KR20180047520A - Method and apparatus for identifying user - Google Patents

Method and apparatus for identifying user Download PDF

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KR20180047520A
KR20180047520A KR1020160143666A KR20160143666A KR20180047520A KR 20180047520 A KR20180047520 A KR 20180047520A KR 1020160143666 A KR1020160143666 A KR 1020160143666A KR 20160143666 A KR20160143666 A KR 20160143666A KR 20180047520 A KR20180047520 A KR 20180047520A
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game
user
natural
value
information
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KR1020160143666A
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KR101893456B1 (en
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박우석
조윤정
이광용
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넷마블 주식회사
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Priority to KR1020160143666A priority Critical patent/KR101893456B1/en
Priority to TW106137065A priority patent/TW201826752A/en
Priority to PCT/KR2017/012112 priority patent/WO2018080271A1/en
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    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F13/00Video games, i.e. games using an electronically generated display having two or more dimensions
    • A63F13/70Game security or game management aspects
    • A63F13/79Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q30/00Commerce
    • G06Q30/02Marketing; Price estimation or determination; Fundraising
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q30/00Commerce
    • G06Q30/02Marketing; Price estimation or determination; Fundraising
    • G06Q30/0241Advertisements
    • G06Q30/0251Targeted advertisements
    • G06Q30/0255Targeted advertisements based on user history
    • GPHYSICS
    • G06COMPUTING; CALCULATING OR COUNTING
    • G06QINFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
    • G06Q30/00Commerce
    • G06Q30/02Marketing; Price estimation or determination; Fundraising
    • G06Q30/0241Advertisements
    • G06Q30/0251Targeted advertisements
    • G06Q30/0269Targeted advertisements based on user profile or attribute
    • G06Q30/0271Personalized advertisement
    • AHUMAN NECESSITIES
    • A63SPORTS; GAMES; AMUSEMENTS
    • A63FCARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
    • A63F2300/00Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
    • A63F2300/50Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
    • A63F2300/55Details of game data or player data management
    • A63F2300/5546Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history

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  • Engineering & Computer Science (AREA)
  • Business, Economics & Management (AREA)
  • Accounting & Taxation (AREA)
  • Development Economics (AREA)
  • Finance (AREA)
  • Strategic Management (AREA)
  • General Business, Economics & Management (AREA)
  • Multimedia (AREA)
  • Economics (AREA)
  • Marketing (AREA)
  • Physics & Mathematics (AREA)
  • Game Theory and Decision Science (AREA)
  • General Physics & Mathematics (AREA)
  • Theoretical Computer Science (AREA)
  • Entrepreneurship & Innovation (AREA)
  • Computer Security & Cryptography (AREA)
  • Management, Administration, Business Operations System, And Electronic Commerce (AREA)

Abstract

The present invention relates to an apparatus and a method for identifying users, and specifically relates to an apparatus and a method for identifying users in which an application or software user not requiring a log-in process can be identified. To this end, the apparatus for identifying users according to an embodiment of the present invention comprises: a log information collecting portion for receiving and storing certain period log information from an application that can be started without logging therein; a key value extracting portion for extracting key value sets composed of a plurality of key values mutually related to the collected log information; and a grouping portion for grouping sets having at least one identical key value in the sets as one group, and generating natural person data (D-1 natural person data) by giving a natural person ID with respect to the grouped set.

Description

BACKGROUND OF THE INVENTION 1. Field of the Invention [0001]

The present invention relates to a user identification apparatus and method, and more particularly, to a user identification apparatus and method capable of identifying an application or software user who can use an online service without logging in.

Many people are enjoying a variety of mobile services using mobile devices such as smartphones and tablet PCs.

As the size of the mobile service market grows and the competition among the companies becomes more intense, measures are being taken to prevent departure of service users and increase interest and loyalty of services.

In particular, mobile game companies are growing rapidly. In order to increase the interest of game users and increase the sustainability of games, mobile game companies introduce periodical or non-periodic game play secrets to game users, Offering a variety of promotions.

In the mobile game, unlike an online game (PC game), there is no procedure for entering a personal information such as a resident registration number, so that a game user is not present and only a game user is identified by a code generated when a game application is downloaded and installed have. As such, it is very difficult to accurately identify game users who can access mobile games on a variety of routes by identifying game users only with the code of the game application.

Therefore, there is a problem in that it is difficult to provide optimal game-related information and promotions in accordance with the needs or tendencies of game users who download and play various games.

This problem can occur not only in mobile games but also in all online services available without a subscription procedure.

Japanese Patent No. 5715100

SUMMARY OF THE INVENTION The present invention has been made to solve the above problems, and it is an object of the present invention to accurately identify an application or a software user who can use the service without a subscription process.

The present invention is for inferring that information obtained by playing a plurality of games using a plurality of mobile devices is actually one person's information.

