CN106621328A - Game character behavior data processing method and system - Google Patents

Game character behavior data processing method and system Download PDF

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Publication number
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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player
view
node
footprint
game
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CN106621328B (en
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李�权
徐鹏
方赟
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Netease Hangzhou Network Co Ltd
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Netease Hangzhou Network Co Ltd
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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

A kind of game role behavioral data processing method and system
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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