How AI personalizes missions and tournament challenges
1) Why personalize
AI-personalization of missions and tournament tasks:- increases relevance (missions "in good shape," without a boring grind);
- reduces frustration (difficulty and duration for the player's profile);
- improves retention and engagement (visible progress, understandable goals);
- protects the economy (controlled award issuance and honesty of conditions).
The key: a balance of personalization and fairness - individual goals should not give mathematical advantage in games.
2) Data signals (model inputs)
Behavioral: slot genres/providers, average rate, spin pace, session length, time of day, entrance frequency.
Progress: levels/XP, completion of past missions, success/failure in tournaments, streak 'and.
Financial: deposits/withdrawals (aggregated, no sensitive details), sensitivity to bonuses.
Social: participation in chats/events, clips/replays, community reactions (if any).
Context: device, input channel, geo-restrictions on content/providers.
RG signals: time/deposit limits, tendency to long sessions - to reduce complexity and soft pauses.
3) Model stack
1. Clustering (unsupervised)
K-Means/DBSCAN/HDBSCAN → behavioral segments: "sprinter," "collector," "tournament starter," "brand-lay to providers."
Usage: select the basic "frame" of missions for the segment.
2. Propensity scoring (supervised)
Goal: Probability to complete X mission in T window, probability to participate/finish in tournament.
Models: Gradient Boosting (GBDT), logistic regression, tabular Transformers.
3. Contextual bandits
Purpose: online selection of mission type and complexity under context with exploration/exploitation control.
Methods: LinUCB/Thompson Sampling.
4. RL/Policy Learning (optional)
Goal: Optimize mission/task sequences (chains) to hold the player without overheating.
Restrictions: strict safety restrictions (see § 7).
4) Pipeline data and solution in sales
Collection of events: event bus (Kafka/Redpanda), schemes: spin, session_start/end, mission_progress, tournament_result.
Fichering: 1h/24h/7d frames; aggregates (median rate, pace variance, variety of providers).
Fitting/updating models: offline once every 1-7 days; online scoring at each session + partial additional training of the bandit.
Issuance restrictions: honesty policy (rate-limits, award caps, RG-restrictions).
Decision logging: who/when/which policy option is shown, chance, expected complexity, actual outcome.
5) Mission generator (decision logic)
1. Segment: cluster → basic mission basket (genres, duration).
2. Compliance filters: providers, geo, RG restrictions (including daily time limits).
3. Propensity scoring: ranking candidates by probability of completion and expected value (EV Retensna).
4. Contextual bandit: selection of 1-2 best candidates with the ε -exploration.
5. Difficulty tuning: adapting targets (number of spins/bet/time) to a peripheral window (e.g. weeknight/weekend).
6. Emission Cap: Seasonal Token/Cosmetics Budget Check.
7. A meaningful alternative: offer 1 spare mission ("change" button once every X hours).
6) Personalization of tournament tasks
The choice of league/division by MMR and history is independent of VIP (see the previous article).
Individual micro-goals within the tournament: "play 3 providers," "keep the pace ≤N spins/min," "badge for the top X%" - twist on propensities.
Flexible participation windows: time slots when the player is more often online; AI recommends a screening session.
Award tracks by profile: cosmetics and tokens taking into account rarities, but without increasing RTP/property.
7) AI Integrity Rules, Responsibilities and Limitations
Safety constraints: maximum N personal missions per day; prohibition of increasing complexity at RG fatigue signals.
Transparency: "How missions are selected" screen: segments, context, protection against failures (pity timers), caps of awards.
Fairness: same awards ceiling for everyone; personalization changes the path rather than the resulting value.
Responsible Gaming: soft pauses, "rest" recommendations, daily limits - built into policies.
Privacy: aggregates only; no PII in model features beyond the regulatory minimum.
8) Anti-abuse and anti-gaming
Detection of uniform cycles: repetitions with high frequency of mission → require variability (provider/bet/time).
Pace cap: no more than X missions/day, cooldown between "fast" tasks.
Difficulty-Guards: Lower/Upper Limits; sharp jumps are prohibited.
Tournament Collusions: Network/Behavioral Signatures, Random KYC Checks in Master Leagues.
