This project was made during the Insight Data Science program. Please visit lookingforsteamplayers.com or https://github.com/mjhines/LookingForPlayers for more details.
At CCNY BIC's Consumer Behavior & Persuasion class, taught by Zontee Hou, Strategist at Convince & , students were tasked with selecting a brand/product of their choice, defining a for that brand/product, analyzing their media behaviors, and detailing their unique path to purchase. In response to this task, I selected Valve Software's Steam Machines, a line of yet-to-be-released dedicated Gaming-Ready PCs intended for the living room.
In my final presentation I analyzed a potential audience for this product - Console Gamers - by telling the story of their existing passion for gaming and how the familiar, controller-based entertainment experience of Steam Machines can serve as a bridge into PC Gaming. By targeting these gamers on channels that they engage with exclusively because of their love for gaming, Steam Machines can bridge the awareness gap, drive an interest in the product, allow these gamers to experience it for themselves, and build a path to ongoing loyalty and advocacy.
(Content largely voiced over in 12-minute final presentation.)
This slide consists of the basic layout, site plan and the components of a steam power plant. Block diagram of a steam power plant is also present in this slide.
This document provides information about a course on steam power plant engineering. It outlines the objectives of the course, which are to learn about the basic knowledge, working principles, equipment, design, costs, environmental controls, and advantages/disadvantages of steam power plants. It then discusses the key components and processes involved in steam power plants, including boilers, turbines, condensers, and the Rankine cycle.
The document describes the key components and processes involved in a typical coal-fired thermal power plant, including the boiler, turbine, condenser, coal handling equipment, and other auxiliary systems. It also provides diagrams to illustrate the general layout and flow of energy conversion from coal to steam to mechanical power to electricity. Additionally, it briefly mentions some major thermal power plants located in the state of Rajasthan, India.
Knock knock on GameDev gateway! - Introduction to Game developmentMamdouh Tarabishi
The document discusses why people play games and the importance of gaming. It provides examples of real-world applications of games in areas like military training and education. It also summarizes the roles involved in game development teams and key components of games like graphics, physics, animation, AI and levels. The document compares popular game engines like Unity, Unreal and CryEngine and recommends Unity as a good starting point for beginning game development.
GDC 2014 - Jeremy Ehrhardt, KIXEYE - Building Customer Support and LoyaltySteelPangolin
KIXEYE relies on its players coming back day after day, week after week and, remarkably in the social space, year after year. To maintain this kind of loyalty among our player base, CS agents needed the power to understand an individual player's gameplay experience, see their interactions with other players, and fix anything that gets in the way of players having fun. Jeremy will present postmortems from a customer support software perspective for three of KIXEYE's games: Battle Pirates, War Commander and VEGA Conflict. Our customer support software is called Monocle, and you'll learn about the architecture, our agile approach to rapid development, reliability lessons we've learned in production, and how you can build your own Monocle using free, open source components.
Attendees will learn how and why KIXEYE built its customer support system as a web app, the challenges and rewards of building a uniform support API across multiple games, and how designing games with support scenarios in mind yields benefits across the whole product.
This session is intended for tech leads, producers, product people and customer support/advocacy managers who are designing and supporting online games. Improve monetization and retention by keeping your players happy. Some knowledge of web application architecture and social gaming will be helpful.
At CCNY BIC's Consumer Behavior & Persuasion class, taught by Zontee Hou, Strategist at Convince & , students were tasked with selecting a brand/product of their choice, defining a for that brand/product, analyzing their media behaviors, and detailing their unique path to purchase. In response to this task, I selected Valve Software's Steam Machines, a line of yet-to-be-released dedicated Gaming-Ready PCs intended for the living room.
In my final presentation I analyzed a potential audience for this product - Console Gamers - by telling the story of their existing passion for gaming and how the familiar, controller-based entertainment experience of Steam Machines can serve as a bridge into PC Gaming. By targeting these gamers on channels that they engage with exclusively because of their love for gaming, Steam Machines can bridge the awareness gap, drive an interest in the product, allow these gamers to experience it for themselves, and build a path to ongoing loyalty and advocacy.
(Content largely voiced over in 12-minute final presentation.)
