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Main Authors: Gou, Yanjie, Liu, Jiangming, Xue, Kouying, Hu, Yi
Format: Preprint
Published: 2025
Subjects:
Online Access:https://arxiv.org/abs/2510.15412
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author Gou, Yanjie
Liu, Jiangming
Xue, Kouying
Hu, Yi
author_facet Gou, Yanjie
Liu, Jiangming
Xue, Kouying
Hu, Yi
contents The rapid expansion of video game production necessitates the development of effective advertising and recommendation systems for online game platforms. Recommending and advertising games to users hinges on capturing their interest in games. However, existing representation learning methods crafted for handling billions of items in recommendation systems are unsuitable for game advertising and recommendation. This is primarily due to game sparsity, where the mere hundreds of games fall short for large-scale user representation learning, and game imbalance, where user behaviors are overwhelmingly dominated by a handful of popular games. To address the sparsity issue, we introduce the User Game Lifecycle (UGL), designed to enrich user behaviors in games. Additionally, we propose two innovative strategies aimed at manipulating user behaviors to more effectively extract both short and long-term interests. To tackle the game imbalance challenge, we present an Inverse Probability Masking strategy for UGL representation learning. The offline and online experimental results demonstrate that the UGL representations significantly enhance model by achieving a 1.83% AUC offline increase on average and a 21.67% CVR online increase on average for game advertising and a 0.5% AUC offline increase and a 0.82% ARPU online increase for in-game item recommendation.
format Preprint
id arxiv_https___arxiv_org_abs_2510_15412
institution arXiv
publishDate 2025
record_format arxiv
spellingShingle Large-scale User Game Lifecycle Representation Learning
Gou, Yanjie
Liu, Jiangming
Xue, Kouying
Hu, Yi
Computation and Language
The rapid expansion of video game production necessitates the development of effective advertising and recommendation systems for online game platforms. Recommending and advertising games to users hinges on capturing their interest in games. However, existing representation learning methods crafted for handling billions of items in recommendation systems are unsuitable for game advertising and recommendation. This is primarily due to game sparsity, where the mere hundreds of games fall short for large-scale user representation learning, and game imbalance, where user behaviors are overwhelmingly dominated by a handful of popular games. To address the sparsity issue, we introduce the User Game Lifecycle (UGL), designed to enrich user behaviors in games. Additionally, we propose two innovative strategies aimed at manipulating user behaviors to more effectively extract both short and long-term interests. To tackle the game imbalance challenge, we present an Inverse Probability Masking strategy for UGL representation learning. The offline and online experimental results demonstrate that the UGL representations significantly enhance model by achieving a 1.83% AUC offline increase on average and a 21.67% CVR online increase on average for game advertising and a 0.5% AUC offline increase and a 0.82% ARPU online increase for in-game item recommendation.
title Large-scale User Game Lifecycle Representation Learning
topic Computation and Language
url https://arxiv.org/abs/2510.15412