API Reference - Models

If you wonder what are the most high-value use cases that helps with retention and revenue generation this DataPredict™, you can view them here!

Model Type Count
Regression 8
Classification 13
Clustering 8
Deep Reinforcement Learning 21
Tabular Reinforcement Learning 12
Sequence Modelling 6
Generative 4
Total 72

Legend

Icon Name Description
Implementation Issue The model may have some implementation problems.
🔰 Beginner Algorithm Commonly taught to beginners.
💾 Data Efficient Require few data to train the model.
Computationally Efficient Require few computational resources to train the model.
🛡️ Noise Resistant Can handle randomness / unclean data.
🟢 Online Can adapt real-time.
🟡 Session-Adaptive / Offline Can be retrained each session.
⚠️ Assumption-Heavy Assumes linear / independent features.

Note

  • For strong deep learning applications, have a look at DataPredict™ Neural (object-oriented) and DataPredict™ Axon (function-oriented) instead. DataPredict™ is only suitable for general purpose machine, deep and reinforcement learning.

    • Contains most of the deep reinforcement learning and generative algorithms listed here.

    • Includes convolutional, pooling, embedding, dropout and activation layers.

    • Uses reverse-mode automatic differentiation and lazy differentiation evaluation for DataPredict™ Neural (static graph) and DataPredict™ Axon (dynamic graph).

  • Currently, DataPredict™ has ~90% (61 out of 70) models with online learning capabilities. By default, most models would perform offline / batch training on the first train, but then switches to online / incremental / sequential after the first train.

  • Tabular reinforcement learning models can use optimizers. And yes, I am quite aware that I have overengineered this, but I really want to make this a grand finale before I stop updating DataPredict™ for a long time.

  • No dimensionality reduction algorithms due to not being suitable for game-related use cases. They tend to be computationally expensive and are only useful when a full dataset is collected. This can be offset by choosing proper features and remove the unnecessary ones.

  • Going “Gold” on my birthday at 23 January 2026. Probably.

Regression

❗Implementation Issue 🔰 Beginner Algorithm 💾 Data Efficient ⚡ Computationally Efficient 🛡️ Noise Resistant 🟢 Online 🟡 Session-Adaptive / Offline ⚠️ Assumption-Heavy

Model Alternate Names Properties Use Cases
LinearRegression LR 🔰 🟢 🟡 General Time-To-Leave Prediction And In-Game Currency Price Generation
QuantileLinearRegression None 🟢 🟡 Case-Based Time-To-Leave Prediction And In-Game Currency Price Generation
PassiveAggressiveRegressor PA-R ⚡ 🟢 Fast Constrained Time-To-Leave Prediction And In-Game Currency Price Generation
SupportVectorRegression SVR 💾 🟡 Constrained Time-To-Leave Prediction And In-Game Currency Price Generation
KNearestNeighboursRegressor KNN-R 🟢 🟡 Memory-Based Time-To-Leave Prediction And In-Game Currency Price Generation
NormalLinearRegression* None 💾 ⚡ 🟡 ⚠️ Instant Train Time-To-Leave Prediction And In-Game Currency Price Generation
BayesianLinearRegression* None 💾 ⚡ 🟡 ⚠️ Instant Train Time-To-Leave Prediction And In-Game Currency Price Generation With Probability Estimation
BayesianQuantileLinearRegression* None 💾 ⚡ 🟡 ⚠️ Instant Train Time-To-Leave Prediction And In-Game Currency Price Generation With Case Estimation

* The “instant train” models have these issues:

  • It assumes that the features have a linear relationship with the label values, which is almost certainly not true in game-related settings. Hence, it is recommended to add small independent noise values to each features.

  • The feature matrix will also need to have shape of (n x n). This naturally leads to the requirement of label vector with a shape of (n x 1).

Classification

❗Implementation Issue 🔰 Beginner Algorithm 💾 Data Efficient ⚡ Computationally Efficient 🛡️ Noise Resistant 🟢 Online 🟡 Session-Adaptive / Offline ⚠️ Assumption-Heavy

