Game Data Mining Competition on Churn Prediction and Survival Analysis using Commercial Game Log Data
February 07, 2018 Β· Declared Dead Β· π IEEE Transactions on Games
"No code URL or promise found in abstract"
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Authors
EunJo Lee, Yoonjae Jang, DuMim Yoon, JiHoon Jeon, Seong-il Yang, Sang-Kwang Lee, Dae-Wook Kim, Pei Pei Chen, Anna Guitart, Paul Bertens, Γfrica PeriÑñez, Fabian Hadiji, Marc MΓΌller, Youngjun Joo, Jiyeon Lee, Inchon Hwang, Kyung-Joong Kim
arXiv ID
1802.02301
Category
cs.DB: Databases
Citations
53
Venue
IEEE Transactions on Games
Last Checked
5 months ago
Abstract
Game 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 work, 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.
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