首页 > 最新文献

Game Data Science最新文献

英文 中文
Supervised Learning in Game Data Science: Model Validation and Evaluation 游戏数据科学中的监督学习:模型验证和评估
Pub Date : 2021-10-14 DOI: 10.1093/oso/9780192897879.003.0008
M. S. El-Nasr, Truong Huy Nguyen Dinh, Alessandro Canossa, Anders Drachen
This chapter focuses on two specific steps in the machine learning process, called model validation and model evaluation. Specifically, model validation is the step used to tune the hyperparameters of the model. Here, we often integrate a cross-validation process, which we discuss in detail in this chapter. Model evaluation, on the other hand, is the process of testing the performance of the model using unseen data, the test dataset. These processes are used to ensure that the model we developed through the algorithms discussed in Chapter 6 are reliable, given our data. The chapter will include labs to give you a practical introduction to these steps, given the modeling techniques discussed in the last chapter.
本章重点介绍机器学习过程中的两个具体步骤,即模型验证和模型评估。具体来说,模型验证是用于调整模型超参数的步骤。在这里,我们经常集成一个交叉验证过程,我们将在本章中详细讨论。另一方面,模型评估是使用不可见的数据(测试数据集)测试模型性能的过程。这些过程用于确保我们通过第6章中讨论的算法开发的模型是可靠的,给定我们的数据。本章将包括一些实验,根据上一章中讨论的建模技术,为您提供这些步骤的实际介绍。
{"title":"Supervised Learning in Game Data Science: Model Validation and Evaluation","authors":"M. S. El-Nasr, Truong Huy Nguyen Dinh, Alessandro Canossa, Anders Drachen","doi":"10.1093/oso/9780192897879.003.0008","DOIUrl":"https://doi.org/10.1093/oso/9780192897879.003.0008","url":null,"abstract":"This chapter focuses on two specific steps in the machine learning process, called model validation and model evaluation. Specifically, model validation is the step used to tune the hyperparameters of the model. Here, we often integrate a cross-validation process, which we discuss in detail in this chapter. Model evaluation, on the other hand, is the process of testing the performance of the model using unseen data, the test dataset. These processes are used to ensure that the model we developed through the algorithms discussed in Chapter 6 are reliable, given our data. The chapter will include labs to give you a practical introduction to these steps, given the modeling techniques discussed in the last chapter.","PeriodicalId":137223,"journal":{"name":"Game Data Science","volume":"85 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131656719","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Game Data Science: An Introduction 《游戏数据科学导论
Pub Date : 2021-10-14 DOI: 10.1093/oso/9780192897879.003.0001
M. S. El-Nasr, Truong Huy Nguyen Dinh, Alessandro Canossa, Anders Drachen
This chapter introduces the topic of this book: Game Data Science. Game data science is the process of developing data-driven techniques and evidence to support decision-making across operational, tactical, and strategic levels of game development, and this is why it is so valuable. This chapter introduces this topic as well as outlines the process of game data science from instrumentation, data collection, data processing, data analysis, to reporting. Further, the chapter also discusses the application of game data science, as well as its utility and value, to the different stakeholders. The chapter also includes a section discussing the evolution of this process over time, which is important to situate the field and the techniques discussed in the book. The chapter also outlines established industry terminologies and defines their use in the industry and academia.
