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Churn Prediction in
Mobile Social Games:
Towards a Complete
Assessment Using Survival
Ensembles
1
África Periáñez, Alain Saas, Anna Guitart and Colin Magne
IEEE/ACM DSAA 2016
Montreal, October 19th, 2016
About us
2
Who are we?
● Game and technology company based in Tokyo (spin-off of
Silicon Graphics)
● Research project to provide Game Data Science as a Service
● Goals: predict player behavior, scale to big data and
intuitive result visualization
3
● Free-to-play mobile social games
● in-app purchases and activity behavioral data
Our data
4
Churn prediction in Free-To-Play games
We focus on the top spenders: the whales
➔ 0.2% of the players, 50 % of the revenues
➔ Their high engagement make them more likely to answer positively to
action taken to retain them
➔ For this group, we can define churn as 10 days of inactivity
◆ The definition of churn in F2P games is not straightforward
The model
Survival Ensembles
5
Challenge: modeling churn
◎ Survival analysis focuses on predicting the
time-to-event, e.g. churn
○ when a player will stop playing?
◎ Classical methods, like regressions, are appropriate
when all players have left the game
◎ Censoring Problem: dataset with incomplete churning
information
◎ Censoring is the nature of churn
➔ Survival analysis is used in biology and medicine to
deal with this problem
➔ Ensemble learning techniques provide high-class
prediction results
6
◎ We focus on whales
◎ Churn definition as 10 days of inactivity
◎ Cumulative survival probability (Kaplan-Meier estimates)
◎ Step function that changes every time that a player churns
7
Output of the model
◎ Two approaches:
○ Churn as a binary classification
○ Churn as a censored data problem
◎ One model: Conditional Inference Survival Ensembles1
○ deals with censoring
○ high accuracy due to ensemble learning
Survival Analysis
➔ Survival analysis methods (e.g. Cox regression) does not follow any
particular statistical distribution: fitted from data
➔ Fixed link between output and features: efforts to model selection and
evaluation
1) Hothorn et al., 2006. Unbiased recursive partitioning: A conditional inference framework 8
Challenge: modeling churn
Survival Tree
➔ Split the feature space
recursively
➔ Based on survival statistical
criterion the root node is
divided in two daughter nodes
➔ Maximize the survival
difference between nodes
➔ A single tree produces
instability predictions
Conditional Survival Ensembles
➔ Outstanding predictions
➔ Make use of hundreds of trees
➔ Conditional inference survival
ensemble use a Kaplan-Meier
function as splitting criterion
➔ Overfit is not present
➔ Robust information about
variable importance
➔ Not biased approach
9
Conditional inference survival ensembles
Conditional inference survival tree partition with
Kaplan-Meier estimates of the survival time which
characterizes the players placed in every terminal node group
10
Linear rank
statistics as
splitting criterion
Survival tree
◎ Two steps algorithm:
○ 1) the optimal split variable is selected: association between
covariates and response
○ 2) the optimal split point is determined by comparing two sample
linear statistics for all possible partitions of the split variable
Random Survival Forest
➔ RSF is based on original random forest algorithm1
➔ RSF favors variables with many possible split points over variables
with fewer
111) Breiman L. 2001. Random Forests.
Conditional inference survival ensembles
Features selection
◎ Game independent features:
○ player attention:
● time spent per day
○ player loyalty :
● number of days connecting (loyalty index)
● days from registration to first purchase
● days since last purchase
○ player intensity:
● number of actions, sessions, etc.
