--- id: wiki-2026-0508-맞춤형-팩-personalized-packs title: 맞춤형 팩 (Personalized Packs) category: 10_Wiki/Topics status: verified canonical_id: self aliases: [Personalized Packs, Dynamic Bundles, Player-Tailored Offers] duplicate_of: none source_trust_level: A confidence_score: 0.9 verification_status: applied tags: [monetization, mobile-game, personalization, ml] raw_sources: [] last_reinforced: 2026-05-10 github_commit: pending tech_stack: language: python framework: contextual-bandit / XGBoost --- # 맞춤형 팩 (Personalized Packs) ## 매 한 줄 > **"매 player의 progression / collection gap / spend tier에 fit한 bundle을 ML로 generate"**. 2018 Supercell의 Brawl Stars Brawl Pass에서 mass-personalization 시작 → 2024 Royal Match · Monopoly Go 의 contextual-bandit 기반 dynamic offer로 evolve. 2026 현재 LLM-augmented offer copy + reinforcement-learning price elasticity가 industry standard. ## 매 핵심 ### 매 Personalization Signal - **Collection gap**: 매 missing card / character / skin → highest "completion utility". - **Progression stall**: 매 stuck level → relevant booster / energy bundle. - **Spend tier**: 매 LTV percentile (whale / dolphin / minnow / non-payer). - **Churn risk**: 매 7-day rolling DAU drop → retention offer. - **Session context**: 매 just-failed stage → instant-relief bundle. ### 매 Bundle Composition Heuristic - **Anchor (core item)**: 매 player가 가장 원하는 single SKU — collection gap based. - **Filler (utility)**: 매 gold / energy / consumables — perceived value 부풀리기. - **Discount %**: 매 30~80% — perceived savings vs. actual margin. - **Time pressure**: 매 24~72hr countdown — scarcity-driven conversion. ### 매 응용 1. Monopoly Go: 매 dice + sticker pack 동적 가격. 2. Royal Match: 매 stuck-level relief bundle. 3. Marvel Snap: 매 collection-gap-aware bundle (spotlight key). 4. Genshin Impact: 매 character-specific weapon + materials bundle pre-banner. ## 💻 패턴 ### Contextual Bandit Offer Selection ```python import numpy as np from sklearn.linear_model import SGDRegressor class OfferBandit: def __init__(self, n_arms: int, ctx_dim: int, alpha: float = 0.1): self.models = [SGDRegressor(learning_rate='constant', eta0=alpha) for _ in range(n_arms)] self.ctx_dim = ctx_dim for m in self.models: m.partial_fit([np.zeros(ctx_dim)], [0]) def select(self, ctx: np.ndarray, eps: float = 0.1) -> int: if np.random.rand() < eps: return np.random.randint(len(self.models)) scores = [m.predict([ctx])[0] for m in self.models] return int(np.argmax(scores)) def update(self, arm: int, ctx: np.ndarray, reward: float): self.models[arm].partial_fit([ctx], [reward]) ``` ### Collection Gap Score ```python def gap_score(player_inv: set[str], target_set: set[str], rarity_weight: dict[str, float]) -> dict[str, float]: missing = target_set - player_inv return {sku: rarity_weight.get(sku, 1.0) for sku in missing} def top_anchor(scores: dict[str, float], k: int = 1) -> list[str]: return sorted(scores, key=scores.get, reverse=True)[:k] ``` ### Price Elasticity Estimator ```python import numpy as np from scipy.optimize import minimize_scalar def expected_revenue(price: float, base_demand: float, elasticity: float) -> float: qty = base_demand * (price ** elasticity) # elasticity < 0 return price * qty def optimal_price(base_demand: float, elasticity: float, bounds: tuple = (0.99, 99.99)) -> float: res = minimize_scalar(lambda p: -expected_revenue(p, base_demand, elasticity), bounds=bounds, method='bounded') return float(res.x) ``` ### Bundle Builder ```python from dataclasses import dataclass @dataclass class Bundle: anchor: str fillers: list[str] price_usd: float discount_pct: int expires_in_hours: int def build_bundle(player_id: str, anchor_sku: str, ltv_tier: str) -> Bundle: tier_config = { 'whale': (49.99, 60, 24), 'dolphin': (19.99, 65, 48), 'minnow': (4.99, 70, 72), 'non_payer': (0.99, 80, 168), } price, discount, hours = tier_config[ltv_tier] fillers = recommend_fillers(player_id, count=3) return Bundle(anchor_sku, fillers, price, discount, hours) ``` ### LLM Offer Copy ```python import anthropic def generate_copy(bundle: Bundle, player_lang: str = "ko") -> dict: client = anthropic.Anthropic() msg = client.messages.create( model="claude-opus-4-7", max_tokens=300, system=f"You write mobile-game offer copy in {player_lang}. " f"3 outputs: title (max 20ch), subtitle (max 40ch), CTA (max 10ch).", messages=[{"role": "user", "content": str(bundle)}], ) return parse_copy(msg.content[0].text) ``` ### Frequency Cap & Fatigue ```python from datetime import datetime, timedelta def can_show_offer(player_id: str, store: dict) -> bool: last = store.get(player_id, {}).get('last_offer_ts') if not last: return True return datetime.utcnow() - last >= timedelta(hours=6) ``` ## 매 결정 기준 | 상황 | Approach | |---|---| | Whale (top 1%) | $49.99~$99.99 high-value bundle, low frequency | | Dolphin (top 10%) | $9.99~$19.99 staircase progression | | Minnow | $0.99~$4.99 starter / IAP-onramp | | Non-payer (D7+) | $0.99 introductory + double-currency | | Churn risk | retention bundle + 80% discount | **기본값**: contextual bandit + LTV tier × collection-gap anchor + 6hr frequency cap. ## 🔗 Graph - 부모: [[Mobile_Monetization]] · [[Personalization]] - 변형: [[Staircase_Monetization_Model]] · [[Battle_Pass]] · [[Gacha]] - 응용: [[Royal_Match]] · [[Monopoly_Go]] · [[Marvel_Snap]] - Adjacent: [[Contextual_Bandit]] · [[LTV_Prediction]] · [[Price_Elasticity]] ## 🤖 LLM 활용 **언제**: offer copy generation, A/B variant ideation, anchor SKU rationale explanation. **언제 X**: 매 actual price / SKU selection — bandit / RL이 더 robust (LLM은 calibration 약함). ## ❌ 안티패턴 - **Whale-only optimization**: 매 minnow / non-payer cohort revenue ignore — long-tail 손실. - **Predatory targeting**: 매 churn-risk player에게 last-resort discount → regulatory risk (UK CMA, EU Digital Fairness Act). - **Static bundles**: 매 player segment 동일 offer → CTR 50%↓. - **No frequency cap**: 매 offer fatigue → uninstall spike. ## 🧪 검증 / 중복 - Verified (deconstructoroffun.com 2024 case studies, GDC Monetization Summit 2025). - 신뢰도 A. ## 🕓 Changelog | 날짜 | 변경 | |---|---| | 2026-05-08 | Phase 1 | | 2026-05-10 | Manual cleanup — personalized pack 5-signal model + bandit + price elasticity 정리 |