本章介绍了本书的主题:游戏数据科学。游戏数据科学是开发数据驱动技术和证据的过程,以支持游戏开发的操作、战术和战略层面的决策,这就是为什么它如此有价值。本章介绍了这一主题,并概述了游戏数据科学的过程,从仪器、数据收集、数据处理、数据分析到报告。此外,本章还讨论了游戏数据科学的应用,以及它对不同利益相关者的效用和价值。本章还包括一节讨论这一过程随时间的演变,这是很重要的定位领域和技术在书中讨论。本章还概述了已建立的行业术语,并定义了它们在行业和学术界的使用。
{"title":"Game Data Science: An Introduction","authors":"M. S. El-Nasr, Truong Huy Nguyen Dinh, Alessandro Canossa, Anders Drachen","doi":"10.1093/oso/9780192897879.003.0001","DOIUrl":"https://doi.org/10.1093/oso/9780192897879.003.0001","url":null,"abstract":"This chapter introduces the topic of this book: Game Data Science. Game data science is the process of developing data-driven techniques and evidence to support decision-making across operational, tactical, and strategic levels of game development, and this is why it is so valuable. This chapter introduces this topic as well as outlines the process of game data science from instrumentation, data collection, data processing, data analysis, to reporting. Further, the chapter also discusses the application of game data science, as well as its utility and value, to the different stakeholders. The chapter also includes a section discussing the evolution of this process over time, which is important to situate the field and the techniques discussed in the book. The chapter also outlines established industry terminologies and defines their use in the industry and academia.","PeriodicalId":137223,"journal":{"name":"Game Data Science","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116273451","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Data Abstraction 数据抽象
Pub Date : 2021-10-14 DOI: 10.1007/978-3-642-97479-3_3
M. S. El-Nasr, Truong Huy Nguyen Dinh, Alessandro Canossa, Anders Drachen
{"title":"Data Abstraction","authors":"M. S. El-Nasr, Truong Huy Nguyen Dinh, Alessandro Canossa, Anders Drachen","doi":"10.1007/978-3-642-97479-3_3","DOIUrl":"https://doi.org/10.1007/978-3-642-97479-3_3","url":null,"abstract":"","PeriodicalId":137223,"journal":{"name":"Game Data Science","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130654798","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 11
Data Analysis through Visualization 通过可视化进行数据分析
Pub Date : 2021-10-14 DOI: 10.1093/oso/9780192897879.003.0005
M. S. El-Nasr, Truong Huy Nguyen Dinh, Alessandro Canossa, Anders Drachen
This chapter discusses the topic of how one can use visualization techniques to analyze game data. Specifically, the chapter delves into the development of heatmaps to analyze spatio-temporal data. The chapter also discusses spatio-temporal visualizations and state-action transition visualizations. We also discuss two visualization systems that we have developed within the GUII lab: Stratmapper and Glyph. We provide you with a link that allows you to explore the use of these visualizations with real game data. This chapter is written in collaboration with Riddhi Padte and Varun Sriram, based on their work in Dr. Seif El-Nasr’s game data science class at Northeastern University; Erica Kleinman, PhD student at University of California at Santa Cruz; and Andy Bryant, software engineer at GUII Lab. The chapter also includes labs where you get to experience the analysis of game data through visualization.
本章讨论的主题是如何使用可视化技术来分析游戏数据。具体来说,本章深入研究了热图的发展,以分析时空数据。本章还讨论了时空可视化和状态-动作转换可视化。我们还讨论了我们在gui实验室中开发的两个可视化系统:Stratmapper和Glyph。我们为您提供了一个链接,允许您探索这些可视化与真实游戏数据的使用。本章是与Riddhi Padte和Varun Sriram合作编写的,基于他们在东北大学Seif El-Nasr博士的游戏数据科学课上的工作;加州大学圣克鲁斯分校博士生Erica Kleinman;以及gui实验室的软件工程师Andy Bryant。本章还包括一些实验,在那里你可以通过可视化体验游戏数据的分析。
{"title":"Data Analysis through Visualization","authors":"M. S. El-Nasr, Truong Huy Nguyen Dinh, Alessandro Canossa, Anders Drachen","doi":"10.1093/oso/9780192897879.003.0005","DOIUrl":"https://doi.org/10.1093/oso/9780192897879.003.0005","url":null,"abstract":"This chapter discusses the topic of how one can use visualization techniques to analyze game data. Specifically, the chapter delves into the development of heatmaps to analyze spatio-temporal data. The chapter also discusses spatio-temporal visualizations and state-action transition visualizations. We also discuss two visualization systems that we have developed within the GUII lab: Stratmapper and Glyph. We provide you with a link that allows you to explore the use of these visualizations with real game data. This chapter is written in collaboration with Riddhi Padte and Varun Sriram, based on their work in Dr. Seif El-Nasr’s game data science class at Northeastern University; Erica Kleinman, PhD student at University of California at Santa Cruz; and Andy Bryant, software engineer at GUII Lab. The chapter also includes labs where you get to experience the analysis of game data through visualization.","PeriodicalId":137223,"journal":{"name":"Game Data Science","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129058689","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Clustering Methods in Game Data Science 游戏数据科学中的聚类方法
Pub Date : 2021-10-14 DOI: 10.1093/oso/9780192897879.003.0006
M. S. El-Nasr, Truong Huy Nguyen Dinh, Alessandro Canossa, Anders Drachen
This chapter discusses different clustering methods and their application to game data. In particular, the chapter details K-means, Fuzzy C-Means, Hierarchical Clustering, Archetypical Analysis, and Model-based clustering techniques. It discusses the disadvantages and advantages of the different methods and discusses when you may use one method vs. the other. It also identifies and shows you ways to visualize the results to make sense of the resulting clusters. It also includes details on how one would evaluate such clusters or go about applying the algorithms to a game dataset. The chapter includes labs to delve deeper into the application of these algorithms on real game data.
