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
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
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
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
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
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
machine learning approaches learn one hypothesis from training data Ensemble methods try to construct a set of hypotheses and combine them OUTPUT Ensemble Learning
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
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
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
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