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Changjie Fan

dblp:71/882 · DBLP profile ↗
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119ranked-venue papers
0as first author
82since 2021 · last 2026
0000-0001-5420-0516ORCID · verified

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

Artificial intelligence and machine learning · 85 · 61 since 2021Graphics, computer vision, multimedia, augmented reality and games · 55 · 35 since 2021Databases, data management, data science and information retrieval · 21 · 11 since 2021Human-computer interaction and ubiquitous computing · 9 · 4 since 2021Software engineering, systems software and programming languages · 5 · 3 since 2021Applied, interdisciplinary, general and emerging computing · 3 · 2 since 2021Systems, architecture and hardware · 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
63 papers
Reinforcement learning · 50% Generative modeling · 12% Language models and text generation · 7%
Computer graphics and multimedia
27 papers
Visual content generation and editing · 58% Computer animation and physical simulation · 22% Rendering · 15%
Databases, data mining, and information retrieval
13 papers
Recommender systems · 45% Data mining · 34% Machine learning and data management · 8%
Theoretical computer science
5 papers
Algorithmic game theory and mechanism design · 55% Mathematical optimization · 45%

Topics — the 30 heaviest of 191, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
multi-agent reinforcement learning
7.6152024
STAR: Spatio-Temporal State Compression for Multi-Agent Tasks with Rich Observations · IJCAI 2024
Optimistic Value Instructors for Cooperative Multi-Agent Reinforcement Learning · AAAI 2024
Conservative Offline Policy Adaptation in Multi-Agent Games · NeurIPS 2023
Visual content generation and editing
talking head generation
4.472025
TalkCLIP: Talking Head Generation with Text-Guided Expressive Speaking Styles · IEEE Trans. Multim. 2025
StyleTalk++: A Unified Framework for Controlling the Speaking Styles of Talking Heads · IEEE Trans. Pattern Anal. Mach. Intell. 2024
DINet: Deformation Inpainting Network for Realistic Face Visually Dubbing on High Resolution Video · AAAI 2023
Machine learning › Generative modeling
diffusion model
4.162025
Storynizor: Consistent Story Generation via Inter-Frame Synchronized and Shuffled ID Injection · AAAI 2025
LLM4GEN: Leveraging Semantic Representation of LLMs for Text-to-Image Generation · AAAI 2025
AlignDiff: Aligning Diverse Human Preferences via Behavior-Customisable Diffusion Model · ICLR 2024
Machine learning › Reinforcement learning
offline reinforcement learning
2.442024
Bayesian Design Principles for Offline-to-Online Reinforcement Learning · ICML 2024
Stylized Offline Reinforcement Learning: Extracting Diverse High-Quality Behaviors from Heterogeneous Datasets · ICLR 2024
Conservative Offline Policy Adaptation in Multi-Agent Games · NeurIPS 2023
Machine learning › Reinforcement learning › multi-agent reinforcement learning › value-based multi-agent reinforcement learning
value decomposition
1.832024
Optimistic Value Instructors for Cooperative Multi-Agent Reinforcement Learning · AAAI 2024
Deconfounded Value Decomposition for Multi-Agent Reinforcement Learning · ICML 2022
Q-value Path Decomposition for Deep Multiagent Reinforcement Learning · ICML 2020
Machine learning › Generative modeling › diffusion model › text-to-image generation
text-to-image diffusion model
1.722025
Storynizor: Consistent Story Generation via Inter-Frame Synchronized and Shuffled ID Injection · AAAI 2025
LLM4GEN: Leveraging Semantic Representation of LLMs for Text-to-Image Generation · AAAI 2025
Mathematical optimization
combinatorial optimization
1.732024
MGMatch: Fast Matchmaking with Nonlinear Objective and Constraints via Multimodal Deep Graph Learning · KDD 2024
Build Your Own Bundle - A Neural Combinatorial Optimization Method · ACM Multimedia 2021
OptMatch: Optimized Matchmaking via Modeling the High-Order Interactions on the Arena · KDD 2020
Machine learning › Reinforcement learning › multi-agent reinforcement learning
cooperative multi-agent reinforcement learning
1.632024
Optimistic Value Instructors for Cooperative Multi-Agent Reinforcement Learning · AAAI 2024
Episodic Multi-agent Reinforcement Learning with Curiosity-driven Exploration · NeurIPS 2021
Explicitly Coordinated Policy Iteration · IJCAI 2019
Visual content generation and editing › face editing
face swapping
1.422024
Towards a Simultaneous and Granular Identity-Expression Control in Personalized Face Generation · CVPR 2024
FlowFace: Semantic Flow-Guided Shape-Aware Face Swapping · AAAI 2023
Natural language and speech › Language models and text generation › text generation
story generation
1.422025
Storynizor: Consistent Story Generation via Inter-Frame Synchronized and Shuffled ID Injection · AAAI 2025
OpenMEVA: A Benchmark for Evaluating Open-ended Story Generation Metrics · ACL/IJCNLP (1) 2021
Computer animation and physical simulation
character animation
1.322023
A Music-Driven Deep Generative Adversarial Model for Guzheng Playing Animation · IEEE Trans. Vis. Comput. Graph. 2023
Diverse 3D Hand Gesture Prediction from Body Dynamics by Bilateral Hand Disentanglement · CVPR 2023
Machine learning › Reinforcement learning
policy diversity
1.322024
Stylized Offline Reinforcement Learning: Extracting Diverse High-Quality Behaviors from Heterogeneous Datasets · ICLR 2024
Towards Unifying Behavioral and Response Diversity for Open-ended Learning in Zero-sum Games · NeurIPS 2021
Computer animation and physical simulation
facial animation
1.322024
FreeAvatar: Robust 3D Facial Animation Transfer by Learning an Expression Foundation Model · SIGGRAPH Asia 2024
Write-a-speaker: Text-based Emotional and Rhythmic Talking-head Generation · AAAI 2021
Machine learning › Reinforcement learning
transfer learning in reinforcement learning
1.232020
Efficient Deep Reinforcement Learning via Adaptive Policy Transfer · IJCAI 2020
Reinforcement Learning Experience Reuse with Policy Residual Representation · IJCAI 2019
Value Function Transfer for Deep Multi-Agent Reinforcement Learning Based on N-Step Returns · IJCAI 2019
Visual content generation and editing › face editing
face reenactment
1.222024
Towards a Simultaneous and Granular Identity-Expression Control in Personalized Face Generation · CVPR 2024
FReeNet: Multi-Identity Face Reenactment · CVPR 2020
Recommender systems
reinforcement-learning-based recommendation
1.222023
RL4RS: A Real-World Dataset for Reinforcement Learning based Recommender System · SIGIR 2023
Reinforcement Learning with a Disentangled Universal Value Function for Item Recommendation · AAAI 2021
Visual content generation and editing › image generation
face image generation
1.122024
Towards a Simultaneous and Granular Identity-Expression Control in Personalized Face Generation · CVPR 2024
Face-to-Parameter Translation for Game Character Auto-Creation · ICCV 2019
Machine learning › Reinforcement learning › multi-agent reinforcement learning
credit assignment
1.022022
Deconfounded Value Decomposition for Multi-Agent Reinforcement Learning · ICML 2022
Q-value Path Decomposition for Deep Multiagent Reinforcement Learning · ICML 2020
Machine learning › Trustworthy machine learning › Data-centric AI
data valuation
1.012026
Fast-DataShapley: Neural Modeling for Training Data Valuation · WSDM 2026
Machine learning › Reinforcement learning › exploration
intrinsic motivation
1.022021
Episodic Multi-agent Reinforcement Learning with Curiosity-driven Exploration · NeurIPS 2021
MetaCURE: Meta Reinforcement Learning with Empowerment-Driven Exploration · ICML 2021
Machine learning › Trustworthy machine learning › interpretability
shapley value
1.012026
Fast-DataShapley: Neural Modeling for Training Data Valuation · WSDM 2026
Algorithmic game theory and mechanism design › mechanism design
incentive mechanism design
1.012026
The Power of Penalties: Negativity-Aware Incentives for High-Quality Crowdsourced Data Labeling · WWW 2026
Algorithmic game theory and mechanism design › cooperative game theory › solution concepts
shapley value
1.012026
The Power of Penalties: Negativity-Aware Incentives for High-Quality Crowdsourced Data Labeling · WWW 2026
Machine learning › Reinforcement learning › transfer learning in reinforcement learning
policy transfer
0.922021
An Efficient Transfer Learning Framework for Multiagent Reinforcement Learning · NeurIPS 2021
Efficient Deep Reinforcement Learning via Adaptive Policy Transfer · IJCAI 2020
Knowledge, reasoning and agents › Multi-agent systems
agent-based simulation
0.912025
Empowering Economic Simulation for Massively Multiplayer Online Games through Generative Agent-Based Modeling · KDD (2) 2025
Machine learning › Representation and self-supervised learning › representation learning
embedding learning
0.912025
Towards Transferable Personality Representation Learning based on Triplet Comparisons and Its Applications · EMNLP 2025
Machine learning › Reinforcement learning
human feedback
0.912025
Reinforcement Learning from Imperfect Corrective Actions and Proxy Rewards · ICLR 2025
Machine learning › Representation and self-supervised learning › representation learning
metric learning
0.912025
Towards Transferable Personality Representation Learning based on Triplet Comparisons and Its Applications · EMNLP 2025
Machine learning › Reinforcement learning
reward learning
0.912025
Reinforcement Learning from Imperfect Corrective Actions and Proxy Rewards · ICLR 2025
Visual content generation and editing
3d content creation
0.912025
ICE: Interactive 3D Game Character Facial Editing via Dialogue · IEEE Trans. Multim. 2025

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

diffusion model · 5.5reinforcement learning · 3.5shapley value · 3.0neural rendering · 2.8graph neural network · 2.6motion capture · 2.3style encoder · 2.3weighted least squares · 2.0large language model · 1.7RLHF · 1.7CLIP · 1.5multi-task learning · 1.2generative adversarial network · 1.1stake pool mechanism · 1.0pre-commitment economics · 1.0intrinsic reward · 1.0option learning · 0.9zero-shot parameter optimization · 0.9
YearPublicationVenuePosition
2026 Fast-DataShapley: Neural Modeling for Training Data Valuation
abstract
The value and copyright of training data are crucial in the artificial intelligence industry. Service platforms should protect data providers' legitimate rights and fairly reward them for their contributions. Shapley value, a potent tool for evaluating contributions, outperforms other methods in theory, but its computational overhead escalates exponentially with the number of data providers. Recent studies on Shapley values have proposed various approximation algorithms to address the computational complexity issues inherent in exact calculations. However, they need to retrain for each test sample, leading to intolerable costs. We propose Fast-DataShapley, a one-pass training framework that leverages the weighted least squares characterization of the Shapley value to train a reusable explainer model with real-time reasoning speed. Given new test samples, no retraining is required to calculate the Shapley values of the training data. Additionally, we propose three methods with theoretical guarantees to reduce training overhead from two aspects: the approximate calculation of the utility function and the reduction of the sample space complexity. We analyze time complexity to show the efficiency of our methods. The experimental evaluations on various image datasets demonstrate superior performance and efficiency compared to baselines. Specifically, the performance is improved to more than 2×, and the explainer's training speed can be increased by two orders of magnitude.
