Jianrong Tao

dblp:185/4005 · DBLP profile ↗
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21ranked-venue papers in the field
3as first author
12since 2021 · last 2024
0000-0003-1807-9522ORCID · corroborated

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

Data Mining & Knowledge Discovery · 10 (2 first)Information Retrieval & Web Search · 8 (1 first)Database Systems & Data Management · 3
YearPublicationVenuePosition
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. Data6
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
KDD4
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.3
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
ICDE5
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
KDD9
2022 A GNN-Enhanced Game Bot Detection Model for MMORPGs
Xianyang Qi, Jiashu Pu, Runze Wu 0001, Jianrong Tao
PAKDD (2)5
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
WWW8
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
WWW4
2022 Data-Driven Variable Decomposition for Treatment Effect Estimation
abstract
Causal Inference plays an important role in decision making in many fields, such as social marketing, healthcare, and public policy. One fundamental problem in causal inference is the treatment effect estimation in observational studies when variables are confounded. Controlling for confounding effects is generally handled by propensity score. But it treats all observed variables as confounders and ignores the adjustment variables, which have no influence on treatment but are predictive of the outcome. Recently, it has been demonstrated that the adjustment variables are effective in reducing the variance of the estimated treatment effect. However, how to automatically separate the confounders and adjustment variables in observational studies is still an open problem, especially in the scenarios of high dimensional variables, which are common in the big data era. In this paper, we first propose a Data-Driven Variable Decomposition (D$^2$VD) algorithm, which can 1) automatically separate confounders and adjustment variables with a data-driven approach, and 2) simultaneously estimate treatment effect in observational studies with high dimensional variables. Under standard assumptions, we theoretically prove that our D$^2$VD algorithm can unbiased estimate treatment effect and achieve lower variance than traditional propensity score based methods. Moreover, to address the challenges from high-dimensional variables and nonlinear, we extend our D$^2$VD to a non-linear version, namely Nonlinear-D$^2$VD (N-D$^2$VD) algorithm. To validate the effectiveness of our proposed algorithms, we conduct extensive experiments on both synthetic and real-world datasets. The experimental results demonstrate that our D$^2$VD and N-D$^2$VD algorithms can automatically separate the variables precisely, and estimate treatment effect more accurately and with tighter confidence intervals than the state-of-the-art methods. We also demonstrated that the top-ranked features by our algorithm have the best prediction performance on an online advertising dataset.
Kun Kuang 0001, Peng Cui 0001, Hao Zou 0001, Bo Li 0064, Jianrong Tao, Fei Wu 0001, Shiqiang Yang
IEEE Trans. Knowl. Data Eng.5
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.5
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
KDD7
2021 Continuous treatment effect estimation via generative adversarial de-confounding
Kun Kuang 0001, Yunzhe Li 0003, Bo Li 0064, Peng Cui 0001, Hongxia Yang, Jianrong Tao, Fei Wu 0001
Data Min. Knowl. Discov.6
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
CIKM6
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
CIKM4
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
CIKM3
2020 Keep You from Leaving: Churn Prediction in Online Games
Angyu Zheng, Liang Chen 0001, Fenfang Xie, Jianrong Tao, Changjie Fan, Zibin Zheng
DASFAA (2)4
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
KDD6
2020 NGUARD+: An Attention-based Game Bot Detection Framework via Player Behavior Sequences
abstract
Game bots are automated programs that assist cheating users, leading to an imbalance in the game ecosystem and the collapse of user interest. Online games provide immersive gaming experience and attract many loyal fans. However, game bots have proliferated in volume and method, evolving with the real-world detection methods and showing strong diversity, leaving game bot detection efforts extremely difficult. Existing game bot detection techniques mostly rely on handcrafted features or time-series based features instead of fully utilizing player behavior sequences. In this regard, a more reasonable way should be learning user patterns from player behavior sequences when facing the fast-changing nature of game bots. Here we propose a general game bot detection framework for massively multiplayer online role playing games termed NGUARD+ (denoting NetEase Games’ Guard), which captures user patterns in order to identify game bots from player behavior sequences. NGUARD+ mainly employs attention-based methods to automatically differentiate game bots from humans. We provide a combination of supervised and unsupervised methods for game bot detection to detect game bots and new type of game bots even when the labels of game bots are limited. Specifically, we propose the following two variants for attention-based sequence modeling: Attention based Bidirectional Long Short-Term Memory Networks (ABLSTM) and Hierarchical Self-Attention Network (HSAN) as our supervised models. ABLSTM is keen on inducing certain inductive biases which makes learning more reasonable as well as capturing local dependency and global information, while HSAN could handle much longer behavior sequences with less memory and higher computational efficiency. Experiments conducted on a real-world dataset show that NGUARD+ can achieve remarkable performance improvement compared to traditional methods. Moreover, NGUARD+ can reveal outstanding robustness for game bots in mutated patterns and even in completely unseen patterns.
Jiarong Xu, Jianrong Tao, Changjie Fan, Zhou Zhao 0001, Jiangang Lu
ACM Trans. Knowl. Discov. Data3
2019 GMTL: A GART Based Multi-task Learning Model for Multi-Social-Temporal Prediction in Online Games
abstract
Multi-social-temporal (MST) data, which represent multi-attributed time series corresponding to the entities in multi-relational social network series, are ubiquitous in real-world and virtual-world dynamic systems, such as online games. Predictions over MST data such as social time series prediction and temporal link weight prediction are of great importance but challenging. They are affected by many complex factors, including temporal characteristics, social characteristics, collaborative characteristics, task characteristics and the intrinsic causality between them. In this paper, we propose a graph attention recurrent network (GART) based multi-task learning model (GMTL) to fuse information across multiple social-temporal prediction tasks. Experiments on an MMORPG dataset demonstrate that GMTL outperforms the state-of-the-art baselines and can significantly improve performances of specific social-temporal prediction task with additional information from others. Our work has been deployed to several MMORPGs in practice and can also expand to many related multi-social-temporal prediction tasks in real-world applications. Case studies on applications for multi-social-temporal prediction show that GMTL produces great value in the actual business in NetEase Games.
Jianrong Tao, Linxia Gong, Changjie Fan, Longbiao Chen, Dezhi Ye, Sha Zhao
CIKM1
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
KDD1
2018 NGUARD: A Game Bot Detection Framework for NetEase MMORPGs
abstract
Game bots are automated programs that assist cheating users and enable them to obtain huge superiority, leading to an imbalance in the game ecosystem and the collapse of user interest. Therefore, game bot detection becomes particularly important and urgent. Among many kinds of online games, massively multiplayer online role playing games (MMORPGs), such as World of Warcraft and AION, provide immersive gaming experience and attract many loyal fans. At the same time, however, game bots in MMORPGs have proliferated in volume and method, evolving with the real-world detection methods and showing strong diversity, leaving MMORPG bot detection efforts extremely difficult. To deal with the fast-changing nature of game bots, we here proposed a generalized game bot detection framework for MMORPGs termed NGUARD, denoting NetEase Games' Guard. NGUARD takes charge of automatically differentiating game bots from humans for MMORPGs. In detail, NGUARD exploits a combination of supervised and unsupervised methods. Supervised models are utilized to detect game bots in observed patterns according to the training data. Meanwhile, unsupervised solutions are employed to detect clustered game bots and help discovering new bots. The game bot detection framework NGUARD has been implemented and deployed in multiple MMORPG productions in the NetEase Game portfolio, achieving remarkable performance improvement and acceleration compared to traditional methods. Moreover, the framework reveals outstanding robustness for game bots in mutated patterns and even in completely new patterns on account of the design of the auto-iteration mechanism.
Jianrong Tao, Jiarong Xu, Linxia Gong, Changjie Fan, Zhou Zhao 0001
KDD1