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
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The “minimal implementation time” assumes that a junior gameplay machine learning engineer is handling the implementation.
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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.
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Phone users: Likely have 4 GB - 8 GB RAM. Variable CPU.
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PC users: Likely have 8 GB - 16 GB RAM. Variable CPU.
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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.
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Therefore, creating or redistributing copies or its derivatives of this page and its links’ contents are not allowed.
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Commercial use is also limited unless you have a separate license from me.
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You can download and read the full list of commercial licensing agreements here.
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For information regarding potential license violations and eligibility for a bounty reward, please refer to the Terms And Conditions Violation Bounty Reward Information.
Preparation
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Production Deployment And Consulting (Optional)
- For studios that require additional assurance when deploying machine learning systems in live projects, I provide optional consulting support for DataPredict-based integrations.
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Game Design Meets Machine Learning (Incomplete)
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- For A/B testing when deploying machine learning systems in live projects to measure its impact.
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Use Case References (Optional) (Includes My Papers)
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 |