Adaptive offers for LiveOps teams
Find the offer opportunities your current setup misses
SimMind turns gameplay context into offer strategies and recommends updates as players’ needs change.
Your offer logic needs gameplay context.
Connect player signals to game rules, available actions, and changing needs.
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Unrecognized needs. Missed opportunities.
A failed level tells you what happened. Remaining objectives and available resources reveal where an offer could help.
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Changed situations. Outdated offers.
A new reward or completed goal can remove the reason for an offer. The strategy needs to reflect that change.
Understand the situation.Keep the strategy relevant.
Adaptive offers need a model of what the player can do next—and when the reasons behind an offer no longer hold.
Product preview
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Player evidence
Three failures. What’s stopping progress?
- Recent attempts
- Failed Level 47 ×3
- Last two attempts
- One target left, no moves remaining
- Available boosters
- None
Behavior alone doesn’t explain the need.
Repeated failure is a signal. The remaining objective, available moves, and game rules explain what it means.
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Situation model
Extra moves may help finish the level.
- Goal
- Clear Level 47
- Constraint
- No moves left
- Game rule
- Extra moves continue the current board
- Unknown
- Whether extra moves will be enough
Match the offer to a current player need.
Connect the offer to a specific gameplay option. Keep uncertainty visible when the evidence is incomplete.
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Strategy to test
Test an extra-moves offer.
- When
- A failed attempt ends near completion
- Why
- Continue the board instead of restarting
- Reassess
- Level cleared, boosters gained, or repeated offer declines
For your review
When the situation changes, revisit the strategy.
New resources, completed goals, and player responses can change whether the original offer still makes sense.
Keep offers relevant as players change.
Find missed opportunities, explain why an offer fits, and revise the strategy when that reason no longer holds.
Your team sets the goals, limits, and approvals.
Continuous reassessment
Team goals · constraints · approval · economy rules
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01
Player situation
What the player is trying to do, and what is in the way.
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02
Find opportunity
Where could an offer actually help right now?
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03
Propose strategy
Propose when to offer, why it fits, and when to stop.
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04
Apply constraints
Frequency, eligibility, economy rules and approval.
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05
Act / recommend
Hand the proposal to your team, or act inside agreed limits.
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06
Observe outcome
What happened after the decision — including nothing.
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07
Reassess
Check whether changing player needs call for keeping, revising, or stopping the strategy.
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Does the original reason still hold?
If it doesn’t, the situation is read again and the strategy changes with it.
Evidence Every decision carries the observations it rests on, so it can be inspected and questioned.
Same signal. Different decisions.
SimMind connects player goals, resources, and game rules to explain when an offer is relevant.
Observed data
Facts from telemetry
- Level
- Inventory
- Spend
- Activity
- Resources
- Recent events
Player situation
What these facts mean for the next decision.
- Goal
- What is the player trying to accomplish?
- Obstacle
- What is preventing progress?
- Available means
- What can the player actually do right now?
- Game rules
- Which actions and resources matter here?
- Recent choices
- What has the player already tried?
- Evidence & unknowns
- What do we know, what are we inferring, what is still missing?
- 01 Player data
- 02 Situation model
- 03 Decision
Same observed signal
Failed Level 47 × 3
Game rule Only hammers remove armor.
Situation A
- Goal
- Finish the level
- Blocker
- Armored tile
- Boosters
- 4 color bombs
Consider a hammer offer
Situation B
- Goal
- Finish the level
- Blocker
- Armored tile
- Boosters
- 4 hammers
Use existing hammers first
Toward Adaptive Games
Game decisions · Player responses · Adaptive experiences
Offers first. Toward adaptive games.
We start with offers and explore how the same decision layer could adapt hints, difficulty, progression, and NPC behavior.
Player situation
Shared decision layer
- Offers Starting point
- Hints
- Difficulty
- Progression
- NPC behavior