Patrick Halina is the tech lead of ML Engineering at Zynga, based out of the Toronto office. He works on ML and Analytics infrastructure. He received his bachelor’s in Computer Engineering and master’s in Statistics from the University of Toronto. Prior to working at Zynga he worked at Amazon, developing the marketing ML platform.
Deep Reinforcement Learning has driven exciting AI breakthroughs like self-driving cars, beating the best Go players in the world and even winning at StarCraft. How can businesses harness this power for real world applications? Zynga has over 70 million monthly active users for our mobile games. We successfully use RL to personalize our games and increase engagement. This talks about the lessons we've learned productionizing Deep RL applications for millions of players per day using tools like Spark, MLflow and TensorFlow. Hear about what works and what doesn't work when applying cutting edge AI techniques to real world users. Takeaways:
Clickstream data is messy. A single user session in a Zynga game can generate thousands of events, with each game, client version and OS having their own event schemas. Unfortunately, most ML models require their training data to be formatted as a uniform matrix, with each user having the exact same columns. It’s a time consuming challenge to develop feature sets that capture all the nuanced trends and interactions of event streams. At Zynga we’ve developed a technique to represent user game actions with temporal heatmap feature sets. Utilizing the power of PySpark, our generic data pipeline can generate thousands of features without the need to manually interpret the events of each game. The graphical structure of the heatmaps allow us to take advantage of established image classification techniques to make personalized user level predictions. Within 30 minutes of installing our games, Zynga is able to make accurate predictions on whether a new installer will churn or become a payer. Session hashtag: #DSSAIS15