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首页> 外文期刊>IEEE Transactions on Games >Game Data Mining Competition on Churn Prediction and Survival Analysis Using Commercial Game Log Data
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Game Data Mining Competition on Churn Prediction and Survival Analysis Using Commercial Game Log Data

机译:使用商业游戏日志数据进行流失预测和生存分析的游戏数据挖掘竞赛

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摘要

Came companies avoid sharing their game data with external researchers. Only a few research groups have been granted limited access to game data so far. The reluctance of these companies to make data publicly available limits the wide use and development of data mining techniques and artificial intelligence research specific to the game industry. In this paper, we developed and implemented an international competition on game data mining using commercial game log data from one of the major game companies in South Korea: NCSOFT. Our approach enabled researchers to develop and apply state-of-the-art data mining techniques to game log data by making the data open. For the competition, data were collected from Blade & Soul, an action role-playing game, from NCSOFT. The data comprised approximately 100 GB of game logs from 10 000 players. The main aim of the competition was to predict whether a player would churn and when the player would churn during two periods between which the business model was changed to a free-to-play model from a monthly subscription. The results of the competition revealed that highly ranked competitors used deep learning, tree boosting, and linear regression.
机译:来的公司避免与外部研究人员共享他们的游戏数据。到目前为止,只有少数研究小组被授予访问游戏数据的有限权限。这些公司不愿公开提供数据限制了专门针对游戏行业的数据挖掘技术和人工智能研究的广泛使用和发展。在本文中,我们使用来自韩国主要游戏公司之一的NCSOFT的商业游戏日志数据,开发并实施了一项有关游戏数据挖掘的国际竞赛。通过使数据开放,我们的方法使研究人员能够开发最新数据挖掘技术并将其应用于游戏日志数据。在比赛中,数据来自NCSOFT的动作角色扮演游戏Blade&Soul。数据包括来自10 000名玩家的大约100 GB游戏日志。比赛的主要目的是预测玩家是否会流失以及何时会在两个时段之间流失,在此两个时段之间,商业模式会从每月订阅变为免费模式。竞赛结果显示,排名较高的竞争对手使用了深度学习,树增强和线性回归。

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