MIKE AMBINDER, PhD VALVE DATA TO DRIVE DECISION-MAKING HOW AND WHY - - PowerPoint PPT Presentation

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MIKE AMBINDER, PhD VALVE DATA TO DRIVE DECISION-MAKING HOW AND WHY - - PowerPoint PPT Presentation

MIKE AMBINDER, PhD VALVE DATA TO DRIVE DECISION-MAKING HOW AND WHY VALVE USES DATA TO DRIVE THE CHOICES WE MAKE Data to Drive Decision-Making Decision-Making at Valve Introduction to experimental design Data collection/analysis


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MIKE AMBINDER, PhD

VALVE DATA TO DRIVE DECISION-MAKING

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HOW AND WHY VALVE USES DATA TO DRIVE THE CHOICES WE MAKE

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Data to Drive Decision-Making

  • Decision-Making at Valve
  • Introduction to experimental design
  • Data collection/analysis infrastructure
  • Examples

—Playtesting (L4D) —DOTA 2 —CS:GO

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DECISION-MAKING AT VALVE

http://www.thumotic.com/seven-ways-the-red-pill-will-improve-your-life/

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Decision-Making at Valve

  • No formal management structure
  • Decision-making is a meritocracy
  • All data is available to every employee
  • We just want to make the best decisions possible.
  • We don’t want to rely on ‘instinct’ it is fallible
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Decision-Making

  • Explicit
  • Data-driven
  • Theory-driven
  • Measurable Outcomes
  • Iterative

http://sarahmjamieson.wordpress.com/2012/06/10/the-solo-runner-quantum-meditation-5/

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Explicit

  • What problem are you trying to solve?
  • Define terminology/constructs/problem space
  • Ask the ‘second’ question
  • Force yourself to be specific
  • Force yourself to be precise
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Data-Driven

  • What do we know about the

problem?

  • What do we need to know

before we decide?

  • What do we still not know after

we decide?

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Theory-Driven

  • What does the data mean?

—Is it consistent with expectations? —Is it reliable?

  • Model derived from prior experience/analysis
  • Coherent narrative
  • Prove a hypothesis right (or wrong)
  • Want result AND explanation
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Measureable Outcomes

  • Define ‘Success’
  • How will we know we made the right choice?
  • Know the ‘outcome’ of your decision
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Iterative

Gather Data Formulate Hypothesis Analyze Data

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Iterative

Run Experiment in TF2 Run Experiment in CS:GO Run Experiment in DOTA 2 Steam

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INTRODUCTION TO EXPERIMENTAL DESIGN

http://www.sas.com/en_us/insights/analytics.html

If it can be destroyed by the truth, it deserves to be destroyed by the truth. – Carl Sagan

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THE SCIENTIFIC METHOD

http://www.tomatosphere.org/teacher-resources/teachers-guide/principal-investigation/scientific-method.cfm

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Experimental Design

  • Observational

—Retrospective vs. Prospective —Correlational not causal

  • Experiment

—Control Condition and Experimental Condition —Account for confounding variables —Measure variable of interest

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Experimental Design

  • What have we learned?
  • What biases are present?
  • How are future experiments informed?
  • What other hypotheses need to be ruled out?
  • What should we do next?
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DATA COLLECTION/ANALYSIS INFRASTRUCTURE

http://dorkutopia.com/wp-content/uploads/2013/06/Servers-Server-Farm-Engine-Room.jpg

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Valve Data Collection

  • Record lots and lots (and lots) of user behavior
  • If we’re not recording it, we’ll start recording it
  • Define questions first, then schema
  • Collection Analysis Communication
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Data Collection - Games

  • OGS – Operational Game Stats
  • Platform for recording gameplay metrics
  • Kills, Deaths, Hero Selection, In-Game Purchases,

Matchmaking wait times, Bullet trajectories, Friends in Party, Low-Priority Penalties, etc.

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Data Collection - Games

  • Organizational schemas defined for each game
  • Data sent at relevant intervals
  • Daily, Monthly, Lifetime Rollups, Views,

Aggregations

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ValveStats

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Data Collection - Steam

  • Steam Database – Raw data
  • SteamStats Database – Analysis/Summary of Raw Data
  • Record all relevant data about Steam user behavior
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PLAYTESTING

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Valve’s Game Design Process

Goal is a game that makes customers happy  Game designs are hypotheses  Playtests are experiments  Evaluate designs based off playtest results  Repeat

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Content Creation + Game Design Playtesting Hypothesis Feedback

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Playtest Methodologies

  • Traditional

—Direct Observation —Verbal Reports —Q&As

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Playtest Methodologies

  • Technical

—Stat Collection/Data Analysis —Design Experiments —Surveys —Physiological Measurements (Heart Rate, Eyetracking, etc.)

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LEFT 4 DEAD

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Enabling Cooperation

  • Coop Game where competing gets you killed
  • Initial playtests were not as enjoyable as hoped
  • Initial playtests were not as cooperative as hoped

—Players letting their teammates die —Ignoring cries for help

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Enabling Cooperation

  • Explicit: Players letting teammates die
  • Data-Driven: Surveys, Q&As, high death rates
  • Theory-Driven: Lack awareness of teammate location
  • Measurements: Surveys, Q&As, death rates
  • Iterative:

Hypothesis: Give better visual cues to teammate location

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0.5 1 1.5 2 2.5 3 3.5 4 4.5 5 Pre Post

Deaths in 'No Mercy - The Apartments'

~40% Decrease

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Results

  • Survey ratings of enjoyment/cooperation increased
  • Anecdotal responses decreased
  • Deaths decreased
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Enabling Cooperation

  • Explicit: Players letting teammates die
  • Data-Driven: Surveys, Q&As, high death rates
  • Theory-Driven: Lack awareness of teammate location
  • Measurements: Surveys, Q&As, death rates
  • Iterative: Where else can visual cues aid gameplay?
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DOTA 2

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Improve Player Communication

  • Explicit: Reduce negative communication
  • Data-Driven: Chat, reports, forums, emails, quitting
  • Theory-Driven: No feedback loop to punish negativity
  • Measurements: Chat, reports, ban rates, recidivism
  • Iterative: Will this work in TF2? Do these systems scale?

Hypothesis: Automating communication bans will reduce negativity in-game

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Results

  • 35% fewer negative words used in chat
  • 32% fewer communication reports
  • 1% of active player base is currently banned
  • 61% of banned players only receive one ban
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CS:GO

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Weapon Balance

  • Explicit: M4A4 usage is high; few choices in late-game
  • Data-driven: Purchase rates
  • Theory-driven: Greater tactical choice  Player retention
  • Measurements: Purchase rates, playtime, efficacy
  • Iterative: Inform future design choices

Hypothesis: Creating a balanced alternative weapon will increase player choice and playtime

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Results

  • ~ 50/50 split between new and old favorites
  • Increase in playtime

—Conflated with other updates —Difficult to isolate

  • Open question as to whether or not increased

weapon variability increases player retention

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Where Can You Begin?

  • Start asking questions
  • Gather data—any data

—Playtests —Gameplay metrics —Steamstats —Forum posts/emails/Reddit

  • Tell us what data you’d like us to provide
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THANKS!!!

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Mike Ambinder mikea@valvesoftware.com

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