TempODEGraphNet:使用动态社交图和神经ode预测用户流失。

IF 2.6 3区 综合性期刊 Q1 MULTIDISCIPLINARY SCIENCES
PLoS ONE Pub Date : 2025-06-09 eCollection Date: 2025-01-01 DOI:10.1371/journal.pone.0321560
Minseop Lee, Jiyoung Woo
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引用次数: 0

摘要

关于用户流失预测的研究已经在各个领域进行了很长时间。其中,游戏领域的特点是其潜在的用户之间的多种互动类型。由于这一特点,许多关于流失预测的研究都考虑了用户之间的关系,并主要应用了社交网络分析。近年来,图神经网络(GNNs)的应用得到了积极的发展。然而,利用gnn的现有研究存在局限性,因为它们使用静态图形,不能有效地捕捉随时间变化的相互作用的动态特性。该研究提出了一种基于用户互动预测游戏用户流失的动态图表模型,从而解决了这些局限性。数据来源于NCSOFT的1万名《刀锋与灵魂》用户。所提出的模型有效地捕捉用户行为随时间的变化,并通过关注用户之间的交互来预测用户流失。实验结果表明,与传统算法和静态图模型相比,该模型获得了更高的F1分数。与静态图表相比,动态图表更准确地反映了用户行为的变化,特别是在大型多人在线角色扮演游戏等活跃互动领域。这项工作强调了用户流失预测在游戏行业中的重要性,并证明了使用动态图表的预测模型的有效性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

TempODEGraphNet: predicting user churn using dynamic social graphs and neural ODEs.

TempODEGraphNet: predicting user churn using dynamic social graphs and neural ODEs.

TempODEGraphNet: predicting user churn using dynamic social graphs and neural ODEs.

TempODEGraphNet: predicting user churn using dynamic social graphs and neural ODEs.

Research on user churn prediction has been conducted across various domains for a long time. Among these, the gaming domain is characterized by its potential for diverse types of interactions between users. Due to this characteristic, many studies on churn prediction have considered the relationships between users and have primarily applied social network analysis. Recently, the use of Graph Neural Networks (GNNs) has been actively applied. However, existing studies utilizing GNNs have limitations as they use static graphs that do not effectively capture the dynamic nature of interactions that change over time. This study addresses these limitations by proposing a dynamic graph model for predicting user churn in games based on user interactions. Data are sourced from 10,000 users of 'Blade & Soul' by NCSOFT. The proposed model effectively captures changes in user behavior over time and predicts user churn with a focus on interactions among users. Experimental results reveal that the proposed model achieves a higher F1 score compared with conventional algorithms and static graph models. Dynamic graphs more accurately reflect changes in user behavior compared with static graphs, particularly in domains with active interactions such as massively multiplayer online role-playing games. This work highlights the significance of user churn prediction in the gaming industry and demonstrates the effectiveness of the predictive models that use dynamic graphs.

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来源期刊
PLoS ONE
PLoS ONE 生物-生物学
CiteScore
6.20
自引率
5.40%
发文量
14242
审稿时长
3.7 months
期刊介绍: PLOS ONE is an international, peer-reviewed, open-access, online publication. PLOS ONE welcomes reports on primary research from any scientific discipline. It provides: * Open-access—freely accessible online, authors retain copyright * Fast publication times * Peer review by expert, practicing researchers * Post-publication tools to indicate quality and impact * Community-based dialogue on articles * Worldwide media coverage
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