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Churn Prediction in Online Games Using Players’ Login Records: A Frequency Analysis Approach

机译:使用玩家登录记录的在线游戏用户流失预测:一种频率分析方法

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摘要

The rise of free-to-play and other service-based business models in the online gaming market brought to game publishers problems usually associated to markets like mobile telecommunications and credit cards, especially customer churn. Predictive models have long been used to address this issue in these markets, where companies have a considerable amount of demographic, economic, and behavioral data about their customers, while online game publishers often only have behavioral data. Simple time series’ feature representation schemes like RFM can provide reasonable predictive models solely based on online game players’ login records, but maybe without fully exploring the predictive potential of these data. We propose a frequency analysis approach for feature representation from login records for churn prediction modeling. These entries (from real data) were converted into fixed-length data arrays using four different methods, and then these were used as input for training probabilistic classifiers with the -nearest neighbors machine learning algorithm. The classifiers were then evaluated and compared using predictive performance metrics. One of the methods, the time-frequency plane domain analysis, showed satisfactory results, being able to theoretically increase the retention campaigns profits in more than 20% over the RFM approach.
机译:在线游戏市场中免费游戏和其他基于服务的商业模式的兴起给游戏发行商带来了问题,这些问题通常与移动电信和信用卡等市场有关,尤其是客户流失。长期以来,预测模型一直用于解决这些市场中的问题,在这些市场中,公司拥有大量有关其客户的人口统计,经济和行为数据,而在线游戏发行商通常仅具有行为数据。简单的时间序列特征表示方案(例如RFM)可以仅基于在线游戏玩家的登录记录来提供合理的预测模型,但可能无法充分探索这些数据的预测潜力。我们提出了一种从登录记录中进行特征量表示的频率分析方法,用于客户流失预测建模。使用四种不同的方法将这些条目(来自真实数据)转换为固定长度的数据数组,然后将它们用作使用-nearest近邻机器学习算法训练概率分类器的输入。然后使用预测性能指标对分类器进行评估和比较。其中一种方法是时频平面域分析,显示出令人满意的结果,理论上,与RFM方法相比,能够将保留活动的利润提高20%以上。

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