CN106621328A - Game character behavior data processing method and system - Google Patents
Game character behavior data processing method and system Download PDFInfo
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- CN106621328A CN106621328A CN201510741360.1A CN201510741360A CN106621328A CN 106621328 A CN106621328 A CN 106621328A CN 201510741360 A CN201510741360 A CN 201510741360A CN 106621328 A CN106621328 A CN 106621328A
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Abstract
The invention discloses a game character behavior data processing method and system. The game character behavior data processing method comprises the steps that firstly, data information in game data logs is converted into bottom layer data; then, a player footprint view, a same-name node analysis view and a lost player specific-trajectory view are generated according to the bottom layer data, wherein the player footprint view is used for showing the overall trend of all player footprints and conversion rate indexes of all steps, the same-name node analysis view is used for showing the arrival number, exiting number and exiting rate of same-name nodes, and the lost player specific-trajectory view is used for showing specific trajectories experienced by players leaving games from any one same-name node before the same-name node. A visualization technology is applied to game character behavior data processing so as to effectively determine behavior nodes producing obstacles in game experience, the dependence on prior knowledge can be avoided, and an excellent way for improving game design is provided.
Description
Technical field
The present invention relates to game data processing technology field, more particularly to a kind of game role behavior
Data processing method and system.
Background technology
Successful game products, the requirement of technology and Consumer's Experience to product itself is all very
High.And the innovation and improvement of product all greatly relies on data, many qualitatively evaluation sides
The test of method, such as VIP, questionnaire, face or recorded video method are employed to
Ensure interesting and sports the balance of game products.Except directly obtaining object for appreciation from game forum
Outside family's feedback, another kind of feedback is exactly game data daily record, and it is we provided one and grinds
Study carefully player's behavior, improve the fabulous approach of game design.
For at present, Statistics-Based Method is widely used in game data analysis.So
And, they more or less require the pattern for having in some prioris, but game data to data,
Not can predict in advance.Additionally, for product itself, the index explanation of macroscopic view is only capable of body
Situation about now playing substantially, cannot still determine which part needs to carry out sometimes based on these data
Improve.Visualization is a kind of method of effective analysis and display data, and its main purpose is
Clear, effective information transmission is carried out by graphical means.
How by visualization technique be applied to during game role behavioral data is processed and avoid it is right
The dependence of priori, the innovation and improvement for development of games provides technical support, is various trips
It is badly in need of what is researched and solved in play technology.
The disclosure of background above technology contents be only used for aid in understand the present invention inventive concept and
Technical scheme, it not necessarily belongs to the prior art of present patent application, without clearly card
According to showing the above in the case of the applying date of present patent application is disclosed, above-mentioned background
Technology should not be taken to evaluate the novelty and creativeness of the application.
The content of the invention
It is an object of the invention to a kind of game role behavioral data processing method is proposed, to solve
What above-mentioned prior art was present can not effectively position the skill for improving position and relying on priori
Art problem.
For this purpose, the present invention proposes a kind of game role behavioral data processing method, first will trip
Data message in play data logging is converted into bottom data;Then given birth to according to the bottom data
Furniture body Track View is played into player's footprint view, node of the same name analysis view and loss;It is described
Player's footprint view is used to show the overall trend of all player's footprints, and the conversion between each step
Rate index;The node analysis view of the same name is used to show the arrival number of the node of the same name, moves back
Go out number and exit rate;Described loss plays furniture body Track View, for showing from arbitrary described same
The concrete track experienced before player's here node of the same name that name node leaves game.
According to embodiment, the processing method of the present invention may also include following technical characteristic:
Player's footprint view supports user mutual, checks that player's footprint changes feelings to facilitate
Condition;Described loss plays furniture body Track View support user mutual, for checking each node player
Concrete behavior track and/or each concrete behavior track accounting.
Player's footprint view is additionally provided with for controlling to show the change of player's footprint with selective
Adjustable first threshold of quantity.
Reach number, exit number and exit rate to enter respectively to described in the node analysis view of the same name
Row sequence.
Also deduplication operation is carried out to player in the node analysis view of the same name.
The concrete behavior track for being lost in each node player in object for appreciation furniture body Track View is on time
Between inverted order show.
