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Topic_Agent/Topic_Blog/Topics/Topics_Biz/Topics_Meeting/Topics_Rag의 마크다운 지식 문서를 Topic_General/Topic_Programming/Topic_Graphic/Topic_Business 4개 카테고리로 재분류. - 중복 제거: frontmatter의 status:duplicate/merged + duplicate_of/redirect_to 필드로 자기 자신을 중복으로 선언한 리다이렉트 stub 1032개 제거, 완전 동일 내용 파일 472개 제거, 동일 파일명·다른 내용 충돌 시 더 큰(완전한) 버전만 유지(162개 제거) — 총 1639개 중복 제거. - 분류: 폴더 단위로 명확한 항목(AI_and_ML/Coding/Architecture 등 → Programming, Comfyui/Visual_Effects → Graphic, Topics_Biz/Topics_Meeting/사업 등 → Business, Poetic_Blog_Writing/창의성/Game_Design 등 → General)은 폴더 우선순위로, 나머지 혼재 폴더(Topic_Agent/Topic_Blog/Topics 루트/Thinking & Reasoning/Other/UI_UX_Assets)는 title/tags 키워드 스코어링으로 파일 단위 분류(불명확한 경우 General로 폴백). 원본 폴더명은 "From_*" 서브폴더로 보존해 추적 가능성 유지. - 최종 배치: Programming 2784 / General 1608 / Graphic 285 / Business 249 = 4926개 문서. - 에이전트 운영 상태(.astra/.agent/.obsidian/sessions/memory/_company/docs/lessons/_shared/src)는 지식 콘텐츠가 아니므로 재분류 대상에서 제외하고 원위치 유지. - Topics/Topic_email(상위 보호 폴더 Topic_email과 파일명 100% 중복) 삭제 — 보호 폴더 자체는 미변경. - 완전히 비게 된 Topic_Agent/Topic_Blog/Topics_Biz/Topics_Rag 폴더 제거.
6.5 KiB
6.5 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-맞춤형-팩-personalized-packs | 맞춤형 팩 (Personalized Packs) | 10_Wiki/Topics | verified | self |
|
none | A | 0.9 | applied |
|
2026-05-10 | pending |
|
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
- Monopoly Go: 매 dice + sticker pack 동적 가격.
- Royal Match: 매 stuck-level relief bundle.
- Marvel Snap: 매 collection-gap-aware bundle (spotlight key).
- Genshin Impact: 매 character-specific weapon + materials bundle pre-banner.
💻 패턴
Contextual Bandit Offer Selection
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
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
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
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
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
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: Personalization
- 변형: Staircase_Monetization_Model · Gacha
🤖 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 |