This slide consists of the basic layout, site plan and the components of a steam power plant. Block diagram of a steam power plant is also present in this slide.
This document provides information about a course on steam power plant engineering. It outlines the objectives of the course, which are to learn about the basic knowledge, working principles, equipment, design, costs, environmental controls, and advantages/disadvantages of steam power plants. It then discusses the key components and processes involved in steam power plants, including boilers, turbines, condensers, and the Rankine cycle.
The document describes the key components and processes involved in a typical coal-fired thermal power plant, including the boiler, turbine, condenser, coal handling equipment, and other auxiliary systems. It also provides diagrams to illustrate the general layout and flow of energy conversion from coal to steam to mechanical power to electricity. Additionally, it briefly mentions some major thermal power plants located in the state of Rajasthan, India.
Knock knock on GameDev gateway! - Introduction to Game developmentMamdouh Tarabishi
The document discusses why people play games and the importance of gaming. It provides examples of real-world applications of games in areas like military training and education. It also summarizes the roles involved in game development teams and key components of games like graphics, physics, animation, AI and levels. The document compares popular game engines like Unity, Unreal and CryEngine and recommends Unity as a good starting point for beginning game development.
GDC 2014 - Jeremy Ehrhardt, KIXEYE - Building Customer Support and LoyaltySteelPangolin
KIXEYE relies on its players coming back day after day, week after week and, remarkably in the social space, year after year. To maintain this kind of loyalty among our player base, CS agents needed the power to understand an individual player's gameplay experience, see their interactions with other players, and fix anything that gets in the way of players having fun. Jeremy will present postmortems from a customer support software perspective for three of KIXEYE's games: Battle Pirates, War Commander and VEGA Conflict. Our customer support software is called Monocle, and you'll learn about the architecture, our agile approach to rapid development, reliability lessons we've learned in production, and how you can build your own Monocle using free, open source components.
Attendees will learn how and why KIXEYE built its customer support system as a web app, the challenges and rewards of building a uniform support API across multiple games, and how designing games with support scenarios in mind yields benefits across the whole product.
This session is intended for tech leads, producers, product people and customer support/advocacy managers who are designing and supporting online games. Improve monetization and retention by keeping your players happy. Some knowledge of web application architecture and social gaming will be helpful.
Knowing When to Hold 'Em, When to Fold 'Em and When to Blow 'Em UpLuke Dicken
Guest presentation given to a mixed-discipline group at the University of West of Scotland Research Students Society @ UWoS 3rd March 2010.
Topics covered : High level overview of work with AI for Poker, Ms. Pac-Man and my own research on the I2 system, concluding with some of my opinions on the current state of Academic and Industrial Game AI.
[Pandora 22] Boosting Game Design with Analytics - Nikola VasiljevicDataScienceConferenc1
Making a gameplay experience that players will like is not a trivial task. A lot of decisions need to be made along the way, “How hard should this boss be? Do players visit that corner of the map? Do they find the narrative appealing?“ are just some of the questions. Through playtesting and in-game telemetry we learn about our players – how they play and how they feel about our game as a whole, and its different aspects. The goal of this talk is to share our experience on how we use these insights to steer our game direction towards players’ preferences so we can deliver an enjoyable and thrilling gameplay experience.
This document describes a system for recommending indie video games to users based on games they already like. It contains information on about 11,000 indie games from databases like IndieDB. The system takes in a summary of a game the user likes, stems and vectors the words, then calculates similarity scores to return the top matching indie games. It can optionally narrow matches based on genre tags. The system aims to provide better recommendations than only copy-pasted summaries or inadequate summary data.
The document discusses a survey conducted to determine which game console, the PS3 or Xbox 360, will surpass the other in sales. Key findings from the survey of 88 respondents show that a majority believe the PS3 is more reliable, though the Xbox 360 has a more reliable online network. Most respondents are willing to pay for online gaming and felt exclusive titles influenced their purchase. The conclusion is that as the PS3 closes the sales gap and is seen as more reliable, this will be a factor in it surpassing Xbox 360 sales in the future.