Another object of the present invention is to provide a specialized service (game guide, promotion, marketing) for a specific game user by accurately identifying a game user who can play through various routes in a mobile game.

To this end, the user identification apparatus according to the embodiment of the present invention includes a log information collecting unit for receiving and storing log information for a predetermined period of time from an application that can start without logging in, (D-1 natural data) by assigning a natural ID to the grouped set and grouping at least one set having the same kits value into one group in the sets, And a grouping unit for generating the grouping unit.

A method for identifying a user in an application user identification device according to an embodiment of the present invention includes collecting log information (D-1 log information) for a predetermined period from an application that can start without login, The method of claim 1, further comprising the steps of: extracting key sets comprising a plurality of kits; grouping sets having at least one same kits value into a group in the sets; And generating data (D-1 natural data).

A method of identifying a user of a personalization information providing server for providing real-time personalization information to a user according to an embodiment of the present invention includes receiving log information from an application capable of starting without login, Extracting key set values, and inquiring a natural ID including a kit value included in the extracted set.

A system for providing real-time personalization information to a game user according to an embodiment of the present invention includes a user terminal that accesses a game server and transmits game log information in real time through an integrated service module included in the game application, The game log information is received from the integrated service module to generate a natural ID corresponding to an actual game user, and a game user plays a game using a plurality of user terminals, or a plurality of games And identifies the game user as a game user corresponding to the created natural ID even in a situation where the user plays the game.

In an embodiment of the present invention, a configuration using a device information of a user, channel interworking information, game play information, and the like is disclosed to deduce that information on a plurality of mobile games played without an additional subscription procedure is actually one person's information.

As described above, the user identification method according to the present invention has the effect of accurately identifying an application or a software user who can use an online service without logging in.

Especially, since it is possible to specify a game user who plays through various routes in a mobile game, it is possible to provide game related information optimized for a real game user, so that it is possible to increase the play convenience, sustainability and sales of the mobile game have.

According to the present invention, an integrated service module included in a game application is produced and distributed by a company or a publishing company that serves a plurality of games, not a game company, and a personalization information providing server that communicates with the integrated service module includes a game server A plurality of game service companies or publishing companies are operated so that a game company does not need to change a game application code and a company or a publishing company that provides a plurality of games analyzes game users in a plurality of games in real time And thus the campaign can be operated and managed in an integrated manner.

1 is a schematic configuration diagram of a system for providing real-time personalization information to a game user according to the present invention;
2 is an internal configuration diagram of a personalization information providing server according to the present invention;
3 is a flowchart illustrating a process of providing real-time personalization information in the personalization information providing server according to the present invention.
4 is an internal configuration diagram of a natural inference apparatus (user identification apparatus) in the personalization information providing server according to the present invention.
FIG. 5 is a flowchart illustrating a process of a natural inference apparatus according to the present invention. FIG.
6 is a flowchart illustrating a process of generating natural data according to the present invention.
FIG. 7 is a flowchart illustrating a mapping exception processing process according to the present invention; FIG.
FIG. 8 and FIG. 9 are views showing customized campaign information according to the present invention displayed on a screen of a user terminal.

Hereinafter, embodiments of the present invention will be described in detail with reference to the accompanying drawings. The configuration of the present invention and the operation and effect thereof will be clearly understood through the following detailed description.

Before describing the present invention in detail, the same components are denoted by the same reference symbols as possible even if they are displayed on different drawings. In the case where it is judged that the gist of the present invention may be blurred to a known configuration, do.

The user identification device and method according to the present invention are characterized in that in the situation where a game user installs and executes a game application on a user terminal and plays a game, it is important to identify an actual game user and provide personalized game related information to the actual game user .

In this specification, the description based on games can be equally applied to various online services available without ID login besides games.

FIG. 1 shows a schematic configuration of a system (hereinafter referred to as a personalized information providing system) for providing real time personalization information to a game user according to an embodiment of the present invention.

1, the personalization information providing system according to the present invention includes a user terminal 10, a game server 20, a personalization information providing server 30, and the like.

The user terminal 10 refers to a terminal possessed by a game user. The user terminal 10 installs a game application and accesses the game server 20 to proceed with the game. An integrated service module 12 (see Fig. 2) is incorporated in the game application installed in the user terminal 10. [ The integrated service module 12 integrally performs functions such as campaign, authentication and settlement.

The user terminal 10 accesses the game server 20 and transmits game log information (game play information) to the personalization information providing server 30 in real time through the integrated service module 12 during the game progress.

The user terminal 10 can be any type of device as long as it is a mobile device such as a smart phone or a tablet PC, or an apparatus capable of installing and executing an application for a game or an online service.