The present invention also proposes a kind of game role behavioral data processing system, including data message turns
Change module, for the data message in game data daily record to be converted into bottom data;View is given birth to
Into module, for generating player's footprint view, node of the same name point respectively according to the bottom data
Furniture body Track View is played in analysis view and loss, wherein, the view generation module includes:Play
Family's footprint view generation submodule, node of the same name analysis view generation submodule and loss are played
Furniture body Track View generates submodule;Player's footprint view generation submodule is used to generate
Player's footprint view, shows the overall trend of all player's footprints, and the conversion ratio between each step
Index;The node analysis view generation submodule of the same name is regarded for generating node analysis of the same name
Figure, shows the arrival number of the node of the same name, exits number and exit rate;Described loss plays furniture
Body Track View generate submodule, for generate be lost in play furniture body Track View, show from appoint
The concrete rail experienced before player's here node of the same name that node of the same name described in leaves game
Mark.
According to embodiment, the processing system of the present invention may also include following technical characteristic:
Player's footprint view generation submodule also includes interactive unit, for supporting that user hands over
Mutually, player's footprint situation of change is checked to facilitate;Described loss plays the generation of furniture body Track View
Submodule also includes interactive unit, for supporting user mutual, and checks the tool of each node player
Body action trail and/or the accounting of each concrete behavior track.
Player's footprint view generation submodule also includes first threshold adjustment unit, for controlling
System shows player's footprint varied number with selective.
The node analysis view generation submodule of the same name also includes sequencing unit, for described
Number is reached, number is exited and is exited rate and be ranked up respectively.
Duplicate removal unit is still further comprised in the node analysis view generation submodule of the same name, is used
In carrying out deduplication operation to player.
The concrete behavior track for being lost in each node player in object for appreciation furniture body Track View is on time
Between inverted order show.
Described loss in object for appreciation furniture body Track View generation submodule is additionally provided with Second Threshold regulation
Unit, for adjusting with the selective concrete behavior track for showing different accountings.
The beneficial effect that the present invention is compared with the prior art includes:Visualization technique is applied into trip
Play role-act Data processing, so as to effectively determine the row for making game experiencing produce obstacle
For node, and the dependence to priori can be avoided, there is provided one kind improves game design
Fabulous approach.
Description of the drawings
Fig. 1 is the schematic flow sheet of the processing method of the embodiment of the present invention one;
Fig. 2 is the structured flowchart of the processing system of the embodiment of the present invention two;
Fig. 3 is the player's footprint view sectional drawing in a specific embodiment;
Fig. 4 is the node of the same name analysis view in a specific embodiment and is lost in object for appreciation furniture
(wherein, top is that node of the same name analyzes view to the sectional drawing of body Track View, and bottom is played to be lost in
Furniture body Track View);
Fig. 5 a, 5b, 5c are respectively the behavior sequences of three players in a specific embodiment
Schematic diagram;
Fig. 6 a, 6b, 6c be in a specific embodiment respectively according to reach number, exit number
With the sectional drawing of the visualization view for exiting rate sequence;
Fig. 7 a, 7b, 7c are that player is compiled in corresponding diagram 6a, 6b, the specific embodiment of 6c
Cutting according to the visualization view for reaching number, exiting number and exit rate sequence respectively after number duplicate removal
Figure;
Fig. 8 a are player's footprint view sectional drawings of a specific embodiment, and Fig. 8 b are suspension figures
View sectional drawing in 8a during a node;
Fig. 9 a are to adjust to loss when only showing two kinds of track behaviors to play furniture body Track View
Sectional drawing, Fig. 9 b be adjust to all footprint behaviors all show when loss play furniture body track
The sectional drawing of view.
Specific embodiment
The present invention is proposed at a kind of game role behavioral data based on visualization analysis technique
Reason method and system, can help user to understand player's behavior, monitoring player behavior in gaming
Rule, particularly play new hand stage when possible loss of player retain point, be that product is further
Iteration provides reference.Meanwhile, the player from the specific loss of player's DBMS layer auto-tracking is specific
Action trail, is had found that it is likely that and player is carried out going deep into the behavior node that game experiencing produces obstacle,
To help the fluency of game design Shi Gaijin game experiencing.
