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Linxia Gong

dblp:223/3141 · DBLP profile ↗
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5ranked-venue papers
1as first author
1since 2021 · last 2021
—ORCID · none

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

Artificial intelligence and machine learning · 5 · 1 first-author · 1 since 2021Databases, data management, data science and information retrieval · 5 · 1 first-author · 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.

Databases, data mining, and information retrieval
2 papers
Data mining · 72% Recommender systems · 28%
Artificial intelligence
3 papers
Reinforcement learning · 58% Graph learning · 15% Deep learning architectures and training · 15%
Theoretical computer science
1 paper
Mathematical optimization · 100%

Topics — the 8 heaviest of 9, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Recommender systems › user recommendation
matchmaking
0.412020
OptMatch: Optimized Matchmaking via Modeling the High-Order Interactions on the Arena · KDD 2020
Data mining › network analysis
team formation
0.412020
OptMatch: Optimized Matchmaking via Modeling the High-Order Interactions on the Arena · KDD 2020
Mathematical optimization
combinatorial optimization
0.412020
OptMatch: Optimized Matchmaking via Modeling the High-Order Interactions on the Arena · KDD 2020
Data mining
anomaly detection
0.312018
NGUARD: A Game Bot Detection Framework for NetEase MMORPGs · KDD 2018
Data mining
clustering
0.312018
NGUARD: A Game Bot Detection Framework for NetEase MMORPGs · KDD 2018
Machine learning › Deep learning architectures and training › attention mechanism
attention network
0.112020
OptMatch: Optimized Matchmaking via Modeling the High-Order Interactions on the Arena · KDD 2020
Machine learning › Graph learning
graph neural network
0.112020
OptMatch: Optimized Matchmaking via Modeling the High-Order Interactions on the Arena · KDD 2020
Machine learning › Learning paradigms
supervised learning
0.112018
NGUARD: A Game Bot Detection Framework for NetEase MMORPGs · KDD 2018

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

unsupervised learning · 0.7supervised learning · 0.7policy-based deep reinforcement learning · 0.5
YearPublicationVenuePosition
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
KDD6
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
CIKM3
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
KDD1
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
CIKM2
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
KDD3