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Tweaking Randomness
in Social Casino
Juan Gabriel Gomila Salas
Business Intelligence Consultant
CEO at frogames.es
/joanby @Joan_Byhttp://juangabrielgomila.com
Outline of the talk
A little bit about me
The problem
The first idea
The improved solution: Slot Machines
And does it work?
A little bit about me
A little about me
HL +Master Degree in
Mathematics (2006-2011)
Data Scientist & Game
Designer at PlaySpace from
2012-2015
Developing 40+ apps & games
at frogames.es
Teaching Mathematics at UIB, DB
& Game Design at EDIB and
online instructor at Udemy
The problem
High
Acquisition
Costs
Users cost now up to 5 times
than before (1-5$)
Marketing teams need to
optimize their budget
Need to retain
new players
With these costs, players need
to be well retained to reach
CPI < LTV
New players distribution
tends to look like this
but we’d like to see something like that
A little story
Back in 2012, when I was Data Scientist at PlaySpace, we were
analyzing ARM problems in their video games.
A little story
At Playspace, we were looking for ways to improve their
best games: Ludo & Bingo
A little story
And we indeed discovered one big fact
PEOPLE DON’T
WANT TO LOSE
People don’t want to lose
New players who won their first match:
Came back to the game up to 3 times more
Were retained more time than the rest
Payed later but more often and with higher ARPPU
A little story
On the other hand, people started paying as soon as
they ran out of coins
A little story
And kept paying each time they weren’t able to start a
new game
A little story
So we found the second big fact
WE NEEDED TO MAKE PEOPLE
LOSE THEIR VIRTUAL GOODS
We want
to win
We want
you to lose
How to combine them both?
People want to win
We need to make them lose
How can this be fit together in a multiplayer real time
environment?
The first approach
Segmentation
We segmented our DB depending on different
parameters to classify people int0 different groups
High
rollers
25%
Fighters
30%
Losers
45%
Segmentation
Our machine learning had, among other data:
Win Ration
RTP
Time between games
Games per week
Time to 1st payment
Number of shares
Number of friends
The ideal world
Once people are classified, the idea is to move them
from the borders of the distribution to the middle:
High
rollers
-
Fighters
100%
Losers
-
The real world
But things are never perfect:
losers vs losers make the loser even more loser
losers with little games go to high rollers with 1 win
But we’re able to normalize our players distribution
High
rollers
-
Fighters
100%
Losers
-
High
rollers
10%
Fighters
80%
Losers
10%
There is a spot for new
players
Of course, new players are initially
marked as losers by the algorithm.
The longer they play for, the better
set up they become.
This keeps going on until we have a
normal distribution.
So,
how can we do it?
On dice games
p(X=x) = 1/n
where x in {1,2,…n}
and n = #faces of the dice
On dice games
For losers, if they need a x
to make a good move, we
tweak uniform distribution:
p(X=x) = 2/n
On dice games
For high rollers, if they need
a x to make a good move, we
tweak uniform distribution:
p(X=x) = 1/2n
On card
games
p(X=x) = 1/n
where x in the set
of available cards
and n = #cards
On card
games
Let S be any subset of
suitable cards for the next
move from all the
remaining ones of X
On card
games
For losers, if they need a
s€S, we make this subset
bigger:
p(X=s) = 2/n
On card
games
For high rollers, if they
need a s€S, we make this
subset smaller:
p(X=s) = 1/2n
Conclusion
As Sir Francis Galton said on 1870,
It all regresses to the mean
Losers improve their winning ration and thus their
experience,
High rollers find the challenges they need to keep
themselves on the wave.
The improved solution:
Slot Machines
What about Slots Machines?
Let S = set of normal symbols of the slot machine,
Let W = WILD, S = SCATTER and B = BONUS.
Let M and N be the number of rows and reels of the
slot machine
What about Slots Machines?
For every s in S, lets define:
- w(si) = the weight of s on i-th reel
- x(si) = the reward of i equals s symbols (aka paytable)
- wi = the total weight of i-th reel
This time is not so easy
p(x(si)) = β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”-
w(s1)*(w(s2)+w(W2))… (w(si)+ w(Wi))
w1*w2*…*wi
For s in S, the chances of having exactly i
s symbols on a paying line is
So, what can we do to
improve our chances?
I’m sure you thought about
that!
