Hawk Guides
Chunk #0
In this page you’ll find links to user documentation for Hawk, our LiveOps system:
- [Payments and Shop Configuration in Hawk](/wiki/spaces/KB/pages/2916810950/Payments+and+Shop+Configuration+in+Hawk)
- [Configuring Events](/wiki/spaces/KB/pages/3583279198/Configuring+Events)
- [Recurring Events](/wiki/spaces/KB/pages/4124311574/Recurring+Events)
- [Parameter sets](/wiki/spaces/KB/pages/4124115050/Parameter+sets)
- [Activity Sets](/wiki/spaces/KB/pages/4124180493/Activity+Sets)
- [Advanced Scenarios](/wiki/spaces/KB/pages/4123656278/Advanced+Scenarios)
- [Parameters and Activity Templates](/wiki/spaces/KB/pages/4124409886/Parameters+and+Activity+Templates)
- [Configuring Activities](/wiki/spaces/KB/pages/3652321290/Configuring+Activities)
- [Objectives](/wiki/spaces/KB/pages/4124508203/Objectives)
- [Client Leaderboards](/wiki/spaces/KB/pages/4123721814/Client+Leaderboards)
- [Collection Sets](/wiki/spaces/KB/pages/4124704819/Collection+Sets)
- [Dynamic Races](/wiki/spaces/KB/pages/4124704829/Dynamic+Races)
- [Leagues](/wiki/spaces/KB/pages/4124213297/Leagues)
- [Navigation Help for the User Guide](/wiki/spaces/KB/whiteboard/4131192852)
- [Onboarding Events](/wiki/spaces/KB/pages/4367319345/Onboarding+Events)
- [Campaigns & App Links in Hawk](/wiki/spaces/KB/pages/3622731872/Campaigns+App+Links+in+Hawk)
- [A/B Experiments in Hawk](/wiki/spaces/KB/pages/3319988247/A+B+Experiments+in+Hawk)
Knowledge Base Home
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Setting up A/B Experiments
Chunk #1
Setting up your Experiment
You can also create your experiment directly from the entity you’d like to test by using the **[New Experiment]** button.
You can set up A/B Experiments from Game Server by following the steps listed below:
1. Set up your A/B Experiment navigating to the A/B Experiments section of your game. Click the **green [+New] button** to set up a new experiment.

**What does** _ **Usage** _ **mean?**
_Usage_ is a counter displays the number of times data from an experiment has been sent to a user within a 24-hour period, resetting at midnight UTC for accurate tracking every day.
2. Fill in the required fields. Below you’ll find a table with all fields and their descriptions.

