Explain decision tree for chasing dragon problem.

5 c] Explain decision tree for chasing dragon problem.

In the Chasing Dragons problem, a decision tree can be used as a classification algorithm to predict whether a user will return to the game next month (“Yes”) or not (“No”). Here’s how the decision tree is constructed and applied to the problem:

Problem Context

  • You have data on users playing the “Chasing Dragons” game, such as:
  • Number of dragons a user has slain
  • User’s age
  • Hours they have played the game
  • Based on this data, you want to classify whether a user will return to the game next month.

Decision Tree Construction

A decision tree divides the data into branches, where each branch represents a decision based on one of the features (e.g., the number of dragons slain, age, hours played). The goal is to find the most informative feature at each step and use it to split the data.

Steps:

1.Choose the Most Informative Feature:

    • The decision tree starts by picking the feature that is the most informative—this is similar to asking the best possible “yes-or-no” question at each step. The notion of “informative” is measured using concepts like information gain or entropy.
    • For example, the first split might be based on whether the user has played for more than a certain number of hours. If playing longer hours highly correlates with returning to the game, this would be a good first split.

    2.Splitting the Data:

      • The data is split based on the selected feature. For instance, users who played more than 20 hours go down one branch, and those who played fewer go down another branch.

      3.Repeat for Subgroups:

        • For each subgroup of users, the process is repeated. At each branch, a new feature is selected based on its informativeness (e.g., the number of dragons slain). This continues until you can classify the users with a reasonable level of certainty.

        4.Classification:

          • At the leaves of the tree (the end of each branch), you will have the final classification for the user. For instance, one leaf might classify users as “Yes, going to come back” based on certain conditions (e.g., slain more than 50 dragons, played more than 20 hours).
          decision tree for chasing dragons

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