In gaming, some methods and case are analyzed using funnel model, are tried
Go to understand real purpose of the player to play game, for them rational access path is provided, and
New hand's boot flow etc., rather than go to improve conversion ratio simply.Funnel model is usually used in analysis
The turnover rate of website flow process each step, and be shown with funnel model.Analysis process is substantially
Can be launched from following three step:1) determining needs the access path or operating process of analysis,
2) data are collected and counts the number of each step in the path respectively, 3) use funnel model exhibition
Show result.
In web analytics, user's click steam each time is exactly an access path of user.
In most of the cases the access path of user is arbitrarily unordered, and user is accessing a website
When commonly used may retreat, return homepage or click directly on certain link etc., different user
The registration of access path may only have 1%, and it is nonsensical to analyze these unordered paths.
Therefore, funnel model is used in web analytics, is primarily directed to some critical paths, i.e. user
It is to enter the orderly path of a relative standard for certain target, the target of user is just
It is, in order to reach " outlet ", rather than arbitrarily to go around.As e-commerce website register flow path,
Shopping process, the service of applied website, using flow process etc..Thus it is possible to according to these passes
Key path is calculating the conversion ratio of each step.
In funnel model, conversion ratio is exactly the number ratio from a page into the next page
Rate, such as accessing the user of homepage has 30, and the user for clicking through lower one page from homepage has
12, then the conversion ratio from homepage to next page is exactly 12/30=40%.Of course, it is possible to root
According to the access path of user each page is calculated to the conversion ratio of the next page, but this kind of work is big
Part is nonsensical for not having targetedly website, but needs to concentrate on crucial points,
The conversion ratio for extracting critical path is just meaningful.By the system to these data and index
Meter, can tentatively judge the situation of the flow process conversion ratio, and the turnover rate situation of each step.Connect
Get off, in order to allow the more specific image of result of analysis, need to intuitively be opened up using funnel model
Show.
Based on the shortcoming that funnel model is analyzed:
Funnel model not only show user into flow process to the final conversion ratio for realizing target,
The conversion ratio of each step in critical path can also be shown simultaneously.But single funnel model for
Analysis significance less, because being unable to Dan Congyi funnel model in evaluation certain critical workflow of website
The quality of the conversion ratio of each step, so the method convection current that trend must be passed through, compared and segmented
The conversion ratio of each step is analyzed in journey.
Trend:It is analyzed from the situation of change of time shaft, it is adaptable to a certain flow process or wherein
The effect monitoring that certain step is improved or optimizes.
Relatively:Buy or using the conversion ratio of flow process between similar products or service by being compared, send out
Problem present in existing some products or application.
Subdivision:The performance of subdivision source or different customer types on conversion ratio, finds
High-quality source or client, are generally used for advertisement or promotion effect of analyzing web site etc..
Therefore, funnel model be relatively specific for the conversion ratio of some critical paths in website point
Analysis, therefore, for game behavioural analysis, need to define these critical paths in advance, and
For different game, critical path is different, so gives people the process that work is brought
Amount is that comparison is huge.Analyze a game when, especially development of games, test initial stage,
It is especially envisaged that the loss of game and retains phenomenon.In index Design, have next day to retain,
Retain within 3rd, retention ratio on the seven etc., also have similar index in loss for game push away
Contrast between wide measurement and game laterally, it is irreplaceable that these indexs play them really
Effect.The game behavior of player varies, and also varies with each individual the reason for player is lost in, but plays
How family is lost on earthWhere it is lost inThe present invention is based on visual analyzing skill
Art, proposition one kind is general, and (" general " refers to that the analytical mathematics in terms of game data analysis lead to
With traditional funnel model needs a certain bar access path of specific definition, and utilizes funnel model
It is analyzed, and the present invention completely covers a variety of access path, therefore compare tradition
Funnel model, the present invention is more comprehensively complete.) game role behavioral data processing method
And system, the various aspects of funnel model can be completely covered, analysis simultaneously for each path,
More fully deeply, the concrete track details from overall overview to player has for the analysis of each node
Detailed analysis, disclosure satisfy that the game role behavioural analysis of this special technical field of playing needs
Ask.
