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dc.date.accessioned2022-03-17T06:46:39Z-
dc.date.available2022-03-17T06:46:39Z-
dc.date.issued2021-
dc.identifier.citationBorg, L. (2021). Investigating training set and learning model selection for churn prediction in online gaming (Master’s dissertation).en_GB
dc.identifier.urihttps://www.um.edu.mt/library/oar/handle/123456789/91616-
dc.descriptionM.Sc.(Melit.)en_GB
dc.description.abstractCustomer retention has always been a key performance indicator for businesses, as it has a direct impact on profit and revenue. In order for a business to control customer retention, the customer churn rate needs to be controlled. Customer churn, is the action of a customer dissociating itself from the business, hence directly affecting customer retention. Machine Learning algorithms are gaining momentum in order to control customer retention and churn. Furthermore, data related to customer churn possesses changing trends and variability (denoted by concept drift), which decreases the machine learning model predictive power. This decrease in predictive power is noted when predicting distant periods from the learning period and is formally known as the model’s staying power. This research investigates the effect of concept drift on the mobile gaming and iGaming industries. A benchmark paper which uses data from the mobile gaming industry is used to investigate concept drift. Additionally, the investigation of concept drift in the iGaming industry is carried out through an industrial collaboration. Three concept drift mitigation approaches are used to address the problem of concept drift being the Moving Window approach, the Incremental Window approach and the Window Dissimilarity approach. Several machine learning models are used, namely Random Forest (RF), XGBoost and Light Gradient Boosting Machine (LGBM) (amongst others). Results show that in the case of the benchmark paper, these approaches did not have any impact on performance. However, in the case of the industrial collaborator, a statistically significant improvement is noted as the RF obtains a ROC-AUC 0.741, the LGBM 0.755 and XGBoost 0.752 for the moving window approach while for the window dissimilarity approach the RF achieves 0.740, LGBM 0.754 and XGBoost 0.752. An improvement in ROC-AUC of 3% is noted when considering the results of the industrial collaborator model.en_GB
dc.language.isoenen_GB
dc.rightsinfo:eu-repo/semantics/openAccessen_GB
dc.subjectInternet gamblingen_GB
dc.subjectCustomer loyaltyen_GB
dc.subjectCustomer relations -- Managementen_GB
dc.subjectMachine learningen_GB
dc.subjectData miningen_GB
dc.titleInvestigating training set and learning model selection for churn prediction in online gamingen_GB
dc.typemasterThesisen_GB
dc.rights.holderThe copyright of this work belongs to the author(s)/publisher. The rights of this work are as defined by the appropriate Copyright Legislation or as modified by any successive legislation. Users may access this work and can make use of the information contained in accordance with the Copyright Legislation provided that the author must be properly acknowledged. Further distribution or reproduction in any format is prohibited without the prior permission of the copyright holder.en_GB
dc.publisher.institutionUniversity of Maltaen_GB
dc.publisher.departmentFaculty of ICT. Department of Artificial Intelligenceen_GB
dc.description.reviewedN/Aen_GB
dc.contributor.creatorBorg, Luke (2021)-
Appears in Collections:Dissertations - FacICT - 2021
Dissertations - FacICTAI - 2021

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