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PIO learns from the valued events your game already sends. There is no reward call: your project’s reward configuration defines which events matter, how their values combine, and over what window, and the platform derives the reward from that.

Choosing the signal

Optimise for the outcome you actually want, observed within a window you can wait for. Reward presets cover the common cases, such as first-time-user-experience completion; custom configurations combine your own valued events.

Pitfalls

  • Sparse signals: an event that fires for one player in a thousand gives the model little to learn from. Prefer outcomes most players reach.
  • Misaligned values: the model optimises exactly what the values say. If level_complete sends 1.0 for a win and 0.0 for a loss, wins are the objective, nothing subtler.
  • Dropped values: negative, NaN, and infinite event values never enter the queue, so a signal encoded as negative numbers silently vanishes.