The document discusses various recommendation system techniques including non-personalized recommendation, content-based recommendation, and collaborative filtering. Non-personalized recommendation provides the same recommendations to all users but lacks context. Content-based recommendation relies on item attributes and user preferences but requires manual labeling. Collaborative filtering predicts user preferences based on other similar users' ratings and can be done using memory-based or model-based approaches like matrix factorization. The document compares different collaborative filtering methods and evaluation metrics.
Localisation sentiment analysis - best practices and challengesAllcorrect Group
- How can you measure players’ perspective on localization quality?
- How do top PC games and publishers compare in terms of localization sentiment?
- Which genres are most sensitive to localization quality?
- What is the gold standard of localization quality in terms of player sentiment?
- What are the methodological challenges of localization sentiment analysis?
To try and answer these questions, we parsed more than 1 million Steam reviews by Russian players, extracted and manually categorized the ones that mention localization, calculated localization sentiment scores and tested a number of hypotheses. We also completed a pilot machine extraction of localisation sentiments with moderately accurate results.
Before we could dig to the bottom, we had to deal with many technical and methodological challenges and we’d like to share our findings. The research complements our surveys of Russian and Chinese players completed in 2015-2016 and presents a different perspective, as this time we observed existing real-life behavior instead of surveying respondents.
This document summarizes the results of market research conducted about video game consoles and preferences. It finds that most respondents own an Xbox 360, PS3 and PS4 and spend 1-10 hours per week playing. The most popular genres are RPG, action and adventure games. Most feel graphics and online features are important. Respondents prefer single-player games mainly for the story. Reviews of recent consoles like the Wii U, Xbox One and PS4 were generally positive while noting some room for improvement.
Adaptive First Person Shooter Game Content GenerationMohammad Shaker
A presentation for fourth year project in Information Technology Engineering, Artificial Intelligence Department, Damascus, Syria. This research study take games development concept to a new level, especially the so called First Person Shooter (FPS) Games This study outline the three basic models: Level Design and Procedural Content Generation for FPS games, Preference Learning and Adaptive Content Generation. Each implemented and integrated with CUBE opensource game engine. You can find the publications conducted by this research study here: http://mohammadshakergtr.wordpress.com/publication/
Engaging Twitch Streamers, Viewers, and Players with Metastream - TwitchCon D...Twitch Developers
Learn how to give streamers the ability to create custom overlays that highlight real-time stats from your games using Lumberyard and Metastream.
Ross Gardner, Software Development Manager, Amazon Game Studios
Suhaib Sarmad, Software Development Engineer, Amazon Game Studios
This document discusses machine learning and decision trees. It provides an overview of machine learning and its uses for prediction, classification, clustering, optimization and recommendation systems. It introduces decision trees as a machine learning technique for classification and prediction problems. Decision trees work by recursively splitting a dataset into purer subsets based on the values of predictor variables. The document describes how decision trees are built and coded. It also presents a methodology for applying machine learning techniques to solve data problems.
1) The document discusses predicting the addictiveness and lifetime of online games using player behavior data and facial electromyography measurements of emotions.
2) An addictiveness index is defined based on the decline rate of the ratio of player presence over time, and facial muscle activity is measured to quantify emotional responses to different games.
3) A model is created relating emotional strength measurements to addictiveness indexes with 94% accuracy, and is validated with 11% average error rate at predicting addictiveness of unseen games. This could help optimize game development and investment decisions.
This document discusses serious games, which are games used for purposes other than pure entertainment such as education or training. It defines different types of games and notes that gamers come from all age groups and backgrounds. Serious games are beneficial as they provide interactive, risk-free practice and promote retention through repetition. Current examples cover a wide range of topics from health to history to simulations. Future potential uses include alternative devices, augmented reality games, and improved virtual worlds. Resources for further information are also listed.
The document discusses the nature of games and organizational structures of game studios. It defines games as interactive experiences where players overcome challenges governed by rules to meet a victory condition. Game studios have various departments like game design, art, programming, and quality assurance. AAA studios have larger teams across these departments, while indie studios are much smaller, often a single person, handling multiple roles. The document outlines the differences between first, second, and third party developers as well as independent studios.
Showcase of My Research on Games & AI "till the end of Oct. 2014"Mohammad Shaker
A presentation showcasing my research on Games and Artificial Intelligence (till the end of Oct. 2014) at IT University of Copenhagen, Copenhagen, Denmark.