Haifeng Sun 0005, Runze Wu 0001, Xinyu Cai, Changjie Fan, Lan Zhang 0002, Xiang-Yang Li 0001
WSDM5
2026 The Power of Penalties: Negativity-Aware Incentives for High-Quality Crowdsourced Data Labeling
abstract
High-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
WWW7
2026 DPBL: Denoised Player Behavior Representation Learning
abstract
The video game industry has emerged as a significant economic force, driving extensive research on optimizing the gaming environment and improving gaming experiences. Among these endeavors, player behavior representation learning has become a critical way to model valuable player properties and is beneficial for a wide range of downstream tasks. However, some common factors, such as login rewards and daily tasks, can trigger similar behaviors among different players, which are informative and noisy for learning high-quality player behavior representations. Existing methods ignore the low signal-to-noise ratio in player behavior data and waste too much modeling capacity on less informative behaviors, resulting in their learned representations being noisy. In this paper, we propose a novel model for Denoised Player Behavior representation Learning, namely DPBL, which consists of two key modules. The first module extracts various player behavior patterns and isolates them from less informative noise. The second module utilizes the extracted patterns to refine the embedding of each behavior and eliminates noise. To optimize DPBL, two contrastive learning strategies are proposed to identify the noise that should be eliminated and to learn distinguishable representations, respectively. With the above design, DPBL is capable of mitigating the impact of noise in the data and learning high-quality representations that effectively capture player characteristics. We conducted extensive experiments on two real-world datasets, and DPBL outperforms all baselines on various downstream tasks with an improvement of 1.4% ∼ 18.1%. The results also show that DPBL achieves an improvement of 5.6% ∼ 23.0% in the denoising experiments, which proves that DPBL is more robust to noisy behaviors. Code is available at https://github.com/LwbXc/DPBL.
Wenbin Li 0012, Di Yao 0001, Zijie Xu 0006, Chang Gong 0001, Quanliang Jing, Runze Wu 0001, Haining Tan, Zhipeng Hu, Tangjie Lv, Changjie Fan, Jingping Bi
IEEE Trans. Games11
2025 LLM4GEN: Leveraging Semantic Representation of LLMs for Text-to-Image Generation
abstract
Diffusion models have exhibited substantial success in text-to-image generation. However, they often encounter challenges when dealing with complex and dense prompts involving multiple objects, attribute binding, and long descriptions. In this paper, we propose a novel framework called LLM4GEN, which enhances the semantic understanding of text-to-image diffusion models by leveraging the representation of Large Language Models (LLMs). It can be seamlessly incorporated into various diffusion models as a plug-and-play component. A specially designed Cross-Adapter Module (CAM) integrates the original text features of text-to-image models with LLM features, thereby enhancing text-to-image generation. Additionally, to facilitate and correct entity-attribute relationships in text prompts, we develop an entity-guided regularization loss to further improve generation performance. We also introduce DensePrompts, which contains 7,000 dense prompts to provide a comprehensive evaluation for the text-to-image generation task. Experiments indicate that LLM4GEN significantly improves the semantic alignment of SD1.5 and SDXL, demonstrating increases of 9.69% and 12.90% in color on T2I-CompBench, respectively. Moreover, it surpasses existing models in terms of sample quality, image-text alignment, and human evaluation.
Mushui Liu, Jun Dan, Zeng Zhao, Zhipeng Hu, Bai Liu 0002, Changjie Fan
AAAI9
2025 Storynizor: Consistent Story Generation via Inter-Frame Synchronized and Shuffled ID Injection
abstract
Recent advances in text-to-image diffusion models have spurred significant interest in continuous story image generation. In this paper, we introduce Storynizor, a model capable of generating coherent stories with strong inter-frame character consistency, effective foreground-background separation, and diverse pose variation. The core innovation of Storynizor lies in its key modules: ID-Synchronizer and ID-Injector. The ID-Synchronizer employs an auto-mask self-attention module and a mask perceptual loss across inter-frame images to improve the consistency of character generation, vividly representing their postures and backgrounds. The ID-Injector utilize a Shuffling Reference Strategy (SRS) to integrate ID features into specific locations, enhancing ID-based consistent character generation. Additionally, to facilitate the training of Storynizor, we have curated a novel dataset called StoryDB comprising 100, 000 images. This dataset contains single and multiple-character sets in diverse environments, layouts, and gestures with detailed descriptions. Experimental results indicate that Storynizor demonstrates superior coherent story generation with high-fidelity character consistency, flexible postures, and vivid backgrounds compared to other character-specific methods.
Wenting Xu, Chaoyi Zhao, Keqiang Sun, Qinfeng Jin, Xiaoda Yang, Zeng Zhao, Changjie Fan, Zhipeng Hu
AAAI8
2025 DialogDraw: Image Generation and Editing System Based on Multi-Turn Dialogue
abstract
In recent years, diffusion modeling has shown great potential for image generation and editing. Beyond single-model approaches, various drawing workflows now exist to handle diverse drawing tasks. However, few solutions effectively identify user intentions through dialogue and progressively complete drawings. We introduce DialogDraw, which facilitates image generation and editing through continuous dialogue interaction. DialogDraw enables users to create and refine drawings using natural language and integrates with numerous open-source drawing workflows and models. The system accurately recognizes intentions and extracts user inputs via parameterization, adapts to various drawing function parameters, and provides an intuitive interaction mode. It effectively executes user instructions, supports dozens of image generation and editing methods, and offers robust scalability. Moreover, we employ SFT and RLHF to iterate the Intention Recognition and Parameter Extraction Model (IRPEM). To evaluate DialogDraw's functionality, we propose DrawnConvos, a dataset rich in drawing functions and command dialogue data collected from the open-source community. Our evaluation demonstrates that DialogDraw excels in command compliance, identifying and adapting to user drawing intentions, thereby proving the effectiveness of our method.
Zeng Zhao, Bai Liu 0002, Changjie Fan, Zhipeng Hu
AAAI5
2025 Towards Transferable Personality Representation Learning based on Triplet Comparisons and Its Applications
abstract
Personality is an important concept in psychology that reflects individual differences in thinking and behavior, and has significant applications across various fields.Most existing personality analysis methods address this issue at the bag level, treating the entire corpus gathered from one individual as a single unit for classification.However, this paradigm presents several challenges.From the data perspective, collecting a large corpus for each individual and performing comprehensive annotations pose significant difficulties in both data collection and labeling.On the application side, concentrating on classifying the entire corpus limits its applicability in more common single-instance scenarios.To address these issues, we propose a new task paradigm in text-based personality representation learning.Specifically, we construct a triplet personality trend comparison dataset to learn single-sentence personality embeddings with desirable metric properties.This approach removes the traditional constraints on data sources, facilitating dataset expansion, and can leverage the transfer capabilities of embeddings to easily adapt to various downstream tasks.Our experiments show that the learned embeddings significantly boost performance by a relative 10% across various applications, including personality detection, personality retrieval, and emotion translation prediction.The code and dataset are available at https://github.com/zjutangk/PTCD.
Rui Wang 0076, Renyu Zhu, Minmin Lin, Tangjie Lv, Changjie Fan, Runze Wu 0001, Haobo Wang 0001
EMNLP7
2025 Reinforcement Learning from Imperfect Corrective Actions and Proxy Rewards
abstract
In practice, reinforcement learning (RL) agents are often trained with a possibly imperfect proxy reward function, which may lead to a human-agent alignment issue (i.e., the learned policy either converges to non-optimal performance with low cumulative rewards, or achieves high cumulative rewards but in an undesired manner). To tackle this issue, we consider a framework where a human labeler can provide additional feedback in the form of corrective actions, which expresses the labeler's action preferences although this feedback may possibly be imperfect as well. In this setting, to obtain a better-aligned policy guided by both learning signals, we propose a novel value-based deep RL algorithm called **I**terative learning from **Co**rrective actions and **Pro**xy rewards (ICoPro), which cycles through three phases: (1) Solicit sparse corrective actions from a human labeler on the agent's demonstrated trajectories; (2) Incorporate these corrective actions into the Q-function using a margin loss to enforce adherence to labeler's preferences; (3) Train the agent with standard RL losses regularized with a margin loss to learn from proxy rewards and propagate the Q-values learned from human feedback. Moreover, another novel design in our approach is to integrate pseudo-labels from the target Q-network to reduce human labor and further stabilize training. We experimentally validate our proposition on a variety of tasks (Atari games and autonomous driving on highway). On the one hand, using proxy rewards with different levels of imperfection, our method can better align with human and is more sample-efficient than baseline methods. On the other hand, facing corrective actions with different types of imperfection, our method can overcome the non-optimality of this feedback thanks to the guidance from proxy rewards.
Xuening Feng, Paul Weng, Tianze Zhou, Yujing Hu, Tangjie Lv, Changjie Fan
ICLR9
2025 High-Precision and High-Efficiency Trajectory Tracking for Excavators Based on Closed-Loop Dynamics
abstract
The complex nonlinear dynamics of hydraulic excavators, such as time delays and control coupling, pose significant challenges to achieving high-precision trajectory tracking. Traditional control methods often fall short in such applications due to their inability to effectively handle these nonlinearities, while commonly used learning-based methods require extensive interactions with the environment, leading to inefficiency. To address these issues, we introduce EfficientTrack, a trajectory tracking method that integrates model-based learning to manage nonlinear dynamics and leverages closed-loop dynamics to improve learning efficiency, ultimately minimizing tracking errors. We validate our method through comprehensive experiments both in simulation and on a real-world excavator. Comparative experiments in simulation demonstrate that our method outperforms existing learning-based approaches, achieving the highest tracking precision and smoothness with the fewest interactions. Real-world experiments further show that our method remains effective under load conditions and possesses the ability for continual learning, highlighting its practical applicability. For implementation details and source code, please refer to https://github.com/ZiqingZou/EfficientTrack.
