Documentation - High-Value Project Tutorials

Beat The Retention! Not The Algorithm!

Guess Less, Keep Players, Grow Your Game, Forget Competitors!

Make Games That Adapts To Players, Not The Other Way Around!

And Keep The Source Of Retention And Revenue Out Of Competitors’ Sight!

Disclaimer

  • The “minimal implementation time” assumes that a junior gameplay machine learning engineer is handling the implementation.

  • Since DataPredict is written in native Lua, you can have extra compute per player alongside a single Roblox server by loading the models on players’ Roblox client.

    • Phone users: Likely have 4 GB - 8 GB RAM. Variable CPU.

    • PC users: Likely have 8 GB - 16 GB RAM. Variable CPU.

  • The content of this page and its links are licensed under the DataPredict™ library’s Terms And Conditions. This includes the codes shown in the links below.

    • Therefore, creating or redistributing copies or its derivatives of this page and its links’ contents are not allowed.

    • Commercial use is also limited unless you have a separate license from me.

  • You can download and read the full list of commercial licensing agreements here.

  • For information regarding potential license violations and eligibility for a bounty reward, please refer to the Terms And Conditions Violation Bounty Reward Information.

Preparation

High-Value Project Tutorials

System Properties Minimal Implementation Time With DataPredict
Retention Handles play time maximization, leave prediction and leave detection. 30 minutes - 6 hours
Economy Maximize the value of in-game items and events. 30 minutes
Recommendation Improves the likelihood of selling items. 2 hours
Dynamic Difficulty Adjustment Increaes the players’ interaction towards the enemies. 30 minutes - 2 hours
Team Balancing Ensures that teams are balanced based on their data. 30 minutes
AI Player Replace players if players aren’t enough. 30 minutes - 1 hour
Smart NPC Makes NPCs capable of predicting and planning actions. 30 minutes
Anti-Cheat Detects unusual players from normal players. 30 minutes
Targeting Maximizes the likelihood of hitting clusters of players. 30 minutes - 1 hour
Priority (Incomplete) Queueing players or items based on their data. To be added soon
Placement Finds an empty space to place players or items. 30 minutes
Quality Assurance (Incomplete) Tries to break game mechanics to find bugs and glitches. To be added soon

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