The present invention is solved the problems, such as following aspects:
1) play stage which be likely to result in player loss key node:For a game
For, its life stage is positioned, especially the loss point in new hand's stage, for keeping player here
Have very important significance.
2) path analysis that player is experienced before loss:Player before a game is left, and
Being not necessarily last operation causes the loss of the player, it is also possible to the behaviour before the player
Make or bad game experiencing caused, therefore, it is necessary to player DBMS aspect to tool
The action trail of body is analyzed.
3) in terms of versatility, it is necessary to which the game products to being similar to carry out lateral comparison, understand
In similar player's scale, the situation of change of the conversion ratio of each step:Player is a to attempting
How new game gos deep into degree, has a larger loss when which step is converted.
Above technical problem had both included service layer, also there is the insurmountable technology such as funnel model
(funnel model etc. needs predefined to need the access path of analysis to obstacle, and is specifically playing
In, the behavior of player varies, in addition to some special predominating paths, other paths
It is difficult to go to be analyzed by predefined).The invention provides a kind of general by game
Daily record data quickly analyzes role-act transition, is lost in the method for retaining positioning, trajectory analysis etc.
And system, a variety of access path are completely covered, overcome the nothings such as conventional funnel model
The technical problem that method is solved.
Embodiment one:
As shown in figure 1, being game role behavior number of the present embodiment based on visualization analysis technique
According to the flow chart of processing method, the method is:First by the data message in game data daily record
It is converted into bottom data;Then, player's footprint view, of the same name is generated according to the bottom data
Node is analyzed view and is lost in and plays furniture body Track View.
Wherein, player's footprint view is used to show that the entirety of all player's footprints to be moved towards, and
Conversion ratio index between each step;The node analysis view of the same name is used to show the same reputation and integrity
The arrival number of point (referring to the node of identical game behavior), exit number and exit rate;The loss
Furniture body Track View is played, for showing that the player for leaving game from arbitrary node of the same name exists
The concrete track experienced before this node of the same name.
Player's footprint situation of change is checked for convenience, and player's footprint view is set to have and supports
The function of user mutual.Player's footprint view is additionally provided with for controlling to be played with selective display
Adjustable first threshold of family's footprint varied number, can be with letter by the regulation of the first threshold
Change view and show by different level, and exclude indivedual not footprints with practical significance for occurring and change
Situation etc..
The concrete behavior track of each node player of the same name and/or each concrete behavior rail are checked for convenience
The accounting of mark, the loss plays furniture body Track View and is set to support user mutual, i.e., with use
Family interactive function.It is described to be lost in the concrete behavior rail for playing each node player in furniture body Track View
Temporally inverted order shows mark, i.e., be-reciprocal the according to last reactive power optimization -1 walking last
21 walkings are ..., and the rest may be inferred.Described loss in object for appreciation furniture body Track View can also configure
For adjustable Second Threshold of the selective concrete behavior track for showing different accountings.
Reach number, exit number and exit rate to enter respectively to described in the node analysis view of the same name
Row sequence.Also deduplication operation is carried out to player in the node analysis view of the same name, because of certain player
(brush copy is the generic term of field of play to brush certain game transcript repeatedly:Enter game secondary
This, completes to beat the task backed off after random such as strange) when substantial amounts of node can be caused to repeat, sequence can be made
Into certain impact.
Embodiment two:
The present invention also corresponds to previous embodiment one and provides a kind of game role behavioral data processing system
System, as shown in Fig. 2 including data message conversion module, for by game data daily record
Data message is converted into bottom data, and view generation module, for according to the bottom number
Regard according to generating player's footprint view, node of the same name analysis view respectively and being lost in object for appreciation furniture body track
Figure.Wherein, the view generation module includes:It is player's footprint view generation submodule, of the same name
Node is analyzed view generation submodule and is lost in and plays furniture body Track View generation submodule.