Ziqing Zou, Rong Xiong, Changjie Fan
IROS7
2025 Empowering Economic Simulation for Massively Multiplayer Online Games through Generative Agent-Based Modeling
abstract
Within 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)11
2025 TalkCLIP: Talking Head Generation with Text-Guided Expressive Speaking Styles
abstract
Audio-driven talking head generation has drawn growing attention. To produce talking head videos with desired facial expressions, previous methods rely on extra reference videos to provide expression information, which may be difficult to find and hence limits their usage. In this work, we propose TalkCLIP, a framework that can generate talking heads where the expressions are specified by natural language, hence allowing for specifying expressions more conveniently. To model the mapping from text to expressions, we first construct a text-video paired talking head dataset where each video has diverse text descriptions that depict both coarse-grained emotions and fine-grained facial movements. Leveraging the proposed dataset, we introduce a CLIP-based style encoder that projects natural language-based descriptions to the representations of expressions. TalkCLIP can even infer expressions for descriptions unseen during training. TalkCLIP can also use text to modulate expression intensity and edit expressions. Extensive experiments demonstrate that TalkCLIP achieves the advanced capability of generating photo-realistic talking heads with vivid facial expressions guided by text descriptions.
Yifeng Ma 0001, Suzhen Wang 0001, Yu Ding 0001, Tangjie Lv, Changjie Fan, Zhipeng Hu, Zhidong Deng, Xin Yu 0002
IEEE Trans. Multim.6
2025 ICE: Interactive 3D Game Character Facial Editing via Dialogue
abstract
Most recent popular Role-Playing Games (RPGs) allow players to create in-game characters with hundreds of adjustable parameters, including bone positions and various makeup options. Although text-driven auto-customization systems have been developed to simplify the complex process of adjusting these intricate character parameters, they are limited by their single-round generation and lack the capability for further editing and fine-tuning. In this paper, we propose an Interactive Character Editing framework (ICE) to achieve a multi-round dialogue-based refinement process. In a nutshell, our ICE offers a more user-friendly way to enable players to convey creative ideas iteratively while ensuring that created characters align with the expectations of players. Specifically, we propose an Instruction Parsing Module (IPM) that utilizes large language models (LLMs) to parse multi-round dialogues into clear editing instruction prompts in each round. To reliably and swiftly modify character control parameters at a fine-grained level, we propose a Semantic-guided Low-dimension Parameter Solver (SLPS) that edits character control parameters according to prompts in a zero-shot manner. Our SLPS first localizes the character control parameters related to the fine-grained modification, and then optimizes the corresponding parameters in a low-dimension space to avoid unrealistic results. Extensive experimental results demonstrate the effectiveness of our proposed ICE for in-game character creation and the superior editing performance of ICE. Code:https://github.com/NeteaseFuxi/ICE-Interactive-3D-Game-Character.
Haoqian Wu, Minda Zhao, Zhipeng Hu, Changjie Fan, Lincheng Li, Rui Zhao 0019, Xin Yu 0002
IEEE Trans. Multim.4
2024 Optimistic Value Instructors for Cooperative Multi-Agent Reinforcement Learning
abstract
In cooperative multi-agent reinforcement learning, decentralized agents hold the promise of overcoming the combinatorial explosion of joint action space and enabling greater scalability. However, they are susceptible to a game-theoretic pathology called relative overgeneralization that shadows the optimal joint action. Although recent value-decomposition algorithms guide decentralized agents by learning a factored global action value function, the representational limitation and the inaccurate sampling of optimal joint actions during the learning process make this problem still. To address this limitation, this paper proposes a novel algorithm called Optimistic Value Instructors (OVI). The main idea behind OVI is to introduce multiple optimistic instructors into the value-decomposition paradigm, which are capable of suggesting potentially optimal joint actions and rectifying the factored global action value function to recover these optimal actions. Specifically, the instructors maintain optimistic value estimations of per-agent local actions and thus eliminate the negative effects caused by other agents' exploratory or sub-optimal non-cooperation, enabling accurate identification and suggestion of optimal joint actions. Based on the instructors' suggestions, the paper further presents two instructive constraints to rectify the factored global action value function to recover these optimal joint actions, thus overcoming the RO problem. Experimental evaluation of OVI on various cooperative multi-agent tasks demonstrates its superior performance against multiple baselines, highlighting its effectiveness.
Jianqi Wang, Yujing Hu, Shaokang Dong, Wenbin Li 0012, Tangjie Lv, Changjie Fan, Yang Gao 0001
AAAI8
2024 EnMatch: Matchmaking for Better Player Engagement via Neural Combinatorial Optimization
abstract
Matchmaking 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
AAAI10
2024 EfficientDreamer: High-Fidelity and Stable 3D Creation via Orthogonal-view Diffusion Priors
abstract
While image diffusion models have made significant progress in text-driven 3D content creation, they often fail to accurately capture the intended meaning of text prompts, especially for view information. This limitation leads to the Janus problem, where multi-faced 3D models are generated under the guidance of such diffusion models. In this paper, we propose a robust high-quality 3D content generation pipeline by exploiting orthogonal-view image guidance. First, we introduce a novel 2D diffusion model that generates an image consisting of four orthogonal-view sub-images based on the given text prompt. Then, the 3D content is created using this diffusion model. Notably, the generated orthogonal-view image provides strong geometric structure priors and thus improves 3D consistency. As a result, it effectively resolves the Janus problem and significantly enhances the quality of 3D content creation. Additionally, we present a 3D synthesis fusion network that can further improve the details of the generated 3D contents. Both quantitative and qualitative evaluations demonstrate that our method surpasses previous text-to-3D techniques. Project page: https://efficientdreamer.github.io.
Zhipeng Hu, Minda Zhao, Chaoyi Zhao, Lincheng Li, Zeng Zhao, Changjie Fan, Xiaowei Zhou 0001, Xin Yu 0002
CVPR7
2024 Towards a Simultaneous and Granular Identity-Expression Control in Personalized Face Generation
abstract
In human-centric content generation, the pre-trained text-to-image models struggle to produce user-wanted por-trait images, which retain the identity of individuals while exhibiting diverse expressions. This paper introduces our efforts towards personalized face generation. To this end, we propose a novel multi-modal face generation frame-work, capable of simultaneous identity-expression control and more fine-grained expression synthesis. Our expression control is so sophisticated that it can be specialized by the fine-grained emotional vocabulary. We devise a novel dif-fusion model that can undertake the task of simultaneously face swapping and reenactment. Due to the entanglement of identity and expression, separately and precisely control-ling them within one framework is a nontrivial task, thus has not been explored yet. To overcome this, we propose sev-eral innovative designs in the conditional diffusion model, including balancing identity and expression encoder, improved midpoint sampling, and explicitly background con-ditioning. Extensive experiments have demonstrated the controllability and scalability of the proposed framework, in comparison with state-of-the-art text-to-image, face swap-ping, and face reenactment methods.
Renshuai Liu, Wei Zhang 0219, Zhipeng Hu, Changjie Fan, Tangjie Lv, Yu Ding 0001
CVPR5
2024 CPT-VR: Improving Surface Rendering via Closest Point Transform with View-Reflection Appearance
Zhipeng Hu, Yongqiang Zhang 0003, Chen Liu 0028, Lincheng Li, Sida Peng, Xiaowei Zhou 0001, Changjie Fan, Xin Yu 0002
ECCV (73)7
2024 AlignDiff: Aligning Diverse Human Preferences via Behavior-Customisable Diffusion Model
abstract
Aligning agent behaviors with diverse human preferences remains a challenging problem in reinforcement learning (RL), owing to the inherent abstractness and mutability of human preferences. To address these issues, we propose AlignDiff, a novel framework that leverages RLHF to quantify human preferences, covering abstractness, and utilizes them to guide diffusion planning for zero-shot behavior customizing, covering mutability. AlignDiff can accurately match user-customized behaviors and efficiently switch from one to another. To build the framework, we first establish the multi-perspective human feedback datasets, which contain comparisons for the attributes of diverse behaviors, and then train an attribute strength model to predict quantified relative strengths. After relabeling behavioral datasets with relative strengths, we proceed to train an attribute-conditioned diffusion model, which serves as a planner with the attribute strength model as a director for preference aligning at the inference phase. We evaluate AlignDiff on various locomotion tasks and demonstrate its superior performance on preference matching, switching, and covering compared to other baselines. Its capability of completing unseen downstream tasks under human instructions also showcases the promising potential for human-AI collaboration. More visualization videos are released on https://aligndiff.github.io/.
Zibin Dong, Yifu Yuan, Jianye Hao, Fei Ni 0001, Yao Mu 0001, Yan Zheng 0002, Yujing Hu, Tangjie Lv, Changjie Fan, Zhipeng Hu
ICLR9
2024 Stylized Offline Reinforcement Learning: Extracting Diverse High-Quality Behaviors from Heterogeneous Datasets
abstract
Previous literature on policy diversity in reinforcement learning (RL) either focuses on the online setting or ignores the policy performance. In contrast, offline RL, which aims to learn high-quality policies from batched data, has yet to fully leverage the intrinsic diversity of the offline dataset. Addressing this dichotomy and aiming to balance quality and diversity poses a significant challenge to extant methodologies. This paper introduces a novel approach, termed Stylized Offline RL (SORL), which is designed to extract high-performing, stylistically diverse policies from a dataset characterized by distinct behavioral patterns. Drawing inspiration from the venerable Expectation-Maximization (EM) algorithm, SORL innovatively alternates between policy learning and trajectory clustering, a mechanism that promotes policy diversification. To further augment policy performance, we introduce advantage-weighted style learning into the SORL framework. Experimental evaluations across multiple environments demonstrate the significant superiority of SORL over previous methods in extracting high-quality policies with diverse behaviors. A case in point is that SORL successfully learns strong policies with markedly distinct playing patterns from a real-world human dataset of a popular basketball video game "Dunk City Dynasty."