The game server 20 connects with the user terminal 10 and provides the user terminal 10 with graphics or data necessary for game play. If the game application of the user terminal 10 directly processes graphics or data or there is a large amount of data to be processed, the game server 20 can receive data from the game application and return the processed data.

The game server 20 can be constructed and operated by a game developer, or a company or a publishing company that provides a plurality of games can be directly operated and managed by the game developer.

The personalization information providing server 30 receives the game log information from the game application while the game is being performed in the user terminal 10, identifies the actual game user and analyzes the game behavior pattern (i.e., user pattern) of the game user The state of the game user is identified and the real time customized campaign information according to the state of the game user and the user pattern is provided to the identified game user.

The campaign refers to a behavior in which the personalization information providing server 30 intervenes in the game of the game user according to a scenario in which a game user defines a certain situation in which a proposal is to be made. The customized campaign information may include promotional or marketing information such as guide information, personalized shops, item purchase invitations, etc., which can help game play as information related to personalized game to the game user

The personalization information providing server 30 is distinguished from the game server 20 and functions to process and return data so that the game server 20 can play the game while the game progresses, 30 collects and processes game log information representing the game play status from the game application in real time.

The personalization information providing server 30 is operated by a publishing company rather than a game company so that the publishing company can utilize the result generated by the collection and processing of the game log information of the personalization information providing server 30, By providing tailored campaigns, you can maximize game sales and advertising effectiveness.

FIG. 2 shows an internal configuration of the personalization information providing server 30 according to the present invention.

As shown in FIG. 2, the personalization information providing server 30 communicates with the integrated service module 12 included in the game application of the user terminal 10 via the communication interface 120.

A game developer generally develops a game application using a software development kit (SDK) provided by a publishing company. In an embodiment of the present invention, an integrated service module is embedded in a software development kit of a publishing company , The game developer can load an API (Application Programming Interface) related to the integrated service module in the SDK and perform the authentication and payment provided by the integrated service module as well as the campaign function according to the present invention in the game application.

In this way, the integrated service module 12 installed in the game application transmits game log information to the personalization information providing server 30 through the network while the game progresses, and the personalization information providing server 30 transmits the game log information to the communication interface 120, And receives the game log information from the game server and delivers the game log information to the internal components.

If the integrated service module 12 is installed in each game application, the personalization information providing server 30 collects game log information from various kinds of game applications and performs integrated analysis on various games played by the game user, It is possible to grasp the game behavior pattern of the game user.

The user pattern analyzing apparatus 102 generates a user pattern code using the game log information input through the communication interface 120.

The user pattern analyzing apparatus 102 batches game log information accumulated for a predetermined period (for example, one day or three hours) to generate a user pattern code, and stores the generated user pattern code in a user pattern database 103) and updates the user pattern code every predetermined period.

The user pattern analyzer 104 generates a user code by referring to the user code database 102 in accordance with a certain rule from the game log information, and generates a user pattern code for the natural ID using the user code and the natural ID. The natural ID is an ID given to an actual game user, which will be described later.

The user pattern code is information on game propensity and behavior pattern of the game user. The user pattern code is given to an actual game user as compound information generated by a combination of user codes.

Herein, the user code is defined as various situations or information generated in the game play of the game user. For example, a high-paying code, a heavy-paying code, a low-paying code, a non-charging code, and the like may be defined as a user code associated with a user's payment (billing).

As another example, it is possible to generate user codes for distinguishing between morning, afternoon, and evening based on the game time zone of the user, and generate user codes such as an impulse purchase type, a safety pursuit type, a competition-oriented type, .

The user pattern code is a combination of user codes, and includes complex information such as a user who is high-priced, morning type, and impulsive. As such, it is possible to match a user with a complex information that is a high-charged user, has an impulsive tendency, plays frequently in the morning, and has a tendency to be competitive.

The natural inference apparatus 104 generates natural data by batch processing the game log information collected for a predetermined time and stores the generated natural data in the natural inference database 105 to update the natural inference data. In addition, the natural inference apparatus 104 determines an actual game user in real time using a value that can identify a game user included in the game log information.

In the mobile game, it is difficult to identify the actual game user since the game user does not receive the unique ID through joining the game service. In the embodiment of the present invention, the natural person means an actual game user, and the natural reasoning device 104 can deduce a plurality of game users as one natural person using real time game log information and natural data.

When the natural inference apparatus 104 identifies an actual game user in real time, the natural inference apparatus 104 acquires a natural ID corresponding to the actual game user. The internal construction of the natural inference device 104 and the natural reasoning process will be described later.

The LTV analysis device 106 analyzes the life time value (LTV) of the game user using the game log information of a predetermined period and updates the LTV database 107.

LTV refers to the revenue expected to be generated by a game user during a certain period of time.

Specifically, LTV can estimate sales by using probability of survival and probability of purchase.

