mlsanityData to 7 Oct 2026

Collaborative-Enhanced Prediction of Spending on Newly Downloaded Mobile Games under Consumption Uncertainty

arXiv 2404.08301 ↗First posted 12 Apr 2024cs.IR cs.LGcited by 7

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Abstract (arXiv)

With the surge in mobile gaming, accurately predicting user spending on newly downloaded games has become paramount for maximizing revenue. However, the inherently unpredictable nature of user behavior poses significant challenges in this endeavor. To address this, we propose a robust model training and evaluation framework aimed at standardizing spending data to mitigate label variance and extremes, ensuring stability in the modeling process. Within this framework, we introduce a collaborative-enhanced model designed to predict user game spending without relying on user IDs, thus ensuring user privacy and enabling seamless online training. Our model adopts a unique approach by separately representing user preferences and game features before merging them as input to the spending prediction module. Through rigorous experimentation, our approach demonstrates notable improvements over production models, achieving a remarkable 17.11% enhancement on offline data and an impressive 50.65% boost in an online A/B test. In summary, our contributions underscore the importance of stable model training frameworks and the efficacy of collaborative-enhanced models in predicting user spending behavior in mobile gaming.

Key facts. Cited by 7 papers in the map (data through 7 Oct 2026). Builds on 22 of its 52 references that are in the map. First posted on arXiv 12 Apr 2024.

Builds on

22 of 52 references.

References · 22

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10 more
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Cited by year (2026 to 7 Oct)

Citing papers per year: 2024: 4; 2025: 1; 2026: 2.

7 papers.