activity
20202024
most citedCombining Sequential and Aggregated Data for Churn Prediction in Casual Freemium Games

21 citations · 88 across the 7 of their papers we have counts for

collaborators

7 papers

cs.AI2024★ 5 cited

Difficulty Modelling in Mobile Puzzle Games: An Empirical Study on Different Methods to Combine Player Analytics and Simulated Data

Jeppe Theiss Kristensen, Paolo Burelli

Difficulty is one of the key drivers of player engagement and it is often one of the aspects that designers tweak most to optimise the player experience; operationalising it is, th…

cs.AI2023★ 14 cited

Procedural content generation of puzzle games using conditional generative adversarial networks

Andreas Hald, Jens Struckmann Hansen, Jeppe Kristensen +1

In this article, we present an experimental approach to using parameterized Generative Adversarial Networks (GANs) to produce levels for the puzzle game Lily's Garden. We extract t…

cs.AI2023★ 16 cited

Estimating player completion rate in mobile puzzle games using reinforcement learning

Jeppe Theiss Kristensen, Arturo Valdivia, Paolo Burelli

In this work we investigate whether it is plausible to use the performance of a reinforcement learning (RL) agent to estimate the difficulty measured as the player completion rate…

cs.HC2022★ 5 cited

Personalized Game Difficulty Prediction Using Factorization Machines

Jeppe Theiss Kristensen, Christian Guckelsberger, Paolo Burelli +1

The accurate and personalized estimation of task difficulty provides many opportunities for optimizing user experience. However, user diversity makes such difficulty estimation har…

cs.AI2022★ 21 cited

Combining Sequential and Aggregated Data for Churn Prediction in Casual Freemium Games

Jeppe Theiss Kristensen, Paolo Burelli

In freemium games, the revenue from a player comes from the in-app purchases made and the advertisement to which that player is exposed. The longer a player is playing the game, th…

cs.AI2021★ 10 cited

Statistical Modelling of Level Difficulty in Puzzle Games

Jeppe Theiss Kristensen, Arturo Valdivia, Paolo Burelli

Successful and accurate modelling of level difficulty is a fundamental component of the operationalisation of player experience as difficulty is one of the most important and commo…

cs.AI2020★ 17 cited

Strategies for Using Proximal Policy Optimization in Mobile Puzzle Games

Jeppe Theiss Kristensen, Paolo Burelli

While traditionally a labour intensive task, the testing of game content is progressively becoming more automated. Among the many directions in which this automation is taking shap…