Dynamic Pricing in Mobile Games

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© 2015. Company Confidential and Not for Redistribution. [email protected] 07/22/15 1 Dynamic Pricing In Mobile Games July 22, 2015

Transcript of Dynamic Pricing in Mobile Games

© 2015. Company Confidential and Not for Redistribution. [email protected] 07/22/15 1

Dynamic Pricing In Mobile Games

July 22, 2015

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About Me

• CEO and Founder, Scientific Revenue

• Previously CTO / SVP Product for Live Gamer (Payments Aggregator focused on F2P Gaming )

• Long history in data and artificial intelligence

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The Last AI Conference I Spoke At ….

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About Scientific Revenue

Scientific Revenue provides a dynamic price management solution for mobile games that boosts in-app purchase revenue. We match the right prices with the right players at the right times, to keep players engaged, increase conversion, and grow profits for game publishers.

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What Heather Said

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Earlier Today ….

• The heavy lifting going on around knowing what players are doing has to do with prediction and classification

• Classic territory

• Systems today are more strongly on detection and diagnosis, not action side

• We’re starting to get solid predictive analytics

• Scientific Revenue is about a control framework

• Well, that and some pretty nice machine learning.

• This talk is mainly about control frameworks.

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What is a Price

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An Offer To Sell a Good or Service for “Real Money”

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An Offer To Sell a Good or Service for “Real Money”

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Lots of Decisions

Different:

• Prices• Coin amounts• (volume discounts)• Framing text and cues• Default selection• Different bonus types

Same:

• Call to action

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These are Also “Pricing Decisions”

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Not Just “How Much for How Much”

• Pricing decisions are also

• What additional inducements do you offer?

• When do you make the offer?

• What channels you make the offer in?

• What messages accompany the offer?

• How long the user has to act on the offer?

• ….

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The Problem

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Increase LTR (“R” = “Revenue”)

• Pricing optimization is a tool to revenue maximization

• Without causing adverse reactions

• NOT Looking at things at the “individual transaction level”

• For games with very high churn and very short retention times, these approaches overlap

• But if you’re keeping your users around and hoping for more revenue later (second purchases, advertising, …) then there are other aspects to consider

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LTR

• 20% of all purchases occurred on day 1• All spending was done by day 40• 27% of all first purchases occur on day 1• 80% of all first purchases occur in week 1• 49% of purchasers bought a second time• Half of all purchases occurred in week 1• Second purchases were the same size as first

purchases

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The Settled Science isn’t Very Useful

• Classical Economics involves pricing to the demand curve (and, maybe, estimating demand curves using multi-armed bandits)

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Reality is Actually …. Kind of Unsettled

• Training effects?• Framing Effects?• Volume discounts? • Churn Impacts?• Community Impact?• Moral Hazard?

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Moral Hazard

This is absolutely disgusting. I'll be sure to tell everyone

about this creepy, exploitive tracking of players.

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Our Predecessors Made Many Simplifying Assumptions ….

• Non-negotiated pricing• Flexible return policy• Segmentable market demand• Highly competitive markets / little or no vendor

loyalty• Publically available ratecards

• Pre-existing anchoring on pricing and rates• Infrequent, large-dollar amount purchases• Customers return months or years later

• Low variable costs• Fixed capacity• Inventory can be changed from one product to

another• Perishable inventory

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The Architecture

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In Block Form

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Three Distinct Requirements

• Data Collection

• This isn’t an algorithm problem. It’s a modeling and feature problem and it requires a well designed data set informed by the machine learning goals

• Control Framework

• The point is to change prices. By itself, that’s actually pretty hard to do (in the “lot of code” sense)

• Asynchronous Evaluation Framework

• Most of our model building and training is done asynchronously

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Evaluation Framework: Global Cycle

Calibrate

Measure

Diagnose

Propose

Promote Test

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Evaluation Framework: Calibration

• Solving “Cold Start”

• Have a canned set of 70+ segments (that are “known” to exhibit pricing and behavioral differences).

• Have a predefined set of 250+ additional features

• Have a diagnostic framework that can exhaustively measure a large number of metrics and which can evaluate features for predictive power

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Example: Part of Day / Day of Week

• Left: Number of new users by date and hour, lighter = more

• Right: Number of purchasers by date and hour, lighter = more

• People who join at noon are 4 times more likely to spend than people who join at 5 AM (in this game)

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Evaluation Framework: Calibration

• Run for three weeks to train the models against the initial segments and get baseline performance data

• Compare the initial segments to each other to get an idea of variation and benchmark good performance

• Spot “underperformers” and “overperformers”

• Automated diagnostics to explore reasons why

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Directional Metrics

• Traditional KPIs can indicate issues, but don’t help much with action

• ARPU dropping? What is the automated, or partially automated, outcome?

• Part of the power of our approach comes from putting features against finer-grained behavioral metrics

• And then automating the sifting

• Example:

• Purchase Index• Default Acceptance Ratio• Upsell %• Downsell %

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Evaluation Framework: Segmentation

• Predictive Analytics

• Churn Prediction, Likely To Purchase, Potential Whale, …

• Custom Models

• Disposable Income, Affluence, Gamerness, Mobile Native Ness, …

• “Possibly Important” Features

• Lots of these

• Propose Segments and Pricing Policies

• Based on important features, create segments and compare

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Evaluation Framework: User Lifecycle

(start) JoinInitial Profile

Baseline Modeling

Baseline Prediction

Observe Adjust

Initial Pricing Set

Reprice

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Dealing With Intuitive Ideas

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Intuitive Physics

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Intuitive Economics

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What is Stickershock

A feeling of surprise and disappointment caused by learning that something you want to buy is very expensive.

Astonishment and dismay experienced on being informed of a product’s unexpectedly high price.

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Formalizing Stickershock

Before:

• D0 to D3 timeframe• A user visits a payment wall (or purchase opportunity) early in their lifecycle (and unusually

early)• We have other signals that they are likely to buy (usually behavior-oriented)

During:

• They don’t buy• They abandon relatively quickly

After:

• They don’t come back to the payment wall• They either grind or leave the game entirely

Supporting Evidence:

• Low affluence signals

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Options for Dealing with Stickershock

• Give out more currency early

• Initial Framing Offer

• Targeted Intervention

• Reorder baseline prices and reset default

• Different set of Baseline Prices

• Different set of Baseline Prices with windowing