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PREDICTING INDIVIDUAL PLAYER BEHAVIOR OPERATIONALLY WITH BIG DATA AND MACHINE LEARNING

Álvaro de Benito
December 19, 2018
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PREDICTING INDIVIDUAL PLAYER BEHAVIOR OPERATIONALLY WITH BIG DATA AND MACHINE LEARNING

Álvaro de Benito

December 19, 2018
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  1. PREDICTING INDIVIDUAL PLAYER BEHAVIOR OPERATIONALLY WITH BIG DATA AND MACHINE

    LEARNING África Periáñez, PhD CEO Yokozuna Data, a Keywords Studio 4 December 2018, Tokyo A KEYWORDS STUDIO YOKOZUNAdata
  2. PhD Mathematics (Ensemble Learning) - 2015 University of Reading MSc

    String Theory - 2006 CERN MSc Theoretical Physics - 2003 UAM BSc Physics - 2001 UAM Dr. África Periáñez CEO of Yokozuna Data
  3. Ana Fernández, MSc SENIOR RESEARCH DATA SCIENTIST Pei Pei Chen,

    MSc MACHINE LEARNING ENGINEER LEAD Anna Guitart, MSc DATA SCIENTIST Cristian Conteduca, MSc BACKEND ENGINEER LEAD Vitor Santos, MA UX DESIGN & CREATIVE LEAD Nitin Kumar, MSc FULL-STACK ENGINEER Pooja Revanna, MSc BACKEND ENGINEER Peng Xiao, BSc BIG DATA ENGINEER Omid Aladini, MSc DATA INFRASTRUCTURE ADVISOR Dexian Tang, MSc BIG DATA ENGINEER Javier Grande, PhD SCIENTIFIC EDITOR Alvaro de Benito, MA PR & COMMUNICATION LEAD Shi Hui Tan, MSc DATA SCIENTIST Yokozuna Data’s team
  4. Founded in 2015, joined Keywords Studios in 2018 to push

    back the frontiers of General Behavioral Machine Learning and to revamp the video-game industry: Personalized games What is Yokozuna Data?
  5. Mission To unlock the knowledge of big game databases To

    convert unstructured data into actionable information to understand and predict individual player behavior
  6. A state-of-the-art machine learning engine that predicts individual player behaviour

    Pushing the game data science frontiers to a new limit:
  7. Which item will they purchase next? Billing history Distribution of

    item probabilities Time to next purchase 08/06 08/15 08/27 09/06 GAME APPLICATIONS Players who may stop purchasing Playtime Per player Upcoming churners
  8. Personalization Personalized matching Who should you compete against in Mario

    Kart? Which clan is your best opponent in Clash of Clans?
  9. Man is a deterministic device thrown into a probalistic Universe

    Amos Tversky Daniel Kahneman Nobel prize 2002
  10. NEW PLAYERS Acquiring new users is expensive: in Japan, the

    average cost-per-install for gaming apps reached 6.07 USD in 20181 Video game challenges: Increasing Retention Between 75–90% of new players churn on the first day 1 Liftoff and Adjust, 2018 and inefficient: only 5% remain after one month
  11. Retention of the most valuable players is crucial: the top

    10% of paying users contribute 60% of the revenue Thousands of titles are published every year and compete for same playersʼ time and attention Video game challenges: Increasing Retention VIP PLAYERS
  12. Only a small fraction of users make purchases, dentifying these

    users and predicting their Customer Lifetime Value is crucial A key challenge for game developers is to convert players from non-premium to premium Video game challenges: Maximizing the engagement of VIP players
  13. Targeting the right players by customizing game events and publishing

    them at the right time Identify the reasons behind behavioral trends Find the best acquisition, marketing and game event strategies Video game challenges: Optimizing Game Events and Marketing Campaigns
  14. Numbers for AAA mobile games $1.3M/month sales increase +10% VIP

    Retention $4M/month sales increase +5% PU Increase $8M/year sales increase Improving development of levels with the highest churn rate
  15. Numbers for Asian medium-size RPGs $8.7K/month sales increase $22K/month sales

    increase +5% PU Increase $330K/year sales increase +10% VIP Retention Improving development of levels with the highest churn rate
  16. Multiple learners are trained to solve the same problem Ordinary

    machine learning approaches learn one hypothesis from training data Ensemble methods try to construct a set of hypotheses and combine them OUTPUT Ensemble Learning
  17. label Reconstruction Error Output nth feature layer 2nd feature layer