Wherein, player's footprint view generation submodule is used to generate player's footprint view, opens up
Show the overall trend of all player's footprints, and the conversion ratio index between each step.The same reputation and integrity
Point analysis view generation submodule is used to generate node analysis view of the same name, shows the same reputation and integrity
The arrival number of point (referring to the node of identical game behavior), exit number and exit rate.The loss
Play furniture body Track View and generate submodule, play furniture body Track View for generating to be lost in, exhibition
Show from arbitrary node of the same name and leave what is experienced before player's here node of the same name of game
Concrete track.
Player's footprint view generation submodule also includes interactive unit, for supporting that user hands over
Mutually, player's footprint situation of change is checked to facilitate.Player's footprint view generation submodule is also
First threshold adjustment unit can be further included, for controlling to show that player's footprint becomes with selective
Change quantity.Can be shown with simplification view and by different level by the first threshold adjustment unit, side by side
Except indivedual not footprint situations of change with practical significance etc. for occurring.
Described loss plays furniture body Track View generation submodule also including interactive unit, for propping up
User mutual is held, and checks the concrete behavior track of each node player and/or each concrete behavior rail
The accounting of mark.It is described to be lost in the concrete behavior track for playing each node player in furniture body Track View
It is preferred that temporally inverted order shows, i.e., it is-inverse according to last reactive power optimization -1 walking last
2nd 1 walking is ..., and the rest may be inferred.Described loss plays furniture body Track View generation submodule
Second Threshold adjustment unit is additionally provided with block, for adjusting with the selective tool for showing different accountings
Body action trail.
The node analysis view generation submodule of the same name also includes sequencing unit, for described
Number is reached, number is exited and is exited rate and be ranked up respectively.The node of the same name analyzes view generation
Duplicate removal unit is still further comprised in submodule, for carrying out deduplication operation to player.
Embodiment three:
The present embodiment is specifically played by one and compares some accompanying drawings and does further details of
It is described as follows:
First, there are three main views, player's footprint view, node of the same name point in the present embodiment
Furniture body Track View is played in analysis view and loss, respectively as shown in Figure 3 and Figure 4.When data plus
After load, player's footprint view can show first the entirety of all player's behavior footprints in data and walk
To, and the respectively index such as conversion ratio between step, and support abundant user mutual so that use
Family can arbitrarily check the (behaviorism theory namely described previously of player's behaviorism theory between before and after two step
Footprint changes) situation.Node analysis view of the same name will show each game node of player's experience
Number is reached, number is exited and exits rate etc., help positions the higher node of the same name of the rate of exiting, with fast
Speed positioning potential problems are located.It is lost in and plays furniture body Track View, for leaves from a certain node
The game track behavior that the player of game was experienced before the node is analyzed, and assists in
Problem that may be present in flow scheme design.
The behavior of game player is with the difference of funnel model:The road that funnel model is portrayed
Footpath is more single, and this single path interests that to be also businessman pay close attention to the most conversion road
Footpath.And game player's behavior path, can be more similar when a game is initially entered, and work as
Complete will break up very severe after new hand's task, and the behavior of concrete player thousand will differ from ten thousand
Not.The data of the present embodiment analysis are games logs when some behaviors are triggered based on record player
Data, such as table name are called the table of " src_login_day ", and what it was recorded is players log trip
Behavior during play, we extract the behavior of players log, and player's behavior is named as " login ".
And for example table name is called the table of " src_pvp_day ", and what it was recorded is that player carries out PVP
Related data during (player fights with player, Player VS Player) playing method, we are then
The behavioral data of player PVP is extracted, is named as " PVP ".Consequently, it is possible in need to institute
Player's user behaviors log of analysis carries out similar operations and behavior is extracted, and so daily whole is played
Family or all daily record behavior tables for being related to player's behavior of newly-increased player carry out after above operation, entering
Row UNIONALL union operations, then successively sort by behavior triggering moment, obtain each object for appreciation
The behavior sequence of family.
