EDBT 2026 Demo / reviewers in the wild / expert
Tangjie Lyu
dblp:304/8484
· DBLP profile ↗
5ranked-venue papers
0as first author
5since 2021 · last 2024
0000-0001-9858-809XORCID · reported
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 3 · 3 since 2021Databases, data management, data science and information retrieval · 3 · 3 since 2021Graphics, 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.
| Databases, data mining, and information retrieval
2 papers |
Recommender systems · 48% Data mining · 16% Database system architecture and tuning · 16% | |
| Artificial intelligence
2 papers |
Trustworthy machine learning · 71% Reinforcement learning · 29% |
Topics — the 11 heaviest of 11, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Trustworthy machine learning › interpretability
explainable reinforcement learning |
0.8 | 1 | 2024 | XRL-Bench: A Benchmark for Evaluating and Comparing Explainable Reinforcement Learning Techniques · KDD 2024 |
Database system architecture and tuning
decision support systems |
0.7 | 1 | 2023 | A Data-Driven Decision Support Framework for Player Churn Analysis in Online Games · KDD 2023 |
Information retrieval
evaluation |
0.7 | 1 | 2023 | RL4RS: A Real-World Dataset for Reinforcement Learning based Recommender System · SIGIR 2023 |
Recommender systems
explainable recommendation |
0.7 | 1 | 2023 | A Data-Driven Decision Support Framework for Player Churn Analysis in Online Games · KDD 2023 |
Recommender systems › reinforcement-learning-based recommendation
offline reinforcement learning for recommendation |
0.7 | 1 | 2023 | RL4RS: A Real-World Dataset for Reinforcement Learning based Recommender System · SIGIR 2023 |
Data mining
pattern mining |
0.7 | 1 | 2023 | A Data-Driven Decision Support Framework for Player Churn Analysis in Online Games · KDD 2023 |
Recommender systems
reinforcement-learning-based recommendation |
0.7 | 1 | 2023 | RL4RS: A Real-World Dataset for Reinforcement Learning based Recommender System · SIGIR 2023 |
Machine learning › Trustworthy machine learning
interpretability |
0.2 | 1 | 2024 | XRL-Bench: A Benchmark for Evaluating and Comparing Explainable Reinforcement Learning Techniques · KDD 2024 |
Machine learning › Reinforcement learning
offline reinforcement learning |
0.2 | 1 | 2023 | RL4RS: A Real-World Dataset for Reinforcement Learning based Recommender System · SIGIR 2023 |
Machine learning › Reinforcement learning › reinforcement learning environment
simulation environment |
0.2 | 1 | 2023 | RL4RS: A Real-World Dataset for Reinforcement Learning based Recommender System · SIGIR 2023 |
Machine learning and data management
data-driven decision-making |
0.2 | 1 | 2023 | A Data-Driven Decision Support Framework for Player Churn Analysis in Online Games · KDD 2023 |
Methods — techniques the papers use, named apart from their topics
reinforcement learning · 1.3counterfactual policy evaluation · 1.3state importance · 0.8TabularSHAP · 0.8explainable AI · 0.7churn prediction · 0.7
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2024 | XRL-Bench: A Benchmark for Evaluating and Comparing Explainable Reinforcement Learning TechniquesabstractReinforcement 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 |
KDD | 11 |
| 2024 | Promoting human-AI interaction makes a better adoption of deep reinforcement learning: a real-world application in game industry
Zhipeng Hu, Haoyu Liu 0002, Lizi Wang, Runze Wu 0001, Yujing Hu, Tangjie Lyu, Changjie Fan |
Multim. Tools Appl. | 8 |
| 2023 | A Data-Driven Decision Support Framework for Player Churn Analysis in Online GamesabstractFaced 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 |
KDD | 6 |
| 2023 | RL4RS: A Real-World Dataset for Reinforcement Learning based Recommender SystemabstractReinforcement 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 |
SIGIR | 9 |
| 2023 | Explainable AI for Cheating Detection and Churn Prediction in Online GamesabstractOnline gaming is a multibillion dollar industry that entertains a large, global population. Empowering online games with AI has made a great success, however, ignores the explainability of black-box model makes AI less responsible and hinders its further development. In this article, we introduce and discuss the audience and the concept of XAI (eXplainable AI) in online games. We propose a GXAI workflow, which combines the strong expressiveness of multiview data sources and the clear transparency of multiview black-box models. We present four specific classifiers and explainers in the character portrait view, the behavior sequence view, the client image view, and the social graph view. Experiments conducted on real-world datasets for game cheating detection and player churn prediction show the accuracy of classification and the rationality of explanation. We also discover and present numerous interesting and valuable findings from the individual, local, and global explanations. We implement and deploy three practical applications, including evidence and reason generation, model debugging and testing, and model compression and comparison in NetEase Games and have received quite positive reviews from user studies. More future work is in progress since this is the first work that introduces XAI in online games. Jianrong Tao, Runze Wu 0001, Tangjie Lyu, Changjie Fan, Zhipeng Hu, Sha Zhao, Gang Pan 0001 |
IEEE Trans. Games | 6 |