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On Prophesying Online Gamer Departure Pin-Yun Tarng 1 , Kuan-Ta Chen 2 and Polly Huang 1 1 Department of Electrical Engineering, National Taiwan University 2 Institute of Information Science, Academia Sinica Introduction and Motivation Business model of online game companies usually depends on: Sale of virtual items Monthly subscriptions in which gamers must pay for credits to continue their adventures in the virtual world. Being able to predict how long people will stay in the game will directly affects game companies’ revenue. This study provides a practical scheme for predicting player un- subscription: Input– a player’s game hours Output– whether or not he will renew an expiring subscrip- tion. Our rationale– if we can predict the departure of a player before he actually quits a game, the game operator can take remedial measures to prevent it from happening and improve the game along the way based on the feedback provided by such a player. Our traces are from ShenZhou Online, a mid-scale commercial MMORPG in Taiwan sustaining at any moment thousands of players online. ShenZhou Online Traces Summary Start date End date Length Total sessions Accounts observed Non-censored accounts 2003-03-01 2007-02-15 1,447 days 102,233,240 162,980 20,514 Figure 1: Summary of ShenZhou traces Classification of Online Gamers From observations on gamers’ playing history (as in Fig.2), an intuitive categorization of unsubscribing players: Fade-out, with ever-decreasing daily playtime and login frequency Sudden-out, no noticeable tendency in daily playtime or login frequency 0 200 400 600 800 1000 0 5 10 15 20 Day Daily playtime (hrs) 0 200 400 600 800 0 5 10 15 20 Day Daily playtime (hrs) 0 200 400 600 800 0 5 10 15 20 Day Daily playtime (hrs) 0 200 400 600 800 0 5 10 15 20 Day Daily playtime (hrs) 0 200 400 600 800 1000 0 5 10 15 20 Day Daily playtime (hrs) 0 200 400 600 800 1000 0 5 10 15 20 Day Daily playtime (hrs) Figure 2: The playing history of six sample gamers How to perform automated classification? 1. Randomly choose 2,000 gamers, classify them with the human eye 2. Divide each gamer’s history into k periods of equal length 3. Evaluate the average daily playtime and playing density in each period 4. SVM as classifier, treat k -period features and predetermined categories as the training data set. 5 10 15 20 60 70 80 90 100 k value Accuracy (%) Playtime features Density features Both features Figure 3: The classification accuracy of different values of k . To find the optimal k value, we experiment within the range of [2, 20], ten-fold cross-validating for each value. From Fig.3, we find that the optimal value is 10. Only incomplete data is available in real-life prediction – gamers’ traces, with last n days cut off (n in [3, 60]), are fed into the SVM model. Fig.4 shows the result. 0 10 20 30 40 50 60 60 70 80 90 100 Before unsubscription(days) Accuracy (%) Longer than 2 years Longer than 1 year Longer than 0.5 year Shorter than 0.5 year Figure 4: Predictivity of our classification method. Model for Predicting Unsubscription How to predict whether a gamer is leaving in d days? (d in [3, 60]) Similar to our classification method, for each gamer: 1. Assign prediction point at d days before his quitting 2.Derive two random observation windows, counting from the gamer’s first login day 3. Leaving window – contains the prediction point, unsubscribe within d days after window; staying window – not contain the prediction point, still stay at least d days after window 4. Extract 10-period features from each window 5. Fed to the SVM along with corresponding window type The prediction accuracy for each d value is shown in Fig.5 0 10 20 30 40 50 60 60 70 80 90 100 Fade-out d value (days) Accuracy (%) Longer than 2 years Longer than 1 year Longer than 0.5 year Shorter than 0.5 year 0 10 20 30 40 50 60 60 70 80 90 100 Sudden-out d value (days) Accuracy (%) Longer than 2 years Longer than 1 year Longer than 0.5 year Shorter than 0.5 year Figure 5: Unsubscription prediction accuracy Complete Scheme The combination of our classification method and prediction model: Fade-out prediction model Gameplay Trend? Fade-out Sudden-out Leaving? Staying Leaving Classification model Figure 6: The complete unsubscription prediction scheme Input – a player’s incomplete trace Output – three way output: Sudden-out pattern (or just unpredictable) Staying for the time being Leaving within a specific number of days. The accuracy of our complete prediction scheme is shown in Fig.7, and Fig.8 shows the three types of errors. 0 10 20 30 40 50 60 60 70 80 90 100 d value (days) Accuracy (%) Longer than 2 years Longer than 1 year Longer than 0.5 year Shorter than 0.5 year Figure 7: Accuracy of our complete prediction scheme 0 10 20 30 40 50 60 0 10 20 30 40 50 False leaving d value (days) Error rate (%) Longer than 2 years Longer than 1 year Longer than 0.5 year Shorter than 0.5 year 0 10 20 30 40 50 60 0 10 20 30 40 50 False staying d value (days) Error rate (%) Longer than 2 years Longer than 1 year Longer than 0.5 year Shorter than 0.5 year 0 10 20 30 40 50 60 0 10 20 30 40 50 False sudden-out d value (days) Error rate (%) Longer than 2 years Longer than 1 year Longer than 0.5 year Shorter than 0.5 year Figure 8: False positives and false negatives of our pre- diction scheme Conclusion The ability to predict a gamer’s departure is coveted by the MMORPG industry as it allows the game operators to target their resources on keeping subscribers motivated and to bene- fit from these loyal customers. To this end, we hope that our scheme will prove helpful to operators, as well as gamers who may enjoy a better gaming environment because of it.

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Page 1: On Prophesying Online Gamer Departure

On Prophesying Online Gamer DeparturePin-Yun Tarng1, Kuan-Ta Chen2 and Polly Huang1

1Department of Electrical Engineering, National Taiwan University

2Institute of Information Science, Academia Sinica

Introduction and Motivation

Business model of online game companies usually depends on:

• Sale of virtual items

•Monthly subscriptions in which gamers must pay for creditsto continue their adventures in the virtual world.

Being able to predict how long people will stay in the game willdirectly affects game companies’ revenue.

This study provides a practical scheme for predicting player un-subscription:

• Input– a player’s game hours

•Output– whether or not he will renew an expiring subscrip-tion.

•Our rationale– if we can predict the departure of a playerbefore he actually quits a game, the game operator cantake remedial measures to prevent it from happening andimprove the game along the way based on the feedbackprovided by such a player.

Our traces are from ShenZhou Online, a mid-scale commercialMMORPG in Taiwan sustaining at any moment thousands ofplayers online.

ShenZhou Online Traces Summary

Start date

End date

Length

Total sessions

Accounts observed

Non-censored accounts

2003-03-01

2007-02-15

1,447 days

102,233,240

162,980

20,514

Figure 1: Summary of ShenZhou traces

Classification of Online Gamers

From observations on gamers’ playing history (as in Fig.2), anintuitive categorization of unsubscribing players:

•Fade-out, with ever-decreasing daily playtime and loginfrequency

•Sudden-out, no noticeable tendency in daily playtime orlogin frequency

0 200 400 600 800 1000

0

5

10

15

20

Day

Dai

ly p

layt

ime

(hrs

)

0 200 400 600 800

0

5

10

15

20

Day

Dai

ly p

layt

ime

(hrs

)

0 200 400 600 800

0

5

10

15

20

Day

Dai

ly p

layt

ime

(hrs

)

0 200 400 600 800

0

5

10

15

20

Day

Dai

ly p

layt

ime

(hrs

)

0 200 400 600 800 1000

0

5

10

15

20

Day

Dai

ly p

layt

ime

(hrs

)

0 200 400 600 800 1000

0

5

10

15

20

Day

Dai

ly p

layt

ime

(hrs

)

Figure 2: The playing history of six sample gamers

How to perform automated classification?

