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Forecasting Player Behavioral Data and Simulating in-Game Events

Machine Learning · Submitted 5 Oct 2017

abstract compiled · 2026-09-23 · no language-model review

The authors' main claim The results suggest that, even though the performance of traditional approaches such as ARIMA is still better, the outcomes of state-of-the-art techniques like deep learning are promising.

how it is stated · hedged possibility 0.92 read the record →

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arXiv ID1710.01931 (version 1)
Pith IDP6CAFDK3, Pith's permanent record of this paper and its review
Citation\'Africa Peri\'a\~nez, Anna Guitart, Paul Bertens, Pei Pei Chen. "Forecasting Player Behavioral Data and Simulating in-Game Events." arXiv:1710.01931 (2017). https://pith.science/paper/P6CAFDK3
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Compiled by classifier-1.13.0 via TypeSafe API, question bank abstract-p1-20260923, 2026-09-23: 1 request, 6,120 input tokens.

What the abstract itself states, as probabilities: claims first 0.04 · states limitation 0.78 · human participants 0.50 · controlled comparison 0.41 · randomized assignment 0.02 · states quantitative result 0.05 · compares with prior results 0.94 · mentions code or data availability 0.02.

The abstract, sentence by sentence

arXiv listing abstract v1. Results and the main claim are underlined; .

Understanding player behavior is fundamental in game data science. Video games evolve as players interact with the game, so being able to foresee player experience would help to ensure a successful game development. In particular, game developers need to evaluate beforehand the impact of in-game events. Simulation optimization of these events is crucial to increase player engagement and maximize monetization. We present an experimental analysis of several methods to forecast game-related variables, with two main aims: to obtain accurate predictions of in-app purchases and playtime in an operational production environment, and to perform simulations of in-game events in order to maximize sales and playtime. Our ultimate purpose is to take a step towards the data-driven development of games. The results suggest that, even though the performance of traditional approaches such as ARIMA is still better, the outcomes of state-of-the-art techniques like deep learning are promising. Deep learning comes up as a well-suited general model that could be used to forecast a variety of time series with different dynamic behaviors.

background contribution method result interpretation main claim

What the classifier reports for each sentence. The number is the probability it gave the label.
#sentencerolethe authors' own workstates the main conclusionstrength
s0 Understanding player behavior is fundamental in game data science. background 1.00 0.04 0.02 asserted 1.00
s1 Video games evolve as players interact with the game, so being able to foresee player experience would help to ensure a successful game development. background 0.99 0.04 0.03 hedged possibility 0.56
s2 In particular, game developers need to evaluate beforehand the impact of in-game events. background 0.98 0.04 0.02 asserted 0.99
s3 Simulation optimization of these events is crucial to increase player engagement and maximize monetization. background 0.99 0.05 0.04 asserted 1.00
s4 We present an experimental analysis of several methods to forecast game-related variables, with two main aims: to obtain accurate predictions of in-app purchases and playtime in an operational production environment, and to perform simulations of in-game events in order to maximize sales and playtime. contribution 1.00 0.91 0.09 asserted 0.97
s5 Our ultimate purpose is to take a step towards the data-driven development of games. future work 0.54 0.16 0.07 asserted 0.76
s6 The results suggest that, even though the performance of traditional approaches such as ARIMA is still better, the outcomes of state-of-the-art techniques like deep learning are promising. result 0.80 0.88 0.50 hedged possibility 0.92
s7 Deep learning comes up as a well-suited general model that could be used to forecast a variety of time series with different dynamic behaviors. interpretation 0.91 0.70 0.28 hedged possibility 0.80

What kind of paper the classifier reports this is: empirical study 1.00 · evidence from observation or experiment 0.76.

What was examined, and what was not

sources read
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  • C citations
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Every quoted sentence on this record is the authors'. Every label is from Pith's closed vocabulary, with the probability shown beside it. Every number in the measurements table is the authors', checked by code. Record as JSON

The paper
Original abstract

Understanding player behavior is fundamental in game data science. Video games evolve as players interact with the game, so being able to foresee player experience would help to ensure a successful game development. In particular, game developers need to evaluate beforehand the impact of in-game events. Simulation optimization of these events is crucial to increase player engagement and maximize monetization. We present an experimental analysis of several methods to forecast game-related variables, with two main aims: to obtain accurate predictions of in-app purchases and playtime in an operational production environment, and to perform simulations of in-game events in order to maximize sales and playtime. Our ultimate purpose is to take a step towards the data-driven development of games. The results suggest that, even though the performance of traditional approaches such as ARIMA is still better, the outcomes of state-of-the-art techniques like deep learning are promising. Deep learning comes up as a well-suited general model that could be used to forecast a variety of time series with different dynamic behaviors.

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