    1st feature layer Input label Learning Learning & Generalization Deep Learning Model Artificial Neural Network Deep Learning
  18. CHURN PREDICTION IN MOBILE SOCIAL GAMES: TOWARDS A COMPLETE ASSESSMENT

    USING SURVIVAL ENSEMBLES A. Perianez, A. Saas, A. Guitart and C. Magne IEEE DSAA 2016 Montreal DISCOVERING PLAYING PATTERNS: TIME SERIES CLUSTERING OF FREE-TO-PLAY GAME DATA A. Guitart, A. Perianez and A. Saas, IEEE CIG 2016 Santorini GAMES AND BIG DATA: A SCALABLE MULTI-DIMENSIONAL CHURN PREDICTION MODEL P. Bertens, A. Guitart and A. Perianez, A. Saas, IEEE CIG 2017 New York FORECASTING PLAYER BEHAVIORAL DATA AND SIMULATING IN-GAME EVENTS A. Guitart, P. Chen, P. Bertens and A. Perianez IEEE FICC 2018 Singapore THE WINNING SOLUTION TO THE IEEE CIG 2017 GAME DATA MINING COMPETITION A. Guitart, P. Chen, A. Periáñez A MACHINE-LEARNING ITEM RECOMMENDATION SYSTEM FOR VIDEO GAMES P. Chen, A. Guitart, P. Bertens, A. Periáñez IEEE CIG 2018 Maastricht Yokozuna Data peer-reviewed articles CUSTOMER LIFETIME VALUE IN VIDEO GAMES USING DEEP LEARNING AND PARAMEDIC MODELS P. Chen, A. Guitart, A. Fernandez de Rio and A. Periáñez IEEE Big Data 2018 Seattle yokozunadata.com/research/ A KEYWORDS STUDIO YOKOZUNAdata
  19. Milestones International press coverage by top MEDIA Best Paper Award

    at FICC2018 1 Winners of game churn prediction CONTEST NCSoft CMU aplicants for summer internship +40 7 peer-reviewed articles published in top machine learning conferences
  20. Number of registrants in the competition 2 tracks: Which players

    will leave the game 264 Teams When they will leave the game
  21. Results Rank 1 2 3 4 5 YokozunaData (Japan) UTU

    (Finland) TripleS (Korea) TheCowKing goedleio 0.610098 0.60326 0.57968 0.59370 0.57717 0.63326 0.60370 0.62459 0.60718 0.56205 0.62145 0.60348 0.60130 0.60036 0.58882 Team Test1 Score Test2 Score Total Score Rank 1 2 3 4 5 YokozunaData (Japan) IISLABSKKU UTU (Finland) TripleS (Korea) DTND 0.883248 1.034321 0.927712 0.958308 1.032688 0.616499 0.679214 0.898471 0.891106 0.930417 0.726151 0.819972 0.912857 0.923486 0.978888 Team Test1 Score Test2 Score Total Score Track 1 Which players will leave the game Track 2 When they will leave the game
  22. The Problem SCALING TO INFINITY The Solution Supporting data from

    thousands of games and millions of Monthly Active Users (MAU) A CLOUD DISTRIBUTED-SYSTEM DESIGN FOR: - Data upload - Databases and storage - Parallel computing for data processing and machine learning execution
  23. UPLOAD COMPUTE RESULTS Results Data Upload Servers/ Storage Compute Instances

    Cloud Storage Computing Servers Web Servers Database Servers Kubernetes
  24. Summary The biggest challenge is to be able to retain

    users with very diverse tastes, desires and motivations - Profile players at the individual level and direct them towards the activities that are more likely to interest them - Tailor game events, pricing and promotions - Identify VIP players sooner to provide a premium service 1
  25. Yokozuna Data provide accurate predictions of: - Individual-user actions -

    Personalized promotions and rewards - Moment and level at which they will leave - Money they will spend in the game and their potential Summary 2