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---
id: wiki-2026-0508-data-driven-personalization
title: Data-Driven Personalization
category: 10_Wiki/Topics
status: verified
canonical_id: self
aliases: [personalization, dynamic-personalization, player-segmentation]
duplicate_of: none
source_trust_level: A
confidence_score: 0.9
verification_status: applied
tags: [data, personalization, segmentation, ml, mobile-game]
raw_sources: []
last_reinforced: 2026-05-10
github_commit: pending
tech_stack:
language: python
framework: feature-store-ml
---
# Data-Driven Personalization
## 매 한 줄
> **"매 player 의 behavior data 로 매 content / offer / difficulty 의 individual tuning"**. 매 segment 단위 → 매 ML-driven individual 단위 의 매 evolution. 매 2026 standard 는 매 real-time feature store + 매 contextual bandit + 매 explainable rule overlay.
## 매 핵심
### 매 segmentation tier
- **Static segment**: 매 country, install_source.
- **Behavior segment**: 매 spender / dolphin / minnow / F2P.
- **Lifecycle**: 매 new / engaged / churning / churned.
- **ML cluster**: 매 k-means / autoencoder embedding.
### 매 personalization surface
- **Offer pricing**: 매 player-specific bundle.
- **Difficulty**: 매 adaptive level.
- **Content order**: 매 onboarding sequence.
- **Push timing**: 매 individual best-time.
### 매 응용
1. 매 LTV uplift (매 10-30%).
2. 매 retention curve flattening.
3. 매 cohort-specific event design.
## 💻 패턴
### Player feature vector
```python
from dataclasses import dataclass
from typing import Literal
@dataclass
class PlayerFeatures:
days_since_install: int
sessions_7d: int
sessions_30d: int
spend_total: float
spend_30d: float
last_spend_days: int
avg_session_min: float
progression_level: int
cohort: Literal["new", "engaged", "churning", "churned"]
country: str
def derive_cohort(p: PlayerFeatures) -> str:
if p.days_since_install < 7: return "new"
if p.sessions_7d == 0: return "churned"
if p.sessions_7d < p.sessions_30d / 8: return "churning"
return "engaged"
```
### Contextual bandit (offer selection)
```python
import numpy as np
class LinUCB:
def __init__(self, n_arms: int, n_features: int, alpha: float = 1.0):
self.A = [np.eye(n_features) for _ in range(n_arms)]
self.b = [np.zeros(n_features) for _ in range(n_arms)]
self.alpha = alpha
def select(self, x: np.ndarray) -> int:
scores = []
for a in range(len(self.A)):
A_inv = np.linalg.inv(self.A[a])
theta = A_inv @ self.b[a]
ucb = theta @ x + self.alpha * np.sqrt(x @ A_inv @ x)
scores.append(ucb)
return int(np.argmax(scores))
def update(self, arm: int, x: np.ndarray, reward: float):
self.A[arm] += np.outer(x, x)
self.b[arm] += reward * x
```
### Adaptive difficulty (player skill estimate)
```python
def estimate_skill(recent_attempts: list[dict]) -> float:
"""recent_attempts: [{success: bool, level_difficulty: float}]"""
if not recent_attempts: return 0.5
total_w = sum(0.9 ** i for i in range(len(recent_attempts)))
skill = sum(
(a["level_difficulty"] if a["success"] else a["level_difficulty"] - 0.2)
* (0.9 ** i)
for i, a in enumerate(recent_attempts)
) / total_w
return max(0.0, min(1.0, skill))
def next_difficulty(skill: float, target_winrate: float = 0.65) -> float:
# Want challenge slightly above skill
return skill + (1 - target_winrate) * 0.3
```
### Real-time feature store query
```python
from datetime import datetime
class FeatureStore:
def __init__(self, redis_client, warehouse_client):
self.redis = redis_client
self.warehouse = warehouse_client
async def get_player_features(self, player_id: str) -> PlayerFeatures:
# Hot features from Redis
hot = await self.redis.hgetall(f"player:{player_id}:hot")
# Cold features from warehouse (cached)
cold = await self.warehouse.query(
f"SELECT * FROM player_cold WHERE id = '{player_id}'"
)
return PlayerFeatures(**{**cold, **hot})
```
### Explainable overlay (rule + ML)
```python
def select_offer_with_guardrails(p: PlayerFeatures, ml_pick: int, offers: list) -> int:
# Guardrails override ML
if p.spend_total == 0 and offers[ml_pick].price > 9.99:
return offers.index(STARTER_PACK_499) # never expensive to non-spenders
if p.cohort == "churning":
return offers.index(WIN_BACK_OFFER)
if p.country in HIGH_RISK_COUNTRIES and offers[ml_pick].price > 4.99:
return offers.index(LOW_PRICE_DEFAULT)
return ml_pick
```
## 매 결정 기준
| 상황 | Approach |
|---|---|
| 매 small data | Static segment + rules |
| 매 medium data | Behavior segment + A/B |
| 매 large data | ML cluster + contextual bandit |
| 매 regulated market | Rule guardrails 의 mandatory |
**기본값**: 매 segment + bandit + 매 rule guardrails 의 layered.
## 🔗 Graph
- 부모: [[Live-Ops]]
- 변형: [[Dynamic Offers]] · [[Adaptive-Difficulty]]
- 응용: [[Game_Monetization_Strategy]] · [[Capybara GO!]]
- Adjacent: [[CPI (Cost Per Install)]] · [[Gacha Mechanics Analysis]]
## 🤖 LLM 활용
**언제**: 매 segmentation design, bandit setup, feature engineering.
**언제 X**: 매 cold-start product — 매 data 부족.
## ❌ 안티패턴
- **Predatory targeting**: 매 vulnerable player 의 매 high-spend offer.
- **Black-box only**: 매 explainability 없음 → 매 regulator + designer 둘 다 lost.
- **Stale features**: 매 hourly batch → 매 real-time signal miss.
- **Over-segmentation**: 매 sample size 부족.
## 🧪 검증 / 중복
- Verified (Unity LiveOps 2025 report, GameAnalytics Personalization Whitepaper).
- 신뢰도 A.
## 🕓 Changelog
| 날짜 | 변경 |
|---|---|
| 2026-05-08 | Phase 1 |
| 2026-05-10 | Manual cleanup — data-driven personalization with bandit + guardrails. |