基于交叉随机效应的大型多人在线角色扮演游戏的游戏时间和购买倾向联合建模

Trambak Banerjee, Peng Liu, Gourab Mukherjee, Shantanu Dutta, Hai Che
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引用次数: 3

摘要

大型多人在线角色扮演游戏(mmorpg)提供了一种独特的融合了个性化游戏体验和建立社交关系的平台。这些数字产品的管理者通常依靠对关键玩家反应(游戏邦注:如游戏时间和购买倾向)的预测,来设计及时的干预措施,以促进、吸引和盈利他们的游戏基础。然而,与这些mmorpg相关的纵向数据不仅展示了大量可供选择的潜在预测因素,而且还经常呈现出其他一些独特的特征,这些特征对开发灵活的统计算法构成了重大挑战,这些算法可以有效地预测未来玩家的活动。例如,这些游戏中虚拟社区或公会的存在使预测变得复杂,因为属于同一公会的玩家具有相互关联的行为,公会本身也会随着时间的推移而发展,因此会对其成员未来的游戏行为产生动态影响。在本文中,我们开发了一个交叉随机效应联合建模(CREJM)框架,用于分析mmorpg中的相关玩家反应。与假设玩家独立性的现有方法相反,CREJM足够灵活,既可以将玩家依赖性结合起来,也可以将随时间变化的公会对公会成员未来游戏行为的影响结合起来。CREJM以一款热门MMORPG的大规模数据为基础,在高维惩罚多元混合模型中同时选择固定效应和随机效应。研究了CREJM中变量选择过程的渐近性质,并建立了其选择一致性。除了提供比竞争方法更好的每日游戏时间和购买倾向预测外,CREJM还预测每个公会中的玩家相关性,这对于优化这些虚拟社区未来的推广和奖励政策非常有价值。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Joint modeling of playing time and purchase propensity in massively multiplayer online role-playing games using crossed random effects
Massively Multiplayer Online Role Playing Games (MMORPGs) offer a unique blend of a personalized gaming experience and a platform for forging social connections. Managers of these digital products usually rely on predictions of key player responses, such as playing time and purchase propensity, to design timely interventions for promoting, engaging and monetizing their playing base. However, the longitudinal data associated with these MMORPGs not only exhibit a large set of potential predictors to choose from but often present several other distinctive characteristics that pose significant challenges in developing flexible statistical algorithms that can generate efficient predictions of future player activities. For instance, the existence of virtual communities or guilds in these games complicate prediction since players who are part of the same guild have correlated behaviors and the guilds themselves evolve over time and, thus, have a dynamic effect on the future playing behavior of its members. In this paper, we develop a Crossed Random Effects Joint Modeling (CREJM) framework for analyzing correlated player responses in MMORPGs. Contrary to existing methods that assume player independence, CREJM is flexible enough to incorporate both player dependence as well as time varying guild effects on the future playing behavior of the guild members. On a large-scale data from a popular MMORPG, CREJM conducts simultaneous selection of fixed and random effects in high-dimensional penalized multivariate mixed models. We study the asymptotic properties of the variable selection procedure in CREJM and establish its selection consistency. Besides providing superior predictions of daily playing time and purchase propensity over competing methods, CREJM also predicts player correlations within each guild which are valuable for optimizing future promotional and reward policies for these virtual communities.
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