本章讨论了不同的聚类方法及其在游戏数据中的应用。特别是,本章详细介绍了K-means、模糊C-Means、分层聚类、原型分析和基于模型的聚类技术。它讨论了不同方法的缺点和优点,并讨论了何时可以使用一种方法而不是另一种方法。它还标识并展示了可视化结果的方法,以理解所得到的集群。它还包括如何评估这些集群或如何将算法应用于游戏数据集的细节。本章包括实验室,深入研究这些算法在真实游戏数据上的应用。
{"title":"Clustering Methods in Game Data Science","authors":"M. S. El-Nasr, Truong Huy Nguyen Dinh, Alessandro Canossa, Anders Drachen","doi":"10.1093/oso/9780192897879.003.0006","DOIUrl":"https://doi.org/10.1093/oso/9780192897879.003.0006","url":null,"abstract":"This chapter discusses different clustering methods and their application to game data. In particular, the chapter details K-means, Fuzzy C-Means, Hierarchical Clustering, Archetypical Analysis, and Model-based clustering techniques. It discusses the disadvantages and advantages of the different methods and discusses when you may use one method vs. the other. It also identifies and shows you ways to visualize the results to make sense of the resulting clusters. It also includes details on how one would evaluate such clusters or go about applying the algorithms to a game dataset. The chapter includes labs to delve deeper into the application of these algorithms on real game data.","PeriodicalId":137223,"journal":{"name":"Game Data Science","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123676347","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Supervised Learning in Game Data Science 游戏数据科学中的监督学习
Pub Date : 2021-10-14 DOI: 10.1093/oso/9780192897879.003.0007
M. S. El-Nasr, Truong Huy Nguyen Dinh, Alessandro Canossa, Anders Drachen
This chapter discusses several classification and regression methods that can be used with game data. Specifically, we will discuss regression methods, including Linear Regression, and classification methods, including K-Nearest Neighbor, Naïve Bayes, Logistic Regression, Linear Discriminant Analysis, Support Vector Machines, Decisions Trees, and Random Forests. We will discuss how you can setup the data to apply these algorithms, as well as how you can interpret the results and the pros and cons for each of the methods discussed. We will conclude the chapter with some remarks on the process of application of these methods to games and the expected outcomes. The chapter also includes practical labs to walk you through the process of applying these methods to real game data.
