Predicting player churn in destiny: A Hidden Markov models approach to predicting player departure in a major online game

M. Tamassia, W. Raffe, R. Sifa, Anders Drachen, Fabio Zambetta, M. Hitchens
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引用次数: 36

Abstract

Destiny is, to date, the most expensive digital game ever released with a total operating budget of over half a billion US dollars. It stands as one of the main examples of AAA titles, the term used for the largest and most heavily marketed game productions in the games industry. Destiny is a blend of a shooter game and massively multi-player online game, and has attracted dozens of millions of players. As a persistent game title, predicting retention and churn in Destiny is crucial to the running operations of the game, but prediction has not been attempted for this type of game in the past. In this paper, we present a discussion of the challenge of predicting churn in Destiny, evaluate the area under curve (ROC) of behavioral features, and use Hidden Markov Models to develop a churn prediction model for the game.
预测玩家流失率:预测大型在线游戏中玩家离开的隐马尔可夫模型方法
《命运》是迄今为止发行的最昂贵的数字游戏,总运营预算超过5亿美元。它是AAA级游戏的主要例子之一,AAA级游戏指的是游戏行业中规模最大、营销力度最大的游戏。《命运》是一款射击游戏和大型多人在线游戏的混合体,吸引了数千万玩家。作为一款经久不衰的游戏,预测《命运》的留存率和流失率对游戏的运行至关重要,但过去从未有人尝试过预测这类游戏。在本文中,我们讨论了预测《命运》流失率的挑战,评估了行为特征的曲线下面积(ROC),并使用隐马尔可夫模型来开发游戏的流失率预测模型。
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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