This document discusses applying data mining techniques to analyze active users on Reddit. It defines active users as those who posted or commented in at least 5 subreddits and have at least 5 posts/comments in each subreddit. The preprocessing steps extract over 25,000 active users and their posts from the raw Reddit data. K-means clustering is then used to cluster the active users into 10 groups based on their activities to gain insights into different types of active users on Reddit.
What We Talk About When We Talk About SocialAdam Gutterman
The document discusses social features in games and how they can drive engagement and revenue. It explores different types of social gameplay like progress and prowess comparisons in parallel cooperative play, competitive player vs player modes, cooperative player vs environment modes played with friends or guilds, and persistence of player communities and shared spaces between games. The goal of social features is to foster relationships between players through competition, teamwork, and a shared sense of community in order to increase player engagement and monetization.
This document summarizes market research conducted for a custom video game console called "My Console". It provides details on the survey respondents such as their ages and consoles owned. It also outlines the most popular game genres, preferences around graphics and online/single-player modes, and reasons for enjoying certain games. Reviews of existing consoles like the Wii U, Xbox One and PS4 are presented. Technical specifications and components used in "My Console" are listed, with an estimated total cost of around £408.80.
Global Situational Awareness of A.I. and where its headedvikram sood
You can see the future first in San Francisco.
Over the past year, the talk of the town has shifted from $10 billion compute clusters to $100 billion clusters to trillion-dollar clusters. Every six months another zero is added to the boardroom plans. Behind the scenes, there’s a fierce scramble to secure every power contract still available for the rest of the decade, every voltage transformer that can possibly be procured. American big business is gearing up to pour trillions of dollars into a long-unseen mobilization of American industrial might. By the end of the decade, American electricity production will have grown tens of percent; from the shale fields of Pennsylvania to the solar farms of Nevada, hundreds of millions of GPUs will hum.
The AGI race has begun. We are building machines that can think and reason. By 2025/26, these machines will outpace college graduates. By the end of the decade, they will be smarter than you or I; we will have superintelligence, in the true sense of the word. Along the way, national security forces not seen in half a century will be un-leashed, and before long, The Project will be on. If we’re lucky, we’ll be in an all-out race with the CCP; if we’re unlucky, an all-out war.
Everyone is now talking about AI, but few have the faintest glimmer of what is about to hit them. Nvidia analysts still think 2024 might be close to the peak. Mainstream pundits are stuck on the wilful blindness of “it’s just predicting the next word”. They see only hype and business-as-usual; at most they entertain another internet-scale technological change.
Before long, the world will wake up. But right now, there are perhaps a few hundred people, most of them in San Francisco and the AI labs, that have situational awareness. Through whatever peculiar forces of fate, I have found myself amongst them. A few years ago, these people were derided as crazy—but they trusted the trendlines, which allowed them to correctly predict the AI advances of the past few years. Whether these people are also right about the next few years remains to be seen. But these are very smart people—the smartest people I have ever met—and they are the ones building this technology. Perhaps they will be an odd footnote in history, or perhaps they will go down in history like Szilard and Oppenheimer and Teller. If they are seeing the future even close to correctly, we are in for a wild ride.
Let me tell you what we see.
Knowing When to Hold 'Em, When to Fold 'Em and When to Blow 'Em UpLuke Dicken
Guest presentation given to a mixed-discipline group at the University of West of Scotland Research Students Society @ UWoS 3rd March 2010.
Topics covered : High level overview of work with AI for Poker, Ms. Pac-Man and my own research on the I2 system, concluding with some of my opinions on the current state of Academic and Industrial Game AI.
[Pandora 22] Boosting Game Design with Analytics - Nikola VasiljevicDataScienceConferenc1
Making a gameplay experience that players will like is not a trivial task. A lot of decisions need to be made along the way, “How hard should this boss be? Do players visit that corner of the map? Do they find the narrative appealing?“ are just some of the questions. Through playtesting and in-game telemetry we learn about our players – how they play and how they feel about our game as a whole, and its different aspects. The goal of this talk is to share our experience on how we use these insights to steer our game direction towards players’ preferences so we can deliver an enjoyable and thrilling gameplay experience.