Next, the behavior sequence of all players is integrated, same day player in daily record is calculated
How all of behavior changes, including the operation amount, OK of every each behavior of single stepping
It is varied number between behavior etc..Citing:Hypothesis has three players, the row of player 1
It is sequence respectively as shown in Fig. 5 a, 5b, 5c, player one is:Log in-publish-log in-publish,
Player 2 is:Log in-playing method-and publish-log in-playing method-and publish-log in-publish, player 3 is:
Log in-playing method-to publish.After having constructed these three behavior sequence lists, each step is collected
Calculate, i.e., the players number that the first step logs in behavior is 3, and second step occurs to play judicial act
Players number is 2, and the players number for publishing behavior is 1, by that analogy, until having collected most
Corresponding that step of long sequence.Some behaviors may repeat, such as playing method-playing method-
Playing method etc., can ignore sequence, by certain included in this sequence by predefined one
The continuous behavior for occurring merges operation, becomes a behavior.Meanwhile, also can record from one
Individual behavior is transformed into the average duration that another behavior is spent, for analyzing and showing possibility
Time unreasonable distribution where.Complete after basic Data Integration collects, using visualization
Technology is presented on data structure in player's footprint view, hereinafter citing is illustrated into player's footprint
One drafting flow process of view.The data structure in the present embodiment is exemplified below:
dateid:Date
timestep:Step number is numbered
action_id_before:Preamble footprint type
action_id_after:Postorder footprint type
action_change_num:(how many player is transferred to postorder to variable quantity from preamble footprint
Footprint)
action_number_before:The number of players of preamble footprint
action_number_after:The number of players of postorder footprint
action_average_time:Averagely time-consuming (second) from preamble footprint to postorder footprint.
In player's footprint view, each step is the behavior set that player triggered, due to
The concrete footprint of different players is differentiated, therefore the behavior set between walking and walking has
The node of the same name for repeating.In player's footprint figure, player reaches simply by different steps should
Node, it is therefore necessary to which Macro or mass analysis are carried out to these nodes of the same name, so, can fine granularity
The specific footprint of ground observation player, the section that also can be lost in from overall angle, rapid positioning
Point.
Node analysis view of the same name provides each behavior node under whole step numbers and (represents every kind of difference
Game behavior) reach number/the exit rate of count/exiting (exit rate=exit number/reach number) and analyze,
And support three kinds of sortords:By reach number sequence, by exit number sequence and by exit rate sequence,
Three kinds of ranking results in the present embodiment are respectively as shown in Fig. 6 a, 6b and 6c.In practical business
In, some behavior nodes may be carried out repeatedly, such as player may repeatedly scrubbing brush some
Game transcript etc., therefore, duplicate removal can be carried out to player's numbering, and sorted accordingly, with
Obtain more meaningful ranking results, Fig. 7 a, 7b and 7c difference corresponding diagram 6a, 6b and 6c
Give the node of the same name analysis being ranked up by each sortord before and after player's numbering duplicate removal to regard
Figure.
Player leaves game may many reasons, must be not necessarily all last behavior or behaviour
Work causes player to have bad game experiencing, so that player does not continue deeper into game,
The comprehensive game experiencing of several steps being likely to be before player is not good and cause to be lost in.Cause
This, it is determined that exit from a certain node or some footprints before leaving of the player that is lost in distribution feelings
Condition is necessary.
After obtaining player's behavior transition (footprint change) combined data, first have to calculate all objects for appreciation
The most long step number of family, is successively drawn based on this.A kind of player's behavior of each node on behalf,
How many player junction curve and its thickness between node represents from an end points of curve (i.e.
Certain behavior) it is transformed into another end points (i.e. another behavior).Suspend certain node when,
Show that (defined herein exits, and refers to complete this node for role's number for exiting from the node
The players number published afterwards and the players number sum for directly exiting and the same day does not log in again), and show
Show while exiting rate and arrival rate from what the node was exited.The rate of exiting is referred to from this node
The ratio of (directly publishing+role's number summation for not logging in again of the same day) with this angle of rotation of joint chromatic number,
Arrival rate refers to the child's hair twisted in a knot-childhood chromatic number and first node (just having started whole players numbers) of this node
Ratio.The conversion meaning that latter linked curve is represented before the node is shown when clicking on node.Additionally,
In order to simplify overview, need control transition behavior quantity first threshold, by this first
Threshold value does not show that scattered individual other transition are gone controlling to show those main flow behavior transition
For.Additionally, the function of threshold value interactive adjustment, the level that user's control can be facilitated to show.Specifically
Can be:One slider bar is provided on interactive interface, as controlling behavior the threshold value of quantity is changed
Operating knob is adjusted, when minimum of a value (i.e. 1) is adjusted to, all of behavior transition all can be carried out
Show;Otherwise, behavior transition of those transition quantity higher than this threshold value are only shown.