If a game user purchases an average of 100,000 won per month in a game in which the user made a purchase, and the probability of one month's survival probability is 0.8 and the probability of a month's purchase probability is 0.9 in the new game, the estimated sales for three months is 100,000 won * 0.8 * 0.9 + 10 0.8 * α * 0.9 * β + 100,000 * 0.8 * α 2 * 0.9 * β 2 (α: survival probability decay rate / β: purchase probability decay rate).

The real-time event processing device 108 receives the game log information through the communication interface 120 and real-time processes the generated game log information to generate status information of the game user. The real-time event processing device 108 can refer to the user code database 109 from the game log information to grasp the current state of the game user.

The status information of a game user refers to a game progress status which is grasped in real time, such as when a game user has played five consecutive wins on the stage, items have been changed using items, or current stamina (energy) is insufficient.

The campaign providing apparatus 110 provides the personalized campaign information to the game user based on the state information of the game user and the user pattern code.

The campaign providing apparatus 110 receives the state information of the game user from the real-time event processing apparatus 108, receives the natural ID from the natural inferring apparatus 104, checks the user pattern code corresponding to the natural ID, And the campaign information in accordance with the user pattern code in the campaign database 113.

The campaign database 113 stores campaign information corresponding to the state information and the user pattern code. The campaign information is generated within the campaign providing apparatus 110 or by a campaign management tool (not shown) that exists separately. The campaign management tool generates campaign information optimized for various predefined status information and user pattern codes, and then edits or changes the campaign information by reflecting the added state information, user pattern codes, and campaign reaction information, 113).

The campaign providing apparatus 110 delivers the customized campaign information retrieved from the campaign database 113 to the integrated service module 12 of the game application through the communication interface 120. [

The campaign providing apparatus 110 inquires the campaign constraint database 113 to check whether or not the campaign information is exposed and may not expose or expose the campaign according to the constraint condition.

In addition, the campaign providing apparatus 110 can determine the provision or continuation of the campaign by checking the campaign response information of the game user included in the game log information, and can decide to change or modify the campaign information.

The campaign response information is information about how the game user reacted to the campaigns (game guides, personalized shops, marketing, promotions) provided to the game user, for example, the game user does not check the campaign pop- It is the behavior of the game user who responds to the campaign, such as closing it immediately, purchasing items based on instructions, or using skills.

FIG. 3 illustrates a process of providing personalization information performed by the personalization information providing server according to the present invention.

Referring to FIG. 3, the personalization information providing server 30 receives real-time game log information from the integrated service module 12 of the game application via the communication interface 120 (S10).

The game log information received through the communication interface 120 is input to the real-time event processing device 108 and the natural inferencing device 104. The real-time event processing device 108 generates status information of the game user from the game log information, and the natural inference device 104 extracts a plurality of the kit values from the game log information (S12).

The natural inference apparatus 104 inquires the natural inquiry database 105 to acquire a natural person ID corresponding to the kit value (S14), and transmits the natural person ID acquired in the natural person inquiry database 105 to the campaign providing apparatus 110 .

The campaign providing apparatus 110 inquires the user pattern database 103 based on the natural ID input from the natural inferring apparatus 104 to acquire the user pattern code corresponding to the natural ID (S16).

Next, the campaign providing apparatus 110 inquires the campaign information based on the game user's status information and the user pattern code for the game user identified by the natural ID (S18), and transmits the customized campaign information to the integrated service module 12 (S20).

The user terminal 10 receives the customized campaign information through the integrated service module 12 of the game application and displays it on a specific part of the game screen in progress.

FIG. 4 shows an internal configuration of a natural inference apparatus (user identification apparatus) according to the present invention.

4, the natural inference apparatus includes a game log information collection unit 50, a kit value extraction unit 52, a grouping unit 54, a mapping unit 56, a natural ID providing unit 58, and the like.

The game log information collecting unit 50 collects real-time game log information received from the game application via the communication interface 120. [

The game log information collecting unit 50 collects and stores all game log information generated in the game. In the embodiment of the present invention, the game log information collecting unit 50 extracts, transforms, and loads all the game log information generated in the game in a predetermined period, and transmits the game log information to the kit value extracting unit 52 .

The kit value extracting unit 52 extracts a plurality of mutually associated kit values from the game log information received from the game log information collecting unit 50. A plurality of correlated kits constitute a key set.

The grouping unit 54 groups the sets having at least one identical kit value into one group in the set of kits and generates a natural data by assigning a natural ID to the grouped set. The grouping unit 54 performs grouping by assigning the same set value to the set having the same kits value.

The mapping unit 56 maps the natural data generated by the grouping unit 54 (natural period data) to the previously generated natural data (natural data accumulated up to a certain period of time). The mapping unit 56 updates the natural-lookup database 105 by mapping natural data for a certain period to natural data accumulated up to a predetermined period based on the same kit value.

