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Pega CPDC cheat sheet

Pega CPDC · Keep the key ideas within reach.

Quick reference

Customer Decision Hub and Decisioning Overview

  • CDH delivers one-to-one customer engagement by combining real-time container data with predictive and adaptive analytics at every interaction point.

  • Next-Best-Action is the decisioning pattern: for each customer, actions are matched to the customer's context, scored, and the highest-value eligible action is selected and delivered.

  • Decisioning happens at the interaction (for example a web click or inbound call) and at outbound runs; inbound decisions are real-time, outbound decisions are batch-scheduled.

  • The decisioning lifecycle is: capture context, identify customer, determine eligibility, score actions, arbitrate, deliver, and learn from the outcome.

  • Adaptive models learn from responses continuously, while predictive models (scorecards) are built offline from historical data and refreshed on a schedule.

  • Three decision-management layers exist: business layer (actions, treatments, propositions), engagement layer (strategies, real-time containers), and data layer (customer profile, interaction history).

  • CDH is built on Pega Platform; business users change strategies and treatments in App Studio and Next-Best-Action Designer without modifying Java or rule-level code.

  • A proposition is the offer content; an action is the business intent that groups propositions and treatments; a treatment is the specific channel-specific presentation.

  • Value of an action in arbitration is generally the predicted propensity multiplied by the business value/weight of the action, so a low-propensity high-value offer can still win.

Quick reference

Decisioning Data and Strategy Components

  • Customer profile data lives in the Customer class (Data-Customer or an application-specific class); interaction history lives in interaction classes such as Data-Decision-Request and Data-Decision-Outcome.

  • A strategy is a rule of type Strategy that passes data through shapes: Data Import, Data Transform, Filter, Group By, Set Property, and the strategy result output.

  • Strategy components are ordered and each shape receives a page list; the final shape's output becomes the strategy result (pxResults) that downstream components consume.

  • The Data-Decision-Request class stores the context of each decision (customer, channel, direction, timestamp); the outcome class stores the response used to train adaptive models.

  • Adaptive model predictors must be mapped to properties available on the customer page at decision time; a predictor that is null at decision time degrades model performance.

  • A data flow (real-time or batch) moves data between the operational datastore and external systems; real-time data flows serve individual decisions, batch flows run on a schedule.

  • The operational datastore (PegaDATA) holds customer and interaction data used by decisioning; it is not the same as the rules database.

  • Interaction history records which actions were offered and the outcome (impression, accept, reject); this feeds reports such as the Adaptive Model report and the arbitration analysis.

  • Strategy testing uses a simulation or a test run against a sample population; the strategy result must expose the properties arbitration needs (propensity, value, eligibility).

Quick reference

Next-Best-Action Designer

  • Next-Best-Action Designer is a guided, business-friendly interface that builds the decisioning strategy from three tabs: Engagement policy, Arbitration, and (optionally) Customer journey / channels.

  • The Engagement policy defines applicability: which actions are eligible for a customer based on conditions, audience, and issue/group hierarchy.

  • Actions belong to issues and groups; the issue/group hierarchy organizes the catalog and drives eligibility and reporting.

  • A treatment is attached to an action and specifies the channel and content; an action can have multiple treatments for different channels.

  • The NBA Designer output is a strategy (often named NBA_Strategy or similar) that can be inspected and extended in Dev Studio, but the Designer is the supported authoring surface.

  • Action-level constraints (such as maximum number of times an action can be offered per customer per period) are set in the Designer and enforced during arbitration.

  • The Designer supports 'contact policy' settings such as suppression, fatigue, and channel limits that restrict which actions can be offered.

  • Changes in NBA Designer are versioned and can be tested in simulation before being committed to production.

  • The Designer's arbitration tab configures the arbitration formula and the priority/weight of actions; the default arbitration uses propensity and value, with priority as a tiebreaker.

Quick reference

Arbitration

  • Arbitration selects the winning action(s) from the eligible, scored candidate set according to the configured arbitration formula.

  • The default arbitration formula is: priority (as a filter/ordering), then propensity × value, with tie-breaking rules; the exact formula is configurable in the arbitration strategy.

  • Arbitration components include: eligibility filter, propensity scoring, value calculation, priority, and the final selection (top N).

  • Priority is an integer on the action; a higher priority can be used to force an action ahead of higher-propensity actions, and priority is often applied before the value calculation.

  • The arbitration strategy produces a ranked list; the top-ranked action is offered, and the remaining ranked actions can be used as fallback or 'next best' alternatives.

  • Contact policy (suppression, fatigue, channel limits) is applied before or during arbitration and can remove candidates from the eligible set.

  • Arbitration can be configured to return multiple actions (for example, a bundle of offers) rather than a single winner.

  • The arbitration result is recorded in interaction history with the propensity and value used, enabling later analysis of why an action won.

  • A common failure mode is a missing or null propensity, which causes the action to be dropped or scored as zero; predictor mapping must be verified before go-live.

Quick reference

Adaptive Models

  • An adaptive model is a self-learning model that updates its predictors after each outcome; it does not require offline training to start.

  • Adaptive models are created per action (or per group of actions) and per channel/direction; the model predicts the probability of a positive response.

  • Predictors are properties from the customer context; each predictor is binned, and the model learns a weight per bin.

  • The model's performance is measured by AUC (area under the ROC curve); AUC near 0.5 means no discrimination, near 1.0 means perfect ranking.

  • A minimum number of outcomes (often around 100-200 positive responses) is needed before an adaptive model's AUC is considered meaningful; below that, treat scores as unreliable.

  • Adaptive model learning rate controls how quickly new outcomes change the model; a high learning rate adapts fast but is noisier, a low rate is stable but slow.

  • Adaptive models can be monitored in the Adaptive Model report, which shows AUC, performance by predictor, and the number of responses.

  • Predictors with little variation or high null rates should be removed; they add noise and can degrade AUC.

  • Adaptive models are used in arbitration to supply the propensity component of the value formula; their outputs are combined with business value to rank actions.

Quick reference

Simulation Testing

  • Simulation testing runs a strategy or NBA configuration against a sample of historical or synthetic data to estimate outcomes before production.

  • A simulation uses a sample population (for example, a random sample of customers) and applies the candidate strategy to produce predicted offers and responses.

  • Simulation results report the distribution of winning actions, estimated acceptance rate, and the lift versus the current production strategy.

  • Simulation does not change production data; it runs in a sandbox and its results are for analysis, not for actual customer delivery.

  • The simulation sample must be representative; a biased or too-small sample produces misleading lift estimates.

  • Simulation can compare multiple strategy versions side by side, which supports A/B-style evaluation before committing a change.

  • Adaptive model scores used in simulation come from the model's current state; if the model is immature, simulated lift may not reflect future performance.

  • Simulation is distinct from a test run: a test run executes the strategy for real on a limited set of interactions, while simulation uses historical/synthetic data with no customer impact.

  • Common simulation pitfalls include using a sample that excludes the target audience and ignoring contact policy, which can overstate the number of offers.