In addition, in order to the player exited from each node of the same name is intuitively presented, (player for exiting is i.e.
It is lost in player) accounting situation, in each node center the player's accounting situation roundlet table for exiting
Show, such user can rapidly identify and exit the larger behavior node of accounting.In footprint view
Lower section, draw out a group arrival rate curve (will each step regard a group as, calculate each step
The accounting of the number of players of retention and all number of players for most starting, the object for appreciation that each step is retained
Family's quantity is drawn with the accounting of all number of players for most starting with curve), two step in front and back
Carry out arrival rate contrast difference, so can show which step player leave it is more, also side
Just the node that user's positioning may go wrong.
Additionally, in order to analyze game behavior rail of the player left from each node before this node
Mark, we also by storage player rank data, by track of the player before each node leaves
Out, such as Fig. 8 a give player the effect of visualization of footprint view to data Drawing of Curve.
For example, during suspension " literary Wang Zhouyi ", sectional drawing as shown in Figure 8 b is obtained, it can be seen that
The role's number exited from the node is 4, and it is 0.67% to exit rate, and arrival rate is 61.94%;Point
When hitting the node, track L1 (see Fig. 8 a) representatives are exited from the node and the same day does not have subsequently
The concrete track of the player of behavior, the thickness of lines represents the player exited from this paths and accounts for
Than.As shown in Figure 8 a, the player's that follow-up behavior was exited from " literary Wang Zhouyi " same day
Concrete track is logged on-starts from scratch 1- and starts from scratch 2- text Wang Zhouyi 1- text Wang Zhouyi 2, this
The meaning of track is to provide the user to analyze how the player for exiting and not having follow-up behavior is
Exited, be which game behavior backed off after random specifically completed, to these object for appreciation furniture bodies
Track carry out display and can be used for assistant analysis.
Play in furniture body Track View being lost in, check the specific row of player exited from each node
For track, the behavior of player's main experience before game is left can be followed the trail of, be easy to customer analysis
The reason for being likely to result in it and leave.Such as to check the tool of the player exited from " keep a good distance from 1 "
Body track and each track accounting situation, can click on " keeping a good distance from node analysis view of the same name
1 ", the concrete behavior track of the player exited from behavior node is subsequently generated.Mouse is suspended in
On each node, the title of the node is shown, the specific action trail of player is that inverted order shows,
I.e. the walking of last reactive power optimization-inverse the 1st for -2nd walking reciprocal for etc..Additionally, same
For the definition for showing, the threshold value slider bar that control track shows is configured with, for adjustable
The Second Threshold of section is adjusted the action trail relatively low to filter accounting.Such as Fig. 9 a, 9b institute
Show, the player one exited from behavior node has two kinds of footprint behaviors, most thick footprint behavior
(as shown in L2 in Fig. 9 a) has 2 players to exit, when Second Threshold is transferred to minimum,
All of footprint behavior (as shown in L3 in Fig. 9 b) all show out.
Before the technical scheme provided using the present invention, Game analysis personnel are to being lost in retention point
Analysis only resides within building for various indexs, or searches critical path using funnel model,
Footprint trend that cannot be overall to player is analyzed, and can not quickly position potential loss and go
For node, the present invention is provided for the approach directly perceived of Treatment Analysis, it is known that player is each
The distribution situation of individual behavior node, is easy to position the position that possible defect is located, beneficial to follow-up
Game improve.
It would be recognized by those skilled in the art that above description is made numerous accommodations be it is possible,
So embodiment is intended merely to describe one or more particular implementations.Those skilled in the art
Understand, it can be variously modified and be replaced, without departing from the spirit of the present invention.Separately
Outward, many modifications can be made so that particular case to be fitted to the design of the present invention, without taking off
From invention described herein central concept.So, the present invention is not only restricted to spy disclosed here
Determine embodiment, may also include belonging to all embodiments and its equivalent of the scope of the invention.
