全部 标题 作者
关键词 摘要

OALib Journal期刊
ISSN: 2333-9721
费用:99美元

查看量下载量

相关文章

更多...
-  2019 

The Winning Solution to the IEEE CIG 2017 Game Data Mining Competition

DOI: https://doi.org/10.3390/make1010016

Keywords: churn, competition, video games, user behavior, behavioral data

Full-Text   Cite this paper   Add to My Lib

Abstract:

Abstract Machine learning competitions such as those organized by Kaggle or KDD represent a useful benchmark for data science research. In this work, we present our winning solution to the Game Data Mining competition hosted at the 2017 IEEE Conference on Computational Intelligence and Games (CIG 2017). The contest consisted of two tracks, and participants (more than 250, belonging to both industry and academia) were to predict which players would stop playing the game, as well as their remaining lifetime. The data were provided by a major worldwide video game company, NCSoft, and came from their successful massively multiplayer online game Blade and Soul. Here, we describe the long short-term memory approach and conditional inference survival ensemble model that made us win both tracks of the contest, as well as the validation procedure that we followed in order to prevent overfitting. In particular, choosing a survival method able to deal with censored data was crucial to accurately predict the moment in which each player would leave the game, as censoring is inherent in churn. The selected models proved to be robust against evolving conditions—since there was a change in the business model of the game (from subscription-based to free-to-play) between the two sample datasets provided—and efficient in terms of time cost. Thanks to these features and also to their ability to scale to large datasets, our models could be readily implemented in real business settings. View Full-Tex

Full-Text

Contact Us

service@oalib.com

QQ:3279437679

WhatsApp +8615387084133