Demo Data from EDBT 2026 / reviewers in the wild / expert
Xiaochuan Feng
dblp:273/0210
· DBLP profile ↗
2ranked-venue papers
0as first author
1since 2021 · last 2024
—ORCID · none
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 2 · 1 since 2021Databases, data management, data science and information retrieval · 1Graphics, computer vision, multimedia, augmented reality and games · 1 · 1 since 2021
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Artificial intelligence
2 papers |
Optimization for machine learning · 43% Multi-agent systems · 43% Graph learning · 7% | |
| Databases, data mining, and information retrieval
1 paper |
Recommender systems · 50% Data mining · 50% | |
| Theoretical computer science
1 paper |
Mathematical optimization · 100% |
Topics — the 6 heaviest of 7, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Optimization for machine learning › combinatorial optimization
neural combinatorial optimization |
0.8 | 1 | 2024 | EnMatch: Matchmaking for Better Player Engagement via Neural Combinatorial Optimization · AAAI 2024 |
Recommender systems › user recommendation
matchmaking |
0.4 | 1 | 2020 | OptMatch: Optimized Matchmaking via Modeling the High-Order Interactions on the Arena · KDD 2020 |
Data mining › network analysis
team formation |
0.4 | 1 | 2020 | OptMatch: Optimized Matchmaking via Modeling the High-Order Interactions on the Arena · KDD 2020 |
Mathematical optimization
combinatorial optimization |
0.4 | 1 | 2020 | OptMatch: Optimized Matchmaking via Modeling the High-Order Interactions on the Arena · KDD 2020 |
Machine learning › Deep learning architectures and training › attention mechanism
attention network |
0.1 | 1 | 2020 | OptMatch: Optimized Matchmaking via Modeling the High-Order Interactions on the Arena · KDD 2020 |
Machine learning › Graph learning
graph neural network |
0.1 | 1 | 2020 | OptMatch: Optimized Matchmaking via Modeling the High-Order Interactions on the Arena · KDD 2020 |
Methods — techniques the papers use, named apart from their topics
reinforcement learning · 0.8real-world data analysis · 0.8combinatorial optimization · 0.8
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | EnMatch: Matchmaking for Better Player Engagement via Neural Combinatorial OptimizationabstractMatchmaking is a core task in e-sports and online games, as it contributes to player engagement and further influences the game's lifecycle. Previous methods focus on creating fair games at all times. They divide players into different tiers based on skill levels and only select players from the same tier for each game. Though this strategy can ensure fair matchmaking, it is not always good for player engagement. In this paper, we propose a novel Engagement-oriented Matchmaking (EnMatch) framework to ensure fair games and simultaneously enhance player engagement. Two main issues need to be addressed. First, it is unclear how to measure the impact of different team compositions and confrontations on player engagement during the game considering the variety of player characteristics. Second, such a detailed consideration on every single player during matchmaking will result in an NP-hard combinatorial optimization problem with non-linear objectives. In light of these challenges, we turn to real-world data analysis to reveal engagement-related factors. The resulting insights guide the development of engagement modeling, enabling the estimation of quantified engagement before a match is completed. To handle the combinatorial optimization problem, we formulate the problem into a reinforcement learning framework, in which a neural combinatorial optimization problem is built and solved. The performance of EnMatch is finally demonstrated through the comparison with other state-of-the-art methods based on several real-world datasets and online deployments on two games. Kai Wang 0064, Haoyu Liu 0002, Zhipeng Hu, Xiaochuan Feng, Minghao Zhao 0002, Runze Wu 0001, Tangjie Lv, Changjie Fan |
AAAI | 4 |
| 2020 | OptMatch: Optimized Matchmaking via Modeling the High-Order Interactions on the ArenaabstractMatchmaking 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 |
KDD | 2 |