EDBT 2026 Demo / reviewers in the wild / expert
Kai Wang 0064
dblp:78/2022-64
· DBLP profile ↗
10ranked-venue papers in the field
3as first author
8since 2021 · last 2026
0000-0002-7767-2329ORCID · conflict
Domains — venue-derived; a paper can count in several
Information Retrieval & Web Search · 6 (3 first)Data Mining & Knowledge Discovery · 4
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | The Power of Penalties: Negativity-Aware Incentives for High-Quality Crowdsourced Data LabelingabstractHigh-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 |
WWW | 1 |
| 2025 | Empowering Economic Simulation for Massively Multiplayer Online Games through Generative Agent-Based ModelingabstractWithin 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) | 7 |
| 2024 | MGMatch: Fast Matchmaking with Nonlinear Objective and Constraints via Multimodal Deep Graph LearningabstractAs 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 |
KDD | 2 |
| 2024 | Temporal Uplift Modeling for Online MarketingabstractIn 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 |
KDD | 2 |
| 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 | 1 |
| 2022 | Investigating Accuracy-Novelty Performance for Graph-based Collaborative FilteringabstractRecent 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 |
SIGIR | 7 |
| 2022 | Bilateral Filtering Graph Convolutional Network for Multi-relational Social Recommendation in the Power-law NetworksabstractIn 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. | 3 |
| 2021 | Globally Optimized Matchmaking in Online GamesabstractAs 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 |
KDD | 3 |
| 2020 | Personalized Bundle Recommendation in Online GamesabstractIn 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 |
CIKM | 2 |
| 2020 | Match Tracing: A Unified Framework for Real-time Win Prediction and Quantifiable Performance EvaluationabstractWin 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 |
CIKM | 1 |