Model Alternate Names Properties Use Cases
LogisticRegression Perceptron, Sigmoid Regression 🔰 🟢 🟡 Probability-To-Leave Prediction, Player Churn Prediction, Confidence Prediction
PassiveAggressiveClassifier PA-C ⚡ 🟢 Fast Purchase Likelihood Estimation, Decision Making
OneClassPassiveAggressiveClassifier OC-PA-C ⚡ 🟢 Fast Hacking Detection, Anomaly Detection (Using Single Class Data)
NearestCentroid NC ⚡ 🟢 🟡 Fast Grouping Or Quick Decision Making
KNearestNeighboursClassifier KNN-C 🟢 🟡 Item Recommendation, Similar Player Matchmaking
SupportVectorMachine SVM 💾 🟡 Hacking Detection, Anomaly Detection
OneClassSupportVectorMachine OC-SVM 💾 🟡 Hacking Detection, Anomaly Detection (Using Single Class Data)
NeuralNetwork Multi-Layer Perceptron 🟢 🟡 Decision-Making, Player Behaviour Prediction
GaussianNaiveBayes* GNB 💾 ⚡ 🟢 🟡 ⚠️ Enemy Data Generation, Player Behavior Categorization (e.g. Cautious Vs. Aggressive), Fast State Classification
MultinomialNaiveBayes* MNB 💾 ⚡ 🟢 🟡 ⚠️ Summoning Next Enemy Type, Inventory Action Prediction, Strategy Profiling Based on Item Usage
BernoulliNaiveBayes* BNB 💾 ⚡ 🟢 🟡 ⚠️ Binary Action Prediction (e.g. Jump Or Not), Quick Decision Filters
ComplementNaiveBayes* CNB 💾 ⚡ 🟢 🟡 ⚠️ Imbalanced Class Prediction (e.g. Rare Choices, Niche Paths)
CategoricalNaiveBayes* CNB 💾 ⚡ 🟢 🟡 ⚠️ Player Choice Prediction (e.g. Weapon Type, Character Class, Map Region Selection)

* “Naive Bayes” models assumes that the features are independent to each other, which is almost certainly not true in game-related settings. Additionally, these models are better as generative models, despite being commonly taught as a classifier.

Clustering

❗Implementation Issue 🔰 Beginner Algorithm 💾 Data Efficient ⚡ Computationally Efficient 🛡️ Noise Resistant 🟢 Online 🟡 Session-Adaptive / Offline ⚠️ Assumption-Heavy

Model Alternate Names Properties Use Cases
KMeans None 🔰 🟢 🟡 Maximizing Area-of-Effect Abilities, Target Grouping
FuzzyCMeans None 🟢 🟡 Overlapping Area-of-Effect Abilities, Overlapping Target Grouping
KMedoids None 🟢 🟡 Player Grouping Based On Player Locations With Leader Identification
AgglomerativeHierarchical None 🟢 🟡 Enemy Data Generation
ExpectationMaximization EM 🟢 🟡 Hacking Detection, Anomaly Detection
MeanShift None 🛡️ 🟢 🟡 Boss Spawn Location Search Based On Player Locations
AffinityPropagation AP 🟡 Player Grouping
DensityBasedSpatialClusteringOfApplicationsWithNoise DBSCAN 🛡️ 🟡 Density Grouping

Deep Reinforcement Learning

❗Implementation Issue 🔰 Beginner Algorithm 💾 Data Efficient ⚡ Computationally Efficient 🛡️ Noise Resistant 🟢 Online 🟡 Session-Adaptive / Offline ⚠️ Assumption-Heavy

Model Alternate Names Properties Use Cases
DeepQLearning Deep Q Network 💾 🟢 Best Self-Learning Player AIs, Best Recommendation Systems
DeepDoubleQLearningV1 Double Deep Q Network (2010) 💾 🛡️ 🟢 Stable Best Self-Learning Player AIs, Best Recommendation Systems
DeepDoubleQLearningV2 Double Deep Q Network (2015) 💾 🛡️ 🟢 Stable Best Self-Learning Player AIs, Best Recommendation Systems
DeepClippedDoubleQLearning Clipped Deep Double Q Network 💾 🛡️ 🟢 Stable Best Self-Learning Player AIs, Best Recommendation Systems
DeepStateActionRewardStateAction Deep SARSA 🟢 Safe Self-Learning Player AIs, Safe Recommendation Systems
DeepDoubleStateActionRewardStateActionV1 Double Deep SARSA 🛡️ 🟢 Stable Safe Self-Learning Player AIs, Safe Recommendation Systems
DeepDoubleStateActionRewardStateActionV2 Double Deep SARSA 🛡️ 🟢 Stable Safe Self-Learning Player AIs, Safe Recommendation Systems
DeepExpectedStateActionRewardStateAction Deep Expected SARSA 🟢 Balanced Self-Learning Player AIs, Balanced Recommendation Systems
DeepDoubleExpectedStateActionRewardStateActionV1 Double Deep Expected SARSA 🛡️ 🟢 Stable Balanced Self-Learning Player AIs, Balanced Recommendation Systems
DeepDoubleExpectedStateActionRewardStateActionV2 Double Deep Expected SARSA 🛡️ 🟢 Stable Balanced Self-Learning Player AIs, Balanced Recommendation Systems
DeepMonteCarloControl None ❗ 🟢 Online Self-Learning Player AIs
DeepOffPolicyMonteCarloControl None 🟢 Offline Self-Learning Player AIs
REINFORCE None 🟢 Reward-Based Self-Learning Player AIs
VanillaPolicyGradient VPG ❗ 🟢 Baseline-Based Self-Learning Player AIs
ActorCritic AC 🟢 Critic-Based Self-Learning Player AIs
AdvantageActorCritic A2C 🟢 Advantage-Based Self-Learning Player AIs
ProximalPolicyOptimization PPO 🟢 Industry-Grade And Research-Grade Self-Learning Player And Vehicle AIs
ProximalPolicyOptimizationClip PPO-Clip 🟢 Industry-Grade And Research-Grade Self-Learning Player And Vehicle AIs
SoftActorCritic SAC 💾 🛡️ 🟢 Self-Learning Vehicle AIs
DeepDeterministicPolicyGradient DDPG 🟢 Self-Learning Vehicle AIs
TwinDelayedDeepDeterministicPolicyGradient TD3 🟢 🛡️ Self-Learning Vehicle AIs

Tabular Reinforcement Learning

❗Implementation Issue 🔰 Beginner Algorithm 💾 Data Efficient ⚡ Computationally Efficient 🛡️ Noise Resistant 🟢 Online 🟡 Session-Adaptive / Offline ⚠️ Assumption-Heavy

Model Alternate Names Properties Use Cases
TabularQLearning Q-Learning 🔰 💾 🟢 Best Self-Learning Grid AIs
TabularDoubleQLearningV1 Double Q-Learning (2010) 💾 🛡️ 🟢 Best Self-Learning Grid AIs
TabularDoubleQLearningV2 Double Q-Learning (2015) 💾 🛡️ 🟢 Best Self-Learning Grid AIs
TabularClippedDoubleQLearning Clipped Double Q-Learning 💾 🛡️ 🟢 Best Self-Learning Grid AIs
TabularStateActionRewardStateAction SARSA ❗ 🔰 🟢 Safe Self-Learning Grid AIs
TabularDoubleStateActionRewardStateActionV1 Double SARSA ❗ 🛡️ 🟢 Safe Self-Learning Grid AIs
TabularDoubleStateActionRewardStateActionV2 Double SARSA ❗ 🛡️ 🟢 Safe Self-Learning Grid AIs
TabularExpectedStateActionRewardStateAction Expected SARSA 🟢 Balanced Self-Learning Grid AIs
TabularDoubleExpectedStateActionRewardStateActionV1 Double Expected SARSA 🛡️ 🟢 Balanced Self-Learning Grid AIs
TabularDoubleExpectedStateActionRewardStateActionV2 Double Expected SARSA 🛡️ 🟢 Balanced Self-Learning Grid AIs
TabularMonteCarloControl MC 🟢 Online Self-Learning Grid AIs
TabularOffPolicyMonteCarloControl Off-Policy MC 🟢 Offline Self-Learning Grid AIs

Sequence Modelling

❗Implementation Issue 🔰 Beginner Algorithm 💾 Data Efficient ⚡ Computationally Efficient 🛡️ Noise Resistant 🟢 Online 🟡 Session-Adaptive / Offline ⚠️ Assumption-Heavy

Model Alternate Names Properties Use Cases
Markov* None 💾 🟢 Single Features Player State Prediction
Dynamic Bayesian Network* DBN 💾 🟢 Multiple Features Player State Prediction
Conditional Random Field* CRF 🟢 Multiple Features Player State Prediction
Kalman Filter* KF 🟢 ⚠️ Multiple Features Player State Prediction
Extended Kalman Filter* EKF ⚡ 🟢 Multiple Features Player State Prediction
Unscented Kalman Filter* UKF ⚡ 💾 🟢 Multiple Features Player State Prediction
  • These are single step variants of the sequence models. Hence, it will not use or return sequence of values.

Generative

❗Implementation Issue 🔰 Beginner Algorithm 💾 Data Efficient ⚡ Computationally Efficient 🛡️ Noise Resistant 🟢 Online 🟡 Session-Adaptive / Offline ⚠️ Assumption-Heavy

Model Alternate Names Properties Use Cases
GenerativeAdversarialNetwork GAN 🟢 🟡 Enemy Data Generation
ConditionalGenerativeAdversarialNetwork CGAN 🟢 🟡 Conditional Enemy Data Generation
WassersteinGenerativeAdversarialNetwork WGAN 🟢 🟡 Stable Enemy Data Generation
ConditionalWassersteinGenerativeAdversarialNetwork CWGAN 🟢 🟡 Stable Conditional Enemy Data Generation

BaseModels

BaseModel

NaiveBayesBaseModel

GradientMethodBaseModel

IterativeMethodBaseModel

DeepReinforcementLearningBaseModel

DeepReinforcementLearningActorCriticBaseModel

TabularReinforcementLearningBaseModel

GenerativeAdversarialNetworkBaseModel