Generative AI-Driven Personalized Advertising: Automated Creative Generation and Effectiveness Evaluation

Recently, generative artificial intelligence (GenAI) has developed into a new form of technology that can create copy, image, audio, and video content and adapt it to individual preferences on every channel and moment automatically. But most fail at proof-of-concept, as the pipelines needed to govern data, generate it controllably, deliver it, and do causal evaluation are absent or poorly aligned. This paper puts forward a practical end-to-end framework concerning personalized advertising driven by GenAI, which combines representation learning, constrained generation, and experimentation into a single operating cycle. First, we pick a modular architecture: profiles and contexts go into controllable large language and diffusion models that yield brand-safe assets under deterministic conditioning, which are chosen via a contextual bandit and vetted by policy and equality guardrails. Second, we give a measurement stack going from straightforward A/B/n tests to doubly-robust uplift modeling, making it possible to find out diverse treatment effects that are good to use in business metrics (incremental conversions and profit). Third, we operationalize latency budgets, humans in the loop, red teams, safety filters, and post-deployment monitoring with clear escalation paths. We focus throughout the paper on reproducibility, privacy (consent, privacy, differential privacy, on-device inference), and on GDPR/CCPA-like governance specifications. We end on our actionable blueprint, algorithmic choices, sample prompts, KPIs, and step-wise rollout to achieve trustworthy performance upgrades without putting creative quality, fairness, or compliance to the test.

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Publication Details

Journal
Proceedings of Business and Economic Studies
Published
2025-10-03
DOI
https://doi.org/10.26689/pbes.v8i5.12119
Primary Topic
Educational Games and Gamification
Type
article
Field-Weighted Citation Impact
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article

Generative AI-Driven Personalized Advertising: Automated Creative Generation and Effectiveness Evaluation

Xuan Su
Proceedings of Business and Economic Studies
Educational Games and Gamification
article

Generative AI-Driven Personalized Advertising: Automated Creative Generation and Effectiveness Evaluation

Xuan Su
article en

Abstract

Recently, generative artificial intelligence (GenAI) has developed into a new form of technology that can create copy, image, audio, and video content and adapt it to individual preferences on every channel and moment automatically. But most fail at proof-of-concept, as the pipelines needed to govern data, generate it controllably, deliver it, and do causal evaluation are absent or poorly aligned. This paper puts forward a practical end-to-end framework concerning personalized advertising driven by GenAI, which combines representation learning, constrained generation, and experimentation into a single operating cycle. First, we pick a modular architecture: profiles and contexts go into controllable large language and diffusion models that yield brand-safe assets under deterministic conditioning, which are chosen via a contextual bandit and vetted by policy and equality guardrails. Second, we give a measurement stack going from straightforward A/B/n tests to doubly-robust uplift modeling, making it possible to find out diverse treatment effects that are good to use in business metrics (incremental conversions and profit). Third, we operationalize latency budgets, humans in the loop, red teams, safety filters, and post-deployment monitoring with clear escalation paths. We focus throughout the paper on reproducibility, privacy (consent, privacy, differential privacy, on-device inference), and on GDPR/CCPA-like governance specifications. We end on our actionable blueprint, algorithmic choices, sample prompts, KPIs, and step-wise rollout to achieve trustworthy performance upgrades without putting creative quality, fairness, or compliance to the test.

Proceedings of Business and Economic StudiesVol. 8(5)
Target (United States) (US)
Openalex Percentile: Top 69%
Educational Games and Gamification
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