What data should be sent for amazing AI results?
Game of Whales can learn and analyze the behavior of your players and then create special offers to increase the game’s KPI. These offers are AI (Artificial Intelligence) offers.
In order to make effective offers, the AI should receive some data about your players and their behavior.
Common properties
AI analyzes all your players and tries to unite them to different clusters by similar gameplay behavior. So it’s important to get data about the player’s game behavior. It can be data about how they play, achievements, using bonuses, finishing levels, etc.
But the data should not be unique player data (like in-game ID, name, age, etc.).
Game of Whales supports string-type, number-type and boolean properties about the player.
This data is provided via the “profiles” method in the SDK.
Purchases
The next type of data for the AI is purchases. AI needs data about the first legal in-app purchases of products from AI white list (if it was set on AI Settings form). Purchases by developer marked devices are not counted.
So it's important to check that the Android Bundle Identifier, Android Public License Key, iOS Bundle Identifier, App-Specific Shared Secret Key in the Game Setting page are set correctly.
Spendings and acquisitions
Game of Whales needs to get information about the player’s gaming activity. It means that GOW needs data about any of player’s spendings and acquisitions.
The data about purchases shows how the players spend money and which SKU’s they buy. But purchases don’t show what every SKU means for the game. So the game developer should send this data to Game of Whales by using converting method of SDK.
For example, the player bought “product_1” SKU which gives 10 coins. This information should be sent to Game of Whales by using the “converting” method: {product_1:-1, coin:10}.
The same method should be used to update Game of Whales when the player buys and spends some in-game resources. For example, the player exchanged 5 coins for one chest. The system should get : {coin:-5, chest:1}.
Another example: the player spent 5 coins to continue the game. Game of Whales should get: {coin:-5, continue:1} and so on.
The “converting” event should be sent as well when the player gets some resources as a reward for some actions. For example, he got 100 coins because he played 5 minutes. Game of Whales should get the following converting event : {gameTime: -5; coin:100}.
Thus, the system needs to receive information about all transactions for the exchange of one resource to another. Resources can be considered SKU’s, in-game resources (coins, chests, boosters, levels, lives, etc.), actions and so on.
Pay attention that every converting event should include at least one consumed resource and at least one acquired recourse. For example, good converting events are: {coin: -100; chest:1}, {product_1:-1; life:5: coin:100}. Incorrect events are: {chest:1}, {coin:-100}, {chest:-1; coin:-2}.
Note: it is not efficient for the AI to receive information about resources that the player gets unconditionally and spends within a short time. For example, a player always receives 50 steps for each game level is not useful for the AI.
The more information Game of Whales receives the better the system will work and will be more effective at increasing user LTV.
You can find more technical details about the methods to provide the data in the following implementation guides: