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A/B-Test of Retention and Monetization Using the Cox Model




TekijätMarkus Viljanen, Antti Airola, Jukka Heikkonen, Tapio Pahikkala

ToimittajaBrian Magerko, Jonathan Rowe

Konferenssin vakiintunut nimiArtificial Intelligence and Interactive Digital Entertainment

KustannuspaikkaPalo Alto, California

Julkaisuvuosi2017

Kokoomateoksen nimiProceedings, The Thirteenth AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment (AIIDE-17)

Sarjan nimiProceedings of the AAAI Conference on Artificial Intelligence and Interactive Digital Entertainment

Vuosikerta13

Numero1

Aloitussivu248

Lopetussivu254

Sivujen määrä7

ISBN978-1-57735-791-9

ISSN2326-909X

DOIhttps://doi.org/10.1609/aiide.v13i1.12941

Verkko-osoitehttps://doi.org/10.1609/aiide.v13i1.12941


Tiivistelmä

A/B testing is a popular tool for guiding mobile game development. The
developer releases different versions of a game to different test
cohorts, and observes which version has the best player retention or
monetization. Correctly determining whether the differences are
statistically significant is however challenging. Typically the analysis
needs to be done on small and heterogeneous player cohorts, with
differing follow-up times and unknown player churn. In this paper, we
show for the first time how these issues can be properly addressed using
the Cox model for recurrent events. The method enables a multivariate
A/B-test, that allows determining which game version has the highest
player retention or purchase rate, with confidence intervals provided.
We demonstrate the benefits of the approach in multiple game development
problems, on real-world free-to-play mobile game data.



Last updated on 2024-26-11 at 21:18