mlsanityData to 14 Oct 2026

Out of the Box Thinking: Improving Customer Lifetime Value Modelling via Expert Routing and Game Whale Detection

arXiv 2308.12729 ↗First posted 24 Aug 2023cs.IR cs.LGcited by 11

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Abstract (arXiv)

Customer lifetime value (LTV) prediction is essential for mobile game publishers trying to optimize the advertising investment for each user acquisition based on the estimated worth. In mobile games, deploying microtransactions is a simple yet effective monetization strategy, which attracts a tiny group of game whales who splurge on in-game purchases. The presence of such game whales may impede the practicality of existing LTV prediction models, since game whales' purchase behaviours always exhibit varied distribution from general users. Consequently, identifying game whales can open up new opportunities to improve the accuracy of LTV prediction models. However, little attention has been paid to applying game whale detection in LTV prediction, and existing works are mainly specialized for the long-term LTV prediction with the assumption that the high-quality user features are available, which is not applicable in the UA stage. In this paper, we propose ExpLTV, a novel multi-task framework to perform LTV prediction and game whale detection in a unified way. In ExpLTV, we first innovatively design a deep neural network-based game whale detector that can not only infer the intrinsic order in accordance with monetary value, but also precisely identify high spenders (i.e., game whales) and low spenders. Then, by treating the game whale detector as a gating network to decide the different mixture patterns of LTV experts assembling, we can thoroughly leverage the shared information and scenario-specific information (i.e., game whales modelling and low spenders modelling). Finally, instead of separately designing a purchase rate estimator for two tasks, we design a shared estimator that can preserve the inner task relationships. The superiority of ExpLTV is further validated via extensive experiments on three industrial datasets.

Key facts. Cited by 11 papers in the map (data through 14 Oct 2026). Builds on 14 of its 50 references that are in the map. First posted on arXiv 24 Aug 2023.

Builds on

14 of 50 references.

References · 14

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2 more
  1. 2018Customer Lifetime Value in Video Games Using Deep Learning and Parametric Modelscited by 14
  2. 2022Thinking inside The Box: Learning Hypercube Representations for Group Recommendationcited by 11

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Cited by year (2026 to 14 Oct)

Citing papers per year: 2024: 5; 2025: 3; 2026: 3.

11 papers.

Similar, not cited

Close in wording, no citation either way

  1. 2024AuctionNet: A Novel Benchmark for Decision-Making in Large-Scale Games
  2. 2025Predicting E-commerce Purchase Behavior using a DQN-Inspired Deep Learning Model for enhanced adaptability
  3. 2024GameLabel-10K: Collecting Image Preference Data Through Mobile Game Crowdsourcing
  4. 2025RewardRank: Optimizing True Learning-to-Rank Utility
  5. 2026Large Behavior Model: A Promptable Digital Twin of the Retail Customer
  6. 2026The AI Wave and the Reinvention of Game Discovery: Oversupply, Structural Correction, and Agentic Player-Game Matching ↗
  7. 2021GuideBoot: Guided Bootstrap for Deep Contextual Bandits
  8. 2024DISCO: An End-to-End Bandit Framework for Personalised Discount Allocation