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

机译:使用基于Tensor因数分解的表示学习预测沙盒游戏中的保留

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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 semi-nonnegative constrained method. These approaches are validated against a detailed behavioral data set from the AAA open-world game Just Cause 2.
机译:大型商用(AAA)游戏越来越多地过渡到半永久性或永久性格式,以便将游戏的价值扩展给玩家,并为基本零售以外的领域增加新的收入来源。鉴于AAA标题设计的这种转变,游戏分析需要解决新类型的问题,尤其是预测未来玩家行为的问题。这是因为玩家保留率是提高半永久性标题(例如通过可下载内容)的收入的关键因素。本文介绍了一种预测AAA游戏中玩家留存率的模型,并提供了基于张量的时空模型来分析3D游戏中玩家的轨迹。我们将展示关于轨迹的知识如何帮助预测玩家的保留率。此外,我们描述了两种新的三向DEDICOM算法,包括快速梯度法和半负约束法。这些方法已针对AAA开放世界游戏《正当防卫2》中的详细行为数据集进行了验证。

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