Predicting player disengagement and first purchase with event-frequency based data representation

Hanting Xie, Sam Devlin, D. Kudenko, P. Cowling
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引用次数: 54

Abstract

In the game industry, especially for free to play games, player retention and purchases are important issues. There have been several approaches investigated towards predicting them by players' behaviours during game sessions. However, most current methods are only available for specific games because the data representations utilised are usually game specific. This work intends to use frequency of game events as data representations to predict both players' disengagement from game and the decisions of their first purchases. This method is able to provide better generality because events exist in every game and no knowledge of any event but their frequency is needed. In addition, this event frequency based method will also be compared with a recent work by Runge et al. [1] in terms of disengagement prediction.
用基于事件频率的数据表示来预测玩家脱离粘性和首次购买
在游戏行业,特别是免费游戏,玩家留存率和购买行为是重要问题。通过玩家在游戏过程中的行为,我们已经研究了几种方法来预测它们。然而,大多数当前的方法只适用于特定的游戏,因为所使用的数据表示通常是特定于游戏的。这项工作打算使用游戏事件的频率作为数据表示来预测玩家脱离游戏和他们的第一次购买决定。这种方法能够提供更好的通用性,因为事件存在于每一款游戏中,我们不需要了解任何事件,但却需要它们的频率。此外,还将这种基于事件频率的方法与Runge等人[1]最近的工作在脱离预测方面进行比较。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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