This document describes a system for recommending indie video games to users based on games they already like. It contains information on about 11,000 indie games from databases like IndieDB. The system takes in a summary of a game the user likes, stems and vectors the words, then calculates similarity scores to return the top matching indie games. It can optionally narrow matches based on genre tags. The system aims to provide better recommendations than only copy-pasted summaries or inadequate summary data.
The document discusses a survey conducted to determine which game console, the PS3 or Xbox 360, will surpass the other in sales. Key findings from the survey of 88 respondents show that a majority believe the PS3 is more reliable, though the Xbox 360 has a more reliable online network. Most respondents are willing to pay for online gaming and felt exclusive titles influenced their purchase. The conclusion is that as the PS3 closes the sales gap and is seen as more reliable, this will be a factor in it surpassing Xbox 360 sales in the future.
The document discusses various recommendation system techniques including non-personalized recommendation, content-based recommendation, and collaborative filtering. Non-personalized recommendation provides the same recommendations to all users but lacks context. Content-based recommendation relies on item attributes and user preferences but requires manual labeling. Collaborative filtering predicts user preferences based on other similar users' ratings and can be done using memory-based or model-based approaches like matrix factorization. The document compares different collaborative filtering methods and evaluation metrics.
Localisation sentiment analysis - best practices and challengesAllcorrect Group
- How can you measure players’ perspective on localization quality?
- How do top PC games and publishers compare in terms of localization sentiment?
- Which genres are most sensitive to localization quality?
- What is the gold standard of localization quality in terms of player sentiment?
- What are the methodological challenges of localization sentiment analysis?
To try and answer these questions, we parsed more than 1 million Steam reviews by Russian players, extracted and manually categorized the ones that mention localization, calculated localization sentiment scores and tested a number of hypotheses. We also completed a pilot machine extraction of localisation sentiments with moderately accurate results.
Before we could dig to the bottom, we had to deal with many technical and methodological challenges and we’d like to share our findings. The research complements our surveys of Russian and Chinese players completed in 2015-2016 and presents a different perspective, as this time we observed existing real-life behavior instead of surveying respondents.
This document summarizes the results of market research conducted about video game consoles and preferences. It finds that most respondents own an Xbox 360, PS3 and PS4 and spend 1-10 hours per week playing. The most popular genres are RPG, action and adventure games. Most feel graphics and online features are important. Respondents prefer single-player games mainly for the story. Reviews of recent consoles like the Wii U, Xbox One and PS4 were generally positive while noting some room for improvement.
Adaptive First Person Shooter Game Content GenerationMohammad Shaker
A presentation for fourth year project in Information Technology Engineering, Artificial Intelligence Department, Damascus, Syria. This research study take games development concept to a new level, especially the so called First Person Shooter (FPS) Games This study outline the three basic models: Level Design and Procedural Content Generation for FPS games, Preference Learning and Adaptive Content Generation. Each implemented and integrated with CUBE opensource game engine. You can find the publications conducted by this research study here: http://mohammadshakergtr.wordpress.com/publication/
Engaging Twitch Streamers, Viewers, and Players with Metastream - TwitchCon D...Twitch Developers
Learn how to give streamers the ability to create custom overlays that highlight real-time stats from your games using Lumberyard and Metastream.
Ross Gardner, Software Development Manager, Amazon Game Studios
Suhaib Sarmad, Software Development Engineer, Amazon Game Studios
This document discusses machine learning and decision trees. It provides an overview of machine learning and its uses for prediction, classification, clustering, optimization and recommendation systems. It introduces decision trees as a machine learning technique for classification and prediction problems. Decision trees work by recursively splitting a dataset into purer subsets based on the values of predictor variables. The document describes how decision trees are built and coded. It also presents a methodology for applying machine learning techniques to solve data problems.
1) The document discusses predicting the addictiveness and lifetime of online games using player behavior data and facial electromyography measurements of emotions.
2) An addictiveness index is defined based on the decline rate of the ratio of player presence over time, and facial muscle activity is measured to quantify emotional responses to different games.
3) A model is created relating emotional strength measurements to addictiveness indexes with 94% accuracy, and is validated with 11% average error rate at predicting addictiveness of unseen games. This could help optimize game development and investment decisions.
