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Predicting Players Behavior in Games with Microtransactions

机译:预测球员在游戏中的行为与微转移

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This paper focuses on predicting player behaviour in two-player games with microtransactions. Typically the games are for free and companies generate their revenue by selling in-game goods. We show creation of a users behaviour model, which are then used in a recommendation system increasing in-game goods purchases. We focus on learning techniques in a novel way, predicting the time of purchases rather than the most likely product to be purchased. The player model is based on in-game signals, such as players success, curiosity, social interactions etc. We had access to a Pool Live Tour game dataset made by Geewa. We report promising results in predicting the purchase events.
机译:本文侧重于预测两位玩家游戏中的球员行为,用微型传递。通常,游戏是免费的,公司通过销售游戏内商品来创造他们的收入。我们展示了创建用户行为模型,然后在推荐系统中使用的是游戏中购买的建议。我们专注于新颖的方式学习技术,预测购买时间而不是最可能购买的产品。播放器模型基于游戏中的信号,例如玩家成功,好奇心,社交互动等。我们可以访问Geewa制作的泳池现场旅游游戏数据集。我们报告了预测购买事件的有希望的结果。

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