GamingGaming GlossaryPart 8 of 8
Running the Platform Glossary
35 terms from the Gaming book's Running the Platform part, each defined in a line and linked to the chapter that explains it.
- Active (player): an account that sent at least one event from a named list of gameplay events on a day, so background pings and failed logins don't count (Game Metrics).
- ARPDAU, ARPU, ARPPU: net revenue per daily active player, per monthly active player in a calendar month, and per paying player in a period; computed on gross bookings instead, the name says so ("ARPU on gross bookings"); vendors differ, with GameAnalytics counting in-app purchases only and Unity including ad revenue (Game Metrics).
- Behavior tree: NPC decisions as a hierarchy of selectors and sequences over tasks, with a Blackboard holding its data and decorators that observe conditions and abort branches (AI in Games).
- Bot standing in for a player: a match slot filled by a bot: a
match_participantsrow with abot_keyand no profile, so ratings, reports and metrics leave it out (AI in Games). - Cabined account: Epic's restricted account for younger players, which needs a parent or guardian to complete setup before features such as AI conversations are available (AI in Games).
- Calibration: whether matches predicted at, say, 60/40 are won by the favorite about 60% of the time, checked against the prediction stored on the match when it was made (Game Metrics).
- Competitive ruling: a sanction on a person, roster or organization under a tournament's rules, provisional until final, linked to a penalty only when an account is also restricted (Esports & Spectating).
- Concurrent users (CCU), peak CCU: players connected at one instant, and the highest count in a period, from fixed-interval samples with "connected" defined per tier (Game Metrics).
- Considerations, EQS: utility AI's per-factor scores normalized between 0 and 1, and Unreal's Environment Query System, which applies the same scoring to candidate places and targets (AI in Games).
- Conversion (payer conversion): the share of active players who made a purchase in a named window, daily (over DAU) or monthly (over MAU); GameAnalytics reports it per day, and a monthly figure is a different number (Game Metrics).
- Crash rate: crashes per 1,000 sessions, and the share of daily actives who crashed; Google Play's bad behavior threshold is 1.09% of daily actives (Game Metrics).
- DAU, MAU, stickiness: distinct active accounts on a day, across the 30 days ending on a day (rolling) or a calendar month, and their ratio (Game Metrics).
- Digital replica consent: a performer's scoped, separate consent to a voice or likeness replica (which game, which characters, real-time or pre-generated), checked before generation, with every generated line counted (AI in Games).
- Game AI, generative AI: deterministic NPC decision and movement code a designer tunes, against model-produced text, speech and art with their own latency, cost and safety problems; generative output is at most a request to the game AI layer (AI in Games).
- Ghosting: relaying a live spectator feed, which shows both teams, to a player; prevented by a server-side delay past the time the information would help (Esports & Spectating).
- LTV (realized, predicted): net revenue per cohort member to day N, which can be audited, and a forecast to a horizon labeled with its model version (Game Metrics).
- Match intervention: a pause, resume, restore, remake or side swap in a competitive match, recorded as a ruling with the official and the reason (Esports & Spectating).
- Match-fixing, integrity program: competitors not trying to win, often for betting, and the code of conduct, bet monitoring, investigations and published rulings a publisher runs against it (Esports & Spectating).
- Navigation mesh: a simplified polygon map of where agents can walk, divided into tiles that rebuild locally, with area costs and a separate local avoidance step for crowds (AI in Games).
- Observer: production staff driving the broadcast cameras from a spectator client connected live to the game server; Riot said in 2022 that its esports matches run with up to 20 observers, while the CS Major configuration caps a server's spectators at 10 (Esports & Spectating).
- Official data feed: sequenced match events from the authoritative server for broadcasters, teams and licensed partners, corrected by new events and tiered by latency; Riot licenses one exclusive distributor (GRID), while Counter-Strike servers stream their match log over HTTP to an address the operator sets (Esports & Spectating).
- Pre-generated, live-generated content: Steam's content survey categories for AI-made content that ships with a game and content an AI makes while the game runs, the latter needing a description of its guardrails (AI in Games).
- Project Chronobreak: League's esports tool that lets officials rewind a live game to a chosen moment by replaying its Server Network Recording, typically restoring the 40-minute mark in under three minutes (Esports & Spectating).
- Provenance (
asset_provenance): a record at import of whether shipped content was made by people, AI or both, with which tool and any performer replica consent, used to answer store surveys (AI in Games). - Queue time: from ticket creation to a match, reported as p50, p90 and p99 per queue, region and skill band; FlexMatch separates time to a potential match from time to successful placement (Game Metrics).
- Remote production: producing a broadcast from a central facility, with venue cameras, observer feeds and audio encoded on site and sent to it (Esports & Spectating).
- Retention (D1, D7, D30): the share of an install cohort active exactly N days after its first gameplay day; an unbounded variant counts day N or later (Game Metrics).
- Sample ratio mismatch (SRM): an observed split of players across experiment variants far from the configured one, often caused by a treatment that crashes or breaks logging; a bug alarm before any result is read (Game Metrics).
- Server tick health: the share of server frames that finish within the tick budget, per build and player count; VALORANT reported 99.3% or more since patch 5.07 (Game Metrics; the numbers are in Game Servers & Hosting).
- Spectator delay, spectator relay: the server-side buffer that releases a public spectator stream only after what it shows is stale, and the relay tier that holds keyframes and deltas and fans the stream out without exposing the game server (Esports & Spectating).
- StateTree: Unreal's hierarchical state machine that combines behavior tree selectors with states and transitions (AI in Games).
- Stomp rate: the share of completed matches decided by a margin above a game-specific threshold (VALORANT's is a win by 8 or more rounds; Call of Duty's Team Deathmatch equivalent is a score delta over 30), read beside queue time (Game Metrics; VALORANT's smurf figures are in Matchmaking & Ranked).
- Tournament license, VRS: a publisher's permission to run events for its game (Valve's Limited Game Tournament License and above), and the Valve Regional Standings that ranked Counter-Strike 2 events must invite from in order (Esports & Spectating).
- Tournament server: a server local to the players with fixed performance settings on a protected network, trading density for predictability, with pauses and every admin command logged (Esports & Spectating).
- Utility AI: scoring every option from considerations normalized between 0 and 1 and picking the highest, for characters with many competing needs (AI in Games).