Yihuan Mao, Chengjie Wu, Hao Hu 0006, Ji Jiang, Tianze Zhou, Tangjie Lv, Changjie Fan, Zhipeng Hu, Yi Wu 0013, Yujing Hu, Chongjie Zhang
ICLR8
2024 AS-NeRF: Learning Auxiliary Sampling for Generalizable Novel View Synthesis from Sparse Views
abstract
We tackle the problem of novel view synthesis (NVS) which aims to generate realistic images at novel views. Unlike existing works that require either costly per-scene optimization or relatively dense views, we propose AS-NeRF, a neural rendering based approach that can achieve generalizable NVS from only sparse views. Considering the inherent spatial continuity of images, we design a novel sparse-attention based auxiliary sampling module (ASM). Given a 3D point on the ray, the ASM adaptively attends to a sparse set of view-specific 2D auxiliary locations around the 3D point’s original projection pixels, and dynamically computes the attention weights in a cross-attention manner. This enables our model to effectively exploit the local correlation among neighboring pixels, obtaining the enhanced features with more powerful representation. Extensive experiments show that our method outperforms the state-of-the-art on both real and synthetic data.
Jilin Tang, Lincheng Li, Xingqun Qi, Changjie Fan, Xin Yu 0002
ICME5
2024 Bayesian Design Principles for Offline-to-Online Reinforcement Learning
abstract
Offline reinforcement learning (RL) is crucial for real-world applications where exploration can be costly or unsafe. However, offline learned policies are often suboptimal, and further online fine-tuning is required. In this paper, we tackle the fundamental dilemma of offline-to-online fine-tuning: if the agent remains pessimistic, it may fail to learn a better policy, while if it becomes optimistic directly, performance may suffer from a sudden drop. We show that Bayesian design principles are crucial in solving such a dilemma. Instead of adopting optimistic or pessimistic policies, the agent should act in a way that matches its belief in optimal policies. Such a probability-matching agent can avoid a sudden performance drop while still being guaranteed to find the optimal policy. Based on our theoretical findings, we introduce a novel algorithm that outperforms existing methods on various benchmarks, demonstrating the efficacy of our approach. Overall, the proposed approach provides a new perspective on offline-to-online RL that has the potential to enable more effective learning from offline data.
Hao Hu 0006, Yiqin Yang, Jianing Ye, Chengjie Wu, Ziqing Mai, Yujing Hu, Tangjie Lv, Changjie Fan, Qianchuan Zhao, Chongjie Zhang
ICML8
2024 STAR: Spatio-Temporal State Compression for Multi-Agent Tasks with Rich Observations
Yujing Hu, Shangdong Yang, Tangjie Lv, Changjie Fan, Wenbin Li 0012, Chongjie Zhang, Yang Gao 0001
IJCAI5
2024 vMFER: Von Mises-Fisher Experience Resampling Based on Uncertainty of Gradient Directions for Policy Improvement
Jinyi Liu 0002, Wenya Wei, Qianyi Fu, Yujing Hu, Bo An 0001, Jianye Hao, Tangjie Lv, Changjie Fan
IJCAI10
2024 MGMatch: Fast Matchmaking with Nonlinear Objective and Constraints via Multimodal Deep Graph Learning
abstract
As 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
KDD9
2024 XRL-Bench: A Benchmark for Evaluating and Comparing Explainable Reinforcement Learning Techniques
abstract
Reinforcement 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
KDD12
2024 Temporal Uplift Modeling for Online Marketing
abstract
In 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
KDD9
2024 GraphFederator: Federated Visual Analysis for Multi-party Graphs
abstract
This paper presents GraphFederator, a novel approach to construct federated representations of multi-party graphs and supports privacy-preserving visual analysis of graphs. Inspired by the concept of federated learning, we reformulate the analysis of multi-party graphs into a decentralization process. The new federation framework consists of a shared module that is responsible for federated modeling and analysis, and a set of local modules that run on respective graph data. Specifically, we propose a Federated Graph Representation Model (FGRM) that is learned from encrypted characteristics of multi-party graphs in local modules. We also design multiple visualization tools for federated visualization, exploration, and analysis of multi-party graphs. Experimental results on two datasets demonstrate the effectiveness of our approach.
Dongming Han, Wei Chen 0001, Rusheng Pan, Yijing Liu 0003, Jiehui Zhou, Haozhe Feng, Tian-Ye Zhang, Xumeng Wang, Minfeng Zhu 0001, Jianrong Tao, Changjie Fan, Xiaolong Zhang 0001
PacificVis12
2024 FreeAvatar: Robust 3D Facial Animation Transfer by Learning an Expression Foundation Model
abstract
Video-driven 3D facial animation transfer aims to drive avatars to reproduce the expressions of actors. Existing methods have achieved remarkable results by constraining both geometric and perceptual consistency. However, geometric constraints (like those designed on facial landmarks) are insufficient to capture subtle emotions, while expression features trained on classification tasks lack fine granularity for complex emotions. To address this, we propose \textbf{FreeAvatar}, a robust facial animation transfer method that relies solely on our learned expression representation. Specifically, FreeAvatar consists of two main components: the expression foundation model and the facial animation transfer model. In the first component, we initially construct a facial feature space through a face reconstruction task and then optimize the expression feature space by exploring the similarities among different expressions. Benefiting from training on the amounts of unlabeled facial images and re-collected expression comparison dataset, our model adapts freely and effectively to any in-the-wild input facial images. In the facial animation transfer component, we propose a novel Expression-driven Multi-avatar Animator, which first maps expressive semantics to the facial control parameters of 3D avatars and then imposes perceptual constraints between the input and output images to maintain expression consistency. To make the entire process differentiable, we employ a trained neural renderer to translate rig parameters into corresponding images. Furthermore, unlike previous methods that require separate decoders for each avatar, we propose a dynamic identity injection module that allows for the joint training of multiple avatars within a single network.
Wei Zhang 0219, Chen Liu 0028, Rudong An, Lincheng Li, Yu Ding 0001, Changjie Fan, Zhipeng Hu, Xin Yu 0002
SIGGRAPH Asia7
2024 Hybrid CtrlFormer: Learning Adaptive Search Space Partition for Hybrid Action Control via Transformer-based Monte Carlo Tree Search
abstract
Hybrid action control tasks are common in the real world, which require controlling some discrete and continuous actions simultaneously. To solve these tasks, existing Deep Reinforcement learning (DRL) methods either directly build a separate policy for each type of action or simplify the hybrid action space into a discrete or continuous action control problem. However, these methods neglect the challenge of exploration resulting from the complexity of the hybrid action space. Thus, it is necessary to design more sample efficient algorithms. To this end, we propose a novel Hybrid Control Transformer (Hybrid CtrlFormer), to achieve better exploration and exploitation for the hybrid action control problems. The core idea is: 1) we construct a hybrid action space tree with the discrete actions at the higher level and the continuous parameter space at the lower level. Each parameter space is split into multiple subregions. 2) To simplify the exploration space, a Transformer-based Monte-Carlo tree search method is designed to efficiently evaluate and partition the hybrid action space into good and bad subregions along the tree. Our method achieves state-of-the-art performance and sample efficiency in a variety of environments with discrete-continuous action space.
Jiashun Liu, Xiaotian Hao, Jianye Hao, Yan Zheng 0002, Yujing Hu, Changjie Fan, Tangjie Lv, Zhipeng Hu
UAI6
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.9
2024 Learning a compact embedding for fine-grained few-shot static gesture recognition
Zhipeng Hu, Wei Zhang 0219, Yu Ding 0001, Tangjie Lv, Changjie Fan
Multim. Tools Appl.7
2024 StyleTalk++: A Unified Framework for Controlling the Speaking Styles of Talking Heads
abstract
Individuals have unique facial expression and head pose styles that reflect their personalized speaking styles. Existing one-shot talking head methods cannot capture such personalized characteristics and therefore fail to produce diverse speaking styles in the final videos. To address this challenge, we propose a one-shot style-controllable talking face generation method that can obtain speaking styles from reference speaking videos and drive the one-shot portrait to speak with the reference speaking styles and another piece of audio. Our method aims to synthesize the style-controllable coefficients of a 3D Morphable Model (3DMM), including facial expressions and head movements, in a unified framework. Specifically, the proposed framework first leverages a style encoder to extract the desired speaking styles from the reference videos and transform them into style codes. Then, the framework uses a style-aware decoder to synthesize the coefficients of 3DMM from the audio input and style codes. During decoding, our framework adopts a two-branch architecture, which generates the stylized facial expression coefficients and stylized head movement coefficients, respectively. After obtaining the coefficients of 3DMM, an image renderer renders the expression coefficients into a specific person's talking-head video. Extensive experiments demonstrate that our method generates visually authentic talking head videos with diverse speaking styles from only one portrait image and an audio clip.
Suzhen Wang 0001, Yifeng Ma 0001, Yu Ding 0001, Zhipeng Hu, Changjie Fan, Tangjie Lv, Zhidong Deng, Xin Yu 0002
IEEE Trans. Pattern Anal. Mach. Intell.5
2024 Facial Action Unit Detection and Intensity Estimation From Self-Supervised Representation
abstract
As a fine-grained and local expression behavior measurement, facial action unit (FAU) analysis (e.g., detection and intensity estimation) has been documented for its time-consuming, labor-intensive, and error-prone annotation. Thus a long-standing challenge of FAU analysis arises from the data scarcity of manual annotations, limiting the generalization ability of trained models to a large extent. Amounts of previous works have made efforts to alleviate this issue via semi/weakly supervised methods and extra auxiliary information. However, these methods still require domain knowledge and have not yet avoided the high dependency on data annotation. This article introduces a robust facial representation model MAE-Face for AU analysis. Using masked autoencoding as the self-supervised pre-training approach, MAE-Face first learns a high-capacity model from a feasible collection of face images without additional data annotations. Then after being fine-tuned on AU datasets, MAE-Face exhibits convincing performance for both AU detection and AU intensity estimation, achieving a new state-of-the-art on nearly all the evaluation results. Further investigation shows that MAE-Face achieves decent performance even when fine-tuned on only 1% of the AU training set, strongly proving its robustness and generalization performance. The pre-trained model is available at our GitHub repository.
Rudong An, Wei Zhang 0219, Yu Ding 0001, Zeng Zhao, Tangjie Lv, Changjie Fan, Zhipeng Hu
IEEE Trans. Affect. Comput.8
2024 VESPA: A General System for Vision-Based Extrasensory Perception Anticheating in Online FPS Games
abstract
Cheating is widespread in online games, particularly in competitive games like First-Person Shooter (FPS) games. One of the most common types of cheating is Extrasensory Perception (ESP), which involves illicitly obtaining visual information to gain an unfair advantage over normal players. To protect the gaming experience of legitimate players and the interests of game companies, there is an urgent need for anti-cheating applications. In this paper, we propose a general system for ESP anti-cheating in online FPS games, considering the business characteristics and industrial applications. We present a vision-based anti-cheating framework that incorporates both supervised and unsupervised solutions for comprehensive cheating detection. Based on this framework, we design and deploy a dual-audit human-in-the-loop system for industrial gaming anti-cheating applications. We evaluate our proposed framework from multiple online and offline perspectives and demonstrate its practical significance with superior performance.
