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Jianshi Lin

dblp:245/6022 · DBLP profile ↗
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3ranked-venue papers
0as first author
1since 2021 · last 2022
—ORCID · none

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

Databases, data management, data science and information retrieval · 2 · 1 since 2021Artificial intelligence and machine learning · 1Graphics, computer vision, multimedia, augmented reality and games · 1Human-computer interaction and ubiquitous computing · 1Applied, interdisciplinary, general and emerging computing · 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.

Artificial intelligence
2 papers
Graph learning · 52% Language models and text generation · 40% Deep learning architectures and training · 8%
Databases, data mining, and information retrieval
2 papers
Data mining · 100%

Topics — the 6 heaviest of 6, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Natural language and speech › Language models and text generation
masked language modeling
0.612022
Unsupervised Representation Learning of Player Behavioral Data with Confidence Guided Masking · WWW 2022
Machine learning › Graph learning › graph neural network › attention-based graph neural network
graph attention network
0.412019
MVAN: Multi-view Attention Networks for Real Money Trading Detection in Online Games · KDD 2019
Machine learning › Graph learning › graph neural network › graph attention
multi-graph attention
0.412019
MVAN: Multi-view Attention Networks for Real Money Trading Detection in Online Games · KDD 2019
Data mining
anomaly detection
0.412019
MVAN: Multi-view Attention Networks for Real Money Trading Detection in Online Games · KDD 2019
Data mining
pattern mining
0.212022
Unsupervised Representation Learning of Player Behavioral Data with Confidence Guided Masking · WWW 2022
Machine learning › Deep learning architectures and training
attention mechanism
0.112019
MVAN: Multi-view Attention Networks for Real Money Trading Detection in Online Games · KDD 2019

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

masking by token confidence · 1.1masked language modeling · 1.1BPE-enhanced compression · 1.1multi-view attention · 0.8graph neural network · 0.8
YearPublicationVenuePosition
2022 Unsupervised Representation Learning of Player Behavioral Data with Confidence Guided Masking
abstract
Players of online games generate rich behavioral data during gaming. Based on these data, game developers can build a range of data science applications, such as bot detection and social recommendation, to improve the gaming experience. However, the development of such applications requires data cleansing, training sample labeling, feature engineering, and model development, which makes the use of such applications in small and medium-sized game studios still uncommon. While acquiring supervised learning data is costly, unlabeled behavioral logs are often continuously and automatically generated in games. Thus we resort to unsupervised representation learning of player behavioral data to optimize intelligent services in games. Behavioral data has many unique properties, including semantic complexity, excessive length, etc. A worth noting property within raw player behavioral data is that a lot of it is task-irrelevant. For these data characteristics, we introduce a BPE-enhanced compression method and propose a novel adaptive masking strategy called Masking by Token Confidence (MTC) for the Masked Language Modeling (MLM) pre-training task. MTC is designed to increase the masking probabilities of task-relevant tokens. Experiments on four downstream tasks and successful deployment in a world-renowned Massively Multiplayer Online Role-Playing Game (MMORPG) prove the effectiveness of the MTC strategy1.
Jiashu Pu, Jianshi Lin, Xiaoxi Mao, Jianrong Tao, Runze Wu 0001
WWW2
2020 XAI-Driven Explainable Multi-view Game Cheating Detection
abstract
Online gaming is one of the most successful applications having a large number of players interacting in an online persistent virtual world through the Internet. However, some cheating players gain improper advantages over normal players by using illegal automated plugins which has brought huge harm to game health and player enjoyment. Game industries have been devoting much efforts on cheating detection with multiview data sources and achieved great accuracy improvements by applying artificial intelligence (AI) techniques. However, generating explanations for cheating detection from multiple views still remains a challenging task. To respond to the different purposes of explainability in AI models from different audience profiles, we propose the EMGCD, the first explainable multi-view game cheating detection framework driven by explainable AI (XAI). It combines cheating explainers to cheating classifiers from different views to generate individual, local and global explanations which contributes to the evidence generation, reason generation, model debugging and model compression. The EMGCD has been implemented and deployed in multiple game productions in NetEase Games, achieving remarkable and trustworthy performance. Our framework can also easily generalize to other types of related tasks in online games, such as explainable recommender systems, explainable churn prediction, etc.
Jianrong Tao, Yuhong Xu, Jianshi Lin, Runze Wu 0001, Changjie Fan
CoG5
2019 MVAN: Multi-view Attention Networks for Real Money Trading Detection in Online Games
abstract
Online gaming is a multi-billion dollar industry that entertains a large, global population. However, one unfortunate phenomenon known as real money trading harms the competition and the fun. Real money trading is an interesting economic activity used to exchange assets in a virtual world with real world currencies, leading to imbalance of game economy and inequality of wealth and opportunity. Game operation teams have been devoting much efforts on real money trading detection, however, it still remains a challenging task. To overcome the limitation from traditional methods conducted by game operation teams, we propose, MVAN, the first multi-view attention networks for detecting real money trading with multi-view data sources. We present a multi-graph attention network (MGAT) in the graph structure view, a behavior attention network (BAN) in the vertex content view, a portrait attention network (PAN) in the vertex attribute view and a data source attention network (DSAN) in the data source view. Experiments conducted on real-world game logs from a commercial NetEase MMORPG( JusticePC) show that our method consistently performs promising results compared with other competitive methods over time and verifiy the importance and rationality of attention mechanisms. MVAN is deployed to several MMORPGs in NetEase in practice and achieving remarkable performance improvement and acceleration. Our method can easily generalize to other types of related tasks in real world, such as fraud detection, drug tracking and money laundering tracking etc.
Jianrong Tao, Jianshi Lin, Shize Zhang, Sha Zhao, Runze Wu 0001, Changjie Fan, Peng Cui 0001
KDD2