| #### **Field** | #### **Options** | #### **Description** |
| --- | --- | --- |
| #### **Name \*** | | The name of your experiment. |
| #### **Status \*** | - Active - Inactive - Allocation Paused - Archived | **Active** A/B experiment is live and affects users. **Inactive** A/B experiment is inactive and doesn’t affect users. Participations of the experiment are counted in “[Experiment variant](https://tripledotstudios.atlassian.net/wiki/spaces/GS/pages/1352106030/Guide+A+B+experiments#Experiment-variant-rule)” rule. **Allocation Paused** A/B experiment is live for users who joined experiment before status changed to “Allocation paused”. New participations are not added. Existing participations are counted in “[Experiment variant](https://tripledotstudios.atlassian.net/wiki/spaces/GS/pages/1352106030/Guide+A+B+experiments#Experiment-variant-rule)” rule. This process is automatically done by Game Server, that checks the Allocation End time every 5 minutes. **Archived** When the experiment is no longer needed and won’t be used as a reference for other experiments in “[Experiment variant](https://tripledotstudios.atlassian.net/wiki/spaces/GS/pages/1352106030/Guide+A+B+experiments#Experiment-variant-rule)” rule, the PM should change its status to “Archived”. Archived experiments are not editable. Status can be changed back within grace period (7 days), otherwise it becomes irreversible. You can archive your experiments using the yellow **[archive button]** **Permanently Archived** After grace period (7 days) status becomes irreversible, participations are cleared from game server DB and available only in RedShift for analytics. |
| **Audience Type \*** | - All - New - Old | **New** Only users who install app experiment `start_date` will participate in it. **Old** Only users who install app experiment `start_date` will participate in it. **All** All user with any `install_date` will participate in experiment. |
| **Priority \*** | | Priority is the way used by Game Server to determine which configuration must be sent to the user in the first place. Configurations are prioritised from **highest to lowest**. This means that a configuration with priority 100 is **higher** than one with priority 1. Game Server allows for a user to belong to different overrides, and the way they receive the settings depends on the rules established. When a user matches the rules for several configurations, the game server will send the one with higher priority. However, if the 2 overrides apply to different settings, the user can receive both overrides depending on the rules defined in each of them. |
| **Use Local Time \*** | | Check this box to use the **local time of the player device** for A/B experiments instead of UTC. Enabling this checkbox will affect all dates in the experiment (start at, allocation start, end at, allocation end). |
| **Start At \*** | | Experiment start date & time. By default, the system will start the experiment at the time assigned in UTC. You can use the checkbox “Use Local Time” to change this. |
| **Allocation start \*** | | Date to determine when the experiment should start allocating users. You can use the same date used in start date, or select any date after the experiment start date. |
| **End At** | | Experiment end date & time By default, the system will end the experiment at the time assigned in UTC. You can use the checkbox “Use Local Time” to change this. |
| **Allocation end** | | Date to determine when the experiment should stop allocating users. You can use the same date for the experiment ending, or you can set up another date before the end date. Game Server checks the allocation end time every 5 minutes, and when the time is reached, the **experiments marked as Active are automatically changed to “Allocation Paused”** |
| **Maximum Audience Size** | | Fill this field if you need to set up a limit for the number of allocated users. The numbers are approximate. If there is no limit, leave the field empty. If a number of allocated users is set, the system will stop allocating users when the required number is reached. At the same time, if “_Allocation End_” is reached or if status is changed to “_Allocation Paused_”, Game Server will also stop allocation, which means that the system use the first event which stops allocation. - If the status is changed to “Allocation Paused” and back to Active, Game Server will continue allocating users until “Maximum audience size”OR “Allocation End” - To understand when the allocation limit is reached, Game Server compares number of “Total Participants” with the number in field “Maximum audience size”. - If the limit is reached, system changes status to “Allocation Paused” and creates a record in activity log for this change. - If user tries to switch status back to “Active” when the limit is reached without increasing it, Game Server will let you know that the limit is reached. |
| **Availability \*** | - Test - Live | - Test: the experiment will only affect devices registered as “test” - Live: the experiment will affect live players. |
| **Labels** | | To help you categorise your experiments, you can select a label from the dropdown. Read [this section](https://tripledotstudios.atlassian.net/wiki/spaces/KB/pages/2581889051/Setting+up+A+B+Experiments#%5BinlineExtension%5DLabels-in-A%2FB-Experiments) to know more about Labels. |
| **Include in Lab Calculations** | Checked by default | This checkbox determines if the experiment needs to be included in Lab Calculations. By default, this checkbox is enabled, but you can uncheck it if you’re creating A/B Experiments for any other purpose other than actual experimentation, and you don’t need any calculations for it. When this checkbox is unchecked, there is a grace period of **5 calendar days** (including the day that the experiment was created) to check the box and include the experiment in Lab Calculations. Keep in mind that the data for the experiment will be included from the moment you check the box. |
| **Notes** | | You can write any notes related to the experiment in this field. You can add comments, links, or any relevant information. |
_\*compulsory field_
3. Add the experiment variants. Variants are the percentage of the audience assigned to your experiment, and you can add new variants to add more segments to your experiment population. Click the green **[Add New Variant]** button to add a new variant.

Variants have a series of attributes that are required. See the table below to know more:
| **Attribute** | **Description** |
| --- | --- |
| **Name** | Name of the variant. The first variant will always be named “Control” and that cannot be changed. The name of the rest of variants can be edited. |
| **Id** | Read-only, set by Game Server Used in analytics to find participations of specific variant |
| **Weight** | Defines the user division between variants. Example: - Variant #1 has weight = 1 - Variant #2 has weight = 3 Thus user proportions will be: - Variant #1 → 25% - Variant #2 → 75% |
| **Skip Experiment for this variant** | When using this checkbox, users assigned to the variant will not receive the A/B experiment. |
| **Entities list \*** | List of tested entities with values for specific variant. **\*** Entities can be added to an experiment only after the experiment is created, so they won’t be available during the creation the experiment. |
4. Add rules to your experiment. Once you’re done, click **[Save]** on the upper right corner.

Remember that users are assigned to variants in a random way inside the weights specified in the variants.
**How is priority established in A/B Experiments?**
**A/B Experiments and overrides are not exclusive** , and it is possible for a user to receive a setting from an A/B Experiments, and another setting from an override depending on the rules established.
In terms of priority, A/B Experiments are assigned first, followed by overrides. After that, Game Server applies the settings configured in Game Settings.
1. A/B Experiments
2. Overrides
3. Base Config