Fighting Game · Guides & deep dives

V2 Player Segmentation

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Phase 72.5.2.12 adds @v2/player-segmentation, the player segmentation surface for spend tiers, Bartle-style motivation segments, and operator-defined custom segments.

The service composes @iris/analytics metric identifiers through buildV2PlayerSegmentationSurface. It accepts hashed-account gameplay, spend, progression, exploration, social, and PvP telemetry, then assigns each account to:

  • spend tiers: whale, dolphin, minnow, or non_spender
  • motivation segments: explorer, achiever, socializer, or killer
  • optional custom rule segments based on aggregate feature thresholds

Raw account IDs are not accepted or emitted.

Policy#

  • Policy ID: v2-player-segmentation-v1
  • Source library: @iris/analytics
  • Segment families: spend tiers, motivation segments, custom segments
  • Privacy: account-level joins use accountIdHash; raw account IDs are never exposed
  • Custom segments: rule-based, numeric aggregate features only

Output#

The surface emits:

  • per-account segment assignments with confidence and feature evidence
  • spend-tier counts and shares
  • motivation-segment counts and shares
  • custom-segment counts and shares
  • chart-ready copies of each segment distribution

Gates#

check-v2-player-segmentation.py validates the contract, service package, source tokens, tests, docs, workflow wiring, Horde gates, and the Phase 72 checklist item. Required gates are player-segmentation-service-present, player-segmentation-spend-tiers, player-segmentation-motivation-segments, player-segmentation-custom-segments, and player-segmentation-ci-wired.

Targeted verification:

bash
pnpm --filter @v2/player-segmentation run typecheck
pnpm --filter @v2/player-segmentation run test
python V2/ue/Tools/check-v2-player-segmentation.py