Predicting Retention in Sandbox Games with Tensor Factorization-based Representation Learning

R. Sifa, Sri. M. Srikanth, Anders Drachen, C. Ojeda, C. Bauckhage
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引用次数: 26

Abstract

Major commercial (AAA) games increasingly transit to a semi-persistent or persistent format in order to extend the value of the game to the player, and to add new sources of revenue beyond basic retail sales. Given this shift in the design of AAA titles, game analytics needs to address new types of problems, notably the problem of forecasting future player behavior. This is because player retention is a key factor in driving revenue in semi-persistent titles, for example via downloadable content. This paper introduces a model for predicting retention of players in AAA games and provides a tensor-based spatio-temporal model for analyzing player trajectories in 3D games. We show how knowledge as to trajectories can help with predicting player retention. Furthermore, we describe two new algorithms for three way DEDICOM including a fast gradient method and a seminonnegative constrained method. These approaches are validated against a detailed behavioral data set from the AAA open-world game Just Cause 2.
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基于张量分解的表征学习预测沙盒游戏的留存率
大型商业(AAA)游戏逐渐转向半持久性或持久性格式,以便向玩家扩展游戏的价值,并在基本零售销售之外增加新的收入来源。考虑到AAA游戏设计的这种转变,游戏分析需要解决新类型的问题,特别是预测未来玩家行为的问题。这是因为玩家留存率是半持续性游戏(如可下载内容)创收的关键因素。本文介绍了一个预测AAA游戏玩家留存率的模型,并提供了一个基于张量的时空模型来分析3D游戏中的玩家轨迹。我们展示了轨迹知识如何帮助预测玩家留存率。在此基础上,提出了快速梯度法和半负约束法。这些方法是根据AAA开放世界游戏《正当防卫2》的详细行为数据集进行验证的。
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