Log audit: explainability of decisions (reason codes: segment, propensities, bandit-arm).
9) Success metrics
Uplift D7/D30 in personalized versus basic.
Mission Completion Rate and Median Time-to-Complete (TTC).
Stickiness (DAU/MAU), Avg Session Length (with RG guards).
Gini distribution of rewards (evenness with similar efforts).
Complaint Rate by "injustice" and Mute/Opt-out Rate personalization.
Prize ROI/Emission to GGR - Sustainability of the Promotional Economy.
Exploration Cost bandit and Regret - to set up ε/Thompson Sampling.
10) A/B patterns to run
1. Mission types: provider-specific vs genre.
2. Mission length: short (≤15 min) vs medium (30-40 min).
3. Pity timers: hard vs soft at the same p₀.
4. Bandit algorithm: LinUCB vs Thompson; different ε.
5. Change of mission: access 1/day vs 2/day.
6. Tournament micro-goals: one vs two parallel.
11) Templates (JSON) missions and tournament tasks
Mission (personalized):json
{
"mission_id": "m. s3. var. playtime. diverse. 001," "title": "Open three worlds," "segment_hint": "collector," "difficulty": "medium," "requirements": [
{"type":"provider_diversity","providers":3,"window_min":30}, {"type":"bet_range","min":0. 2,"max":1. 0}
], "pity": {"soft_delta":0. 02,"cap":0. 4,"hard_after_attempts":30}, "rewards": {"tokens": 12, "cosmetic_drop": {"rarity":"Rare","p":0. 12}}, "caps": {"daily_user_missions": 3, "economy_token_cap": 150}
}
Tournament micro-goal:
json
{
"task_id": "t. s3. qualifier. pacing. tempo", "context": {"league":"Gold","time_slot":"evening"}, "goal": {"type":"pace_control","max_spins_per_min":45,"duration_min":20}, "vip_neutral": true, "rewards": {"season_points": 120}, "fairness": {"max_value_equivalence": true}
}
12) Production pseudocode (contextual bandit)
python context: segment, time, device, recent TTC, RG flags context = build_context (user_id)
candidates = fetch_candidate_missions(segment=context. segment)
candidates = compliance_filter(candidates, context. geo, context. rg)
scored = [(m, propensity_score(m, context)) for m in candidates]
topK = top_by_score(scored, k=5)
the bandit chooses the "hand" (arm)
chosen = contextual_bandit. choose_arm(topK, context)
let's tune the complexity + check the emission budget personalized = adjust_difficulty (chosen, context)
if not economy_budget_ok(personalized):
personalized = degrade_reward(personalized)
log_decision(user_id, context, personalized)
deliver(personalized)
13) UX patterns
Transparency: "Matched to your style: 30-40 min, 3 providers, victory - a rare cosmetic drop."
Control: button "Change mission" (cooldown), toggle switch "disable personalization."
Smoothness: difficulty indicators, time score, progress bar with TTC forecast.
Quiet VFX: Short Animations of Success; feedback to failure - + fragments/pity progress.
14) Release plan
1. MVP (3-5 weeks): clustering + propensities for missions; static tournament problems; emission caps; transparency screen.
2. v0. 9: contextual thug; mission change; micro-goals in tournaments; full RG Guards.
3. v1. 0: RL mission chains; social goals; visual collections; "honesty" reports and log audits.
4. Next: seasonal template rotation, retro cosmetics comebacks, cross-promos with providers.
15) Pre-start checklist
- Personalization does not affect RTP/math advantage.
- Emission caps and daily mission limits.
- Pity timers and deterministic milestones are set up.
- How it Works screen + reason codes.
- RG policies: pauses, limits, "disable personalization" option.
- Anti-abuse: variability of requirements, pace cap, log audit of decisions.
- Plan A/B and a list of target KPIs with success thresholds.
AI personalization is not "more difficult," but smarter: missions and tournament tasks adapt to the player's style, but remain honest and safe, emissions are in the budget, and the rules are transparent. Clustering + propensities provide the basis, contextual bandits optimize the display, RL improves the chains - and all this works only with clear constraints, RG guards and intelligible communication "how exactly we select targets."