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Proof C Live confirmed

Supercell

ML personalization of in-game offers (which card or offer to serve)

IndustryMedia & entertainmentLeverMonetizationFamilyPersonalizationImplementationCustom AIStagepurchase
Pattern proven in 2 industries still untouched in Retail & e-commerce, Banking, insurance & fintech, Luxury & beauty +10 See the pattern map
depuis 2018
Card offers served by ML, top-grossing game
"Whatever happens on a regular schedule, we try to automate" S1

Clash Royale has served card offers personalized by machine learning since 2018 based on the player's inventory, progression, and purchase frequency, with a small data science team automating recurring monetization; in 2025, Supercell described extending AI to acquisition and monetization.

Objective

Increase conversion and LTV by serving each player the most relevant card offer, with a small team that automates recurring monetization rather than growing it.

The deployment

Since 2018, Clash Royale has served personalized card offers in its store through machine learning. The system looks at the number of cards already owned, how close a player is to an upgrade tier, and their purchase frequency, among other factors, to decide which offers to show. The price and bundle size remain hardcoded; the ML chooses the cards the player is most likely to buy. The logic the team embraces is to stay small and automate everything that recurs on a regular basis. In 2025, Supercell described a broader AI plan presented by its AI Lead, with mass personalization for acquisition, prediction of player behavior, and adjustment of retention and monetization activities to maximize LTV, along with pilots of UA asset creation. The group also runs in production an AI support agent built with OpenAI in Brawl Stars.

Results Proof C

depuis 2018
Card offers served by ML, top-grossing game
"Whatever happens on a regular schedule, we try to automate" S1
plan 2025
Mass personalization of UA and monetization, LTV steering
"Mass personalisation for UA activities" S2
-90% par ticket
Cost per ticket, Brawl Stars AI support agent; +20% CSAT, 7 s response
"90% reduction in cost of solving a ticket" S3

Recognized specialized press reporting by name the interventions of Supercell's data scientists and AI Lead on monetization and UA, plus a quantified vendor case study for the support agent. No financial figure on monetization itself, hence C.

How it works

Documented architecture
achats reinjectes Etat du joueur (cartes,progression, achats) Modele de propensiond'offre custom Supercell Boutique in-game (ClashRoyale)

The stack in detail

  • outil Modele de propension in-house ML that chooses which cards to propose based on the cards owned, the proximity of an upgrade tier, and purchase frequency; price and bundle size remain hardcoded
  • infra Pipeline de features joueur player state (inventory, progression, purchases) kept up to date to serve the store offer
  • llm OpenAI models used for the AI support agent in production in Brawl Stars, a system distinct from ML monetization
  • integrateur Tomoro.ai partner in building the Brawl Stars AI support agent

How it runs, concretely

For ops teams
CadenceOffer served continuously across sessions, on a regular basis that the team seeks to automate as much as possible.
Operated bySupercell's data science team, small by choice, with the game teams.
  1. 1
    Reading the player's state AI (data science)

    The system measures inventory, progression, and purchase history.

  2. 2
    Offer selection AI (data science)

    The ML chooses which cards to propose; the price and bundle size are hardcoded.

  3. 3
    Display in the store game (Clash Royale)

    The personalized offer appears in the game store.

  4. 4
    Measurement loop data team

    Conversion and purchases fed back to refine the propensities.

The signal that drives it

The player's state: cards owned, proximity of an upgrade tier, purchase frequency. Without this up-to-date signal, the served offer loses its relevance and conversion drops.

How your customers perceive this type of use

Sourced studies

Le paradoxe est documente des deux cotes : 71% des consommateurs attendent des interactions personnalisees et 76% sont frustres quand elles manquent (McKinsey, 2021), mais 75% declarent ne pas acheter aupres d'organisations auxquelles ils ne confient pas leurs donnees (Cisco, 2024). La « creepy line » est localisee : messages recus quelques secondes apres une recherche et suivi de localisation sont les pratiques qui mettent le plus mal a l'aise (Periscope by McKinsey, 2019).

71%
Consommateurs qui attendent des entreprises des interactions personnalisees (2021)
76%
Consommateurs frustres quand la personnalisation n'a pas lieu (2021)
75%
Consommateurs qui declarent ne pas acheter aupres d'organisations auxquelles ils ne font pas confiance pour leurs donnees (2024)

Acceptance conditions

  • La confiance dans le traitement des donnees precede l'achat : 75% ne achetent pas sans elle (Cisco 2024)
  • Un cadre legal protecteur rassure : 59% des consommateurs disent que des lois fortes sur la vie privee les rendent plus a l'aise pour partager des informations dans des applications IA (Cisco 2024)
  • La personnalisation elle-meme est attendue quand elle est consentie : environ la moitie des consommateurs (US 55%, UK 52%) disent s'inscrire souvent ou parfois a des services personnalises (Periscope by McKinsey 2019)

Red lines

  • Le message declenche quelques secondes apres une recherche ou un achat : deuxieme ou troisieme cause de malaise selon les pays (Periscope by McKinsey 2019)
  • Le suivi de localisation percu comme de la surveillance : 40% de malaise en Allemagne et au Royaume-Uni (Periscope by McKinsey 2019)
  • Le mesusage des donnees personnelles par l'IA, devenu la premiere inquietude des consommateurs, a 53% et en hausse (Qualtrics 2025)

Sources: McKinsey & Company 2021 · Periscope by McKinsey 2019 · Cisco 2024 · Qualtrics 2025

See full acceptance: by country, by use, by generation

How to replicate

Inference, not sourced

Data prerequisites

  • inventory and progression per player
  • purchase history and frequency
  • offer catalog

Org prerequisites

  • small autonomous data science team
  • A/B testing process for offers
  • governance over offer personalization

Possible stack

  • custom propensity model
  • player feature pipeline
  • in-game offer system
Team to operate1-2 data scientists + 1 backend dev, working with the game team and monetization design

The plan, step by step

  1. Step 1
    Map the player's state: inventory, progression, and purchase history consolidated per playerDeliverable: Player feature pipeline kept up to date continuously
  2. Step 2
    Define the offer space: what the ML chooses (content) and what stays fixed (price, bundle size), plus personalization governanceDeliverable: Offer catalog and written rules
  3. Step 3
    Train the propensity model: predict per player the content most likely to be boughtDeliverable: Model evaluated offline on purchase history
  4. Step 4
    A/B test: personalized offers served to a segment against the standard storeDeliverable: Conversion and revenue-per-player reading on the test
  5. Step 5
    Generalize to the whole base and automate everything that recurs on a regular basisDeliverable: ML-served offers as routine, permanent measurement loop

First step: Map the player's state (inventory, progression, purchase frequency) and test a propensity model on a segment before generalizing to the store.

Sources

  1. S1 Supercell's Jarno Seppanen on how Clash Royale uses machine learning to automate monetization Established press pocketgamer.biz · 2018-07-13 · accessed 2026-07-11 archive pending
  2. S2 Supercell's AI masterplan explained Secondary pocketgamer.biz · 2025-11-18 · accessed 2026-07-11 archive pending
  3. S3 How Supercell is Turning Player Support into Connected and Seamless Gameplay Experience with AI Agents (Tomoro.ai) Interested party tomoro.ai · accessed 2026-07-11 archive pending