This document discusses serious games, which are games used for purposes other than pure entertainment such as education or training. It defines different types of games and notes that gamers come from all age groups and backgrounds. Serious games are beneficial as they provide interactive, risk-free practice and promote retention through repetition. Current examples cover a wide range of topics from health to history to simulations. Future potential uses include alternative devices, augmented reality games, and improved virtual worlds. Resources for further information are also listed.
The document discusses the nature of games and organizational structures of game studios. It defines games as interactive experiences where players overcome challenges governed by rules to meet a victory condition. Game studios have various departments like game design, art, programming, and quality assurance. AAA studios have larger teams across these departments, while indie studios are much smaller, often a single person, handling multiple roles. The document outlines the differences between first, second, and third party developers as well as independent studios.
Showcase of My Research on Games & AI "till the end of Oct. 2014"Mohammad Shaker
A presentation showcasing my research on Games and Artificial Intelligence (till the end of Oct. 2014) at IT University of Copenhagen, Copenhagen, Denmark.
This document discusses applying data mining techniques to analyze active users on Reddit. It defines active users as those who posted or commented in at least 5 subreddits and have at least 5 posts/comments in each subreddit. The preprocessing steps extract over 25,000 active users and their posts from the raw Reddit data. K-means clustering is then used to cluster the active users into 10 groups based on their activities to gain insights into different types of active users on Reddit.
What We Talk About When We Talk About SocialAdam Gutterman
The document discusses social features in games and how they can drive engagement and revenue. It explores different types of social gameplay like progress and prowess comparisons in parallel cooperative play, competitive player vs player modes, cooperative player vs environment modes played with friends or guilds, and persistence of player communities and shared spaces between games. The goal of social features is to foster relationships between players through competition, teamwork, and a shared sense of community in order to increase player engagement and monetization.
This document summarizes market research conducted for a custom video game console called "My Console". It provides details on the survey respondents such as their ages and consoles owned. It also outlines the most popular game genres, preferences around graphics and online/single-player modes, and reasons for enjoying certain games. Reviews of existing consoles like the Wii U, Xbox One and PS4 are presented. Technical specifications and components used in "My Console" are listed, with an estimated total cost of around £408.80.
Similar to Looking For Steam Players - Insight Project (20)
Global Situational Awareness of A.I. and where its headedvikram sood
You can see the future first in San Francisco.
Over the past year, the talk of the town has shifted from $10 billion compute clusters to $100 billion clusters to trillion-dollar clusters. Every six months another zero is added to the boardroom plans. Behind the scenes, there’s a fierce scramble to secure every power contract still available for the rest of the decade, every voltage transformer that can possibly be procured. American big business is gearing up to pour trillions of dollars into a long-unseen mobilization of American industrial might. By the end of the decade, American electricity production will have grown tens of percent; from the shale fields of Pennsylvania to the solar farms of Nevada, hundreds of millions of GPUs will hum.
The AGI race has begun. We are building machines that can think and reason. By 2025/26, these machines will outpace college graduates. By the end of the decade, they will be smarter than you or I; we will have superintelligence, in the true sense of the word. Along the way, national security forces not seen in half a century will be un-leashed, and before long, The Project will be on. If we’re lucky, we’ll be in an all-out race with the CCP; if we’re unlucky, an all-out war.
Everyone is now talking about AI, but few have the faintest glimmer of what is about to hit them. Nvidia analysts still think 2024 might be close to the peak. Mainstream pundits are stuck on the wilful blindness of “it’s just predicting the next word”. They see only hype and business-as-usual; at most they entertain another internet-scale technological change.
Before long, the world will wake up. But right now, there are perhaps a few hundred people, most of them in San Francisco and the AI labs, that have situational awareness. Through whatever peculiar forces of fate, I have found myself amongst them. A few years ago, these people were derided as crazy—but they trusted the trendlines, which allowed them to correctly predict the AI advances of the past few years. Whether these people are also right about the next few years remains to be seen. But these are very smart people—the smartest people I have ever met—and they are the ones building this technology. Perhaps they will be an odd footnote in history, or perhaps they will go down in history like Szilard and Oppenheimer and Teller. If they are seeing the future even close to correctly, we are in for a wild ride.
Let me tell you what we see.
