Runze Wu 0001

dblp:180/4550-1 · DBLP profile ↗
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39ranked-venue papers in the field
1as first author
31since 2021 · last 2026
0000-0002-6986-5825ORCID · conflict

Domains — venue-derived; a paper can count in several

Data Mining & Knowledge Discovery · 19Information Retrieval & Web Search · 15 (1 first)Database Systems & Data Management · 5
YearPublicationVenuePosition
2026 Fast-DataShapley: Neural Modeling for Training Data Valuation
abstract
The value and copyright of training data are crucial in the artificial intelligence industry. Service platforms should protect data providers' legitimate rights and fairly reward them for their contributions. Shapley value, a potent tool for evaluating contributions, outperforms other methods in theory, but its computational overhead escalates exponentially with the number of data providers. Recent studies on Shapley values have proposed various approximation algorithms to address the computational complexity issues inherent in exact calculations. However, they need to retrain for each test sample, leading to intolerable costs. We propose Fast-DataShapley, a one-pass training framework that leverages the weighted least squares characterization of the Shapley value to train a reusable explainer model with real-time reasoning speed. Given new test samples, no retraining is required to calculate the Shapley values of the training data. Additionally, we propose three methods with theoretical guarantees to reduce training overhead from two aspects: the approximate calculation of the utility function and the reduction of the sample space complexity. We analyze time complexity to show the efficiency of our methods. The experimental evaluations on various image datasets demonstrate superior performance and efficiency compared to baselines. Specifically, the performance is improved to more than 2×, and the explainer's training speed can be increased by two orders of magnitude.
Haifeng Sun 0005, Runze Wu 0001, Xinyu Cai, Changjie Fan, Lan Zhang 0002, Xiang-Yang Li 0001
WSDM3
2026 The Power of Penalties: Negativity-Aware Incentives for High-Quality Crowdsourced Data Labeling
abstract
High-quality data labeling is essential for training robust machine learning models; however, existing methods often ignore fraud or assume non-negative worker utility, failing to penalize harmful contributions without discouraging participation. To address this, we propose the Negativity-Aware Incentive (NAI) mechanism which introduces two novel components. First, the Ability-Result Characteristic Function (AR-CF) adapts and extends Shapley value theory through signed valuation to explicitly capture both positive and negative contributions, by combining workers' abilities with real-time task results to define contribution values. Second, a dynamic stake pool mechanism employs pre-commitment economics with adaptive dual-control parameters to balance fairness and operational efficiency. Through extensive experiments on multimodal datasets (images, text, audio, video), NAI outperforms state-of-the-art baselines: it improves video labeling accuracy by 16.6%, and reduces fraudulent behaviors by 33.9%. Furthermore, our deployment on the NetEase Youling crowdsourcing platform, serving 430,000 registered workers with 80,000 monthly active workers, validates NAI's real-world viability. Real-time A/B testing shows a 59.6% improvement in labeling quality for beginner tasks and a consistent reduction in fraud rates (14.8%-33.9%) across difficulty levels. This work establishes a paradigm shift in crowdsourcing system design, demonstrating that explicit negative modeling can enhance data quality, optimize costs, and foster participation at scale.
Kai Wang 0064, Runze Wu 0001, Haifeng Sun 0005, Anran Li 0001, Shaojie Tang 0001, Changjie Fan, Xiang-Yang Li 0001
WWW2
2025 Empowering Economic Simulation for Massively Multiplayer Online Games through Generative Agent-Based Modeling
abstract
Within the domain of Massively Multiplayer Online (MMO) economy research, Agent-Based Modeling (ABM) has emerged as a robust tool for analyzing game economics, evolving from rule-based agents to decision-making agents enhanced by reinforcement learning. Nevertheless, existing works encounter significant challenges when attempting to emulate human-like economic activities among agents, particularly regarding agent reliability, sociability, and interpretability.In this study, we take a preliminary step in introducing a novel approach using Large Language Models (LLMs) in MMO economy simulation. Leveraging LLMs' role-playing proficiency, generative capacity, and reasoning aptitude, we design LLM-driven agents with human-like decision-making and adaptability. These agents are equipped with the abilities of role-playing, perception, memory, and reasoning, addressing the aforementioned challenges effectively. Simulation experiments focusing on in-game economic activities demonstrate that LLM-empowered agents can promote emergent phenomena like role specialization and price fluctuations in line with market rules.
Bihan Xu, Runze Wu 0001, Zhenya Huang, Zhipeng Hu, Kai Wang 0064, Haoyu Liu 0002, Tangjie Lv, Changjie Fan, Xin T. Tong, Jiangze Han
KDD (2)3
2025 Knowledge enhanced graph contrastive learning for match outcome prediction
Junji Jiang, Likang Wu, Zhipeng Hu, Runze Wu 0001, Hongke Zhao
Inf. Process. Manag.4
2024 CoMAL: Contrastive Active Learning for Multi-Label Text Classification
abstract
Multi-label text classification (MLTC) allows a given text to be associated with multiple labels, which well suits many real-world data mining scenarios. However, the annotation effort of MLTC is inevitably expensive and time-consuming. Although multi-label active learning provides a cost-effective solution, it still faces two major challenges: (i) constructing decent feature space to distinguish the confusing semantics of different labels; (ii) defining proper sampling criteria to measure a sample's joint effect over the entire label space. To bridge these gaps, we propose a Contrastive Multi-label Active Learning framework (CoMAL) that gives an effective data acquisition strategy. Specifically, a contrastive decoupling mechanism is introduced to fully release the semantic information of multiple labels into the latent space. Then, we devise a hybrid criterion that balances two data value measures: (i) similarity-enhanced label cardinality inconsistency reflects the uncertainty of data predictions. (ii) positive feature diversity evaluates the positive-propensity semantic diversity to handle the label sparsity. Extensive experiments demonstrate that our CoMAL outperforms the current state-of-the-art multi-label active learning approaches. Code for CoMAL is available at https://github.com/chengzju/CoMAL.
Cheng Peng 0011, Haobo Wang 0001, Ke Chen 0005, Lidan Shou, Chang Yao 0001, Runze Wu 0001, Gang Chen 0001
KDD6
2024 MGMatch: Fast Matchmaking with Nonlinear Objective and Constraints via Multimodal Deep Graph Learning
abstract
As a core problem of online games, matchmaking is to assign players into multiple teams to maximize their gaming experience. With the rapid development of game industry, it is increasingly difficulty to explicitly model players' experiences as linear functions. Instead, it is often modeled in a data-driven way by training a neural network. Meanwhile, complex rules must be satisfied to ensure the robustness of matchmaking, which are often described using logical operators. Therefore, matchmaking in practical scenarios is a challenging combinatorial optimization problem with nonlinear objective, linear constraints and logical constraints, which receives much less attention in previous research. In this paper, we propose a novel deep learning method for high-quality matchmaking in real-time. We first cast the problem as standard mixed-integer programming (MIP) by linearizing ReLU networks and logical constraints. Then, based on supervised learning, we design and train a multi-modal graph learning architecture to predict optimal solutions end-to-end from instance data, and solve a surrogate problem to efficiently obtain feasible solutions. Evaluation results on real industry datasets show that our method can deliver near-optimal solutions within 100ms.
Yu Sun 0051, Kai Wang 0064, Zhipeng Hu, Runze Wu 0001, Yaoxin Wu, Wen Song 0004, Tangjie Lv, Changjie Fan
KDD4
2024 XRL-Bench: A Benchmark for Evaluating and Comparing Explainable Reinforcement Learning Techniques
abstract
Reinforcement Learning (RL) has demonstrated substantial potential across diverse fields, yet understanding its decision-making process, especially in real-world scenarios where rationality and safety are paramount, is an ongoing challenge. This paper delves in to Explainable RL (XRL), a subfield of Explainable AI (XAI) aimed at unravelling the complexities of RL models. Our focus rests on state-explaining techniques, a crucial subset within XRL methods, as they reveal the underlying factors influencing an agent's actions at any given time. Despite their significant role, the lack of a unified evaluation framework hinders assessment of their accuracy and effectiveness. To address this, we introduce XRL-Bench, a unified standardized benchmark tailored for the evaluation and comparison of XRL methods, encompassing three main modules: standard RL environments, explainers based on state importance, and standard evaluators. XRL-Bench supports both tabular and image data for state explanation. We also propose TabularSHAP, an innovative and competitive XRL method. We demonstrate the practical utility of TabularSHAP in real-world online gaming services and offer an open-source benchmark platform for the straightforward implementation and evaluation of XRL methods. Our contributions facilitate the continued progression of XRL technology.
Zhipeng Hu, Runze Wu 0001, Xingchen Fang, Ji Jiang, Tianze Zhou, Yujing Hu, Haoyu Liu 0002, Tangjie Lyu, Changjie Fan
KDD4
2024 Temporal Uplift Modeling for Online Marketing
abstract
In recent years, uplift modeling, also known as individual treatment effect (ITE) estimation, has seen wide applications in online marketing, such as delivering one-time issuance of coupons or discounts to motivate users' purchases. However, complex yet more realistic scenarios involving multiple interventions over time on users are still rarely explored. The challenges include handling the bias from time-varying confounders, determining optimal treatment timing, and selecting among numerous treatments. In this paper, to tackle the aforementioned challenges, we present a temporal point process-based uplift model (TPPUM) that utilizes users' temporal event sequences to estimate treatment effects via counterfactual analysis and temporal point processes. In this model, marketing actions are considered as treatments, user purchases as outcome events, and how treatments alter the future conditional intensity function of generating outcome events as the uplift. Empirical evaluations demonstrate that our method outperforms existing baselines on both real-world and synthetic datasets. In the online experiment conducted in a discounted bundle recommendation scenario involving an average of 3 to 4 interventions per day and hundreds of treatment candidates, we demonstrate how our model outperforms current state-of-the-art methods in selecting the appropriate treatment and timing of treatment, resulting in a 3.6% increase in application-level revenue.
Xin Zhang 0091, Kai Wang 0064, Zengmao Wang, Bo Du 0001, Runze Wu 0001, Tangjie Lv, Changjie Fan
KDD6
2024 CORAL: Collaborative Automatic Labeling System based on Large Language Models
abstract
In the era of big data, data annotation is integral to numerous applications. However, it is widely acknowledged as a laborious and time-consuming process, significantly impeding the scalability and efficiency of data-driven applications. To reduce the human cost, we demonstrate CORAL, a collaborative automatic labeling system driven by large language models (LLMs), which achieves high-quality annotation with the least human effort. Firstly, CORAL employs LLM to automatically annotate vast datasets, generating coarse-grained labels. Subsequently, a weakly-supervised learning module trains small language models (SLMs) using noisy label learning techniques to distill accurate labels from LLM's annotations. It also allows statistical analysis of model outcomes to identify potentially erroneous labels, reducing the human cost of error detection. Furthermore, CORAL supports iterative refinement by LLMs and SLMs using manually corrected labels, thereby ensuring continual enhancement in annotation quality and model performance. A visual interface enables annotation process monitoring and result analysis.
Zhen Zhu 0007, Shouqing Yang, Lin Long, Runze Wu 0001, Xiu Tang, Junbo Zhao 0002, Haobo Wang 0001
Proc. VLDB Endow.5
2024 MHANER: A Multi-source Heterogeneous Graph Attention Network for Explainable Recommendation in Online Games
abstract
Recommender system helps address information overload problem and satisfy consumers’ personalized requirement in many applications such as e-commerce, social networks, and in-game store. However, existing approaches mainly focus on improving the accuracy of recommendation tasks but usually ignore how to improve the interpretability of recommendation, which is still a challenging and crucial task, especially for some complicated scenarios such as large-scale online games. A few previous attempts on explainable recommendation mostly depend on a large amount of a priori knowledge or user-provided review corpus, which is labor consuming as well as often suffers from data deficiency. To relieve this issue, we propose a Multi-source Heterogeneous Graph Attention Network for Explainable Recommendation (MHANER) for the case without enough a priori knowledge or corpus of user comments. Specifically, MHANER employs the attention mechanism to model players’ preference to in-game store items as the support for the explanation of recommendation. Then a graph neural network–based method is designed to model players’ multi-source heterogeneous information, including the players’ historical behavior data, historical purchase data, and attributes of the player-controlled character, which is leveraged to recommend possible items for players to buy. Finally, the multi-level subgraph pattern mining is adopted to combine the characteristics of a recommendation list to generate corresponding explanations of items. Extensive experiments on three real-world datasets, two collected from JD and one from NetEase game, demonstrate that the proposed model MHANER outperforms state-of-the-art baselines. Moreover, the generated explanations are verified by human encoding comprised of hard-core game players and endorsed by experts from game developers.
Dongjin Yu, Xingliang Wang, Runze Wu 0001, Dongjing Wang, Zhene Zou, Guandong Xu
ACM Trans. Intell. Syst. Technol.5
2024 PU-Detector: A PU Learning-based Framework for Real Money Trading Detection in MMORPG
abstract
Massive multiplayer online role-playing games (MMORPG) have been becoming one of the most popular and exciting online games. In recent years, a cheating phenomenon called real money trading (RMT) has arisen and damaged the fantasy world in many ways. RMT is the sale of in-game items, currency, or even characters to earn real money, breaking the balance of the game economy ecosystem and damaging the game experience. Therefore, some studies have emerged to address the problem of RMT detection. However, they cannot well handle the label uncertainty problem in practice, where there are only labeled RMT samples (positive samples) and unlabeled samples, which could either be RMT samples or normal transactions (negative samples). Meanwhile, the trading relationship between RMTers is modeled in a simple way, leading to some normal transactions being falsely classified as RMT. In this article, we propose PU-Detector, a novel framework based on PU learning (learning from positive and unlabeled data) for RMT detection, considering the fact that there are only labeled RMT samples and other unlabeled transactions. We first automatically estimate the likelihood of one transaction being RMT by developing an improved PU learning method and proposing an assessment rule. Sequentially, we use the estimated likelihood as edge weight to construct a trading graph to learn trader representation. Then, with the trader representations and basic trading features, we detect RMT samples by the improved PU learning method. PU-Detector is evaluated on a large-scale real world dataset consisting of 33,809,956 transaction logs generated by 43,217 unique players. Compared with other approaches, it achieves the state-of-the-art performance and demonstrates its advantages in detecting underlying RMT samples.
Yilin Wang 0014, Sha Zhao, Runze Wu 0001, Yuhong Xu, Jianrong Tao, Tangjie Lv, Shijian Li, Zhipeng Hu, Gang Pan 0001
ACM Trans. Knowl. Discov. Data4
2024 SMLP4Rec: An Efficient All-MLP Architecture for Sequential Recommendations
abstract
Self-attention models have achieved the state-of-the-art performance in sequential recommender systems by capturing the sequential dependencies among user–item interactions. However, they rely on adding positional embeddings to the item sequence to retain the sequential information, which may break the semantics of item embeddings due to the heterogeneity between these two types of embeddings. In addition, most existing works assume that such dependencies exist solely in the item embeddings, but neglect their existence among the item features. In our previous study, we proposed a novel sequential recommendation model, i.e., MLP4Rec, based on the recent advances of MLP-Mixer architectures, which is naturally sensitive to the order of items in a sequence because matrix elements related to different positions of a sequence will be given different weights in training. We developed a tri-directional fusion scheme to coherently capture sequential, cross-channel, and cross-feature correlations with linear computational complexity as well as much fewer model parameters than existing self-attention methods. However, the cascading mixer structure, the large number of normalization layers between different mixer layers, and the noise generated by these operations limit the efficiency of information extraction and the effectiveness of MLP4Rec. In this extended version, we propose a novel framework – SMLP4Rec for sequential recommendation to address the aforementioned issues. The new framework changes the flawed cascading structure to a parallel mode, and integrates normalization layers to minimize their impact on the model’s efficiency while maximizing their effectiveness. As a result, the training speed and prediction accuracy of SMLP4Rec are vastly improved in comparison to MLP4Rec. Extensive experimental results demonstrate that the proposed method is significantly superior to the state-of-the-art approaches. The implementation code is available online to ease reproducibility.
Jingtong Gao, Xiangyu Zhao 0001, Minghao Zhao 0002, Runze Wu 0001, Ruocheng Guo, Dawei Yin 0001
ACM Trans. Inf. Syst.5
2023 A Data-Driven Decision Support Framework for Player Churn Analysis in Online Games
abstract
Faced with saturated market and fierce competition of online games, it is of great value to analyze the causes of the player churn for improving the game product, maintaining the player retention. A large number of research efforts on churn analysis have been made into churn prediction, which can achieve a sound accuracy benefiting from the booming of AI technologies. However, game publishers are usually unable to apply high-accuracy prediction methods in practice for preventing or relieving the churn due to the lack of the specific decision support (e.g., why they leave and what to do next). In this study, we fully exploit the expertise in online games and propose a comprehensive data-driven decision support framework for addressing game player churn. We first define the churn analysis in online games from a commercial perspective and elaborate the core demands of game publishers for churn analysis. Then we employ and improve the cutting-edge eXplainable AI (XAI) methods to predict player churn and analyze the potential churn causes. The possible churn causes can finally guide game publishers to make specific decisions of revision or intervention in our designed procedure. We demonstrate the effectiveness and high practical value of the framework by conducting extensive experiments on a real-world large-scale online game, Justice PC. The whole decision support framework, bringing interesting and valuable insights, also receives quite positive reviews from the game product and operation teams. Notably, the whole pipeline is readily transplanted to other online systems for decision support to address similar issues.
Runze Wu 0001, Jianrong Tao, Tangjie Lyu, Changjie Fan, Peng Cui 0001
KDD2
2023 RL4RS: A Real-World Dataset for Reinforcement Learning based Recommender System
abstract
Reinforcement learning based recommender systems (RL-based RS) aim at learning a good policy from a batch of collected data, by casting recommendations to multi-step decision-making tasks. However, current RL-based RS research commonly has a large reality gap. In this paper, we introduce the first open-source real-world dataset, RL4RS, hoping to replace the artificial datasets and semi-simulated RS datasets previous studies used due to the resource limitation of the RL-based RS domain. Unlike academic RL research, RL-based RS suffers from the difficulties of being well-validated before deployment. We attempt to propose a new systematic evaluation framework, including evaluation of environment simulation, evaluation on environments, and counterfactual policy evaluation. In summary, the RL4RS (Reinforcement Learning for Recommender Systems), a new resource with special concerns on the reality gaps, contains two real-world datasets, data understanding tools, tuned simulation environments, related advanced RL baselines, batch RL baselines, and counterfactual policy evaluation algorithms. The RL4RS suite can be found at https://github.com/fuxiAIlab/RL4RS.
Kai Wang 0064, Zhene Zou, Minghao Zhao 0002, Yile Liang, Runze Wu 0001, Tangjie Lyu, Changjie Fan
SIGIR7
2023 AutoMLP: Automated MLP for Sequential Recommendations
abstract
Sequential recommender systems aim to predict users’ next interested item given their historical interactions. However, a long-standing issue is how to distinguish between users’ long/short-term interests, which may be heterogeneous and contribute differently to the next recommendation. Existing approaches usually set pre-defined short-term interest length by exhaustive search or empirical experience, which is either highly inefficient or yields subpar results. The recent advanced transformer-based models can achieve state-of-the-art performances despite the aforementioned issue, but they have a quadratic computational complexity to the length of the input sequence. To this end, this paper proposes a novel sequential recommender system, AutoMLP, aiming for better modeling users’ long/short-term interests from their historical interactions. In addition, we design an automated and adaptive search algorithm for preferable short-term interest length via end-to-end optimization. Through extensive experiments, we show that AutoMLP has competitive performance against state-of-the-art methods, while maintaining linear computational complexity.
Zijian Zhang 0009, Xiangyu Zhao 0001, Minghao Zhao 0002, Runze Wu 0001, Ruocheng Guo
WWW6
2023 Differentiated matching for individual and average treatment effect estimation
Ziyu Zhao 0001, Kun Kuang 0001, Bo Li 0064, Peng Cui 0001, Runze Wu 0001, Jun Xiao 0001, Fei Wu 0001
Data Min. Knowl. Discov.5
2023 Stable Prediction With Leveraging Seed Variable
abstract
In this paper, we focus on the problem of stable prediction across unknown test data, where the test distribution might be different from the training one and is always agnostic when model training. In such a case, previous machine learning methods might exploit subtly spurious correlations induced by non-causal variables in training data for prediction. Those spurious correlations are changeable across data, leading to instability of prediction across unknown test data. To address this problem, we propose a conditional independence test based algorithm to screen out part of non-causal features and reduce those spurious correlations for a more stable prediction by leveraging a seed variable. We show, both theoretically and with empirical experiments, that our algorithm can precisely screen out the isolated non-causal variables, which have no causal relationship with other variables, and remove the spurious correlations induced by them, increasing the stability of prediction across unknown test data. Extensive experiments on both synthetic and real-world datasets demonstrate that our algorithm outperforms state-of-the-art methods for stable prediction across unknown test data.
Kun Kuang 0001, Haotian Wang 0001, Ruoxuan Xiong, Runze Wu 0001, Weiming Lu 0001, Yueting Zhuang, Fei Wu 0001, Peng Cui 0001, Bo Li 0064
IEEE Trans. Knowl. Data Eng.5
2023 Learning Decomposed Representations for Treatment Effect Estimation
abstract
In observational studies, confounder separation and balancing are the fundamental problems of treatment effect estimation. Most of the previous methods focused on addressing the problem of confounder balancing by treating all observed pre-treatment variables as confounders, ignoring confounder separation. In general, not all the observed pre-treatment variables are confounders that refer to the common causes of the treatment and the outcome, some variables only contribute to the treatment (i.e., instrumental variables) and some only contribute to the outcome (i.e., adjustment variables). Balancing those non-confounders, including instrumental variables and adjustment variables, would generate additional bias for treatment effect estimation. By modeling the different causal relations among observed pre-treatment variables, treatment variables and outcome variables, we propose a synergistic learning framework to i) separate confounders by learning decomposed representations of both confounders and non-confounders, ii) balance confounder with sample re-weighting technique, and simultaneously iii) estimate the treatment effect in observational studies via counterfactual inference. Empirical results on synthetic and real-world datasets demonstrate that the proposed method can precisely decompose confounders and achieve a more precise estimation of treatment effect than baselines.
Anpeng Wu, Junkun Yuan, Kun Kuang 0001, Bo Li 0064, Runze Wu 0001, Yueting Zhuang, Fei Wu 0001
IEEE Trans. Knowl. Data Eng.5
2023 perCLTV: A General System for Personalized Customer Lifetime Value Prediction in Online Games
abstract
Online games make up the largest segment of the booming global game market in terms of revenue as well as players. Unlike games that sell games at one time for profit, online games make money from in-game purchases by a large number of engaged players. Therefore, Customer Lifetime Value (CLTV) is particularly vital for game companies to improve marketing decisions and increase game revenues. Nowadays, as virtual game worlds are becoming increasingly innovative, complex, and diverse, the CLTV of massive players is highly personalized. That is, different players may have very different patterns of CLTV, especially on churn and payment. However, current solutions are inadequate in terms of personalization and thus limit predictive performance. First, most methods just attempt to address either task of CLTV, i.e., churn or payment, and only consider the personalization from one of them. Second, the correlation between churn and payment has not received enough attention and its personalization has not been fully explored yet. Last, most solutions around this line are conducted based on historical data where the evaluation is not convincing enough without real-world tests. To tackle these problems, we propose a general system to predict personalized customer lifetime value in online games, named perCLTV. To be specific, we revisit the personalized CLTV prediction problem from the two sub-tasks of churn prediction and payment prediction in a sequential gated multi-task learning fashion. On this basis, we develop a generalized framework to model CLTV across games in distinct genres by heterogeneous player behavior data, including individual behavior sequential data and social behavior graph data. Comprehensive experiments on three real-world datasets validate the effectiveness and rationality of perCLTV, which significantly outperforms other baseline methods. Our work has been implemented and deployed in many online games released from NetEase Games. Online A/B testing in production shows that perCLTV achieves a prominent improvement in two precision marketing applications of popup recommendation and churn intervention.
Runze Wu 0001, Jianrong Tao, Manhu Qu, Minghao Zhao 0002, Changjie Fan, Hongke Zhao
ACM Trans. Inf. Syst.2
2022 T-Detector: A Trajectory based Pre-trained Model for Game Bot Detection in MMORPGs
abstract
Game bots are programmed to automatically play games and illegally obtain profit, seriously affecting game experience of honest players and breaking the balance of game ecosystem. Therefore, bot detection needs to be addressed urgently, especially for MMORPGs, one of the most rapidly expanding genres of games. There have been some studies for bot detection, but the features they used are dependent on specific games and the methods cannot be generalized to other games. In this paper, we propose a trajectory based pre-trained model for game bot detection from game character trajectories and mouse trajectories, named T-Detector, which is independent to specific games and can be generalized to others. More specifically, we propose a pretrain method of LocationTime2Vec to learn representations of trajectories from huge unlabeled samples, which deeply embed spatial and temporal information hidden in trajectories. Moreover, we extract universal features based on behavioral differences in movement trajectories between human players and bots. We design an Angle Pretrain to extract features of turning angle, and propose an attention pooling module to extract features of moving speed and distance. Such features are not dependent on any specific game, enabling T-Detector to be generalized to many MMORPGs. Evaluated by two large-scale real-world datasets of 143,938 samples from two MMORPGs, T-Detector achieves the state-of-the-art performance in bot detection, and demonstrates powerful generalization ability.
Sha Zhao, Junwei Fang, Runze Wu 0001, Jianrong Tao, Shijian Li, Gang Pan 0001
ICDE4
2022 Few-shot Learning for Trajectory-based Mobile Game Cheating Detection
abstract
With the emerging of smartphones, mobile games have attracted billions of players and occupied most of the share for game companies. On the other hand, mobile game cheating, aiming to gain improper advantages by using programs that simulate the players' inputs, severely damages the game's fairness and harms the user experience. Therefore, detecting mobile game cheating is of great importance for mobile game companies. Many PC game-oriented cheating detection methods have been proposed in the past decades, however, they can not be directly adopted in mobile games due to the concern of privacy, power, and memory limitations of mobile devices. Even worse, in practice, the cheating programs are quickly updated, leading to the label scarcity for novel cheating patterns. To handle such issues, we in this paper introduce a mobile game cheating detection framework, namely FCDGame, to detect the cheats under the few-shot learning framework. FCDGame only consumes the screen sensor data, recording users' touch trajectories, which is less sensitive and more general for almost all mobile games. Moreover, a Hierarchical Trajectory Encoder and a Cross-pattern Meta Learner are designed in FCDGame to capture the intrinsic characters of mobile games and solve the label scarcity problem, respectively. Extensive experiments on two real online games show that FCDGame achieves almost 10% improvements in detection accuracy with only few fine-tuned samples.
Yueyang Su, Di Yao 0001, Xiaokai Chu, Wenbin Li 0012, Jingping Bi, Runze Wu 0001, Shize Zhang, Jianrong Tao
KDD7
2022 A GNN-Enhanced Game Bot Detection Model for MMORPGs
Xianyang Qi, Jiashu Pu, Runze Wu 0001, Jianrong Tao
PAKDD (2)4
2022 Investigating Accuracy-Novelty Performance for Graph-based Collaborative Filtering
abstract
Recent years have witnessed the great accuracy performance of graph-based Collaborative Filtering (CF) models for recommender systems. By taking the user-item interaction behavior as a graph, these graph-based CF models borrow the success of Graph Neural Networks (GNN), and iteratively perform neighborhood aggregation to propagate the collaborative signals. While conventional CF models are known for facing the challenges of the popularity bias that favors popular items, one may wonder "Whether the existing graph-based CF models alleviate or exacerbate the popularity bias of recommender systems?" To answer this question, we first investigate the two-fold performances w.r.t. accuracy and novelty for existing graph-based CF methods. The empirical results show that symmetric neighborhood aggregation adopted by most existing graph-based CF models exacerbates the popularity bias and this phenomenon becomes more serious as the depth of graph propagation increases. Further, we theoretically analyze the cause of popularity bias for graph-based CF. Then, we propose a simple yet effective plugin, namely r-AdjNorm, to achieve an accuracy-novelty trade-off by controlling the normalization strength in the neighborhood aggregation process. Meanwhile, r-AdjNorm can be smoothly applied to the existing graph-based CF backbones without additional computation. Finally, experimental results on three benchmark datasets show that our proposed method can improve novelty without sacrificing accuracy under various graph-based CF backbones.
Minghao Zhao 0002, Le Wu 0001, Yile Liang, Lei Chen 0051, Jian Zhang 0023, Kai Wang 0064, Tangjie Lv, Runze Wu 0001
SIGIR10
2022 FingFormer: Contrastive Graph-based Finger Operation Transformer for Unsupervised Mobile Game Bot Detection
abstract
This paper studies the task of detecting bots for online mobile games. Considering the fact of lacking labeled cheating samples and restricted available data in the real detection systems, we aim to study the finger operations captured by screen sensors to infer the potential bots in an unsupervised way. In detail, we introduce a Transformer-style detection model, namely FingFormer. It studies the finger operations in the format of graph structure in order to capture the spatial and temporal relatedness between the two hands’ operations. To optimize the model in an unsupervised way, we introduce two contrastive learning strategies to refine both finger moving patterns and players’ operation habits. We conduct extensive experiments under different experimental environments, including the synthetic dataset, the offline dataset, as well as the large-scale online data flow from three mobile games. The multi-facet experiments illustrate the proposed model is both effective and general to detect the bots for different mobile games.
Wenbin Li 0012, Xiaokai Chu, Yueyang Su, Di Yao 0001, Runze Wu 0001, Shize Zhang, Jianrong Tao, Jingping Bi
WWW6
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
WWW7
2022 Winning Tracker: A New Model for Real-time Winning Prediction in MOBA Games
abstract
With an increasing popularity, Multiplayer Online Battle Arena (MOBA) games where two opposing teams compete against each other, have played a major role in E-sports tournaments. Among game analysis, real-time winning prediction is an important but challenging problem, which is mainly due to the complicated coupling of the overall Confrontation1, the excessive noise of the player’s Movement, and unclear optimization goals. Existing research is difficult to solve this problem in a dynamic, comprehensive and systematic way. In this study, we design a unified framework, namely Winning Tracker (WT), for solving this problem. Specifically, offense and defense extractors are developed to extract the Confrontation of both sides. A well-designed trajectory representation algorithm is applied to extracting individual’s Movement information. Moreover, we design a hierarchical attention mechanism to capture team-level strategies and facilitate the interpretability of the framework. To optimize accurately, we adopt a multi-task learning method to design short-term and long-term goals, which are used to represent immediate state and make end-state prediction respectively. Intensive experiments on a real-world data set demonstrate that our proposed method WT outperforms state-of-the-art algorithms. Furthermore, our work has been practically deployed in real MOBA games, and provided case studies reflecting its outstanding commercial value.
Chuang Zhao 0002, Hongke Zhao, Yong Ge 0001, Runze Wu 0001
WWW4
2022 Balance-Subsampled Stable Prediction Across Unknown Test Data
abstract
In data mining and machine learning, it is commonly assumed that training and test data share the same population distribution. However, this assumption is often violated in practice because of the sample selection bias, which might induce the distribution shift from training data to test data. Such a model-agnostic distribution shift usually leads to prediction instability across unknown test data. This article proposes a novel balance-subsampled stable prediction (BSSP) algorithm based on the theory of fractional factorial design. It isolates the clear effect of each predictor from the confounding variables. A design-theoretic analysis shows that the proposed method can reduce the confounding effects among predictors induced by the distribution shift, improving both the accuracy of parameter estimation and the stability of prediction across unknown test data. Numerical experiments on synthetic and real-world datasets demonstrate that our BSSP algorithm can significantly outperform the baseline methods for stable prediction across unknown test data.
Kun Kuang 0001, Hengtao Zhang, Runze Wu 0001, Fei Wu 0001, Yueting Zhuang, Aijun Zhang
ACM Trans. Knowl. Discov. Data3
2022 Auto IV: Counterfactual Prediction via Automatic Instrumental Variable Decomposition
abstract
Instrumental variables (IVs), sources of treatment randomization that are conditionally independent of the outcome, play an important role in causal inference with unobserved confounders. However, the existing IV-based counterfactual prediction methods need well-predefined IVs, while it’s an art rather than science to find valid IVs in many real-world scenes. Moreover, the predefined hand-made IVs could be weak or erroneous by violating the conditions of valid IVs. These thorny facts hinder the application of the IV-based counterfactual prediction methods. In this article, we propose a novel Automatic Instrumental Variable decomposition (AutoIV) algorithm to automatically generate representations serving the role of IVs from observed variables (IV candidates). Specifically, we let the learned IV representations satisfy the relevance condition with the treatment and exclusion condition with the outcome via mutual information maximization and minimization constraints, respectively. We also learn confounder representations by encouraging them to be relevant to both the treatment and the outcome. The IV and confounder representations compete for the information with their constraints in an adversarial game, which allows us to get valid IV representations for IV-based counterfactual prediction. Extensive experiments demonstrate that our method generates valid IV representations for accurate IV-based counterfactual prediction.
Junkun Yuan, Anpeng Wu, Kun Kuang 0001, Bo Li 0064, Runze Wu 0001, Fei Wu 0001, Lanfen Lin
ACM Trans. Knowl. Discov. Data5
2022 Bilateral Filtering Graph Convolutional Network for Multi-relational Social Recommendation in the Power-law Networks
abstract
In recent years, advances in Graph Convolutional Networks (GCNs) have given new insights into the development of social recommendation. However, many existing GCN-based social recommendation methods often directly apply GCN to capture user-item and user-user interactions, which probably have two main limitations: (a) Due to the power-law property of the degree distribution, the vanilla GCN with static normalized adjacency matrix has limitations in learning node representations, especially for the long-tail nodes; (b) multi-typed social relationships between users that are ubiquitous in the real world are rarely considered. In this article, we propose a novel Bilateral Filtering Heterogeneous Attention Network (BFHAN), which improves long-tail node representations and leverages multi-typed social relationships between user nodes. First, we propose a novel graph convolutional filter for the user-item bipartite network and extend it to the user-user homogeneous network. Further, we theoretically analyze the correlation between the convergence values of different graph convolutional filters and node degrees after stacking multiple layers. Second, we model multi-relational social interactions between users as the multiplex network and further propose a multiplex attention network to capture distinctive inter-layer influences for user representations. Last but not least, the experimental results demonstrate that our proposed method outperforms several state-of-the-art GCN-based methods for social recommendation tasks.
Minghao Zhao 0002, Kai Wang 0064, Runze Wu 0001, Jianrong Tao, Changjie Fan, Liang Chen 0001, Peng Cui 0001
ACM Trans. Inf. Syst.4
2021 Group-Level Cognitive Diagnosis: A Multi-Task Learning Perspective
abstract
Most cognitive diagnosis research in education has been concentrated on individual assessment, aiming at discovering the latent characteristics of students. However, in many real-world scenarios, group-level assessment is an important and meaningful task, e.g., class assessment in different regions can discover the difference of teaching level in different contexts. In this work, we consider assessing cognitive ability for a group of students, which aims to mine groups’ proficiency on specific knowledge concepts. The significant challenge in this task is the sparsity of group-exercise response data, which seriously affects the assessment performance. Existing works either do not make effective use of additional student-exercise response data or fail to reasonably model the relationship between group ability and individual ability in different learning contexts, resulting in sub-optimal diagnosis results. To this end, we propose a general Multi-Task based Group-Level Cognitive Diagnosis (MGCD) framework, which is featured with three special designs: 1) We jointly model student-exercise responses and group-exercise responses in a multi-task manner to alleviate the sparsity of group-exercise responses; 2) We design a context-aware attention network to model the relationship between student knowledge state and group knowledge state in different contexts; 3) We model an interpretable cognitive layer to obtain student ability, group ability and exercise factors (e.g., difficulty), and then we leverage neural networks to learn complex interaction functions among them. Extensive experiments on real-world datasets demonstrate the generality of MGCD and the effectiveness of our attention design and multi-task learning.
Jie Huang 0024, Qi Liu 0003, Fei Wang 0063, Zhenya Huang, Songtao Fang, Runze Wu 0001, Enhong Chen, Yu Su 0002, Shijin Wang 0001
ICDM6
2021 Globally Optimized Matchmaking in Online Games
abstract
As one of the core components of online games, matchmaking is the process of arranging multiple players into matches, where the quality of matchmaking systems directly determines player satisfaction and further affects the life cycle of game products. With the number of candidate players increases, the number of possible match combinations grows exponentially, which makes the current implementation for multiplayer matchmaking can only obtain locally optimal arrangement in an inefficient fashion. In this paper, we focus on the globally optimized matchmaking problem, in which the objective is to decide an optimal matching sequence for the queuing players. To tackle this challenging problem, we propose a novel data-driven matchmaking framework, called GloMatch, based on machine learning principles. Through transforming the matchmaking problem into a sequential decision problem, we solve it with the help of an effective policy-based deep reinforcement learning algorithm. Quantitative experiments on simulation and online game environments demonstrate the effectiveness of the presented framework.
Kai Wang 0064, Zhipeng Hu, Runze Wu 0001, Linxia Gong, Jianrong Tao, Changjie Fan, Peng Cui 0001
KDD5
2020 Personalized Bundle Recommendation in Online Games
abstract
In business domains, bundling is one of the most important marketing strategies to conduct product promotions, which is commonly used in online e-commerce and offline retailers. Existing recommender systems mostly focus on recommending individual items that users may be interested in. In this paper, we target at a practical but less explored recommendation problem named bundle recommendation, which aims to offer a combination of items to users. To tackle this specific recommendation problem in the context of the virtual mall in online games, we formalize it as a link prediction problem on a user-item-bundle tripartite graph constructed from the historical interactions, and solve it with a neural network model that can learn directly on the graph-structure data. Extensive experiments on three public datasets and one industrial game dataset demonstrate the effectiveness of the proposed method. Further, the bundle recommendation model has been deployed in production for more than one year in a popular online game developed by Netease Games, and the launch of the model yields more than 60% improvement on conversion rate of bundles, and a relative improvement of more than 15% on gross merchandise volume (GMV).
Kai Wang 0064, Minghao Zhao 0002, Zhene Zou, Runze Wu 0001, Jianrong Tao, Changjie Fan, Liang Chen 0001
CIKM5
2020 Match Tracing: A Unified Framework for Real-time Win Prediction and Quantifiable Performance Evaluation
abstract
Win prediction and performance evaluation are two core subjects in the sport analytics. Traditionally, they are treated separately and studied by two independent communities. However, this is not the intuitive way how humans interpret the matches: we predict the match results with the competition carrying on, and simultaneously evaluate each action based on the game context and its downstream impact. Predicting the match outcomes and evaluating the actions are coupled tasks, and the more accurately we predict, the better the evaluation is
Kai Wang 0064, Linxia Gong, Jianrong Tao, Runze Wu 0001, Changjie Fan, Liang Chen 0001, Peng Cui 0001
CIKM5
2020 Deep Behavior Tracing with Multi-level Temporality Preserved Embedding
abstract
Behavior tracing or predicting is a key component in various application scenarios like online user modeling and ubiquitous computing, which significantly benefits the system design (e.g., resource pre-caching) and improves the user experience (e.g., personalized recommendation). Traditional behavior tracing methods like Markovian and sequential models take recent behaviors as input and infer the next move by using the most real-time information. However, these existing methods rarely comprehensively model the low-level temporal irregularity in the recent behavior sequence, i.e., the unevenly distributed time intervals between consecutive behaviors, and the high-level periodicity in the long-term activity cycle, i.e., the periodic behavior patterns of each user.
Runze Wu 0001, Jianrong Tao, Changjie Fan, Qi Liu 0003, Liang Chen 0001
CIKM1
2020 OptMatch: Optimized Matchmaking via Modeling the High-Order Interactions on the Arena
abstract
Matchmaking is a core problem for the e-sports and online games, which determines the player satisfaction and further influences the life cycle of the gaming products. Most of matchmaking systems take the form of grouping the queuing players into two opposing teams by following certain rules. The design and implementation of matchmaking systems are usually product-specific and labor-intensive.
Linxia Gong, Xiaochuan Feng, Dezhi Ye, Runze Wu 0001, Jianrong Tao, Changjie Fan, Peng Cui 0001
KDD5
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
KDD5
2018 Fuzzy Cognitive Diagnosis for Modelling Examinee Performance
abstract
Recent decades have witnessed the rapid growth of educational data mining (EDM), which aims at automatically extracting valuable information from large repositories of data generated by or related to people’s learning activities in educational settings. One of the key EDM tasks is cognitive modelling with examination data, and cognitive modelling tries to profile examinees by discovering their latent knowledge state and cognitive level (e.g. the proficiency of specific skills). However, to the best of our knowledge, the problem of extracting information from both objective and subjective examination problems to achieve more precise and interpretable cognitive analysis remains underexplored. To this end, we propose a fuzzy cognitive diagnosis framework (FuzzyCDF) for examinees’ cognitive modelling with both objective and subjective problems. Specifically, to handle the partially correct responses on subjective problems, we first fuzzify the skill proficiency of examinees. Then we combine fuzzy set theory and educational hypotheses to model the examinees’ mastery on the problems based on their skill proficiency. Finally, we simulate the generation of examination score on each problem by considering slip and guess factors. In this way, the whole diagnosis framework is built. For further comprehensive verification, we apply our FuzzyCDF to three classical cognitive assessment tasks, i.e., predicting examinee performance, slip and guess detection, and cognitive diagnosis visualization. Extensive experiments on three real-world datasets for these assessment tasks prove that FuzzyCDF can reveal the knowledge states and cognitive level of the examinees effectively and interpretatively.
Qi Liu 0003, Runze Wu 0001, Enhong Chen, Guandong Xu, Yu Su 0002, Zhigang Chen 0003
ACM Trans. Intell. Syst. Technol.2
2017 Tracking Knowledge Proficiency of Students with Educational Priors
abstract
Diagnosing students' knowledge proficiency, i.e., the mastery degrees of a particular knowledge point in exercises, is a crucial issue for numerous educational applications, e.g., targeted knowledge training and exercise recommendation. Educational theories have converged that students learn and forget knowledge from time to time. Thus, it is necessary to track their mastery of knowledge over time. However, traditional methods in this area either ignored the explanatory power of the diagnosis results on knowledge points or relied on a static assumption. To this end, in this paper, we devise an explanatory probabilistic approach to track the knowledge proficiency of students over time by leveraging educational priors. Specifically, we first associate each exercise with a knowledge vector in which each element represents an explicit knowledge point by leveraging educational priors (i.e., Q-matrix ). Correspondingly, each student is represented as a knowledge vector at each time in a same knowledge space. Second, given the student knowledge vector over time, we borrow two classical educational theories (i.e., Learning curve and Forgetting curve ) as priors to capture the change of each student's proficiency over time. After that, we design a probabilistic matrix factorization framework by combining student and exercise priors for tracking student knowledge proficiency. Extensive experiments on three real-world datasets demonstrate both the effectiveness and explanatory power of our proposed model.
Yuying Chen, Qi Liu 0003, Zhenya Huang, Le Wu 0001, Enhong Chen, Runze Wu 0001, Yu Su 0002
CIKM6
2016 Collaborative Learning Team Formation: A Cognitive Modeling Perspective
Qi Liu 0003, Runze Wu 0001, Enhong Chen, Yu Su 0002, Zhigang Chen 0003
DASFAA (2)3