1. Randomly choose 2,000 gamers, classify them with the humaneye

2. Divide each gamer’s history into k periods of equal length

3. Evaluate the average daily playtime and playing density ineach period

4. SVM as classifier, treat k -period features and predeterminedcategories as the training data set.

5 10 15 2060

7080

9010

0

k value

Acc

urac

y (%

)

Playtime featuresDensity featuresBoth features

Figure 3: The classification accuracy of different valuesof k.

To find the optimal k value, we experiment within the range of[2, 20], ten-fold cross-validating for each value. From Fig.3, wefind that the optimal value is 10.Only incomplete data is available in real-life prediction –gamers’ traces, with last n days cut off (n in [3, 60]), are fedinto the SVM model. Fig.4 shows the result.

0 10 20 30 40 50 60

6070

8090

100

Before unsubscription(days)

Acc

urac

y (%

)

Longer than 2 yearsLonger than 1 yearLonger than 0.5 yearShorter than 0.5 year

Figure 4: Predictivity of our classification method.

Model for Predicting Unsubscription

How to predict whether a gamer is leaving in d days? (d in [3,60])Similar to our classification method, for each gamer:

1. Assign prediction point at d days before his quitting

2. Derive two random observation windows, counting from thegamer’s first login day

3.Leaving window – contains the prediction point, unsubscribewithin d days after window; staying window – not containthe prediction point, still stay at least d days after window

4. Extract 10-period features from each window

5. Fed to the SVM along with corresponding window type

The prediction accuracy for each d value is shown in Fig.5

0 10 20 30 40 50 60

6070

8090

100

Fade−out

d value (days)

Acc

urac

y (%

)

Longer than 2 yearsLonger than 1 yearLonger than 0.5 yearShorter than 0.5 year

0 10 20 30 40 50 60

6070

8090

100

Sudden−out

d value (days)

Acc

urac

y (%

)

Longer than 2 yearsLonger than 1 yearLonger than 0.5 yearShorter than 0.5 year

Figure 5: Unsubscription prediction accuracy

Complete Scheme

The combination of our classification method and predictionmodel:

Fade-out prediction model

GameplayTrend?

Fade-out

Sudden-out

Leaving?

Staying

Leaving

Classificationmodel

Figure 6: The complete unsubscription prediction scheme

Input – a player’s incomplete trace

Output – three way output:

• Sudden-out pattern (or just unpredictable)

• Staying for the time being

•Leaving within a specific number of days.

The accuracy of our complete prediction scheme is shown inFig.7, and Fig.8 shows the three types of errors.

0 10 20 30 40 50 60

6070

8090

100

d value (days)

Acc

urac

y (%

)

Longer than 2 yearsLonger than 1 yearLonger than 0.5 yearShorter than 0.5 year

Figure 7: Accuracy of our complete prediction scheme

0 10 20 30 40 50 60

010

2030

4050

False leaving

d value (days)

Err

or r

ate

(%)

Longer than 2 yearsLonger than 1 yearLonger than 0.5 yearShorter than 0.5 year

0 10 20 30 40 50 60

010

2030

4050

False staying

d value (days)

Err

or r

ate

(%)

Longer than 2 yearsLonger than 1 yearLonger than 0.5 yearShorter than 0.5 year

0 10 20 30 40 50 60

010

2030

4050

False sudden−out

d value (days)

Err

or r

ate

(%)

Longer than 2 yearsLonger than 1 yearLonger than 0.5 yearShorter than 0.5 year

Figure 8: False positives and false negatives of our pre-diction scheme

Conclusion

The ability to predict a gamer’s departure is coveted by theMMORPG industry as it allows the game operators to targettheir resources on keeping subscribers motivated and to bene-fit from these loyal customers. To this end, we hope that ourscheme will prove helpful to operators, as well as gamers whomay enjoy a better gaming environment because of it.