Customer lifetime value prediction for gaming industry: fuzzy clustering based approach

2021 ◽  
pp. 1-10
Author(s):  
Ahmet Tezcan Tekin ◽  
Tolga Kaya ◽  
Ferhan Cebi

The use of fuzzy logic in machine learning is becoming widespread. In machine learning problems, the data, which have different characteristics, are trained and predicted together. Training the model consisting of data with different characteristics can increase the rate of error in prediction. In this study, we suggest a new approach to assembling prediction with fuzzy clustering. Our approach aims to cluster the data according to their fuzzy membership value and model it with similar characteristics. This approach allows for efficient clustering of objects with more than one cluster characteristic. On the other hand, our approach will enable us to combine boosting type ensemble algorithms, which are various forms of assemblies that are widely used in machine learning due to their excellent success in the literature. We used a mobile game’s customers’ marketing and gameplay data for predicting their customer lifetime value for testing our approach. Customer lifetime value prediction for users is crucial for determining the marketing cost cap for companies. The findings reveal that using a fuzzy method to ensemble the algorithms outperforms implementing the algorithms individually.

Author(s):  
Tarun Rathi ◽  
Vadlamani Ravi

Customer Lifetime Value (CLV) is an important metric in relationship marketing approaches. There have always been traditional techniques like Recency, Frequency and Monetary Value (RFM), Past Customer Value (PCV) and Share-of-Wallet (SOW) for segregation of customers into good or bad, but these are not adequate, as they only segment customers based on their past contribution. CLV on the other hand calculates the future value of a customer over his or her entire lifetime, which means it takes into account the prospect of a bad customer being good in future and hence profitable for a company or organization. In this paper, we review the various models and different techniques used in the measurement of CLV. Towards the end we make a comparison of various machine learning techniques like Classification and Regression Trees (CART), Support Vector Machines (SVM), SVM using SMO, Additive Regression, K-Star Method and Multilayer Perception (MLP) for the calculation of CLV.


2021 ◽  
pp. 271-278
Author(s):  
Kandula Balagangadhar Reddy ◽  
Debabrata Swain ◽  
Samiksha Shukla ◽  
Lija Jacob

2021 ◽  
Author(s):  
Ridda Ali ◽  
Sophie Abrahams ◽  
Anna Berryman ◽  
Collin Bleak ◽  
Nor Aishah Hamzah ◽  
...  

We were asked by Innovation Embassy to work with a large dataset centred around gambling investment, with the task of making a predictive function for computing Customer Lifetime Value (CLV), and also to see if there are ways of detecting fraudulent financial practices and addictive gambling patterns. We had moderate success with the data as it stands, but we were partly held back for two main reasons: the ability to discern a solid definition of CLV due to highly inconsistent data and data that contained many large and incomputable gaps. Different machine learning algorithms were used to find CLV functions based on key variables. We also describe a short and explicit list of ways where the base data can be improved to support effective calculation of CLV. Our key findings suggest that the average customer's CLV is 1035 and ~80% of revenue is brought in from ~10% of the clients.


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