Large-scale User Game Lifecycle Representation Learning
Yanjie Gou, Jiangming Liu, Kouying Xue, Yi Hu
TL;DR
This paper tackles the sparsity and long-tail imbalance in game advertising and in-game item recommendation by introducing the User Game Lifecycle (UGL), a self-supervised representation learning framework that enriches user actions by aggregating signals from multiple environments. It adds action augmentation through Aggregation and Negative Feedback, and balances training through Inverse Probability Masking (IPM), enabling effective learning from scarce and skewed game interactions. The model consists of a sequence embedder and a Transformer-based sequence encoder, with four pooling strategies to form a unified UGL representation used by downstream task models; extensive offline and online experiments on Tencent-scale data show consistent improvements in AUC for advertising (1.53–2.08%) and CVR/ARPU for recommendations (CVR +21.67%, ARPU +0.82%). The work demonstrates scalable, domain-specific representation learning that improves both targeting accuracy and monetization signals, offering practical benefits for large game ecosystems with limited item catalogs and highly imbalanced user behaviors.
Abstract
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.
