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Modelling Customer Trajectories with Reinforcement Learning for Practical Retail Insights

This paper proposes a maximum entropy reinforcement learning framework for modeling customer trajectories in retail spaces, demonstrating that it outperforms traditional heuristics like TSP and PNN by providing more accurate, behaviorally grounded insights for store layout optimization and profit maximization without requiring costly real-world data collection.

Original authors: Ken Ming Lee, Paul Barde, Maxime C. Cohen, Derek Nowrouzezahrai

Published 2026-05-19
📖 4 min read☕ Coffee break read

Original authors: Ken Ming Lee, Paul Barde, Maxime C. Cohen, Derek Nowrouzezahrai

Original paper licensed under CC BY 4.0 (http://creativecommons.org/licenses/by/4.0/). This is an AI-generated explanation of the paper below. It is not written or endorsed by the authors. For technical accuracy, refer to the original paper. Read full disclaimer

Imagine you own a small convenience store. Your goal is simple: make as much money as possible. You know that people often buy things they didn't plan to buy—like a candy bar or a soda—just because they saw it while walking down the aisle. This is called an "impulse purchase."

To get people to buy these items, you need to know exactly where they walk. If you put the candy bar right in their path, they'll grab it. If you hide it in a corner they never visit, they won't.

The Problem: The "Guessing Game" vs. The "Expensive Spy"
To figure out where customers walk, you have two bad options:

  1. The Spy (Real Data): You hire people to follow customers around with cameras and maps. This gives you perfect information, but it's incredibly expensive and invasive. Most small stores can't afford this.
  2. The Guess (Heuristics): You use simple math rules to guess the path.
    • The "Shortest Path" Rule (TSP): This assumes customers are robots who always take the absolute shortest route to get their items.
    • The "Nearest Neighbor" Rule (PNN): This assumes customers are a bit random but still mostly pick the closest item to them.

The paper found that these "guessing" rules are wrong about 28% of the time. Real people are messy. They wander, they take detours, and they don't always take the shortest path. Because the guesses are so off, store owners end up putting products in the wrong spots, missing out on sales.

The Solution: A "Video Game" Student
The authors created a new way to predict customer paths using Reinforcement Learning (RL). Think of this like training a video game character (an "agent") to act like a real human shopper.

Instead of just telling the character to "take the shortest path," they taught it a more human lesson:

  • Get the items: You get points for buying what you need.
  • Be a little unpredictable: You also get points for exploring different routes, not just the same boring one every time.

This is called "Maximum Entropy" learning. It forces the computer to realize that humans aren't robots; we have "bounded rationality." We make mistakes, we get distracted, and we take different paths even when buying the same things.

What They Did
They took real data from a convenience store (where they tracked 3,000+ real shoppers) and used it to train their "video game student." Then, they asked the student to simulate 10,000 shopping trips.

The Results: The Student Wins
When they compared the "video game student's" paths to the real human paths:

  • The "Shortest Path" rule failed miserably. It missed entire sections of the store because it only looked for the fastest route.
  • The "Nearest Neighbor" rule was better but still missed the "wandering" behavior of real people.
  • The RL Student was the closest match. It figured out that sometimes people walk through the bottom of the store even if the top is shorter, just because that's how they like to shop.

Why This Matters for Your Wallet
The paper tested this by trying to move a specific product (like Soft Drinks) to a new shelf to make more money.

  • If you used the Shortest Path or Nearest Neighbor guesses, they told you to move the product to a shelf that was actually empty and rarely visited. This would have been a waste of space.
  • The RL Student correctly identified the busy, high-traffic shelves that real humans actually walk past.

When they moved the product to the spot the RL student suggested, the store made almost as much extra profit as if they had used the expensive "Spy" data. The simple guessing rules failed to find the right spot.

The Bottom Line
This paper shows that you don't need to spend a fortune tracking every customer with cameras to optimize your store. Instead, you can use a smart computer model that learns to "think" like a human shopper. It bridges the gap between "too simple to be true" (the guessing rules) and "too expensive to be practical" (real data), giving store owners a cheap, accurate way to arrange their shelves for maximum profit.

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