● amount in-app purchases
◎ Game dependent features:
● player level: (concept common to most games)
12
Features selection
◎ Game independent features:
○ player attention: time spent per day, lifetime
○ player loyalty : number of days connecting, loyalty index (number of days
played over lifetime), days from registration to first purchase, days since
last purchase
○ player intensity: number of actions, sessions, amount in-app purchases,
action activity distance (total average actions compared to last days
behaviour)
○ player level: concept common to most games)
◎ Game dependent features researched but ultimately not part of our model:
○ participation in a guild (social feature)
○ actions measured by categories
13
The Results
With “Age of Ishtaria” Game Data
14
15
Binary classification results and comparison with other
models
16
Predicted Kaplan-Meier survival curves as a function
of time (days) for new or existing players
Censored data problem results
17
Validation -- Churn prediction
18
Validation -- Churn prediction
1000 bootstrap cross-validation error curves for
the survival ensemble model and Cox
regression
◎ Censoring problem is the right approach
○ the median survival time, i.e. time when the percentage of
surviving in the game is 50%, can be used as a time threshold
to categorize a player in the risk of churning
◎ Binary problem -- static model
○ also bring relevant information
○ useful insight for a short-term prediction
◎ SVM, ANN, Decision Trees, etc. are useful tools for regression or
classification problems.
○ in their original form cannot handle with censored data
○ 1) modification of algorithm or 2) transformation of the data
19
Survival ensembles approach
◎ Application of state-of-the-art algorithm “conditional inference
survival ensembles”
○ to predict churn
○ and survival probability of players in social games
◎ Model able to make predictions every day in operational
environment
◎ adapts to other game data: Democratize Game Data Science
◎ relevant information about whales behaviour
○ discovering new playing patterns as a function of time
○ classifying gamers by risk factors of survival experience
◎ Step towards the challenging goal of the comprehensive
understanding of players
20
Summary and conclusion
21
Other work related to Game Data Science
Discovering Playing Patterns:
Time Series Clustering of Free-To-Play Game Data
Alain Saas, Anna Guitart and África Periáñez
IEEE CIG 2016
Special Session on Game Data Science
Chaired by Alain Saas and África Periáñez
IEEE/ACM DSAA 2016
www.gamedatascience.org
sskk-gp-ff@siliconstudio.co.jp

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Churn Prediction in Mobile Social Games: Towards a Complete Assessment Using Survival Ensembles 1

  • 1. Churn Prediction in Mobile Social Games: Towards a Complete Assessment Using Survival Ensembles 1 África Periáñez, Alain Saas, Anna Guitart and Colin Magne IEEE/ACM DSAA 2016 Montreal, October 19th, 2016
  • 2. About us 2 Who are we? ● Game and technology company based in Tokyo (spin-off of Silicon Graphics) ● Research project to provide Game Data Science as a Service ● Goals: predict player behavior, scale to big data and intuitive result visualization
  • 3. 3 ● Free-to-play mobile social games ● in-app purchases and activity behavioral data Our data
  • 4. 4 Churn prediction in Free-To-Play games We focus on the top spenders: the whales ➔ 0.2% of the players, 50 % of the revenues ➔ Their high engagement make them more likely to answer positively to action taken to retain them ➔ For this group, we can define churn as 10 days of inactivity ◆ The definition of churn in F2P games is not straightforward
  • 6. Challenge: modeling churn ◎ Survival analysis focuses on predicting the time-to-event, e.g. churn ○ when a player will stop playing? ◎ Classical methods, like regressions, are appropriate when all players have left the game ◎ Censoring Problem: dataset with incomplete churning information ◎ Censoring is the nature of churn ➔ Survival analysis is used in biology and medicine to deal with this problem ➔ Ensemble learning techniques provide high-class prediction results 6
  • 7. ◎ We focus on whales ◎ Churn definition as 10 days of inactivity ◎ Cumulative survival probability (Kaplan-Meier estimates) ◎ Step function that changes every time that a player churns 7 Output of the model