Jiaheng Qi, Zhipeng Hu, Runze Wu 0001, Tangjie Lv, Changjie Fan
IEEE Trans. Games8
2023 StyleTalk: One-Shot Talking Head Generation with Controllable Speaking Styles
abstract
Different people speak with diverse personalized speaking styles. Although existing one-shot talking head methods have made significant progress in lip sync, natural facial expressions, and stable head motions, they still cannot generate diverse speaking styles in the final talking head videos. To tackle this problem, we propose a one-shot style-controllable talking face generation framework. In a nutshell, we aim to attain a speaking style from an arbitrary reference speaking video and then drive the one-shot portrait to speak with the reference speaking style and another piece of audio. Specifically, we first develop a style encoder to extract dynamic facial motion patterns of a style reference video and then encode them into a style code. Afterward, we introduce a style-controllable decoder to synthesize stylized facial animations from the speech content and style code. In order to integrate the reference speaking style into generated videos, we design a style-aware adaptive transformer, which enables the encoded style code to adjust the weights of the feed-forward layers accordingly. Thanks to the style-aware adaptation mechanism, the reference speaking style can be better embedded into synthesized videos during decoding. Extensive experiments demonstrate that our method is capable of generating talking head videos with diverse speaking styles from only one portrait image and an audio clip while achieving authentic visual effects. Project Page: https://github.com/FuxiVirtualHuman/styletalk.
Yifeng Ma 0001, Suzhen Wang 0001, Zhipeng Hu, Changjie Fan, Tangjie Lv, Yu Ding 0001, Zhidong Deng, Xin Yu 0002
AAAI4
2023 FlowFace: Semantic Flow-Guided Shape-Aware Face Swapping
abstract
In this work, we propose a semantic flow-guided two-stage framework for shape-aware face swapping, namely FlowFace. Unlike most previous methods that focus on transferring the source inner facial features but neglect facial contours, our FlowFace can transfer both of them to a target face, thus leading to more realistic face swapping. Concretely, our FlowFace consists of a face reshaping network and a face swapping network. The face reshaping network addresses the shape outline differences between the source and target faces. It first estimates a semantic flow (i.e. face shape differences) between the source and the target face, and then explicitly warps the target face shape with the estimated semantic flow. After reshaping, the face swapping network generates inner facial features that exhibit the identity of the source face. We employ a pre-trained face masked autoencoder (MAE) to extract facial features from both the source face and the target face. In contrast to previous methods that use identity embedding to preserve identity information, the features extracted by our encoder can better capture facial appearances and identity information. Then, we develop a cross-attention fusion module to adaptively fuse inner facial features from the source face with the target facial attributes, thus leading to better identity preservation. Extensive quantitative and qualitative experiments on in-the-wild faces demonstrate that our FlowFace outperforms the state-of-the-art significantly.
Hao Zeng 0001, Wei Zhang 0219, Changjie Fan, Tangjie Lv, Suzhen Wang 0001, Lincheng Li, Yu Ding 0001, Xin Yu 0002
AAAI3
2023 DINet: Deformation Inpainting Network for Realistic Face Visually Dubbing on High Resolution Video
abstract
For few-shot learning, it is still a critical challenge to realize photo-realistic face visually dubbing on high-resolution videos. Previous works fail to generate high-fidelity dubbing results. To address the above problem, this paper proposes a Deformation Inpainting Network (DINet) for high-resolution face visually dubbing. Different from previous works relying on multiple up-sample layers to directly generate pixels from latent embeddings, DINet performs spatial deformation on feature maps of reference images to better preserve high-frequency textural details. Specifically, DINet consists of one deformation part and one inpainting part. In the first part, five reference facial images adaptively perform spatial deformation to create deformed feature maps encoding mouth shapes at each frame, in order to align with input driving audio and also the head poses of input source images. In the second part, to produce face visually dubbing, a feature decoder is responsible for adaptively incorporating mouth movements from the deformed feature maps and other attributes (i.e., head pose and upper facial expression) from the source feature maps together. Finally, DINet achieves face visually dubbing with rich textural details. We conduct qualitative and quantitative comparisons to validate our DINet on high-resolution videos. The experimental results show that our method outperforms state-of-the-art works.
Zhipeng Hu, Wenjin Deng, Changjie Fan, Tangjie Lv, Yu Ding 0001
AAAI4
2023 Zero-Shot Text-to-Parameter Translation for Game Character Auto-Creation
abstract
Recent popular Role-Playing Games (RPGs) saw the great success of character auto-creation systems. The bone-drivenface model controlled by continuous parameters (like the position of bones) and discrete parameters (like the hairstyles) makes it possible for users to personalize and customize in-game characters. Previous in-game character auto-creation systems are mostly image-driven, where facial parameters are optimized so that the rendered character looks similar to the reference face photo. This paper proposes a novel text-to-parameter translation method (T2P) to achieve zero-shot text-driven game character auto-creation. With our method, users can create a vivid in-game character with arbitrary text description without using any reference photo or editing hundreds of parameters manually. In our method, taking the power of large-scale pre-trained multi-modal CLIP and neural rendering, T2P searches both continuous facial parameters and discrete facial parameters in a unified framework. Due to the discontinuous parameter representation, previous methods have difficulty in effectively learning discrete facial parameters. T2p, to our best knowledge, is the first method that can handle the optimization of both discrete and continuous parameters. Experimental results show that T2P can generate high-quality and vivid game characters with given text prompts. T2P outperforms other SOTA text-to-3D generation methods on both objective evaluations and subjective evaluations.
Rui Zhao 0019, Wei Li 0224, Zhipeng Hu, Lincheng Li, Zhengxia Zou, Zhenwei Shi 0001, Changjie Fan
CVPR7
2023 Diverse 3D Hand Gesture Prediction from Body Dynamics by Bilateral Hand Disentanglement
abstract
Predicting natural and diverse 3D hand gestures from the upper body dynamics is a practical yet challenging task in virtual avatar creation. Previous works usually overlook the asymmetric motions between two hands and generate two hands in a holistic manner, leading to unnatural results. In this work, we introduce a novel bilateral hand disentanglement based two-stage 3D hand generation method to achieve natural and diverse 3D hand prediction from body dynamics. In the first stage, we intend to generate natural hand gestures by two hand-disentanglement branches. Considering the asymmetric gestures and motions of two hands, we introduce a Spatial-Residual Memory (SRM) module to model spatial interaction between the body and each hand by residual learning. To enhance the coordination of two hand motions wrt. body dynamics holistically, we then present a Temporal-Motion Memory (TMM) module. TMM can effectively model the temporal association between body dynamics and two hand motions. The second stage is built upon the insight that 3D hand predictions should be non-deterministic given the sequential body postures. Thus, we further diversify our 3D hand predictions based on the initial output from the stage one. Concretely, we propose a Prototypical-Memory Sampling Strategy (PSS) to generate the non-deterministic hand gestures by gradient-based Markov Chain Monte Carlo (MCMC) sampling. Extensive experiments demonstrate that our method outperforms the state-of-the-art models on the B2H dataset and our newly collected TED Hands dataset. The dataset and code are available at: https://github.com/XingqunQilab/Diverse-3D-Hand-Gesture-Prediction.
Xingqun Qi, Chen Liu 0028, Muyi Sun, Lincheng Li, Changjie Fan, Xin Yu 0002
CVPR5
2023 NeFII: Inverse Rendering for Reflectance Decomposition with Near-Field Indirect Illumination
abstract
Inverse rendering methods aim to estimate geometry, materials and illumination from multi-view RGB images. In order to achieve better decomposition, recent approaches attempt to model indirect illuminations reflected from different materials via Spherical Gaussians (SG), which, however, tends to blur the high-frequency reflection details. In this paper, we propose an end-to-end inverse rendering pipeline that decomposes materials and illumination from multi-view images, while considering near-field indirect illumination. In a nutshell, we introduce the Monte Carlo sampling based path tracing and cache the indirect illumination as neural radiance, enabling a physics-faithful and easy-to-optimize inverse rendering method. To enhance efficiency and practicality, we leverage SG to represent the smooth environment illuminations and apply importance sampling techniques. To supervise indirect illuminations from unobserved directions, we develop a novel radiance consistency constraint between implicit neural radiance and path tracing results of unobserved rays along with the joint optimization of materials and illuminations, thus significantly improving the decomposition performance. Extensive experiments demonstrate that our method outperforms the state-of-the-art on multiple synthetic and real datasets, especially in terms of inter-reflection decomposition.
Haoqian Wu, Zhipeng Hu, Lincheng Li, Yongqiang Zhang 0003, Changjie Fan, Xin Yu 0002
CVPR5
2023 Towards Unbiased Volume Rendering of Neural Implicit Surfaces with Geometry Priors
abstract
Learning surface by neural implicit rendering has been a promising way for multi-view reconstruction in recent years. Existing neural surface reconstruction methods, such as NeuS [24] and VolSDF [32], can produce reliable meshes from multi-view posed images. Although they build a bridge between volume rendering and Signed Distance Function (SDF), the accuracy is still limited. In this paper, we argue that this limited accuracy is due to the bias of their volume rendering strategies, especially when the viewing direction is close to be tangent to the surface. We revise and provide an additional condition for the unbiased volume rendering. Following this analysis, we propose a new rendering method by scaling the SDF field with the angle between the viewing direction and the surface normal vector. Experiments on simulated data indicate that our rendering method reduces the bias of SDF-based volume rendering. Moreover, there still exists non-negligible bias when the learnable standard deviation of SDF is large at early stage, which means that it is hard to supervise the rendered depth with depth priors. Alternatively we supervise zero-level set with surface points obtained from a pre-trained Multi-View Stereo network. We evaluate our method on the DTU dataset and show that it outperforms the state-of-the-arts neural implicit surface methods without mask supervision.
