Shoujun Liu

dblp:149/8334 · DBLP profile ↗
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1ranked-venue papers
0as first author
1since 2021 · last 2025
—ORCID · unresolved

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 1 · 1 since 2021Databases, data management, data science and information retrieval · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Databases, data mining, and information retrieval
1 paper
Recommender systems · 100%
Artificial intelligence
1 paper
Graph learning · 62% Optimization for machine learning · 38%

Topics — the 5 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Graph learning
graph representation learning
0.912025
Mini-Game Lifetime Value Prediction in WeChat · KDD (2) 2025
Recommender systems › advertising
advertising recommendation
0.912025
Mini-Game Lifetime Value Prediction in WeChat · KDD (2) 2025
Recommender systems › user modeling
customer lifetime value prediction
0.912025
Mini-Game Lifetime Value Prediction in WeChat · KDD (2) 2025
Machine learning › Optimization for machine learning
multi-task optimization
0.312025
Mini-Game Lifetime Value Prediction in WeChat · KDD (2) 2025
Machine learning › Optimization for machine learning › multi-objective optimization
pareto optimization
0.312025
Mini-Game Lifetime Value Prediction in WeChat · KDD (2) 2025

Methods — techniques the papers use, named apart from their topics

pareto optimization · 1.7graph representation learning · 1.7
YearPublicationVenuePosition
2025 Mini-Game Lifetime Value Prediction in WeChat
abstract
The LifeTime Value (LTV) prediction, which endeavors to forecast the cumulative purchase contribution of a user to a particular item, remains a vital challenge that advertisers are keen to resolve. A precise LTV prediction system enhances the alignment of user interests with meticulously designed advertisements, thereby generating substantial profits for advertisers. Nonetheless, this issue is complicated by the paucity of data typically observed in real-world advertising scenarios. The purchase rate among registered users is often as critically low as 0.1%, resulting in a dataset where the majority of users make only several purchases. Consequently, there is insufficient supervisory signal for effectively training the LTV prediction model. An additional challenge emerges from the interdependencies among tasks with high correlation. It is a common practice to estimate a user's contribution to a game over a specified temporal interval. Varying the lengths of these intervals corresponds to distinct predictive tasks, which are highly correlated. For instance, predictions over a 7-day period are heavily reliant on forecasts made over a 3-day period, where exceptional cases can adversely affect the accuracy of both tasks. In order to comprehensively address the aforementioned challenges, we introduce an innovative framework denoted as Graph-Represented Pareto-Optimal LifeTime Value prediction (GRePO-LTV). Graph representation learning is initially employed to address the issue of data scarcity. Subsequently, Pareto-Optimization is utilized to manage the interdependence of prediction tasks. Our method is evaluated using a proprietary offline mini-game recommendation dataset in conjunction with an online A/B test. The implementation of our method results in a significant enhancement within the offline dataset. Moreover, the A/B test demonstrates encouraging outcomes, increasing average Gross Merchandise Value (GMV) by 8.4%.
Aochuan Chen, Yifan Niu, Shoujun Liu, Yang Liu 0245, Jia Li 0009
KDD (2)5