The natural ID providing unit 58 receives the set of kits from the kit value extractor 58 and inquires the natural person inquiry database 105 to extract the natural ID including the kits included in the set of kits. The natural ID providing unit 58 delivers the extracted natural ID to the LTV analyzing apparatus 106, the user pattern analyzing apparatus 102, and the campaign providing apparatus 110.

5 is a flowchart illustrating a process of a natural inference apparatus according to the present invention.

The natural inference apparatus 104 according to the present invention performs a natural inference (batch processing) process and a real-time process process to generate natural data for game user identification.

The natural inference device 104 receives the real-time game log information from the application (S50), and stores the received game log information in the internal memory (S52).

It is checked whether the next time is the time for batch processing the game log information (S54), and if it is not yet the batch processing time, real time processing is performed (S56).

The real-time processing is a process for extracting a kit value from game log information coming in real time to identify the current game user. A natural ID is given to a game user through real-time processing.

When the batch processing time arrives, natural inference is performed using game log information of a predetermined period stored in the memory (S58).

Batch processing refers to batch processing of accumulated data for a certain period of time. In the embodiment of the present invention, batch processing is performed for user pattern analysis, natural inference, and LTV analysis.

The batch processing time and period can be set in the system. For example, user pattern analysis, natural reasoning, LTV analysis can be set to 1 hour cycle, 3 hour cycle, 24 hour cycle, etc., ) Or at 02:00 in the morning may be performed. Therefore, if batches are processed every 3 hours based on 02:00 in the morning, batch processing can be performed at 8:00 am, 05:00, 08:00 ... 23:00 every day.

The natural inference device 104 extracts the kits that can be the basis of the game user identification from the game log information, and generates the natural data using the kits. In this way, the natural data generated through natural inference is stored in the natural person inquiry database 105, and the natural inquiry database 105 is updated (S60).

The natural inference process performed through the batch process will be described in detail with reference to FIG.

In the embodiment of the present invention, a kit value for identifying a game user is used for natural reasoning. These kits are included in the game log information, and the following kits are used in the embodiment of the present invention.

The install key is a value that is generated when the game application is installed after installing the game application. The installation kit value is generated by the integrated service module 12.

The install kit value is maintained until the game user deletes the game application, but when the game application is deleted and a new game is installed, a new installation kit value is issued.

When playing a game, you offer items or skills to a game user through a stochastic drawing product at a specific stage. Many people tend to repeat a specific stage to get the desired product. At this time, since the game application is repeatedly deleted and reinstalled, a lot of imaginary installation kit values may exist in one game user.

The device key is a share kit value generated for each mobile device. The device-kits value is generated at the mobile device.

The device-kits value can be seen by one game user, even if multiple games are played on one device.

The Channel ID is the value of the channel that is created when playing a game through an SNS account. For example, Google Game Center, Apple Game Center, Facebook, Cacao and other offerings.

Even if one game user plays multiple games on multiple devices, the same kits value will be obtained if they are authenticated through the same SNS account in a game with channel link function.

An advertising ID is a value provided by a mobile operating system (OS) for advertisement reception.

The advertising kit value is a value that identifies the terminal user to reward or benefit from when the ad is clicked.

In this manner, the natural inference apparatus 104 extracts a plurality of kits from the game log information collected for a predetermined time (S150). The plurality of kits may be extracted into a set of kits composed of a plurality of mutually associated kits.

In the embodiment of the present invention, it is possible to perform batch processing in various cycles. If the 24-hour cycle is used, the game log information of the previous day can be used for the batch processing and the time less than one day such as 1 hour cycle, The game log information corresponding to the cycle time can be used for batch processing. In this specification, the game log information of the day before and the game log information of the batch cycle time are denoted by D-1 game log information. That is, the game log information most recently ETL (extracted, converted, loaded) is defined as D-1 game log information.

Next, the same kits are grouped in a plurality of kits extracted from the D-1 game log information (S152).

A kit value extracted from the game log information is extracted as a set of mutually related kits and grouped into a group by grouping sets having at least one same kit value in the set of these kit values.

The natural IDs are generated and assigned to the grouped groups (S154). D-1 natural data is generated when a natural ID is assigned to a set of grouped kits. D-1 natural data refers to natural data generated from D-1 game log information.

The D-1 natural data is mapped to all the natural data (D-2 natural data) before the current arrangement cycle (S156), and the new D-2 natural data is updated (S158). Here, the D-2 natural data is natural data generated based on all the previous game log information excluding the latest ETL game log information, that is, the D-1 game log information.

The process of generating the D-1 natural data and updating the D-2 natural data as described above will be described as an example.