Yongqiang Zhang 0003, Zhipeng Hu, Haoqian Wu, Minda Zhao, Lincheng Li, Zhengxia Zou, Changjie Fan
CVPR7
2023 EUCLID: Towards Efficient Unsupervised Reinforcement Learning with Multi-choice Dynamics Model
Yifu Yuan, Jianye Hao, Fei Ni 0001, Yao Mu 0001, Yan Zheng 0002, Yujing Hu, Jinyi Liu 0002, Changjie Fan
ICLR9
2023 Modeling and Control of General Hydraulic Excavator for Human-in-the-loop Automation
abstract
As labor shortages and safety regulations become more prominent, the need for human-in-the-loop automation of excavators is increasing. To meet this demand, we have developed a comprehensive modeling method for the excavator arm using nonlinear optimization approaches, including a simplified model that maps the task space to the joint space, as well as an equivalent model that maps the joint space to the actuator space. These models were then used to build a feedforward-PID joint velocity controller and a joint trajectory controller combined with position feedback, which forms the core of our proposed semi-automatic control system for the excavator arm. Our deployment scheme is simple and efficient, and has been deployed on two excavators of different makes and sizes. Experiments show that our deployment scheme performs well on both excavators, with an average error of 0.05 rad/s for the velocity controller and less than 5 cm for the trajectory controller. Using our semi-automatic system, we have completed demonstration experiments for precise digging and grading operations. A demonstration video can be found at https://youtu.be/N6I0WZGSF68.
Guangda Chen, Yinghao Gan, Shuanwu Shi, Wei Chen 0001, Rong Xiong, Changjie Fan
ICTAI8
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
KDD7
2023 Conservative Offline Policy Adaptation in Multi-Agent Games
abstract
Prior research on policy adaptation in multi-agent games has often relied on online interaction with the target agent in training, which can be expensive and impractical in real-world scenarios. Inspired by recent progress in offline reinforcement learn- ing, this paper studies offline policy adaptation, which aims to utilize the target agent’s behavior data to exploit its weakness or enable effective cooperation. We investigate its distinct challenges of distributional shift and risk-free deviation, and propose a novel learning objective, conservative offline adaptation, that optimizes the worst-case performance against any dataset consistent proxy models. We pro- pose an efficient algorithm called Constrained Self-Play (CSP) that incorporates dataset information into regularized policy learning. We prove that CSP learns a near-optimal risk-free offline adaptation policy upon convergence. Empirical results demonstrate that CSP outperforms non-conservative baselines in various environments, including Maze, predator-prey, MuJoCo, and Google Football.
Chengjie Wu, Pingzhong Tang, Jun Yang 0028, Yujing Hu, Tangjie Lv, Changjie Fan, Chongjie Zhang
NeurIPS6
2023 RL4RS: A Real-World Dataset for Reinforcement Learning based Recommender System
abstract
Reinforcement 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
SIGIR10
2023 ASN: action semantics network for multiagent reinforcement learning
Tianpei Yang, Weixun Wang, Jianye Hao, Matthew E. Taylor, Yong Liu 0007, Xiaotian Hao, Yujing Hu, Changjie Fan, Chunxu Ren, Jiangcheng Zhu, Yang Gao 0001
Auton. Agents Multi Agent Syst.9
2023 Deep learning applications in games: a survey from a data perspective
Zhipeng Hu, Yu Ding 0001, Runze Wu 0001, Lincheng Li, Yujing Hu, Kai Wang 0064, Yongqiang Zhang 0003, Ji Jiang, Yadong Xi, Jiashu Pu, Wei Zhang 0219, Suzhen Wang 0001, Ke Chen 0005, Tianze Zhou, Jiarui Chen, Tangjie Lv, Changjie Fan
Appl. Intell.22
2023 Explainable AI for Cheating Detection and Churn Prediction in Online Games
abstract
Online 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. Games7
2023 Multi-Source Multi-Label Learning for User Profiling in Online Games
abstract
In online games, user profiling plays a vital role in a variety of personalized services. Current solutions typically treat different dimensions or labels (e.g., willing to pay or not, high, medium, or low appetite for some gameplays) of the full user profiles as independent multi-class/binary classification tasks. However, such one-by-one profiling strategy clearly overlooks the implicitly correlations among profiling tasks, which results in a degraded performance. To cope with this issue, we make the first attempt to formalize this problem as a multi-label learning task. Accordingly, we develop a unified Multi-Source Multi-Label learning framework~(MSML) that well utilizes semantically rich features and labels for boosted user profiling in online games. Specifically, we first introduce a multi-source user representation network that exploits multi-source data in online games to obtain informative user representations. Subsequently, to handle multiple labels, we propose a novel embedding-based multi-label network that consists of two variational autoencoders with disentangled latent spaces. Note that our framework can guarantee the consistency of the training and testing phases by a novel dual-tower design to overcome the limitation of existing approaches that use one coupled decoder for both features and labels. Extensive experiments on six public multi-label datasets and one real-world online game dataset from Justice demonstrate that the proposed framework outperforms the state-of-the-art baseline methods. Moreover, our proposed framework has been successfully deployed in several online games, yielding a significant boost in multi-label user profiling.
Haobo Wang 0001, Runze Wu 0001, Manhu Qu, Tianlei Hu, Gang Chen 0001, Jianrong Tao, Changjie Fan
IEEE Trans. Multim.9
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.6
2023 A Music-Driven Deep Generative Adversarial Model for Guzheng Playing Animation
abstract
To date relatively few efforts have been made on the automatic generation of musical instrument playing animations. This problem is challenging due to the intrinsically complex, temporal relationship between music and human motion as well as the lacking of high quality music-playing motion datasets. In this article, we propose a fully automatic, deep learning based framework to synthesize realistic upper body animations based on novel guzheng music input. Specifically, based on a recorded audiovisual motion capture dataset, we delicately design a generative adversarial network (GAN) based approach to capture the temporal relationship between the music and the human motion data. In this process, data augmentation is employed to improve the generalization of our approach to handle a variety of guzheng music inputs. Through extensive objective and subjective experiments, we show that our method can generate visually plausible guzheng-playing animations that are well synchronized with the input guzheng music, and it can significantly outperform the state-of-the-art methods. In addition, through an ablation study, we validate the contributions of the carefully-designed modules in our framework.
Changjie Fan, Gongzheng Li, Zeng Zhao, Zhigang Deng 0001, Yu Ding 0001
IEEE Trans. Vis. Comput. Graph.2
2022 Multi-Dimensional Prediction of Guild Health in Online Games: A Stability-Aware Multi-Task Learning Approach
abstract
Guild is the most important long-term virtual community and emotional bond in massively multiplayer online role-playing games (MMORPGs). It matters a lot to the player retention and game ecology how the guilds are going, e.g., healthy or not. The main challenge now is to characterize and predict the guild health in a quantitative, dynamic, and multi-dimensional manner based on complicated multi-media data streams. To this end, we propose a novel framework, namely Stability-Aware Multi-task Learning Approach(SAMLA) to address these challenges. Specifically, different media-specific modules are designed to extract information from multiple media types of tabular data, time seriescharacteristics, and heterogeneous graphs. To capture the dynamics of guild health, we introduce a representation encoder to provide a time series view of multi-media data that is used for task prediction. Inspiredby well-received theories on organization management, we delicately define five specific and quantitative dimensions of guild health and make parallel predictions based on a multi-task approach. Besides, we devise a novel auxiliary task, i.e.,the guild stability, to boost the performance of the guild health prediction task. Extensive experiments on a real-world large-scale MMORPG dataset verify that our proposed method outperforms the state-of-the-art methods in the task of organizational health characterization and prediction. Moreover, our work has been practically deployed in online MMORPG, and case studies clearly illustrate the significant value.
Chuang Zhao 0002, Hongke Zhao, Runze Wu 0001, Yu Ding 0001, Jianrong Tao, Changjie Fan
AAAI7
2022 Deconfounded Value Decomposition for Multi-Agent Reinforcement Learning
abstract
Value decomposition (VD) methods have been widely used in cooperative multi-agent reinforcement learning (MARL), where credit assignment plays an important role in guiding the agents’ decentralized execution. In this paper, we investigate VD from a novel perspective of causal inference. We first show that the environment in existing VD methods is an unobserved confounder as the common cause factor of the global state and the joint value function, which leads to the confounding bias on learning credit assignment. We then present our approach, deconfounded value decomposition (DVD), which cuts off the backdoor confounding path from the global state to the joint value function. The cut is implemented by introducing the trajectory graph, which depends only on the local trajectories, as a proxy confounder. DVD is general enough to be applied to various VD methods, and extensive experiments show that DVD can consistently achieve significant performance gains over different state-of-the-art VD methods on StarCraft II and MACO benchmarks.
Jiahui Li 0003, Kun Kuang 0001, Baoxiang Wang 0001, Furui Liu, Long Chen 0016, Changjie Fan, Fei Wu 0001, Jun Xiao 0001
ICML6
2022 Individual Reward Assisted Multi-Agent Reinforcement Learning
abstract
In many real-world multi-agent systems, the sparsity of team rewards often makes it difficult for an algorithm to successfully learn a cooperative team policy. At present, the common way for solving this problem is to design some dense individual rewards for the agents to guide the cooperation. However, most existing works utilize individual rewards in ways that do not always promote teamwork and sometimes are even counterproductive. In this paper, we propose Individual Reward Assisted Team Policy Learning (IRAT), which learns two policies for each agent from the dense individual reward and the sparse team reward with discrepancy constraints for updating the two policies mutually. Experimental results in different scenarios, such as the Multi-Agent Particle Environment and the Google Research Football Environment, show that IRAT significantly outperforms the baseline methods and can greatly promote team policy learning without deviating from the original team objective, even when the individual rewards are misleading or conflict with the team rewards.
Yujing Hu, Weixun Wang, Chongjie Zhang, Yang Gao 0001, Jianye Hao, Tangjie Lv, Changjie Fan
ICML9
2022 An Empirical Analysis of Compatibility Issues for Industrial Mobile Games (Practical Experience Report)
abstract
Detecting and fixing compatibility issues become increasingly important for mobile game development. The constant evolution of mobile operating systems and the severe fragmentation of mobile devices makes it challenging for game developers to detect and fix compatibility issues in time for various device models. The undetected compatibility issues can ruin the user experience, and cause financial loss to game companies and players. Unfortunately, up to the present, mobile game testing is still rather challenging in general. The pressing compatibility issue of mobile games is largely untouched in the research community so far. To bridge the gap, in this experience paper, we perform an empirical study on common compatibility issues of popular commercial mobile games. In particular, we select four active and representative mobile games with well-documented bug reports, containing over seven million lines of code and over 20,000 commits over the past several years. We successfully create a dataset with complete information about bugs and bug fixing details, to investigate the common compatibility issues and fixing strategies. We performed an in-depth manual inspection of the most common symptoms and root causes of these compatibility issues, and analyzed the common fixing strategies of issues under each root cause category. We believe our findings and implications are useful for developers in addressing compatibility hurdles during the developing process. Our results also provide insights for future research on compatibility issue testing and bug fixing for mobile games.
