn rate refers to the percentage of customers who discontinue their subscriptions within a given time period. Particularly, in the mobile games industry, the churn rate is often pronounced due to the…
In competitive games, players frequently switch strategies after losing streaks, yet our analysis of 926,334 match records from 34,619 Clash Royale players reveals a counterintuitive pattern: switching frequency is inversely associated with…
Cooperation in heterogeneous groups, where individuals differ in resources, productivity, and behavioural responsiveness, underpins collective action across many social and biological systems. Introspection dynamics, in which each player…
We study discrete preference games in heterogeneous social networks. These games model the interplay between a player's private belief and his/her publicly stated opinion (which could be different from the player's belief) as a strategic…
We extract and use player position time-series data, tagged along with the action types, to build a competent model for representing team tactics behavioral patterns and use this representation to predict the outcome of arbitrary movements.…
In the game-theoretic model war of attrition, players are subject to an explicit cost proportional to the duration of contests. We construct a model where the time cost is not explicitly given, but instead depends implicitly on the…
The impact of player age on performance has received attention across sport. Most research has focused on the performance of players at each age, ignoring the reality that age likewise influences which players receive opportunities to…
In this paper we present results and analyses of a class of games in which heterogeneous agents are rewarded for being in a minority group. Each agent possesses a number of fixed strategies each of which are predictors of the next minority…
We study zero-sum differential games with state constraints and one-sided information, where the informed player (Player 1) has a categorical payoff type unknown to the uninformed player (Player 2). The goal of Player 1 is to minimize his…