≪ Example 1 >

It is assumed that N0001: (P1-D1, P2-D1, P3-D1) is included in the D-2 natural data. Here, N0001 represents a natural ID, P1, P2, and P3 represent an install key value, and D1 represents a device key value.

P1-D1 is a set of kits generated when a game user installs a game application (A) on a D1 device and P2-D1 is a set of kiits created when a game user deletes a P1 game from the D1 device, P3-D1 is generated when the game user deletes the P2 game from the D1 device and installs the same game application (A) again to proceed with the P3 game. It is a set of kits. In particular, it is assumed that the game user installs the game application A in the D1 device, performs channel interworking through the SNS account, and proceeds to input additional account information.

If there is such a D-2 natural data, if a game user is playing a P3 game on a D1 device and then installing a game application on another device, that is, a D2 device via an SNS account, P3-D1, and P3-D2 kit values can be extracted.

That is, P3-D1 contained in the D-2 natural data has a channel linking key value, which is additional linking information through the SNS account. When a game application is installed in the D2 device, a new key value P4 is generated. However, , The P3-D2 kit value set is generated by invoking the installation device value P3 to the D1 device to the current device D2. Specifically, when the game application is installed in the D2 device, the P4-D2 is created, and when the user interacts with the P3-D1 through the SNS account, the natural inference device 104 changes the value of the P4 to P3 And the P3-D2 kit value is generated in the D2 device by communication.

Therefore, when P3-D1 and P3-D2 are extracted from the D-1 game log information, the same value (set value) is given to P3-D1 and P3-D2 because the installation kit value P3 is identical. P3-D1 and P3-D2 assigned the same value in the D-1 game log information are grouped into one group.

D-1 natural data including N0002: (P3-D1, P3-D2) can be generated by generating the natural IDs in the grouped P3-D1 and P3-D2. P3 and D1 are common because N0001: (P1-D1, P2-D1, P3-D1) exists in D-2 natural data and N0002: (P3-D1, P3-D2) exists in D-1 natural data to be.

P3 and D1 are common when D-1 natural data is mapped to D-2 natural data, so N0001: (P1-D1, P2-D1, P3-D1 and P3-D2) exist in the updated D-2 natural data do. Here, the natural ID can be maintained as the N001 value of the D-2 natural data before the update.

The natural data generated in the natural inference process through the batch process is stored in the natural inference database 105. When the actual game user is identified through the real-time process, the natural infor- mation database 105 is inquired to acquire the natural in- have.

In the case of extracting the P3-D3 key value from the game log information, the natural person inquiry database 105 inquires D-2 natural data and confirms that P3 is common so that P3-D3 The game user who plays the game with the natural ID N001 can be determined.

<Example 2>

It is assumed that N0001: (P1-D1, P2-D1, P3-C1-D1) is included in the D-2 natural data. Here, N0001 denotes a natural ID, P1, P2, and P3 denote an install key, C1 denotes a channel interlocking channel value, and D1 denotes a device key.

P1-D1 is a set of kits generated when a game user installs a game application (A) on a D1 device and P2-D1 is a set of kiits generated when a game user deletes a P1 game from the D1 device, P3-C1-D1 is a set of kits generated when a game user installs a new game application (B) through the SNS account from the D1 device and proceeds with the P3 game, Three.

If there is such a D-2 natural data, if the game user is playing a P3 game on the D1 device and then another game device (C) is installed on another device, that is, the D2 device through the same SNS account, The P3-C1-D1 and P4-C1-D2 kits can be extracted from the -1 game log information.

That is, since another game application (C) is installed in the D2 device but it is installed through the same SNS account, the installation key value is different from P3 and P4, but the channel linking key value is equal to C1.

Therefore, when P3-C1-D1 and P4-C1-D2 are extracted from the D-1 game log information, the same value (set value) is given to P3-C1-D1 and P4-C1-D2 because the channel linking key value C1 is the same . P3-C1-D1 and P4-C1-D2 assigned the same value in the D-1 game log information are grouped into one group.

D-1 natural data including N0002: (P3-C1-D1, P4-C1-D2) can be generated by generating a natural ID in the grouped P3-C1-D1 and P4-C1-D2. N0002: (P3-C1-D1, P4-C1-D2) exists in the D-1 natural data and N0001: (P1-D1, P2-D1, P3-C1-D1) Therefore, P3, C1, and D1 are common.

P1, D1, P2-D1, P3-C1-D1, P4-C1, and P4-C1 are updated to the updated D-2 natural data because the P3, C1, and D1 are common when the D-1 natural data is mapped to the D- -D2). Here, the natural ID can be maintained as the N001 value of the D-2 natural data before the update.

In the case of extracting the P4-C1-D3 kit value from the game log information, the natural person inquiry database 105 inquires the D-2 natural data and confirms that C1 and P4 are common The game user who plays the game with P4-C1-D3 can be determined as the natural person ID N001.