We double the weight of the wild symbol w(Wi), so
now we have
w(s1)*(w(s2)+2w(W2))… (w(si)+ 2w(Wi))
w1*(w2+w(W2))…*(wi+w(Wi))
p(x(si)) = β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”-
I’m sure you thought about
that!
We half the weight of the wild symbol w(Wi), so now
we have
w(s1)*(w(s2)+w(W2)/2)… (w(si)+ w(Wi)/2)
w1*(w2+w(W2))…*(wi+w(Wi))
p(x(si)) = β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”-
Is the denominator a
problem?
Not really…
w(Wi) << wi β€”β€”> wi+w(Wi)~wi
w(Wi) ~ w(si) β€”β€”> w(si)+2w(Wi) increases
This means the chances of getting that
combination on a pay line increases exponentially!
Are there other options?
For sure, we can simply:
Double the weight of the Scatter (really increases
wins due to its nature!)
Double the weight of the Bonus to engage the user
Randomly put on scene sticky or stacked Wilds
And now we can make a
web of slot machines
High
rollers
-
Fighters
100%
Losers
-
High
RTP
>100%
Normal
RTP+Hit
95.5%
Low RTP
<80%
Low Scatter
Hit Rate
<2%
Low Bonus
Hit Rate
<1%
High
Scatter Hit Rate
>5%
High
Bonus Hit Rate
>3%
And does it work?
Well, see it for yourself!
Conclusions
Reduced outliers in our players distribution
Modeled behaviors to the mean
Made new users perform better (against other users!)
so we improved their retention and engagement
Experts are now challenged and they are now more
engaged (and probably well monetised!)
Improvements
Take it further to massive social casino games like a
bingo room or multiplayer social slots
Smooth the results with players that have little data
(it can go from loser to high roller in just one
game). Law of large number applies!
Not just play with doubles and halves! Tune the
algorithm with AB testing! Why not use sqrt(2)??
Who could use this model?
Any questions?
– Juan Gabriel Gomila Salas
Thanks for your time
/joanby
@Joan_By
Juan Gabriel Gomila
joanby
http://juangabrielgomila.com http://frogames.es
@frogames_sl
/froggames

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Slot Machines: Tweaking Randomness in Social Casino Games

  • 1. Tweaking Randomness in Social Casino Juan Gabriel Gomila Salas Business Intelligence Consultant CEO at frogames.es /joanby @Joan_Byhttp://juangabrielgomila.com
  • 2. Outline of the talk A little bit about me The problem The first idea The improved solution: Slot Machines And does it work?
  • 3. A little bit about me
  • 4. A little about me HL +Master Degree in Mathematics (2006-2011) Data Scientist & Game Designer at PlaySpace from 2012-2015 Developing 40+ apps & games at frogames.es Teaching Mathematics at UIB, DB & Game Design at EDIB and online instructor at Udemy
  • 6. High Acquisition Costs Users cost now up to 5 times than before (1-5$) Marketing teams need to optimize their budget
  • 7. Need to retain new players With these costs, players need to be well retained to reach CPI < LTV
  • 8. New players distribution tends to look like this
  • 9. but we’d like to see something like that
  • 10. A little story Back in 2012, when I was Data Scientist at PlaySpace, we were analyzing ARM problems in their video games.
  • 11. A little story At Playspace, we were looking for ways to improve their best games: Ludo & Bingo
  • 12. A little story And we indeed discovered one big fact
  • 14. People don’t want to lose New players who won their first match: Came back to the game up to 3 times more Were retained more time than the rest Payed later but more often and with higher ARPPU
  • 15. A little story On the other hand, people started paying as soon as they ran out of coins
  • 16. A little story And kept paying each time they weren’t able to start a new game
  • 17. A little story So we found the second big fact
  • 18. WE NEEDED TO MAKE PEOPLE LOSE THEIR VIRTUAL GOODS
  • 19. We want to win We want you to lose
  • 20. How to combine them both? People want to win We need to make them lose How can this be fit together in a multiplayer real time environment?
