Sifa, Rafet
Adiabatic Quantum Computing for Binary Clustering
Bauckhage, Christian, Brito, Eduardo, Cvejoski, Kostadin, Ojeda, Cesar, Sifa, Rafet, Wrobel, Stefan
Quantum computing for machine learning attracts increasing attention and recent technological developments suggest that especially adiabatic quantum computing may soon be of practical interest. In this paper, we therefore consider this paradigm and discuss how to adopt it to the problem of binary clustering. Numerical simulations demonstrate the feasibility of our approach and illustrate how systems of qubits adiabatically evolve towards a solution.
Inverse Dynamical Inheritance in Stack Exchange Taxonomies
Ojeda, Cรฉsar A. (Fraunhofer Institute for Intelligent Analysis and Information Systems) | Cvejoski, Kostadin (Fraunhofer Institute for Intelligent Analysis and Information Systems) | Sifa, Rafet (Fraunhofer Institute for Intelligent Analysis and Information Systems) | Bauckhage, Christian (Fraunhofer Institute for Intelligent Analysis and Information Systems)
Question Answering websites are popular repositories of expert knowledge and cover areas as diverse as linguistics, computer science, or mathematics. Knowledge is commonly organized via user defined tags which implicitly create population folksonomies. However, the interplay between latent knowledge structures and the answering behavior of users has not been fully explored yet. Here, we propose a model of a dynamical tagging process guided by taxonomies, devise a robust algorithm that allow us to uncover hidden topic hierarchies, apply our method to analyze several Stack Exchange websites. Our results show that the dynamics of the system strongly correlate with uncovered taxonomies.
Rapid Prediction of Player Retention in Free-to-Play Mobile Games
Drachen, Anders, Lundquist, Eric Thurston, Kung, Yungjen, Rao, Pranav Simha, Klabjan, Diego, Sifa, Rafet, Runge, Julian
Predicting and improving player retention is crucial to the success of mobile Free-to-Play games. This paper explores the problem of rapid retention prediction in this context. Heuristic modeling approaches are introduced as a way of building simple rules for predicting short-term retention. Compared to common classification algorithms, our heuristic-based approach achieves reasonable and comparable performance using information from the first session, day, and week of player activity.
Predicting Purchase Decisions in Mobile Free-to-Play Games
Sifa, Rafet (Fraunhofer IAIS) | Hadiji, Fabian (TU Dortmund, goedle.io) | Runge, Julian (Wooga GmbH) | Drachen, Anders (Aalborg University) | Kersting, Kristian (TU Dortmund) | Bauckhage, Christian (Fraunhofer IAIS)
Mobile digital games are dominantly released under the freemium business model, but only a small fraction of the players makes any purchases. The ability to predict who will make a purchase enables optimization of marketing efforts, and tailoring customer relationship management to the specific user's profile. Here this challenge is addressed via two models for predicting purchasing players, using a 100,000 player dataset: 1) A classification model focused on predicting whether a purchase will occur or not. 2) a regression model focused on predicting the number of purchases a user will make. Both models are presented within a decision and regression tree framework for building rules that are actionable by companies. To the best of our knowledge, this is the first study investigating purchase decisions in freemium mobile products from a user behavior perspective and adopting behavior-driven learning approaches to this problem.
Large-Scale Cross-Game Player Behavior Analysis on Steam
Sifa, Rafet (Fraunhofer IAIS) | Drachen, Anders (Aalborg University) | Bauckhage, Christian (Fraunhofer IAIS)
Behavioral game analytics has predominantly been confined to work on single games, which means that the cross-game applicability of current knowledge remains largely unknown. Here four experiments are presented focusing on the relationship between game ownership, time invested in playing games, and the players themselves, across more than 3000 games distributed by the Steam platform and over 6 million players, covering a total playtime of over 5 billion hours. Experiments are targeted at uncovering high-level patterns in the behavior of players focusing on playtime, using frequent itemset mining on game ownership, cluster analysis to develop playtime-dependent player profiles, correlation between user game rankings and, review scores, playtime and game ownership, as well as cluster analysis on Steam games. Within the context of playtime, the analyses presented provide unique insights into the behavior of game players as they occur across games, for example in how players distribute their time across games.