On the other hand, a considerable number of sets of kits may be included in one natural ID in the set of kits extracted from the game log information.

For example, when a person paying a game is a purchasing agent such as a game item, a large number of installation kit values are generated in one device, and one natural ID is assigned to a large number of kit values in common with the device kit values . If such a set of kits is included in the natural data, the reliability of the natural inference may deteriorate, and abnormal kits set need to be excluded from the mapping of the natural data.

In addition, when testing a game for QA (Quality Assurance) before the game is released, the same installation kit value may be issued in another game. These test installation kit values do not reflect general game users and should be excluded from the mapping of natural data. The test installation kit value contains a specific game code value and can be distinguished from the general installation kit value.

There is also a device that continuously issues a new installation kit value for one game. These devices are called factory devices, and factory devices sell installation kits that have acquired good characters and items. Since the installation kit value generated by the factory device does not normally reflect the game user who played the game, it should be excluded from the mapping of the natural data. The factory-device device-kits value can be distinguished from the game-player's device-kit values.

In addition, when a game is played using an emulator, all game users using the emulator have the same device key value. The game played in the emulator is not normal play and should be excluded from the mapping of natural data. The device kits value of the device for the emulator can be distinguished from the device kits value of the general game user.

FIG. 7 illustrates a process of processing a mapping exclusion condition according to the present invention.

Referring to FIG. 7, as an initial process of natural inference, groups of kits are grouped by assigning the same set value to a set having the same value (S200).

Next, it is determined whether the number of settlements for the set with the same set value, that is, the grouped set, is equal to or greater than a predetermined value (S210).

If the number of settlements is more than a predetermined value, it is excluded from the natural data mapping (S260). Otherwise, it is checked whether the following exclusion condition is satisfied.

For example, if you have more than 10 purchases per game per day, more than 30 purchases per game on a 7-day basis, and more than 100 purchases per game on a 30-day basis, Can be excluded.

As a next exclusion condition, it is confirmed whether the installation kit value is a test installation kit value (S220). If the test installation kit value corresponds to the test installation kit value, it is excluded from natural data mapping (S260). Otherwise, it is checked whether the following exception condition is satisfied.

In step S260, it is determined whether the device key value is a factory device key value in the following exclusion condition. If the factory device key value is found in the factory device key value, it is excluded from the natural data mapping in step S260. Otherwise, the following exception condition is checked.

If it is determined that the device key value is the emulator device key value in step S240, the device key value is excluded from the natural data mapping in step S260. Otherwise, the final data mapping process is performed in step S250.

In the embodiment of the present invention, as the mapping exclusion condition, the number of settlements and the specific use are described as examples for testing, factory use, emulator, etc. However, the present invention is not limited to this, and other mapping exclusion conditions that may have an abnormal kit value set may be additionally applied .

FIG. 8 and FIG. 9 show customized campaign information according to the present invention is displayed on the game screen of the user terminal 10. FIG.

In FIG. 8, (a) shows campaign information (1) for guiding a growth package, and (b) shows campaign information (2)

The growth package campaign information (1) is displayed in an opaque state covering a part of the game on the game screen, but the shop guiding campaign information (2) is displayed in a translucent or transparent state regardless of the game screen.

9 (a) shows campaign information 3 recommended for a product, and FIG. 3 (b) shows recommended product information displayed when entering according to the campaign information 3.

The product recommendation campaign information 3 is displayed in a minimized form in a specific portion in a direction that does not disturb the game of the game user.

The recommended product information according to the product recommendation campaign information (3) is customized information that is personalized according to the current state of the game user and the game behavior pattern, not the information common to all users.

For example, if there is a game user who shows a pattern of game behavior that does not buy items at all after giving up the game in the case of four or more laps, if the game user is confirmed to have lost three consecutive games, The recommendation campaign information may be exposed to the corresponding game user in real time.

The foregoing description is merely illustrative of the present invention, and various modifications may be made by those skilled in the art without departing from the spirit of the present invention.

Accordingly, the embodiments disclosed in the specification of the present invention are not intended to limit the present invention. The scope of the present invention should be construed according to the following claims, and all the techniques within the scope of equivalents should be construed as being included in the scope of the present invention.