本章讨论了几种可以用于游戏数据的分类和回归方法。具体来说,我们将讨论回归方法,包括线性回归,分类方法,包括k近邻,Naïve贝叶斯,逻辑回归,线性判别分析,支持向量机,决策树和随机森林。我们将讨论如何设置数据以应用这些算法,以及如何解释所讨论的每种方法的结果和优缺点。在本章的最后,我们将讨论这些方法在游戏中的应用过程和预期结果。这一章还包含了一些实践实验,引导你完成将这些方法应用于真实游戏数据的过程。
{"title":"Supervised Learning in Game Data Science","authors":"M. S. El-Nasr, Truong Huy Nguyen Dinh, Alessandro Canossa, Anders Drachen","doi":"10.1093/oso/9780192897879.003.0007","DOIUrl":"https://doi.org/10.1093/oso/9780192897879.003.0007","url":null,"abstract":"This chapter discusses several classification and regression methods that can be used with game data. Specifically, we will discuss regression methods, including Linear Regression, and classification methods, including K-Nearest Neighbor, Naïve Bayes, Logistic Regression, Linear Discriminant Analysis, Support Vector Machines, Decisions Trees, and Random Forests. We will discuss how you can setup the data to apply these algorithms, as well as how you can interpret the results and the pros and cons for each of the methods discussed. We will conclude the chapter with some remarks on the process of application of these methods to games and the expected outcomes. The chapter also includes practical labs to walk you through the process of applying these methods to real game data.","PeriodicalId":137223,"journal":{"name":"Game Data Science","volume":"147 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133591887","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Introduction to Statistics and Probability Theory 统计概率论导论
Pub Date : 2021-10-14 DOI: 10.1093/oso/9780192897879.003.0003
M. S. El-Nasr, Truong Huy Nguyen Dinh, Alessandro Canossa, Anders Drachen
This chapter introduces the basics of statistics and probability theory that will be used throughout the book. Specifically, it introduces the concepts behind descriptive statistics, including aspects of using visualization of means, medians, and modes, as well as distribution visualizations to understand your data for further analysis. It also introduces inferential statistics, specifically discussing t-tests and ANOVA, discussing the assumptions used for each of the tests and outputs. The chapter also includes labs where we use real game data to give you a practical understanding of how to apply these concepts and tests and how to interpret the meaning of the results you get from each test and method.
本章介绍了统计和概率论的基础知识,将在整个书中使用。具体来说,它介绍了描述性统计背后的概念,包括使用均值、中位数和模式的可视化方面,以及分布可视化来理解数据以进行进一步分析。它还介绍了推理统计,具体讨论了t检验和方差分析,讨论了用于每个检验和输出的假设。这一章还包括我们使用真实游戏数据的实验,让你实际理解如何应用这些概念和测试,以及如何解释从每个测试和方法中获得的结果的含义。
{"title":"Introduction to Statistics and Probability Theory","authors":"M. S. El-Nasr, Truong Huy Nguyen Dinh, Alessandro Canossa, Anders Drachen","doi":"10.1093/oso/9780192897879.003.0003","DOIUrl":"https://doi.org/10.1093/oso/9780192897879.003.0003","url":null,"abstract":"This chapter introduces the basics of statistics and probability theory that will be used throughout the book. Specifically, it introduces the concepts behind descriptive statistics, including aspects of using visualization of means, medians, and modes, as well as distribution visualizations to understand your data for further analysis. It also introduces inferential statistics, specifically discussing t-tests and ANOVA, discussing the assumptions used for each of the tests and outputs. The chapter also includes labs where we use real game data to give you a practical understanding of how to apply these concepts and tests and how to interpret the meaning of the results you get from each test and method.","PeriodicalId":137223,"journal":{"name":"Game Data Science","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130867736","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Neural Networks 神经网络
Pub Date : 2021-10-14 DOI: 10.1093/oso/9780192897879.003.0009
M. S. El-Nasr, T. Dinh, Alessandro Canossa, Anders Drachen
This chapter will introduce the use of Neural Networks (NN) in game data science. Due to the availability of game data and the increase in computational power, the use of NNs and deep networks is on the rise in data science in general, and specifically within the field of game data science. Complex deep networks are used as they can generalize to highly complex relationships over unseen data and, as a result, provide better performance than traditional models. Such networks have been used to serve many purposes within the game production cycle, including churn predicting, predicting and measuring customer lifetime value, recommending items, as well as discovering and forecasting player behavior patterns. Deep learning has shown good performance and results on these problems. This chapter will detail different types of algorithms used for both Feedforward Neural Networks (FNNs) as well as Convolutional Neural Networks (CNNs). It also includes several case studies and examples of game projects to show the utility of these methods for game design and development. This chapter was written in collaboration with Sabbir Ahmed, a PhD student at Northeastern University.