End-to-end pipeline agility - Berlin Buzzwords 2024Lars Albertsson
We describe how we achieve high change agility in data engineering by eliminating the fear of breaking downstream data pipelines through end-to-end pipeline testing, and by using schema metaprogramming to safely eliminate boilerplate involved in changes that affect whole pipelines.
A quick poll on agility in changing pipelines from end to end indicated a huge span in capabilities. For the question "How long time does it take for all downstream pipelines to be adapted to an upstream change," the median response was 6 months, but some respondents could do it in less than a day. When quantitative data engineering differences between the best and worst are measured, the span is often 100x-1000x, sometimes even more.
A long time ago, we suffered at Spotify from fear of changing pipelines due to not knowing what the impact might be downstream. We made plans for a technical solution to test pipelines end-to-end to mitigate that fear, but the effort failed for cultural reasons. We eventually solved this challenge, but in a different context. In this presentation we will describe how we test full pipelines effectively by manipulating workflow orchestration, which enables us to make changes in pipelines without fear of breaking downstream.
Making schema changes that affect many jobs also involves a lot of toil and boilerplate. Using schema-on-read mitigates some of it, but has drawbacks since it makes it more difficult to detect errors early. We will describe how we have rejected this tradeoff by applying schema metaprogramming, eliminating boilerplate but keeping the protection of static typing, thereby further improving agility to quickly modify data pipelines without fear.
Learn SQL from basic queries to Advance queriesmanishkhaire30
Dive into the world of data analysis with our comprehensive guide on mastering SQL! This presentation offers a practical approach to learning SQL, focusing on real-world applications and hands-on practice. Whether you're a beginner or looking to sharpen your skills, this guide provides the tools you need to extract, analyze, and interpret data effectively.
Key Highlights:
Foundations of SQL: Understand the basics of SQL, including data retrieval, filtering, and aggregation.
Advanced Queries: Learn to craft complex queries to uncover deep insights from your data.
Data Trends and Patterns: Discover how to identify and interpret trends and patterns in your datasets.
Practical Examples: Follow step-by-step examples to apply SQL techniques in real-world scenarios.
Actionable Insights: Gain the skills to derive actionable insights that drive informed decision-making.
Join us on this journey to enhance your data analysis capabilities and unlock the full potential of SQL. Perfect for data enthusiasts, analysts, and anyone eager to harness the power of data!
#DataAnalysis #SQL #LearningSQL #DataInsights #DataScience #Analytics
06-04-2024 - NYC Tech Week - Discussion on Vector Databases, Unstructured Data and AI
Round table discussion of vector databases, unstructured data, ai, big data, real-time, robots and Milvus.
A lively discussion with NJ Gen AI Meetup Lead, Prasad and Procure.FYI's Co-Found
Analysis insight about a Flyball dog competition team's performanceroli9797
Insight of my analysis about a Flyball dog competition team's last year performance. Find more: https://github.com/rolandnagy-ds/flyball_race_analysis/tree/main
Predictably Improve Your B2B Tech Company's Performance by Leveraging DataKiwi Creative
Harness the power of AI-backed reports, benchmarking and data analysis to predict trends and detect anomalies in your marketing efforts.
Peter Caputa, CEO at Databox, reveals how you can discover the strategies and tools to increase your growth rate (and margins!).
From metrics to track to data habits to pick up, enhance your reporting for powerful insights to improve your B2B tech company's marketing.
- - -
This is the webinar recording from the June 2024 HubSpot User Group (HUG) for B2B Technology USA.
