Predicting Game Difficulty and Churn Without Players

dc.contributorAalto-yliopistofi
dc.contributorAalto Universityen
dc.contributor.authorRoohi, Shaghayeghen_US
dc.contributor.authorRelas, Askoen_US
dc.contributor.authorTakatalo, Jarien_US
dc.contributor.authorHeiskanen, Henrien_US
dc.contributor.authorHämäläinen, Perttuen_US
dc.contributor.departmentDepartment of Computer Scienceen
dc.contributor.departmentDepartment of Mediaen
dc.contributor.groupauthorProfessorship Hämäläinen Perttuen
dc.contributor.organizationRovio Entertainment Oyen_US
dc.date.accessioned2020-12-31T08:48:32Z
dc.date.available2020-12-31T08:48:32Z
dc.date.issued2020-11-02en_US
dc.description.abstractWe propose a novel simulation model that is able to predict the per-level churn and pass rates of Angry Birds Dream Blast, a popular mobile free-to-play game. Our primary contribution is to combine AI gameplay using Deep Reinforcement Learning (DRL) with a simulation of how the player population evolves over the levels. The AI players predict level difficulty, which is used to drive a player population model with simulated skill, persistence, and boredom. This allows us to model, e.g., how less persistent and skilled players are more sensitive to high difficulty, and how such players churn early, which makes the player population and the relation between difficulty and churn evolve level by level. Our work demonstrates that player behavior predictions produced by DRL gameplay can be significantly improved by even a very simple population-level simulation of individual player differences, without requiring costly retraining of agents or collecting new DRL gameplay data for each simulated player.en
dc.description.versionPeer revieweden
dc.format.extent9
dc.format.mimetypeapplication/pdfen_US
dc.identifier.citationRoohi, S, Relas, A, Takatalo, J, Heiskanen, H & Hämäläinen, P 2020, Predicting Game Difficulty and Churn Without Players. in CHI PLAY 2020 - Proceedings of the Annual Symposium on Computer-Human Interaction in Play. ACM, pp. 585-593, ACM SIGCHI Annual Symposium on Computer-Human Interaction in Play, Virtual, Online, Canada, 01/11/2020. https://doi.org/10.1145/3410404.3414235en
dc.identifier.doi10.1145/3410404.3414235en_US
dc.identifier.isbn9781450380744
dc.identifier.otherPURE UUID: ce1454cd-fb19-44de-a025-fc4d3e4ccc8den_US
dc.identifier.otherPURE ITEMURL: https://research.aalto.fi/en/publications/ce1454cd-fb19-44de-a025-fc4d3e4ccc8den_US
dc.identifier.otherPURE FILEURL: https://research.aalto.fi/files/53835328/CHURNPRED_CHIPLAY2020_CameraReady.pdf
dc.identifier.urihttps://aaltodoc.aalto.fi/handle/123456789/101628
dc.identifier.urnURN:NBN:fi:aalto-2020123160449
dc.language.isoenen
dc.relation.ispartofACM SIGCHI Annual Symposium on Computer-Human Interaction in Playen
dc.relation.ispartofseriesCHI PLAY 2020 - Proceedings of the Annual Symposium on Computer-Human Interaction in Playen
dc.relation.ispartofseriespp. 585-593en
dc.rightsopenAccessen
dc.subject.keywordplayer modelingen_US
dc.subject.keywordchurn predictionen_US
dc.subject.keywordgame AIen_US
dc.titlePredicting Game Difficulty and Churn Without Playersen
dc.typeA4 Artikkeli konferenssijulkaisussafi
dc.type.versionacceptedVersion

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