Malaria can be prevented, diagnosed, and treated; however, every year, there are more than 200 million cases and 200.000 preventable deaths. Malaria remains a pressing public health concern in low- and middle-income countries, especially in sub-Saharan Africa. We describe how by means of mobile health applications, machine-learning-based adaptive interventions can strengthen malaria surveillance and treatment adherence, increase testing, measure provider skills and quality of care, improve public health by supporting front-line workers and patients (e.g., by capacity building and encouraging behavioral changes, like using bed nets), reduce test stockouts in pharmacies and clinics and informing public health for policy intervention.
Artificial Intelligence and digital health have the potential to transform global health. However, having access to representative data to test and validate algorithms in realistic production environments is essential. We introduce HealthSyn, an open-source synthetic data generator of user behavior for testing reinforcement learning algorithms in the context of mobile health interventions. The generator utilizes Markov processes to generate diverse user actions, with individual user behavioral patterns that can change in reaction to personalized interventions (i.e., reminders, recommendations, and incentives). These actions are translated into actual logs using an ML-purposed data schema specific to the mobile health application functionality included with HealthKit, and open-source SDK. The logs can be fed to pipelines to obtain user metrics. The generated data, which is based on real-world behaviors and simulation techniques, can be used to develop, test, and evaluate, both ML algorithms in research and end-to-end operational RL-based intervention delivery frameworks.
Mobile health apps are revolutionizing the healthcare ecosystem by improving communication, efficiency, and quality of service. In low- and middle-income countries, they also play a unique role as a source of information about health outcomes and behaviors of patients and healthcare workers, while providing a suitable channel to deliver both personalized and collective policy interventions. We propose a framework to study user engagement with mobile health, focusing on healthcare workers and digital health apps designed to support them in resource-poor settings. The behavioral logs produced by these apps can be transformed into daily time series characterizing each user's activity. We use probabilistic and survival analysis to build multiple personalized measures of meaningful engagement, which could serve to tailor content and digital interventions suiting each health worker's specific needs. Special attention is given to the problem of detecting churn, understood as a marker of complete disengagement. We discuss the application of our methods to the Indian and Ethiopian users of the Safe Delivery App, a capacity-building tool for skilled birth attendants. This work represents an important step towards a full characterization of user engagement in mobile health applications, which can significantly enhance the abilities of health workers and, ultimately, save lives.
Maternal and child mortality is a public health problem that disproportionately affects low- and middle-income countries. Every day, 800 women and 6,700 newborns die from complications related to pregnancy or childbirth. And for every maternal death, about 20 women suffer serious birth injuries. However, nearly all of these deaths and negative health outcomes are preventable. Midwives are key to revert this situation, and thus it is essential to strengthen their capacities and the quality of their education. This is the aim of the Safe Delivery App, a digital job aid and learning tool to enhance the knowledge, confidence and skills of health practitioners. Here, we use the behavioral logs of the App to implement a recommendation system that presents each midwife with suitable contents to continue gaining expertise. We focus on predicting the click-through rate, the probability that a given user will click on a recommended content. We evaluate four deep learning models and show that all of them produce highly accurate predictions.
Every day, 800 women and 6,700 newborns die from complications related to pregnancy or childbirth. A well-trained midwife can prevent most of these maternal and newborn deaths. Data science models together with logs generated by users of online learning applications for midwives can help to improve their learning competencies. The goal is to use these rich behavioral data to push digital learning towards personalized content and to provide an adaptive learning journey. In this work, we evaluate various forecasting methods to determine the interest of future users on the different kind of contents available in the app, broken down by profession and region.
Players of a free-to-play game are divided into three main groups: non-paying active users, paying active users and inactive users. A State Space time series approach is then used to model the daily conversion rates between the different groups, i.e., the probability of transitioning from one group to another. This allows, not only for predictions on how these rates are to evolve, but also for a deeper understanding of the impact that in-game planning and calendar effects have. It is also used in this work for the detection of marketing and promotion campaigns about which no information is available. In particular, two different State Space formulations are considered and compared: an Autoregressive Integrated Moving Average process and an Unobserved Components approach, in both cases with a linear regression to explanatory variables. Both yield very close estimations for covariate parameters, producing forecasts with similar performances for most transition rates. While the Unobserved Components approach is more robust and needs less human intervention in regards to model definition, it produces significantly worse forecasts for non-paying user abandonment probability. More critically, it also fails to detect a plausible marketing and promotion campaign scenario.
As video games attract more and more players, the major challenge for game studios is to retain them. We present a deep behavioral analysis of churn (game abandonment) and what we called "purchase churn" (the transition from paying to non-paying user). A series of churning behavior profiles are identified, which allows a classification of churners in terms of whether they eventually return to the game (false churners)--or start purchasing again (false purchase churners)--and their subsequent behavior. The impact of excluding some or all of these churners from the training sample is then explored in several churn and purchase churn prediction models. Our results suggest that discarding certain combinations of "zombies" (players whose activity is extremely sporadic) and false churners has a significant positive impact in all models considered.
The possibility of using player engagement predictions to profile high spending video game users is explored. In particular, individual-player survival curves in terms of days after first login, game level reached and accumulated playtime are used to classify players into different groups. Lifetime value predictions for each player---generated using a deep learning method based on long short-term memory---are also included in the analysis, and the relations between all these variables are thoroughly investigated. Our results suggest this constitutes a promising approach to user profiling.
Retaining premium players is key to the success of free-to-play games, but most of them do not start purchasing right after joining the game. By exploiting the exceptionally rich datasets recorded by modern video games--which provide information on the individual behavior of each and every player--survival analysis techniques can be used to predict what players are more likely to become paying (or even premium) users and when, both in terms of time and game level, the conversion will take place. Here we show that a traditional semi-parametric model (Cox regression), a random survival forest (RSF) technique and a method based on conditional inference survival ensembles all yield very promising results. However, the last approach has the advantage of being able to correct the inherent bias in RSF models by dividing the procedure into two steps: first selecting the best predictor to perform the splitting and then the best split point for that covariate. The proposed conditional inference survival ensembles method could be readily used in operational environments for early identification of premium players and the parts of the game that may prompt them to become paying users. Such knowledge would allow developers to induce their conversion and, more generally, to better understand the needs of their players and provide them with a personalized experience, thereby increasing their engagement and paving the way to higher monetization.
Nowadays, video game developers record every virtual action performed by their players. As each player can remain in the game for years, this results in an exceptionally rich dataset that can be used to understand and predict player behavior. In particular, this information may serve to identify the most valuable players and foresee the amount of money they will spend in in-app purchases during their lifetime. This is crucial in free-to-play games, where up to 50% of the revenue is generated by just around 2% of the players, the so-called whales. To address this challenge, we explore how deep neural networks can be used to predict customer lifetime value in video games, and compare their performance to parametric models such as Pareto/NBD. Our results suggest that convolutional neural network structures are the most efficient in predicting the economic value of individual players. They not only perform better in terms of accuracy, but also scale to big data and significantly reduce computational time, as they can work directly with raw sequential data and thus do not require any feature engineering process. This becomes important when datasets are very large, as is often the case with video game logs. Moreover, convolutional neural networks are particularly well suited to identify potential whales. Such an early identification is of paramount importance for business purposes, as it would allow developers to implement in-game actions aimed at retaining big spenders and maximizing their lifetime, which would ultimately translate into increased revenue.