TY - GEN
T1 - Player Pattern Prediction Using Action Logs of Players
AU - Chigateri, Venkataramana
AU - Puthran, Wilma Pavitra
AU - Attigeri, Girija
AU - Kolekar, Sucheta
AU - Vobugari, Sreekumar
N1 - Publisher Copyright:
© 2021 IEEE.
PY - 2021/10/1
Y1 - 2021/10/1
N2 - The hike in mobile games has changed the game industry's outlook. Plenty of information about the players are now available to Game developers and thus can predict the players pattern using reliable models. Predicting the player's exit moment in a game generates several opportunities to understand and improve players' lifetime and revenue earnings. Churn prediction, a common challenge faced by variety of sectors, is also one of the most important problem for gaming industry, as player retention is critical for the monetization of a game. Users inclination towards a game and churn prediction in advance can help us to increase profit through effective services. The paper proposes dynamic difficulty algorithm which provides predictions on accumulated Playtime and Number of Sessions until that moment. It is well suited for real time analyses, even with million users for games. The method is evaluated by experimenting some of the classifiers. The result shows that the approach is well defined and successfully applicable to various datasets and response variables.
AB - The hike in mobile games has changed the game industry's outlook. Plenty of information about the players are now available to Game developers and thus can predict the players pattern using reliable models. Predicting the player's exit moment in a game generates several opportunities to understand and improve players' lifetime and revenue earnings. Churn prediction, a common challenge faced by variety of sectors, is also one of the most important problem for gaming industry, as player retention is critical for the monetization of a game. Users inclination towards a game and churn prediction in advance can help us to increase profit through effective services. The paper proposes dynamic difficulty algorithm which provides predictions on accumulated Playtime and Number of Sessions until that moment. It is well suited for real time analyses, even with million users for games. The method is evaluated by experimenting some of the classifiers. The result shows that the approach is well defined and successfully applicable to various datasets and response variables.
UR - http://www.scopus.com/inward/record.url?scp=85119486210&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85119486210&partnerID=8YFLogxK
U2 - 10.1109/GCAT52182.2021.9586807
DO - 10.1109/GCAT52182.2021.9586807
M3 - Conference contribution
AN - SCOPUS:85119486210
T3 - 2021 2nd Global Conference for Advancement in Technology, GCAT 2021
BT - 2021 2nd Global Conference for Advancement in Technology, GCAT 2021
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 2nd Global Conference for Advancement in Technology, GCAT 2021
Y2 - 1 October 2021 through 3 October 2021
ER -