Lei Ma 0003, Shangjie Lu, Changjie Fan, Wei Yang 0013
ISSRE6
2022 GBGallery : A benchmark and framework for game testing
Zhuo Li 0013, Yuechen Wu, Lei Ma 0003, Xiaofei Xie, Changjie Fan
Empir. Softw. Eng.6
2022 PPPNE: Personalized proximity preserved network embedding
Ge Fan, Biao Geng, Jianrong Tao, Kai Wang 0064, Changjie Fan
Neurocomputing5
2022 LOT: A Story-Centric Benchmark for Evaluating Chinese Long Text Understanding and Generation
abstract
Abstract Standard multi-task benchmarks are essential for developing pretraining models that can generalize to various downstream tasks. Existing benchmarks for natural language processing (NLP) usually focus only on understanding or generating short texts. However, long text modeling requires many distinct abilities in contrast to short texts, such as the modeling of long-range discourse and commonsense relations, and the coherence and controllability of generation. The lack of standardized benchmarks makes it difficult to assess these abilities of a model and fairly compare different models, especially Chinese models. Therefore, we propose a story-centric benchmark named LOT for evaluating Chinese long text modeling, which aggregates two understanding tasks and two generation tasks. We construct new datasets for these tasks based on human-written Chinese stories with hundreds of words. Furthermore, we release an encoder-decoder-based Chinese long text pretraining model named LongLM with up to 1 billion parameters. We pretrain LongLM on 120G Chinese novels with two generative tasks including text infilling and conditional continuation. Extensive experiments show that LongLM outperforms similar-sized pretraining models substantially on both the understanding and generation tasks in LOT.
Jian Guan 0002, Zhuoer Feng, Yamei Chen, Ruilin He, Xiaoxi Mao, Changjie Fan, Minlie Huang
Trans. Assoc. Comput. Linguistics6
2022 Semantic-Rich Facial Emotional Expression Recognition
abstract
The ability to perceive human facial emotions is an essential feature of various multi-modal applications, especially in the intelligent human-computer interaction (HCI) area. In recent decades, considerable efforts have been put into researching automatic facial emotion recognition (FER). However, most of the existing FER methods only focus on either basic emotions such as the seven/eight categories (e.g.,happiness, angerandsurprise) or abstract dimensions (valence, arousal, etc.), while neglecting the fruitful nature of emotion statements. In real-world scenarios, there is definitely a larger vocabulary for describing human's inner feelings as well as their reflection on facial expressions. In this work, we propose to address the semantic richness issue in the FER problem, with an emphasis on the granularity of the emotion concepts. Particularly, we take inspiration from former psycho-linguistic research, which conducted a prototypicality rating study and chose 135 emotion names from hundreds of English emotion terms. Based on the 135 emotion categories, we investigate the corresponding facial expressions by collecting a large-scale 135-class FER image dataset and propose a consequent facial emotion recognition framework. To demonstrate the accessibility of prompting FER research to a fine-grained level, we conduct extensive evaluations on the dataset credibility and the accompanying baseline classification model. The qualitative and quantitative results prove that the problem is meaningful and our solution is effective. To the best of our knowledge, this is the first work aimed at exploiting such a large semantic space for emotion representation in the FER problem.
Changjie Fan, Wei Zhang 0219, Yu Ding 0001
IEEE Trans. Affect. Comput.3
2022 Find Your Organization in MMORPGs
abstract
Social relationships are the basis for communication and collaboration between players in many online games. In this article, we propose a machine-learning-based approach to model the relationship between players and guilds in online games. Our approach combines deep learning techniques with useful prior expert knowledge, where the core component is a graph convolutional network that is designed to utilize both social relationships and behavior preferences of players. For each player in the game, the model is trained to estimate the likelihood of whether the player matches the guild, which enables rapid matching of players and guilds via recommendation. The proposed approach is evaluated on an industrial dataset collected from a popular online game and also deployed in the game as a basic component of the social system. Experimental results show that our approach is not only intuitive but also very superior to other baseline methods.
Minghao Zhao 0002, Kai Wang 0064, Runze Wu 0001, Jianrong Tao, Changjie Fan
IEEE Trans. Games7
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.6
2022 Semisupervised Game Player Categorization From Very Big Behavior Log Data
abstract
Extracting the specific category of the players, such as the malignant Bot, from the huge log data of the massive multiplayer online role playing games, denoted as MMORPGs, is an important basic task in game security and personal recommendation. In this article, we propose a parallel semisupervised framework to categorize specific game players with a few label-known target samples, which are denoted as bait players. Our approach first presents a feature representation model based on the players’ level granularity, which can acquire aligned feature representations in the lower dimensional space from the players’ original action sequences. Then, we propose a semisupervised clustering method, extended from the bisecting$k$-means model, to extract the specified players with the help of those bait players. Due to massive amounts of game log data, the computation complexity is an extreme challenge to implement our feature representation and semisupervised extraction approaches. We also propose a hierarchical parallelism framework, which allows the data to be computed horizontally and vertically simultaneously and enables varied parallel combinations for the steps of our semisupervised categorization approach. The comparable experiments on real-world MMORPGs’ log data, containing more than 465 Gbytes and million players, are carried out to demonstrate the effectiveness and efficiency of our proposed approach compared with the state-of-the-art methods.
Shaowen Gao, Yong Liu 0007, Xinqiang Ma, Jiandang Yang, Changjie Fan
IEEE Trans. Syst. Man Cybern. Syst.6
2021 Write-a-speaker: Text-based Emotional and Rhythmic Talking-head Generation
abstract
In this paper, we propose a novel text-based talking-head video generation framework that synthesizes high-fidelity facial expressions and head motions in accordance with contextual sentiments as well as speech rhythm and pauses. To be specific, our framework consists of a speaker-independent stage and a speaker-specific stage. In the speaker-independent stage, we design three parallel networks to generate animation parameters of the mouth, upper face, and head from texts, separately. In the speaker-specific stage, we present a 3D face model guided attention network to synthesize videos tailored for different individuals. It takes the animation parameters as input and exploits an attention mask to manipulate facial expression changes for the input individuals. Furthermore, to better establish authentic correspondences between visual motions (i.e., facial expression changes and head movements) and audios, we leverage a high-accuracy motion capture dataset instead of relying on long videos of specific individuals. After attaining the visual and audio correspondences, we can effectively train our network in an end-to-end fashion. Extensive experiments on qualitative and quantitative results demonstrate that our algorithm achieves high-quality photo-realistic talking-head videos including various facial expressions and head motions according to speech rhythms and outperforms the state-of-the-art.
Lincheng Li, Suzhen Wang 0001, Yu Ding 0001, Yixing Zheng, Xin Yu 0002, Changjie Fan
AAAI7
2021 Reinforcement Learning with a Disentangled Universal Value Function for Item Recommendation
abstract
In recent years, there are great interests as well as many challenges in applying reinforcement learning (RL) to recommendation systems (RS). In this paper, we summarize three key practical challenges of large-scale RL-based recommender systems: massive state and action spaces, high-variance environment, and the unspecific reward setting in recommendation. All these problems remain largely unexplored in the existing literature and make the application of RL challenging. We develop a model-based reinforcement learning framework, called GoalRec. Inspired by the ideas of world model (model-based), value function estimation (model-free), and goal-based RL, a novel disentangled universal value function designed for item recommendation is proposed. It can generalize to various goals that the recommender may have, and disentangle the stochastic environmental dynamics and high-variance reward signals accordingly. As a part of the value function, free from the sparse and high-variance reward signals, a high-capacity reward-independent world model is trained to simulate complex environmental dynamics under a certain goal. Based on the predicted environmental dynamics, the disentangled universal value function is related to the user's future trajectory instead of a monolithic state and a scalar reward. We demonstrate the superiority of GoalRec over previous approaches in terms of the above three practical challenges in a series of simulations and a real application.
Kai Wang 0064, Zhene Zou, Jianrong Tao, Runze Wu 0001, Changjie Fan, Liang Chen 0001, Peng Cui 0001
AAAI6
2021 Long Text Generation by Modeling Sentence-Level and Discourse-Level Coherence
abstract
Jian Guan, Xiaoxi Mao, Changjie Fan, Zitao Liu, Wenbiao Ding, Minlie Huang. Proceedings of the 59th Annual Meeting of the Association for Computational Linguistics and the 11th International Joint Conference on Natural Language Processing (Volume 1: Long Papers). 2021.
Jian Guan 0002, Xiaoxi Mao, Changjie Fan, Zitao Liu 0001, Wenbiao Ding, Minlie Huang
ACL/IJCNLP (1)3
2021 OpenMEVA: A Benchmark for Evaluating Open-ended Story Generation Metrics
abstract
Jian Guan, Zhexin Zhang, Zhuoer Feng, Zitao Liu, Wenbiao Ding, Xiaoxi Mao, Changjie Fan, Minlie Huang. Proceedings of the 59th Annual Meeting of the Association for Computational Linguistics and the 11th International Joint Conference on Natural Language Processing (Volume 1: Long Papers). 2021.
Jian Guan 0002, Zhexin Zhang, Zhuoer Feng, Zitao Liu 0001, Wenbiao Ding, Xiaoxi Mao, Changjie Fan, Minlie Huang
ACL/IJCNLP (1)7
2021 A Future-Oriented Cache Management for Mobile Games
abstract
As a common but critical module, cache management plays more and more important roles in modern videos games, especially for the games on mobiles whose hardware is weaker than the desktop computers. Current cache management policies typically resort to heuristics designed for the common access patterns, which cannot fully utilize the information in mobile games and may fail on the complex access patterns in it. In this paper, we propose a future-oriented cache management (FOCM) to cope with the cache management problem in mobile games' typical scenarios. FOCM leverages a dual Markov model to bridge the cache management's decision-making process and the behavioural process of the players in games, resulting in modelling the potential access requests in the future more accurately. Based on this model, we propose two cache management methods based on imitation learning and reinforcement learning, with each one suitable for different types of games. The experimental results in both the cache simulation environment and the industrial massively multiplayer online role-playing game (MMORPG) demonstrate the effectiveness of the proposed methods.