10: user terminal 12: integrated service module
20: game server 30: personalization information providing server
102: User pattern analyzing apparatus 103: User pattern DB
104: natural reasoning device 105: natural person inquiry DB
106: LTV analyzer 107: LTV DB
108: Real-time event processing device 109: User code DB
110: Campaign providing device 111: Campaign DB
113: Campaign Constraint DB 120: Communication Interface

Claims (27)

A log information collecting unit for receiving and storing log information for a predetermined period from an application which can start without logging in,
A key value extraction unit for extracting key sets including a plurality of key values correlated with each other from the collected log information;
And a grouping unit for grouping the sets having at least one same key value into one group in the sets and assigning a natural ID to the grouped sets to generate natural data (D-1 natural data).
The method according to claim 1,
Wherein the plurality of kits include an install key generated when an application is installed and a device key generated in a device in which the application is installed.
3. The method of claim 2,
Wherein the plurality of kits further include a channel interworking kit value (Channel ID) or an advertising kit value (Advertising ID).
The method according to claim 1,
Wherein the grouping unit assigns the same set values to the sets having the same kits value and groups them.
The method according to claim 1,
And a mapping unit for mapping the generated natural data (D-1 natural data) with previously generated natural data (D-2 natural data) including the same kit value to update the previously generated natural data To the user.
6. The method of claim 5,
Wherein the mapping unit excludes the generated natural data from the mapping if the number of settlements for the grouped set is equal to or greater than a predetermined value.
6. The method of claim 5,
Wherein the mapping unit excludes the generated natural data from the mapping if at least one of the kits in the grouped set is a specific use kits value.
8. The method of claim 7,
Wherein the mapping unit excludes the generated natural data from the mapping if the installation kit value is for testing, or if the device kit value or the advertisement kit value is for a factory or an emulator.
The method according to claim 1,
Wherein the application is a game application.
A method for identifying a user in an application user identification device,
Collecting log information (D-1 log information) for a predetermined period from an application that can start without logging in,
Extracting key sets including a plurality of associated key values from the collected log information,
Grouping the sets having at least one same kits value into a group in the sets;
And generating natural data (D-1 natural data) by assigning a natural ID to the grouped set.
11. The method of claim 10,
Wherein the plurality of kits include an install key generated when an application is installed and a device key generated in a device in which the application is installed.
12. The method of claim 11,
Wherein the plurality of kits further comprises a channel interworking kit value (Channel ID) or an advertising kit value (Advertising ID).
11. The method of claim 10,
Wherein the grouping is performed by assigning the same set value to a set having the same kits value.
11. The method of claim 10,
Further comprising updating previously generated natural data by mapping the generated natural data (D-1 natural data) with previously generated natural data (D-2 natural data).
15. The method of claim 14,
Further comprising checking whether the generated natural data corresponds to a mapping exclusion condition, wherein the generated natural data is not mapped if the mapping exclusion condition is satisfied.
16. The method of claim 15,
Wherein the mapping exclusion condition is that the number of settlements in the generated natural data is equal to or greater than a predetermined value, or at least one of the kit values is a specific use kit value.
16. The method of claim 15,
Wherein the mapping exclusion condition is that the installation kit value is for testing, or the device kit value or the advertising kit value is for a factory or emulator.
11. The method of claim 10,
Wherein the application is a game application.
A user identification method of a personalized information providing server for providing real-time personalized information to a user,
Receiving log information from an application that can start without logging in,
Extracting key sets comprising a plurality of key values correlated to each other from the log information,
And querying the natural ID that includes the kits contained in the extracted set.
20. The method of claim 19,
Further comprising the step of providing customized campaign information for the user using the user pattern code corresponding to the inquired natural person ID and the state information of the user generated from the log information.
20. The method of claim 19,
Wherein the plurality of kits are an install key generated when an application is installed and a device key generated in a device in which an application is installed.
22. The method of claim 21,
Wherein the plurality of kits further comprises a channel interworking kit value (Channel ID) or an advertising kit value (Advertising ID).
A user terminal for accessing a game server to transmit game log information in real time through an integrated service module included in the game application while the game is being played;
The game log information is received from the integrated service module while the game progresses to generate a natural ID corresponding to an actual game user, and a game user plays a game using a plurality of user terminals, or a plurality of And a personalization information providing server for identifying the game user as a game user corresponding to the generated natural ID even in a situation where the player is playing the game.
24. The method of claim 23,
The personalization information providing server extracts key sets including a plurality of associated key values from the game log information, and determines a game user based on a natural ID including a key value included in the extracted set The personalized information is provided to the game user.
24. The method of claim 23,
Wherein the personalization information providing server provides real-time customized campaign information to the game user using the state information of the game user obtained from the game log information and the user pattern code corresponding to the natural person ID. / RTI &gt;
24. The method of claim 23,
Wherein the personalization information providing server is operated by a company that services a plurality of games, wherein the personalization information providing server provides real-time personalization information to a game user.
24. The method of claim 23,
Wherein the integrated service module is built in a software development kit (SDK) of a company that services a plurality of games, and provides the real-time personalization information to a game user.
KR1020160143666A 2016-10-31 2016-10-31 Method and apparatus for identifying user KR101893456B1 (en)

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