Related papers: Combining Sequential and Aggregated Data for Churn…
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…
Understanding player behavior is fundamental in game data science. Video games evolve as players interact with the game, so being able to foresee player experience would help to ensure a successful game development. In particular, game…
User churn is an important issue in online services that threatens the health and profitability of services. Most of the previous works on churn prediction convert the problem into a binary classification task where the users are labeled as…
Game companies avoid sharing their game data with external researchers. Only a few research groups have been granted limited access to game data so far. The reluctance of these companies to make data publicly available limits the wide use…
We consider the problem of predicting human players' actions in repeated strategic interactions. Our goal is to predict the dynamic step-by-step behavior of individual players in previously unseen games. We study the ability of neural…
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…
While recommender systems (RSs) traditionally rely on extensive individual user data, regulatory and technological shifts necessitate reliance on aggregated user information. This shift significantly impacts the recommendation process,…
Customer churn describes terminating a relationship with a business or reducing customer engagement over a specific period. Two main business marketing strategies play vital roles to increase market share dollar-value: gaining new and…
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…
Data mining and knowledge discovery are two important growing research fields in the last two decades due to the abundance of data collected from various sources. The exponentially growing volumes of generated data urge the development of…
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…
Recommender Systems are an integral part of music sharing platforms. Often the aim of these systems is to increase the time, the user spends on the platform and hence having a high commercial value. The systems which aim at increasing the…
Enormous successes have been made by quantum algorithms during the last decade. In this paper, we combine the quantum game with the problem of data clustering, and then develop a quantum-game-based clustering algorithm, in which data points…
Driven by recent successes in two-player, zero-sum game solving and playing, artificial intelligence work on games has increasingly focused on algorithms that produce equilibrium-based strategies. However, this approach has been less…
We study the relationship between performance and practice by analyzing the activity of many players of a casual online game. We find significant heterogeneity in the improvement of player performance, given by score, and address this by…
Predicting user churn in non-subscription gig platforms, where disengagement is implicit, poses unique challenges due to the absence of explicit labels and the dynamic nature of user behavior. Existing methods often rely on aggregated…
Customer retention campaigns increasingly rely on predictive models to detect potential churners in a vast customer base. From the perspective of machine learning, the task of predicting customer churn can be presented as a binary…
In sequential change detection, existing performance measures differ significantly in the way they treat the time of change. By modeling this quantity as a random time, we introduce a general framework capable of capturing and better…
In this paper we present an analytical study of dynamic membership (aka churn) in structured peer-to-peer networks. We use a fluid model approach to describe steady-state or transient phenomena, and apply it to the Chord system. For any…