Summary of the issue.
As stated in the official Roblox document, in order for your game to be playable for ≤ 16 ages, you need all of these things:
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First published to 16+ users.
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250 unique plays by the 16+ users. This will be evaluated on length of playtime, account age, play history, and if the user has recently spent somewhere on Roblox to ensure the engagement is genuine.
These two rules create a paradoxical problem for games that are designed for kids, but are forced to cater to 16+ users before they can deal with younger ages.
How is this related to machine learning?
The paradox problem that I stated above can actually be solved by personalizing the games. Most game developers may encounter a form of personalization such as language localization and device-specific UIs. However, for this specific age-related problem, you will require gameplay personalization, which is not exactly an easy problem for game developers to solve. After all, how can you determine what core gameplay that you need to change just to adapt to different age groups?
This is where machine learning comes in.
Machine learning allows you to predict the behaviours of individual players for a given input data. These predictions can significantly increase your chances of achieving 500 16+ user unique plays and get to your younger audience faster.
What can I do with machine learning exactly?
As we previously discussed, it can help you extend players’ session length by learning from players’ data such as:
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How much they played in the current and overall sessions.
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How much in-game currency they spent in the current and overall sessions.
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How much in-game items they acquired in the current and overall sessions.
We can also use machine learning (and reinforcement learning) to create AIs that adapts to players, indirectly extending session length. For example, self-learning sword-fighting AIs that could temporarily act as placeholders for missing players, ensuring that the existing players do not churn as much as possible. When combined with Roblox’s text generation API, you can create AIs that feels like real players, further reducing player churn. Try not to confuse this with “botting”, where “botting” often involves third-parties using external AIs for item gathering to sell items in the black markets. The in-game AIs that are stated here are aimed for extending existing players’ playtime more than gathering items to sell for black markets or create fake engagement metrics through the creation of fake players.
If you want to also monetization issue as required by Roblox, your games’ shops can use recommendation systems powered by machine learning.
Does it really work?
I will approach this in multiple ways: big player examples and research papers.
Have you ever wondered how YouTube managed to make you feel like you don’t have to search through thousands of videos that you may never watch and potentially leave their platform? They used machine learning and deep learning in their recommendation system.
There are quite a number of research papers that used machine learning for personalizing games, showing high accuracy and good performance. Here are some of them:
Aren't machine learning models invasive?
To be honest, that depends on what data you feed on and what are your goals are.
Though, if you want to be ethical about it, then I can say this: The more that the player have fun, the longer the players’ session length.
That’s it. Spending money isn’t one of them. In fact, for players to spend money in your game, they must spend time in your game. While I did say people can use recommendation system for monetization, recommendation system doesn’t always have to involve real money and instead you can use in-game currency. Players basically have two choice with this route: buy in-game currency with real money or they have to grind in your games.
Aren't these machine learning models required to comply with personal data protection laws?
The answer is “depends on the country”.
Most machine learning models tries to learn patterns from input data you give. Once trained, you can remove the input data forever, leaving the models with learned patterns. Because these models learns based on patterns, different inputs generally produce different predictions. This tells not much of players’ information, and instead tells what combination of factors that produces that result.
While some jurisdictions may classify derived patterns as personal data, the model itself contains no “Personally Identifiable Information”.
How can I start implementing machine learning models?
To be honest, your choices are generally based on budget, how many data that a single model you want to train on and so on.
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Using DataPredict, which is a general machine learning, deep learning and reinforcement learning built in pure Lua developed for over 3 years. It has over 136K views and 265 likes, making it a top 40 of most viewed community resource on Roblox DevForum. You can run these models on the server and the client since it was built in pure Lua. I even got high-value project tutorials that could help addressing with this issue.
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Using externally hosted machine learning models, which gives you the ability to train models that are capable of handling large datasets and centralized global training.
For people who are tight in budgets, DataPredict will be a superior choice since you will not have to pay for external API costs. Just use Roblox’s servers and clients with the added benefit that you have a bigger pool of compute resources and minimal latency when compared to using third-party providers.
However, the core process of implementing machine learning models are always the same:
- Baseline Pretraining: Models are initialized using designer-provided or historical baseline data to avoid cold-start instability.
- Incremental Online Learning: Models are configured for controlled online updates using small learning steps, sufficient statistics, or optimizer constraints to adapt safely to evolving player behavior.
- Partial Rollout: Only a subset of players (typically 20–30%) are exposed to the adaptive system initially.
- Metric Monitoring And Kill Switch: Engagement, retention, and revenue metrics are monitored continuously. If degradation is detected, the system is disabled and diagnosed before further rollout.
You can contact me directly in DataPredict’s Roblox DevForum Post for further consultations regarding implementing machine learning in games or the DataPredict itself. I’m am often active in this platform.
If you still don’t get the use cases of machine learning in games… Well… Here’s the “Too Long, Didn’t Read” version. This is basically the “time-to-leave” prediction model, where you can hook events (like currency multiplier or limited-time items) during prediction to extend playtime when the player is about to leave within 5 seconds.
Q & A: