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Method to detect and score churn in online social games

  • US 8,790,168 B1
  • Filed: 03/30/2012
  • Issued: 07/29/2014
  • Est. Priority Date: 01/19/2012
  • Status: Active Grant
First Claim
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1. A computer-implemented method comprising:

  • monitoring online engagements of a group of players of an online game during a training period;

    using at least one processor to compute respective online engagement scores for thegroup of players based on how many days each respective player has played the online game within a subset of the training period;

    assigning respective exponential weights to the online engagement scores so that the respective exponential weights of the online engagement scores increase with an increase in recency within the training period;

    using the exponential weights to compute a group moving average, the group moving average comprising a weighted exponential moving group average of the online engagement scores of the group of players of the online game during the training period;

    using the group moving average to determine an online engagement threshold value of a churn prediction model for the online game; and

    applying the online engagement threshold value to a player moving average to determine a churn probability of a player for a prediction period outside the training period, the player moving average comprising a weighted exponential moving player average of an online engagement score of the player during an observation period within the training period.

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