Watch the video recording at https://youtu.be/5vjwGfPN9lw
Sign up for future HUG events at https://events.hubspot.com/b2b-technology-usa/
13. Margery (Midge) Hines
PhD Electrical Engineering from Northeastern University
Dissertation: Autonomous landmine detection using GPR for humanitarian demining
15. Improved Matching System: User Playtime Scores
• Score each user’s game by relative playtime compared to the set of people who own that game using deciles
𝑝𝑖𝑗 = 𝑃𝑙𝑎𝑦𝑡𝑖𝑚𝑒 𝑆𝑐𝑜𝑟𝑒 (𝑠𝑐𝑎𝑙𝑒 1 𝑡𝑜 10)
𝑟𝑖𝑗 = 𝑅𝑒𝑐𝑒𝑛𝑡 𝑃𝑙𝑎𝑦𝑡𝑖𝑚𝑒 𝑆𝑐𝑜𝑟𝑒 (𝑠𝑐𝑎𝑙𝑒 1 𝑡𝑜 10)
𝑝𝑖𝑗 = 𝑁𝑜𝑟𝑚𝑎𝑙𝑖𝑧𝑒𝑑 𝑃𝑙𝑎𝑦𝑡𝑖𝑚𝑒
𝑟𝑖𝑗 = 𝑁𝑜𝑟𝑚𝑎𝑙𝑖𝑧𝑒𝑑 𝑅𝑒𝑐𝑒𝑛𝑡 𝑃𝑙𝑎𝑦𝑡𝑖𝑚𝑒
16. Improved Matching System: Results
• On average all similarity scores are lower
• Random Pairing < Friend Pairing < Algorithm Pairing
Similarity Matrix
17. Future Improvements
Additional User Matching Features
• Number and/or type of steam achievements for each game
• Match based on features using SVD after filtering database for specific game of choice
• Before matching filter by location (low ping, time-zones)
Site Enhancement
• Include video game recommendations
• Add Steam open-id support
Play
Style
Skill
Level
18. Similarity Metric Visualization
𝑢𝑠𝑒𝑟𝑠
𝐴) 𝑂𝑟𝑖𝑔𝑖𝑛𝑎𝑙 𝑆𝑖𝑚𝑖𝑙𝑎𝑟𝑖𝑡𝑦 𝑀𝑎𝑡𝑟𝑖𝑥 𝐵) 𝐴 𝑤𝑖𝑡ℎ 𝑆𝑜𝑟𝑡𝑒𝑑 𝑅𝑜𝑤𝑠 𝐶) 𝐵 𝑤𝑖𝑡ℎ 𝑅𝑜𝑤𝑠 𝑅𝑎𝑛𝑘𝑒𝑑
𝑆𝑜𝑟𝑡𝑒𝑑 𝑏𝑦 𝐴𝑣𝑔. 𝑆𝑐𝑜𝑟𝑒
0 1
Note: The strong similarity in the diagonal of A and first column of B and C is due to users match with themselves
20. So why not SVD?
• Feature matching doesn’t guarantee that matched users will own or play the same games
21. User’s Game Preference
Distribution of User’s Maximum Game Preferences
Some users spend
all playtime on
Steam on Dota 2
Few users spend all
playtime on Steam
on Portal
22. User 1: Looking For Players
Best Match:
70% Compatibility 69% Compatibility
Suggestion: You might enjoy Borderlands !
Worst Match:
0.01% Compatibility
Actual Friend of User 1!
Example Comparison of User Match Result
24. Steam’s Current Game Recommendations: Personal Experience
Games Steam
Recommends Me
My Playtime by Title
Users’ Playtime for
“Tiny and Big: Grandpa’s Leftovers”
• Compared to my
other games, my
playtime of this
game seems
small
• Compared to
other people
who own this
game my
playtime is small
(lowest decile)
25. Implying User Scores Based on Playtime
• Score each user’s game by relative playtime compared to the set of people who own that game using deciles
29. Only 31% of Steam games are rated on Metacritic
124 games have been purchased but never been played!
Not all games are played; Not all games are rated
30. Strictly Single Player
Multiplayer
The playtime on only 6 games is equal to the
total playtime on all others
Multiplayer games tend to have greater
playtime than strictly single-player games
31. Steam Games by Genre
• MMOs account for
few games on
Steam, but have
high playtime per
title
• Over half of Steam’s
game are Indie, but
Indie games have
very little playtime
per title
32. Steam Games by Genre
• Sports games have
the highest average
cost, and MMOs
have the lowest
(note subscriptions
not included)
• MMOs and Action
games have the best
“bang-for-the-buck”
in terms of hours of
playtime/dollar
Editor's Notes
Say “I saw this as a problem and decided to come up with a solution”
Say “I saw this as a problem and decided to come up with a solution”
Say “I saw this as a problem and decided to come up with a solution”
Say “I saw this as a problem and decided to come up with a solution”