Claims (14)
1. a kind of game role behavioral data processing method, it is characterised in that:First will game
Data message in data logging is converted into bottom data;Then generated according to the bottom data
Furniture body Track View is played in player's footprint view, node of the same name analysis view and loss;
Player's footprint view is used to show the overall trend of all player's footprints, and each step
Between conversion ratio index;
The node analysis view of the same name is used to show the arrival number of the node of the same name, exits
Count and exit rate;
It is described be lost in play furniture body Track View, for show from arbitrary node of the same name from
The concrete track experienced before the player's here node of the same name for opening game.
2. game role behavioral data processing method as claimed in claim 1, its feature exists
In:Player's footprint view supports user mutual, and to facilitate player's footprint situation of change is checked;
Described loss plays furniture body Track View support user mutual, for checking the tool of each node player
Body action trail and/or the accounting of each concrete behavior track.
3. game role behavioral data processing method as claimed in claim 2, its feature exists
In:Player's footprint view is additionally provided with for controlling to show player's footprint change number with selective
Adjustable first threshold of amount.
4. game role behavioral data processing method as claimed in claim 1, its feature exists
In:Reach number, exit number and exit rate to enter respectively to described in the node analysis view of the same name
Row sequence.
5. game role behavioral data processing method as claimed in claim 1, its feature exists
In:Also deduplication operation is carried out to player in the node analysis view of the same name.
6. game role behavioral data processing method as claimed in claim 1, its feature exists
In:The concrete behavior track for being lost in each node player in object for appreciation furniture body Track View is temporally
Inverted order shows.
7. game role behavioral data processing method as claimed in claim 2, its feature exists
In:Described loss in object for appreciation furniture body Track View is also configured with showing different accountings for selective
Concrete behavior track adjustable Second Threshold.
8. a kind of game role behavioral data processing system, it is characterised in that include:Data are believed
Breath conversion module, for the data message in game data daily record to be converted into bottom data;Depending on
Figure generation module, for generating player's footprint view, same reputation and integrity respectively according to the bottom data
Furniture body Track View is played in point analysis view and loss, wherein, the view generation module includes:
Player's footprint view generation submodule, node of the same name analysis view generation submodule and loss
Play furniture body Track View and generate submodule;
Player's footprint view generation submodule is used to generate player's footprint view, shows institute
There are the overall trend of player's footprint, and the conversion ratio index between each step;
The node analysis view generation submodule of the same name is regarded for generating node analysis of the same name
Figure, shows the arrival number of the node of the same name, exits number and exit rate;
Described loss plays furniture body Track View generation submodule, and for generating to be lost in furniture is played
Player's here node of the same name of game is left in body Track View, displaying from arbitrary node of the same name
The concrete track for being experienced before.
9. game role behavioral data processing system as claimed in claim 8, its feature exists
In:Player's footprint view generation submodule also includes interactive unit, for supporting that user hands over
Mutually, player's footprint situation of change is checked to facilitate;Described loss plays the generation of furniture body Track View
Submodule also includes interactive unit, for supporting user mutual, and checks the tool of each node player
Body action trail and/or the accounting of each concrete behavior track.
10. game role behavioral data processing system as claimed in claim 9, its feature
It is:Player's footprint view generation submodule also includes first threshold adjustment unit, is used for
Control shows player's footprint varied number with selective.
11. game role behavioral data processing systems as claimed in claim 8, its feature
It is:The node analysis view generation submodule of the same name also includes sequencing unit, for institute
Arrival number is stated, number is exited and is exited rate and be ranked up respectively.
12. game role behavioral data processing systems as claimed in claim 8, its feature
It is:Duplicate removal unit is still further comprised in the node analysis view generation submodule of the same name,
For carrying out deduplication operation to player.
13. game role behavioral data processing systems as claimed in claim 8, its feature
It is:The concrete behavior track for being lost in each node player in object for appreciation furniture body Track View is on time
Between inverted order show.
14. game role behavioral data processing systems as claimed in claim 9, its feature
It is:Described loss in object for appreciation furniture body Track View generation submodule is additionally provided with Second Threshold regulation
Unit, for adjusting with the selective concrete behavior track for showing different accountings.
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