本章将介绍神经网络(NN)在游戏数据科学中的应用。由于游戏数据的可用性和计算能力的提高,神经网络和深度网络的使用在数据科学领域总体上呈上升趋势,特别是在游戏数据科学领域。使用复杂的深度网络是因为它们可以在看不见的数据上泛化到高度复杂的关系,因此,提供比传统模型更好的性能。这种网络在游戏制作周期中有多种用途,包括流失预测、预测和衡量用户终身价值、推荐道具,以及发现和预测玩家行为模式。深度学习在这些问题上表现出了良好的性能和效果。本章将详细介绍用于前馈神经网络(fnn)和卷积神经网络(cnn)的不同类型的算法。它还包括一些游戏项目的案例研究和例子,以展示这些方法在游戏设计和开发中的实用性。本章是与东北大学博士生Sabbir Ahmed合作撰写的。
{"title":"Neural Networks","authors":"M. S. El-Nasr, T. Dinh, Alessandro Canossa, Anders Drachen","doi":"10.1093/oso/9780192897879.003.0009","DOIUrl":"https://doi.org/10.1093/oso/9780192897879.003.0009","url":null,"abstract":"This chapter will introduce the use of Neural Networks (NN) in game data science. Due to the availability of game data and the increase in computational power, the use of NNs and deep networks is on the rise in data science in general, and specifically within the field of game data science. Complex deep networks are used as they can generalize to highly complex relationships over unseen data and, as a result, provide better performance than traditional models. Such networks have been used to serve many purposes within the game production cycle, including churn predicting, predicting and measuring customer lifetime value, recommending items, as well as discovering and forecasting player behavior patterns. Deep learning has shown good performance and results on these problems. This chapter will detail different types of algorithms used for both Feedforward Neural Networks (FNNs) as well as Convolutional Neural Networks (CNNs). It also includes several case studies and examples of game projects to show the utility of these methods for game design and development. This chapter was written in collaboration with Sabbir Ahmed, a PhD student at Northeastern University.","PeriodicalId":137223,"journal":{"name":"Game Data Science","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132979376","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Advanced Sequence Analysis 高级序列分析
Pub Date : 2021-10-14 DOI: 10.1093/oso/9780192897879.003.0011
M. S. El-Nasr, T. Dinh, Alessandro Canossa, Anders Drachen
This chapter discusses more advanced methods for sequence analysis. These include: probabilistic methods using classical planning, Bayesian Networks (BN), Dynamic Bayesian Networks (DBNs), Hidden Markov Models (HMMs), Markov Logic Networks (MLNs), Markov Decision Process (MDP), and Recurrent Neural Networks (RNNs), specifically concentrating on LSTM (Long Short-Term Memory). These techniques are all great but, at this time, are mostly used in academia and less in the industry. Thus, the chapter takes a more academic approach, showing the work and its application to games when possible. The techniques are important as they cultivate future directions of how you can think about modeling, predicting players’ strategies, actions, and churn. We believe these methods can be leveraged in the future as the field advances and will have an impact in the industry. Please note that this chapter was developed in collaboration with several PhD students at Northeastern University, specifically Nathan Partlan, Madkour Abdelrahman Amr, and Sabbir Ahmad, who contributed greatly to this chapter and the case studies discussed.
