A full end-to-end machine learning project that predicts whether a game player is likely to churn (stop playing) based on their in-game behavior.
Gaming companies lose revenue when players stop engaging. This project builds a churn prediction system that identifies at-risk players early so targeted retention strategies can be applied.
- Source: Predict Online Gaming Behavior Dataset
- Size: 40,034 players × 13 features
- Target: EngagementLevel (Low / Medium / High)
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Exploratory Data Analysis (EDA) with visualizations
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Feature Engineering 11 new features created from raw data
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New data size 40034 * 30
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4 Models trained and compared: Logistic Regression, KNN, Random Forest, XGBoost | Model | Accuracy | AUC |
| XGBoost | 92% | 0.946 | | Random Forest | 89.4% | 0.921 | | KNN | 82.1% | 0.891 | | Logistic Regression | 78.3% | 0.845 |
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Full evaluation: Confusion Matrix, Classification Report, ROC/AUC
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Interactive Streamlit dashboard for live predictions
- 92% accuracy on unseen test data
- AUC 0.946 for churn class detection
- SessionsPerWeek and AvgSessionDurationMinutes are the strongest churn predictors (72% of model decisions)
- 6 of top 15 features were engineered — validating domain-driven feature creation
Python · XGBoost · Scikit-learn · Streamlit · Pandas · Matplotlib · Seaborn