Customer Lifetime Value in Video Games Using Deep Learning and Parametric Models
暂无分享,去创建一个
Ana Fernández del Río | Pei Pei Chen | África Periáñez | Anna Guitart | Ana Fernández del Río | Á. Periáñez | Anna Guitart | Pei Pei Chen
[1] Diego Klabjan,et al. To be or not to be...social: incorporating simple social features in mobile game customer lifetime value predictions , 2018, ACSW.
[2] Christian Bauckhage,et al. Customer Lifetime Value Prediction in Non-Contractual Freemium Settings: Chasing High-Value Users Using Deep Neural Networks and SMOTE , 2018, HICSS.
[3] Jürgen Schmidhuber,et al. Long Short-Term Memory , 1997, Neural Computation.
[4] Meltem Denizel,et al. Empirical validation and comparison of models for customer base analysis , 2007 .
[5] Anna Guitart,et al. Churn Prediction in Mobile Social Games: Towards a Complete Assessment Using Survival Ensembles , 2016, 2016 IEEE International Conference on Data Science and Advanced Analytics (DSAA).
[6] Phillip E. Pfeifer,et al. Marketing Metrics: The Definitive Guide to Measuring Marketing Performance , 2010 .
[7] Alexandros Iosifidis,et al. Forecasting Stock Prices from the Limit Order Book Using Convolutional Neural Networks , 2017, 2017 IEEE 19th Conference on Business Informatics (CBI).
[8] J. Herniter. A Probablistic Market Model of Purchase Timing and Brand Selection , 1971 .
[9] Joseph F. Murray,et al. Convolutional Networks Can Learn to Generate Affinity Graphs for Image Segmentation , 2010, Neural Computation.
[10] Yoshua Bengio,et al. Understanding the difficulty of training deep feedforward neural networks , 2010, AISTATS.
[11] Jimmy Ba,et al. Adam: A Method for Stochastic Optimization , 2014, ICLR.
[12] V. Kumar,et al. Customer lifetime value approaches and best practice applications , 2004 .
[13] David C. Schmittlein,et al. Counting Your Customers: Who-Are They and What Will They Do Next? , 1987 .
[14] Yoshua Bengio,et al. Convolutional networks for images, speech, and time series , 1998 .
[15] Yoshua Bengio,et al. Deep Sparse Rectifier Neural Networks , 2011, AISTATS.
[16] Michael Platzer,et al. Ticking Away the Moments: Timing Regularity Helps to Better Predict Customer Activity , 2016, Mark. Sci..
[17] Rob J Hyndman,et al. Another look at measures of forecast accuracy , 2006 .
[18] F. Dwyer. Customer lifetime valuation to support marketing decision making , 1997 .
[19] G. J. Goodhardt,et al. A Consumer Purchasing Model with Erlang Inter-Purchase Times , 1973 .
[20] Anna Guitart,et al. Games and big data: A scalable multi-dimensional churn prediction model , 2017, 2017 IEEE Conference on Computational Intelligence and Games (CIG).
[21] Xiaoli Li,et al. Deep Convolutional Neural Networks on Multichannel Time Series for Human Activity Recognition , 2015, IJCAI.
[22] Yoshua. Bengio,et al. Learning Deep Architectures for AI , 2007, Found. Trends Mach. Learn..
[23] Sunil Gupta,et al. Stochastic Models of Interpurchase Time with Time-Dependent Covariates , 1991 .
[24] Jürgen Schmidhuber,et al. Deep learning in neural networks: An overview , 2014, Neural Networks.
[25] D. G. Morrison,et al. Estimating Purchase Regularity with Two Interpurchase Times , 1990 .
[26] D. W.,et al. CUSTOMER LIFETIME VALUE: MARKETING MODELS AND APPLICATIONS , 1998 .
[27] Xiaoli Li,et al. Deep Convolutional Neural Network Based Regression Approach for Estimation of Remaining Useful Life , 2016, DASFAA.
[28] Christian Bauckhage,et al. Predicting Purchase Decisions in Mobile Free-to-Play Games , 2015, AIIDE.
[29] Oliver Hinz,et al. Making Digital Freemium Business Models a Success: Predicting Customers’ Lifetime Value via Initial Purchase Information , 2015, Business & Information Systems Engineering.
[30] John A. McCarty,et al. SEGMENTATION APPROACHES IN DATA MINING: A COMPARISON OF RFM, CHAID, AND LOGISTIC REGRESSION , 2007 .
[31] Lawrence D. Jackel,et al. Backpropagation Applied to Handwritten Zip Code Recognition , 1989, Neural Computation.
[32] L. Smith,et al. To be or Not to Be , 1957, Journal of psychiatric nursing and mental health services.
[33] Sven Behnke,et al. Evaluation of Pooling Operations in Convolutional Architectures for Object Recognition , 2010, ICANN.
[34] Dumitru Erhan,et al. Going deeper with convolutions , 2014, 2015 IEEE Conference on Computer Vision and Pattern Recognition (CVPR).
[35] Yegor Tkachenko,et al. Autonomous CRM Control via CLV Approximation with Deep Reinforcement Learning in Discrete and Continuous Action Space , 2015, ArXiv.
[36] Myriam Davidovici-Nora,et al. Innovation in business models in the video game industry: Free-To-Play or the gaming experience as a service , 2013, The Computer Games Journal.
[37] Eelko K. R. E. Huizingh,et al. The Lifetime Value Concept in Customer-Based Marketing , 1999 .
[38] Roberto Pagliari,et al. Customer Lifetime Value Prediction Using Embeddings , 2017, KDD.
[39] Anna Guitart,et al. Forecasting Player Behavioral Data and Simulating In-Game Events , 2017, Advances in Intelligent Systems and Computing.
[40] Phillip E. Pfeifer,et al. CUSTOMER LIFETIME VALUE, CUSTOMER PROFITABILITY AND THE TREATMENT OF ACQUISITION SPENDING , 2005 .
[41] Wonjong Rhee,et al. Churn prediction of mobile and online casual games using play log data , 2017, PloS one.
[42] Peter S. Fader,et al. RFM and CLV: Using Iso-Value Curves for Customer Base Analysis , 2005 .
[43] Peter S. Fader,et al. A Note on Deriving the Pareto/NBD Model and Related Expressions , 2005 .