d8a80f6272
이름만 다른(표기 변형) [[위키링크]]를 대상 문서의 canonical 제목으로 치환해 끊겼던 1,200개 링크를 연결. 제목/파일명 정규화 일치만 적용하고 별칭 매칭은 과병합 위험으로 제외(애매성 가드). 원본은 _link_reconcile_backup/ 에 백업. 도구: Datacollect/scripts/link_reconcile_apply.mjs Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
181 lines
5.8 KiB
Markdown
181 lines
5.8 KiB
Markdown
---
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id: wiki-2026-0508-data-driven-personalization
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title: Data-Driven Personalization
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category: 10_Wiki/Topics
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status: verified
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canonical_id: self
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aliases: [personalization, dynamic-personalization, player-segmentation]
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duplicate_of: none
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source_trust_level: A
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confidence_score: 0.9
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verification_status: applied
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tags: [data, personalization, segmentation, ml, mobile-game]
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raw_sources: []
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last_reinforced: 2026-05-10
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github_commit: pending
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tech_stack:
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language: python
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framework: feature-store-ml
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---
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# Data-Driven Personalization
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## 매 한 줄
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> **"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.
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## 매 핵심
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### 매 segmentation tier
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- **Static segment**: 매 country, install_source.
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- **Behavior segment**: 매 spender / dolphin / minnow / F2P.
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- **Lifecycle**: 매 new / engaged / churning / churned.
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- **ML cluster**: 매 k-means / autoencoder embedding.
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### 매 personalization surface
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- **Offer pricing**: 매 player-specific bundle.
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- **Difficulty**: 매 adaptive level.
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- **Content order**: 매 onboarding sequence.
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- **Push timing**: 매 individual best-time.
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### 매 응용
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1. 매 LTV uplift (매 10-30%).
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2. 매 retention curve flattening.
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3. 매 cohort-specific event design.
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## 💻 패턴
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### Player feature vector
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```python
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from dataclasses import dataclass
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from typing import Literal
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@dataclass
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class PlayerFeatures:
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days_since_install: int
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sessions_7d: int
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sessions_30d: int
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spend_total: float
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spend_30d: float
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last_spend_days: int
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avg_session_min: float
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progression_level: int
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cohort: Literal["new", "engaged", "churning", "churned"]
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country: str
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def derive_cohort(p: PlayerFeatures) -> str:
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if p.days_since_install < 7: return "new"
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if p.sessions_7d == 0: return "churned"
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if p.sessions_7d < p.sessions_30d / 8: return "churning"
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return "engaged"
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```
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### Contextual bandit (offer selection)
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```python
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import numpy as np
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class LinUCB:
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def __init__(self, n_arms: int, n_features: int, alpha: float = 1.0):
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self.A = [np.eye(n_features) for _ in range(n_arms)]
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self.b = [np.zeros(n_features) for _ in range(n_arms)]
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self.alpha = alpha
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def select(self, x: np.ndarray) -> int:
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scores = []
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for a in range(len(self.A)):
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A_inv = np.linalg.inv(self.A[a])
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theta = A_inv @ self.b[a]
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ucb = theta @ x + self.alpha * np.sqrt(x @ A_inv @ x)
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scores.append(ucb)
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return int(np.argmax(scores))
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def update(self, arm: int, x: np.ndarray, reward: float):
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self.A[arm] += np.outer(x, x)
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self.b[arm] += reward * x
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```
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### Adaptive difficulty (player skill estimate)
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```python
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def estimate_skill(recent_attempts: list[dict]) -> float:
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"""recent_attempts: [{success: bool, level_difficulty: float}]"""
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if not recent_attempts: return 0.5
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total_w = sum(0.9 ** i for i in range(len(recent_attempts)))
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skill = sum(
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(a["level_difficulty"] if a["success"] else a["level_difficulty"] - 0.2)
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* (0.9 ** i)
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for i, a in enumerate(recent_attempts)
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) / total_w
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return max(0.0, min(1.0, skill))
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def next_difficulty(skill: float, target_winrate: float = 0.65) -> float:
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# Want challenge slightly above skill
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return skill + (1 - target_winrate) * 0.3
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```
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### Real-time feature store query
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```python
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from datetime import datetime
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class FeatureStore:
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def __init__(self, redis_client, warehouse_client):
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self.redis = redis_client
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self.warehouse = warehouse_client
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async def get_player_features(self, player_id: str) -> PlayerFeatures:
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# Hot features from Redis
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hot = await self.redis.hgetall(f"player:{player_id}:hot")
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# Cold features from warehouse (cached)
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cold = await self.warehouse.query(
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f"SELECT * FROM player_cold WHERE id = '{player_id}'"
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)
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return PlayerFeatures(**{**cold, **hot})
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```
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### Explainable overlay (rule + ML)
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```python
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def select_offer_with_guardrails(p: PlayerFeatures, ml_pick: int, offers: list) -> int:
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# Guardrails override ML
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if p.spend_total == 0 and offers[ml_pick].price > 9.99:
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return offers.index(STARTER_PACK_499) # never expensive to non-spenders
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if p.cohort == "churning":
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return offers.index(WIN_BACK_OFFER)
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if p.country in HIGH_RISK_COUNTRIES and offers[ml_pick].price > 4.99:
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return offers.index(LOW_PRICE_DEFAULT)
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return ml_pick
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```
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## 매 결정 기준
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| 상황 | Approach |
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|---|---|
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| 매 small data | Static segment + rules |
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| 매 medium data | Behavior segment + A/B |
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| 매 large data | ML cluster + contextual bandit |
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| 매 regulated market | Rule guardrails 의 mandatory |
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**기본값**: 매 segment + bandit + 매 rule guardrails 의 layered.
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## 🔗 Graph
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- 부모: [[LiveOps]]
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- 변형: [[Dynamic Offers]] · [[Adaptive-Difficulty]]
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- 응용: [[Game_Monetization_Strategy]] · [[Capybara GO!]]
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- Adjacent: [[CPI (Cost Per Install)]] · [[Gacha Mechanics Analysis]]
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## 🤖 LLM 활용
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**언제**: 매 segmentation design, bandit setup, feature engineering.
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**언제 X**: 매 cold-start product — 매 data 부족.
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## ❌ 안티패턴
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- **Predatory targeting**: 매 vulnerable player 의 매 high-spend offer.
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- **Black-box only**: 매 explainability 없음 → 매 regulator + designer 둘 다 lost.
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- **Stale features**: 매 hourly batch → 매 real-time signal miss.
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- **Over-segmentation**: 매 sample size 부족.
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## 🧪 검증 / 중복
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- Verified (Unity LiveOps 2025 report, GameAnalytics Personalization Whitepaper).
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- 신뢰도 A.
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## 🕓 Changelog
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| 날짜 | 변경 |
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|---|---|
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| 2026-05-08 | Phase 1 |
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| 2026-05-10 | Manual cleanup — data-driven personalization with bandit + guardrails. |
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