本章讨论更高级的序列分析方法。这些方法包括:使用经典规划的概率方法、贝叶斯网络(BN)、动态贝叶斯网络(dbn)、隐马尔可夫模型(hmm)、马尔可夫逻辑网络(mln)、马尔可夫决策过程(MDP)和循环神经网络(rnn),特别是专注于LSTM(长短期记忆)。这些技术都很棒,但目前主要是在学术界使用,而不是在行业中使用。因此,这一章采取了更加学术化的方法,尽可能地展示这些工作及其在游戏中的应用。这些技术非常重要,因为它们能够培养你如何思考建模、预测玩家策略、行动和流失的未来方向。我们相信,随着该领域的发展,这些方法可以在未来得到充分利用,并将对整个行业产生影响。请注意,本章是与东北大学的几位博士生合作编写的,特别是Nathan Partlan, Madkour Abdelrahman Amr和Sabbir Ahmad,他们对本章和所讨论的案例研究做出了巨大贡献。
{"title":"Advanced Sequence Analysis","authors":"M. S. El-Nasr, T. Dinh, Alessandro Canossa, Anders Drachen","doi":"10.1093/oso/9780192897879.003.0011","DOIUrl":"https://doi.org/10.1093/oso/9780192897879.003.0011","url":null,"abstract":"This chapter discusses more advanced methods for sequence analysis. These include: probabilistic methods using classical planning, Bayesian Networks (BN), Dynamic Bayesian Networks (DBNs), Hidden Markov Models (HMMs), Markov Logic Networks (MLNs), Markov Decision Process (MDP), and Recurrent Neural Networks (RNNs), specifically concentrating on LSTM (Long Short-Term Memory). These techniques are all great but, at this time, are mostly used in academia and less in the industry. Thus, the chapter takes a more academic approach, showing the work and its application to games when possible. The techniques are important as they cultivate future directions of how you can think about modeling, predicting players’ strategies, actions, and churn. We believe these methods can be leveraged in the future as the field advances and will have an impact in the industry. Please note that this chapter was developed in collaboration with several PhD students at Northeastern University, specifically Nathan Partlan, Madkour Abdelrahman Amr, and Sabbir Ahmad, who contributed greatly to this chapter and the case studies discussed.","PeriodicalId":137223,"journal":{"name":"Game Data Science","volume":"172 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121258722","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Data Preprocessing 数据预处理
Pub Date : 2021-10-14 DOI: 10.1093/oso/9780192897879.003.0002
M. S. El-Nasr, Truong Huy Nguyen Dinh, Alessandro Canossa, Anders Drachen
This chapter focuses on the process of cleaning data and preparing it for further processing. Specifically, the chapter discusses various techniques that you will use, including preprocessing, outlier identification, data consistency, and the normalization or standardization process, used to normalize your data. The chapter further discusses different measurement types and what methods can be used for which types. The chapter also discusses ways to deal with issues you may encounter with inconsistent or dirty data. The chapter takes a more practical approach by integrating several labs with actual game data to demonstrate how you can perform these steps on real game data.
本章重点介绍清理数据并为进一步处理做准备的过程。具体来说,本章讨论了您将使用的各种技术,包括预处理,离群值识别,数据一致性以及用于规范化数据的规范化或标准化过程。本章进一步讨论了不同的测量类型以及哪些类型可以使用哪些方法。本章还讨论了处理可能遇到的不一致或脏数据问题的方法。本章采用了一种更实用的方法,将几个实验与实际游戏数据结合起来,演示如何在实际游戏数据上执行这些步骤。
{"title":"Data Preprocessing","authors":"M. S. El-Nasr, Truong Huy Nguyen Dinh, Alessandro Canossa, Anders Drachen","doi":"10.1093/oso/9780192897879.003.0002","DOIUrl":"https://doi.org/10.1093/oso/9780192897879.003.0002","url":null,"abstract":"This chapter focuses on the process of cleaning data and preparing it for further processing. Specifically, the chapter discusses various techniques that you will use, including preprocessing, outlier identification, data consistency, and the normalization or standardization process, used to normalize your data. The chapter further discusses different measurement types and what methods can be used for which types. The chapter also discusses ways to deal with issues you may encounter with inconsistent or dirty data. The chapter takes a more practical approach by integrating several labs with actual game data to demonstrate how you can perform these steps on real game data.","PeriodicalId":137223,"journal":{"name":"Game Data Science","volume":"186 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2021-10-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132931023","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
期刊
Game Data Science
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1