  • 22. Segmentation We segmented our DB depending on different parameters to classify people int0 different groups High rollers 25% Fighters 30% Losers 45%
  • 23. Segmentation Our machine learning had, among other data: Win Ration RTP Time between games Games per week Time to 1st payment Number of shares Number of friends
  • 24. The ideal world Once people are classified, the idea is to move them from the borders of the distribution to the middle: High rollers - Fighters 100% Losers -
  • 25. The real world But things are never perfect: losers vs losers make the loser even more loser losers with little games go to high rollers with 1 win But we’re able to normalize our players distribution High rollers - Fighters 100% Losers - High rollers 10% Fighters 80% Losers 10%
  • 26. There is a spot for new players Of course, new players are initially marked as losers by the algorithm. The longer they play for, the better set up they become. This keeps going on until we have a normal distribution.
  • 27. So, how can we do it?
  • 28. On dice games p(X=x) = 1/n where x in {1,2,…n} and n = #faces of the dice
  • 29. On dice games For losers, if they need a x to make a good move, we tweak uniform distribution: p(X=x) = 2/n
  • 30. On dice games For high rollers, if they need a x to make a good move, we tweak uniform distribution: p(X=x) = 1/2n
  • 31. On card games p(X=x) = 1/n where x in the set of available cards and n = #cards
  • 32. On card games Let S be any subset of suitable cards for the next move from all the remaining ones of X
  • 33. On card games For losers, if they need a s€S, we make this subset bigger: p(X=s) = 2/n
  • 34. On card games For high rollers, if they need a s€S, we make this subset smaller: p(X=s) = 1/2n
  • 35. Conclusion As Sir Francis Galton said on 1870, It all regresses to the mean Losers improve their winning ration and thus their experience, High rollers find the challenges they need to keep themselves on the wave.
  • 37.
  • 38.
  • 39.
  • 40. What about Slots Machines? Let S = set of normal symbols of the slot machine, Let W = WILD, S = SCATTER and B = BONUS. Let M and N be the number of rows and reels of the slot machine
  • 41. What about Slots Machines? For every s in S, lets define: - w(si) = the weight of s on i-th reel - x(si) = the reward of i equals s symbols (aka paytable) - wi = the total weight of i-th reel
  • 42. This time is not so easy p(x(si)) = β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”- w(s1)*(w(s2)+w(W2))… (w(si)+ w(Wi)) w1*w2*…*wi For s in S, the chances of having exactly i s symbols on a paying line is
  • 43. So, what can we do to improve our chances?
  • 44. I’m sure you thought about that! We double the weight of the wild symbol w(Wi), so now we have w(s1)*(w(s2)+2w(W2))… (w(si)+ 2w(Wi)) w1*(w2+w(W2))…*(wi+w(Wi)) p(x(si)) = β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”-
  • 45.
  • 46. I’m sure you thought about that! We half the weight of the wild symbol w(Wi), so now we have w(s1)*(w(s2)+w(W2)/2)… (w(si)+ w(Wi)/2) w1*(w2+w(W2))…*(wi+w(Wi)) p(x(si)) = β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”β€”-
  • 47. Is the denominator a problem? Not really… w(Wi) << wi β€”β€”> wi+w(Wi)~wi w(Wi) ~ w(si) β€”β€”> w(si)+2w(Wi) increases This means the chances of getting that combination on a pay line increases exponentially!
  • 48. Are there other options? For sure, we can simply: Double the weight of the Scatter (really increases wins due to its nature!) Double the weight of the Bonus to engage the user Randomly put on scene sticky or stacked Wilds
  • 49. And now we can make a web of slot machines High rollers - Fighters 100% Losers - High RTP >100% Normal RTP+Hit 95.5% Low RTP <80% Low Scatter Hit Rate <2% Low Bonus Hit Rate <1% High Scatter Hit Rate >5% High Bonus Hit Rate >3%
  • 50. And does it work? Well, see it for yourself!
  • 51.
  • 52.
  • 53. Conclusions Reduced outliers in our players distribution Modeled behaviors to the mean Made new users perform better (against other users!) so we improved their retention and engagement Experts are now challenged and they are now more engaged (and probably well monetised!)
  • 54. Improvements Take it further to massive social casino games like a bingo room or multiplayer social slots Smooth the results with players that have little data (it can go from loser to high roller in just one game). Law of large number applies! Not just play with doubles and halves! Tune the algorithm with AB testing! Why not use sqrt(2)??
  • 55. Who could use this model?
  • 56. Any questions? – Juan Gabriel Gomila Salas
  • 57. Thanks for your time /joanby @Joan_By Juan Gabriel Gomila joanby http://juangabrielgomila.com http://frogames.es @frogames_sl /froggames