API Reference - Models
If you wonder what are the most high-value use cases that helps with retention and revenue generation with this DataPredict™, you can view them here!
Model Type | Count |
---|---|
Regression | 5 |
Classification | 13 |
Clustering | 8 |
Deep Reinforcement Learning | 21 |
Tabular Reinforcement Learning | 5 |
Generative | 4 |
Total | 57 |
For strong deep learning applications, have a look at DataPredict™ Neural (object-oriented) and DataPredict™ Axon (function-oriented) instead.
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Contains all the deep reinforcement learning and generative algorithms listed here.
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Includes convolutional, pooling, embedding, dropout and activation layers.
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Uses reverse-mode automatic differentiation for DataPredict™ Neural (static graph) and DataPredict™ Axon (dynamic graph).
Note
Currently, these algorithms lack online learning capabilities. We’re still looking into it.
Model Type | Model Names |
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Regression | NormalLinearRegression, SupportVectorRegression |
Classification | SupportVectorMachine, OneClassSupportVectorMachine |
Clustering | KMedoids, AffinityPropagation, DensityBasedSpatialClusteringOfApplicationsWithNoise |
This means DataPredict™ has ~90% (50 out of 57) models with online learning capabilities.
By default, most models would perform offline / batch training on the first train, but then switches to online / sequential / incremental after the first train.
Regression
Model | Alternate Names | Use Cases |
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LinearRegression (Beginner Algorithm) | None | General 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 (Not Recommended) | None | Final Solution Time-To-Leave Prediction And In-Game Currency Price Generation |
Classification
Model | Alternate Names | Use Cases |
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LogisticRegression (Beginner Algorithm) | Perceptron | 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 (Beginner Algorithm) | Multi-Layer Perceptron | Decision-Making, Player Behaviour Prediction |
GaussianNaiveBayes (Stonger As Generative Model) | None | Player Behavior Categorization (e.g. Cautious Vs. Aggressive), Fast State Classification |
MultinomialNaiveBayes (Stonger As Generative Model) | None | Inventory Action Prediction, Strategy Profiling Based on Item Usage |
BernoulliNaiveBayes (Stonger As Generative Model) | None | Binary Action Prediction (e.g. Jump Or Not), Quick Decision Filters |
ComplementNaiveBayes (Stonger As Generative Model) | None | Imbalanced Class Prediction (e.g. Rare Choices, Niche Paths) |
CategoricalNaiveBayes (Stonger As Generative Model) | None | Player Choice Prediction (e.g. Weapon Type, Character Class, Map Region Selection) |
Clustering
Model | Alternate Names | Use Cases |
---|---|---|
KMeans (Beginner Algorithm) | 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 Difficulty Generation |
ExpectationMaximization | EM | Hacking Detection, Anomaly Detection |
MeanShift | None | Boss Spawn Location Search Based On Player Locations |
AffinityPropagation | None | Player Grouping |
DensityBasedSpatialClusteringOfApplicationsWithNoise | DBSCAN | Density Grouping |
Deep Reinforcement Learning
Model | Alternate Names | Use Cases |
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DeepQLearning | Deep Q Network | Best Self-Learning Player AIs, Best Recommendation Systems |
DeepDoubleQLearningV1 | Double Deep Q Network (2010) | Best Self-Learning Player AIs, Best Recommendation Systems |
DeepDoubleQLearningV2 | Double Deep Q Network (2015) | Best Self-Learning Player AIs, Best Recommendation Systems |
DeepClippedDoubleQLearning | Clipped Deep Double Q Network | Best Self-Learning Player AIs, Best Recommendation Systems |
DeepStateActionRewardStateAction | Deep SARSA | Safe Self-Learning Player AIs, Safe Recommendation Systems |
DeepDoubleStateActionRewardStateActionV1 | Double Deep SARSA | Safe Self-Learning Player AIs, Safe Recommendation Systems |
DeepDoubleStateActionRewardStateActionV2 | Double Deep SARSA | 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 | Balanced Self-Learning Player AIs, Balanced Recommendation Systems |
DeepDoubleExpectedStateActionRewardStateActionV2 | Double Deep Expected SARSA | Balanced Self-Learning Player AIs, Balanced Recommendation Systems |
DeepMonteCarloControl (May Need Further Refinement) | None | Online Self-Learning Player AIs |
DeepOffPolicyMonteCarloControl | None | Offline Self-Learning Player AIs |
REINFORCE | None | Reward-Based Self-Learning Player AIs |
VanillaPolicyGradient (May Need Further Refinement) | 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
Model | Alternate Names | Use Cases |
---|---|---|
TabularQLearning | Q-Learning | Best Self-Learning Grid AIs |
TabularStateActionRewardState (May Need Further Refinement) | SARSA | Safe Self-Learning Grid AIs |
TabularExpectedStateActionRewardState | Expected SARSA | Balanced Self-Learning Grid AIs |
TabularMonteCarloControl (May Need Further Refinement) | MC | Online Self-Learning Grid AIs |
TabularOffPolicyMonteCarloControl | Off-Policy MC | Offline Self-Learning Grid AIs |
Generative
Model | Alternate Names | Use Cases |
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GenerativeAdversarialNetwork | GAN | Enemy Data Generation |
ConditionalGenerativeAdversarialNetwork | CGAN | Same As GAN, But Can Assign Classes |
WassersteinGenerativeAdversarialNetwork | WGAN | Same As GAN, But More Stable |
ConditionalWassersteinGenerativeAdversarialNetwork | CWGAN | Combination Of Both CGAN And WGAN |
BaseModels
DeepReinforcementLearningBaseModel