  • 8. ◎ Two approaches: ○ Churn as a binary classification ○ Churn as a censored data problem ◎ One model: Conditional Inference Survival Ensembles1 ○ deals with censoring ○ high accuracy due to ensemble learning Survival Analysis ➔ Survival analysis methods (e.g. Cox regression) does not follow any particular statistical distribution: fitted from data ➔ Fixed link between output and features: efforts to model selection and evaluation 1) Hothorn et al., 2006. Unbiased recursive partitioning: A conditional inference framework 8 Challenge: modeling churn
  • 9. Survival Tree ➔ Split the feature space recursively ➔ Based on survival statistical criterion the root node is divided in two daughter nodes ➔ Maximize the survival difference between nodes ➔ A single tree produces instability predictions Conditional Survival Ensembles ➔ Outstanding predictions ➔ Make use of hundreds of trees ➔ Conditional inference survival ensemble use a Kaplan-Meier function as splitting criterion ➔ Overfit is not present ➔ Robust information about variable importance ➔ Not biased approach 9 Conditional inference survival ensembles
  • 10. Conditional inference survival tree partition with Kaplan-Meier estimates of the survival time which characterizes the players placed in every terminal node group 10 Linear rank statistics as splitting criterion Survival tree
  • 11. ◎ Two steps algorithm: ○ 1) the optimal split variable is selected: association between covariates and response ○ 2) the optimal split point is determined by comparing two sample linear statistics for all possible partitions of the split variable Random Survival Forest ➔ RSF is based on original random forest algorithm1 ➔ RSF favors variables with many possible split points over variables with fewer 111) Breiman L. 2001. Random Forests. Conditional inference survival ensembles
  • 12. Features selection ◎ Game independent features: ○ player attention: ● time spent per day ○ player loyalty : ● number of days connecting (loyalty index) ● days from registration to first purchase ● days since last purchase ○ player intensity: ● number of actions, sessions, etc. ● amount in-app purchases ◎ Game dependent features: ● player level: (concept common to most games) 12
  • 13. Features selection ◎ Game independent features: ○ player attention: time spent per day, lifetime ○ player loyalty : number of days connecting, loyalty index (number of days played over lifetime), days from registration to first purchase, days since last purchase ○ player intensity: number of actions, sessions, amount in-app purchases, action activity distance (total average actions compared to last days behaviour) ○ player level: concept common to most games) ◎ Game dependent features researched but ultimately not part of our model: ○ participation in a guild (social feature) ○ actions measured by categories 13
  • 14. The Results With “Age of Ishtaria” Game Data 14
  • 15. 15 Binary classification results and comparison with other models
  • 16. 16 Predicted Kaplan-Meier survival curves as a function of time (days) for new or existing players Censored data problem results
  • 18. 18 Validation -- Churn prediction 1000 bootstrap cross-validation error curves for the survival ensemble model and Cox regression
  • 19. ◎ Censoring problem is the right approach ○ the median survival time, i.e. time when the percentage of surviving in the game is 50%, can be used as a time threshold to categorize a player in the risk of churning ◎ Binary problem -- static model ○ also bring relevant information ○ useful insight for a short-term prediction ◎ SVM, ANN, Decision Trees, etc. are useful tools for regression or classification problems. ○ in their original form cannot handle with censored data ○ 1) modification of algorithm or 2) transformation of the data 19 Survival ensembles approach
  • 20. ◎ Application of state-of-the-art algorithm “conditional inference survival ensembles” ○ to predict churn ○ and survival probability of players in social games ◎ Model able to make predictions every day in operational environment ◎ adapts to other game data: Democratize Game Data Science ◎ relevant information about whales behaviour ○ discovering new playing patterns as a function of time ○ classifying gamers by risk factors of survival experience ◎ Step towards the challenging goal of the comprehensive understanding of players 20 Summary and conclusion
  • 21. 21 Other work related to Game Data Science Discovering Playing Patterns: Time Series Clustering of Free-To-Play Game Data Alain Saas, Anna Guitart and África Periáñez IEEE CIG 2016 Special Session on Game Data Science Chaired by Alain Saas and África Periáñez IEEE/ACM DSAA 2016 www.gamedatascience.org sskk-gp-ff@siliconstudio.co.jp