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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>
5.8 KiB
5.8 KiB
id, title, category, status, canonical_id, aliases, duplicate_of, source_trust_level, confidence_score, verification_status, tags, raw_sources, last_reinforced, github_commit, tech_stack
| id | title | category | status | canonical_id | aliases | duplicate_of | source_trust_level | confidence_score | verification_status | tags | raw_sources | last_reinforced | github_commit | tech_stack | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| wiki-2026-0508-data-driven-personalization | Data-Driven Personalization | 10_Wiki/Topics | verified | self |
|
none | A | 0.9 | applied |
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2026-05-10 | pending |
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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
- 매 LTV uplift (매 10-30%).
- 매 retention curve flattening.
- 매 cohort-specific event design.
💻 패턴
Player feature vector
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)
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)
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
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)
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: LiveOps
- 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. |