Meng Wang 0016, Changjie Fan
CoG4
2021 Learning a Facial Expression Embedding Disentangled From Identity
abstract
The facial expression analysis requires a compact and identity-ignored expression representation. In this paper, we model the expression as the deviation from the identity by a subtraction operation, extracting a continuous and identity-invariant expression embedding. We propose a Deviation Learning Network (DLN) with a pseudo-siamese structure to extract the deviation feature vector. To reduce the optimization difficulty caused by additional fully connection layers, DLN directly provides high-order polynomial to nonlinearly project the high-dimensional feature to a low-dimensional manifold. Taking label noise into account, we add a crowd layer to DLN for robust embedding extraction. Also, to achieve a more compact representation, we use hierarchical annotation for data augmentation. We evaluate our facial expression embedding on the FEC validation set. The quantitative results prove that we achieve the state-of-the-art, both in terms of fine-grained and identity-invariant property. We further conduct extensive experiments to show that our expression embedding is of high quality for expression recognition, image retrieval, and face manipulation.
Wei Zhang 0219, Xianpeng Ji, Yu Ding 0001, Changjie Fan
CVPR5
2021 Flow-Guided One-Shot Talking Face Generation With a High-Resolution Audio-Visual Dataset
abstract
One-shot talking face generation should synthesize high visual quality facial videos with reasonable animations of expression and head pose, and just utilize arbitrary driving audio and arbitrary single face image as the source. Current works fail to generate over 256×256 resolution realistic-looking videos due to the lack of an appropriate high-resolution audio-visual dataset, and the limitation of the sparse facial landmarks in providing poor expression details. To synthesize high-definition videos, we build a large in-the-wild high-resolution audio-visual dataset and propose a novel flow-guided talking face generation framework. The new dataset is collected from youtube and consists of about 16 hours 720P or 1080P videos. We leverage the facial 3D morphable model (3DMM) to split the framework into two cascaded modules instead of learning a direct mapping from audio to video. In the first module, we propose a novel animation generator to produce the movements of mouth, eyebrow and head pose simultaneously. In the second module, we transform animation into dense flow to provide more expression details and carefully design a novel flow-guided video generator to synthesize videos. Our method is able to produce high-definition videos and outperforms state-of-the-art works in objective and subjective comparisons*.
Lincheng Li, Yu Ding 0001, Changjie Fan
CVPR4
2021 MetaCURE: Meta Reinforcement Learning with Empowerment-Driven Exploration
abstract
Meta reinforcement learning (meta-RL) extracts knowledge from previous tasks and achieves fast adaptation to new tasks. Despite recent progress, efficient exploration in meta-RL remains a key challenge in sparse-reward tasks, as it requires quickly finding informative task-relevant experiences in both meta-training and adaptation. To address this challenge, we explicitly model an exploration policy learning problem for meta-RL, which is separated from exploitation policy learning, and introduce a novel empowerment-driven exploration objective, which aims to maximize information gain for task identification. We derive a corresponding intrinsic reward and develop a new off-policy meta-RL framework, which efficiently learns separate context-aware exploration and exploitation policies by sharing the knowledge of task inference. Experimental evaluation shows that our meta-RL method significantly outperforms state-of-the-art baselines on various sparse-reward MuJoCo locomotion tasks and more complex sparse-reward Meta-World tasks.
Jin Zhang 0016, Hao Hu 0006, Changjie Fan, Chongjie Zhang
ICML6
2021 Automatic Translation of Music-to-Dance for In-Game Characters
abstract
Music-to-dance translation is an emerging and powerful feature in recent role-playing games. Previous works of this topic consider music-to-dance as a supervised motion generation problem based on time-series data. However, these methods require a large amount of training data pairs and may suffer from the degradation of movements. This paper provides a new solution to this task where we re-formulate the translation as a piece-wise dance phrase retrieval problem based on the choreography theory. With such a design, players are allowed to optionally edit the dance movements on top of our generation while other regression-based methods ignore such user interactivity. Considering that the dance motion capture is expensive that requires the assistance of professional dancers, we train our method under a semi-supervised learning fashion with a large unlabeled music dataset (20x than our labeled one) and also introduce self-supervised pre-training to improve the training stability and generalization performance. Experimental results suggest that our method not only generalizes well over various styles of music but also succeeds in choreography for game players. Our project including the large-scale dataset and supplemental materials is available at https://github.com/FuxiCV/music-to-dance.
Yinglin Duan, Tianyang Shi, Zhipeng Hu, Zhengxia Zou, Changjie Fan, Yi Yuan 0002
IJCAI5
2021 Audio2Head: Audio-driven One-shot Talking-head Generation with Natural Head Motion
abstract
We propose an audio-driven talking-head method to generate photo-realistic talking-head videos from a single reference image. In this work, we tackle two key challenges: (i) producing natural head motions that match speech prosody, and (ii)} maintaining the appearance of a speaker in a large head motion while stabilizing the non-face regions. We first design a head pose predictor by modeling rigid 6D head movements with a motion-aware recurrent neural network (RNN). In this way, the predicted head poses act as the low-frequency holistic movements of a talking head, thus allowing our latter network to focus on detailed facial movement generation. To depict the entire image motions arising from audio, we exploit a keypoint based dense motion field representation. Then, we develop a motion field generator to produce the dense motion fields from input audio, head poses, and a reference image. As this keypoint based representation models the motions of facial regions, head, and backgrounds integrally, our method can better constrain the spatial and temporal consistency of the generated videos. Finally, an image generation network is employed to render photo-realistic talking-head videos from the estimated keypoint based motion fields and the input reference image. Extensive experiments demonstrate that our method produces videos with plausible head motions, synchronized facial expressions, and stable backgrounds and outperforms the state-of-the-art.
Suzhen Wang 0001, Lincheng Li, Yu Ding 0001, Changjie Fan, Xin Yu 0002
IJCAI4
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
KDD8
2021 Build Your Own Bundle - A Neural Combinatorial Optimization Method
abstract
In the business domain,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, such as the considerable research work on collaborative filtering that directly models the interaction between users and items. In this paper, we target at a practical but less explored recommendation problem named personalized bundle composition, which aims to offer an optimal bundle (i.e., a combination of items) to the target user. To tackle this specific recommendation problem, we formalize it as a combinatorial optimization problem on a set of candidate items and solve it within a neural combinatorial optimization framework. Extensive experiments on public datasets are conducted to demonstrate the superiority of the proposed method.
Kai Wang 0064, Minghao Zhao 0002, Runze Wu 0001, Yu Ding 0001, Zhene Zou, Jianrong Tao, Changjie Fan
ACM Multimedia9
2021 Towards Unifying Behavioral and Response Diversity for Open-ended Learning in Zero-sum Games
abstract
Measuring and promoting policy diversity is critical for solving games with strong non-transitive dynamics where strategic cycles exist, and there is no consistent winner (e.g., Rock-Paper-Scissors). With that in mind, maintaining a pool of diverse policies via open-ended learning is an attractive solution, which can generate auto-curricula to avoid being exploited. However, in conventional open-ended learning algorithms, there are no widely accepted definitions for diversity, making it hard to construct and evaluate the diverse policies. In this work, we summarize previous concepts of diversity and work towards offering a unified measure of diversity in multi-agent open-ended learning to include all elements in Markov games, based on both Behavioral Diversity (BD) and Response Diversity (RD). At the trajectory distribution level, we re-define BD in the state-action space as the discrepancies of occupancy measures. For the reward dynamics, we propose RD to characterize diversity through the responses of policies when encountering different opponents. We also show that many current diversity measures fall in one of the categories of BD or RD but not both. With this unified diversity measure, we design the corresponding diversity-promoting objective and population effectivity when seeking the best responses in open-ended learning. We validate our methods in both relatively simple games like matrix game, non-transitive mixture model, and the complex \textit{Google Research Football} environment. The population found by our methods reveals the lowest exploitability, highest population effectivity in matrix game and non-transitive mixture model, as well as the largest goal difference when interacting with opponents of various levels in \textit{Google Research Football}.
Hangtian Jia, Ying Wen 0001, Yujing Hu, Changjie Fan, Zhipeng Hu, Yaodong Yang 0001
NeurIPS6
2021 An Efficient Transfer Learning Framework for Multiagent Reinforcement Learning
abstract
Transfer Learning has shown great potential to enhance single-agent Reinforcement Learning (RL) efficiency. Similarly, Multiagent RL (MARL) can also be accelerated if agents can share knowledge with each other. However, it remains a problem of how an agent should learn from other agents. In this paper, we propose a novel Multiagent Policy Transfer Framework (MAPTF) to improve MARL efficiency. MAPTF learns which agent's policy is the best to reuse for each agent and when to terminate it by modeling multiagent policy transfer as the option learning problem. Furthermore, in practice, the option module can only collect all agent's local experiences for update due to the partial observability of the environment. While in this setting, each agent's experience may be inconsistent with each other, which may cause the inaccuracy and oscillation of the option-value's estimation. Therefore, we propose a novel option learning algorithm, the successor representation option learning to solve it by decoupling the environment dynamics from rewards and learning the option-value under each agent's preference. MAPTF can be easily combined with existing deep RL and MARL approaches, and experimental results show it significantly boosts the performance of existing methods in both discrete and continuous state spaces.
Tianpei Yang, Weixun Wang, Hongyao Tang, Jianye Hao, Zhaopeng Meng, Hangyu Mao, Dong Li 0016, Wulong Liu, Yujing Hu, Changjie Fan, Chengwei Zhang 0001
NeurIPS11
2021 Episodic Multi-agent Reinforcement Learning with Curiosity-driven Exploration
abstract
Efficient exploration in deep cooperative multi-agent reinforcement learning (MARL) still remains challenging in complex coordination problems. In this paper, we introduce a novel Episodic Multi-agent reinforcement learning with Curiosity-driven exploration, called EMC. We leverage an insight of popular factorized MARL algorithms that the ``induced" individual Q-values, i.e., the individual utility functions used for local execution, are the embeddings of local action-observation histories, and can capture the interaction between agents due to reward backpropagation during centralized training. Therefore, we use prediction errors of individual Q-values as intrinsic rewards for coordinated exploration and utilize episodic memory to exploit explored informative experience to boost policy training. As the dynamics of an agent's individual Q-value function captures the novelty of states and the influence from other agents, our intrinsic reward can induce coordinated exploration to new or promising states. We illustrate the advantages of our method by didactic examples, and demonstrate its significant outperformance over state-of-the-art MARL baselines on challenging tasks in the StarCraft II micromanagement benchmark.
Lulu Zheng, Jiarui Chen, Jiamin He, Yujing Hu, Changjie Fan, Yang Gao 0001, Chongjie Zhang
NeurIPS7
2021 GLIB: towards automated test oracle for graphically-rich applications
abstract
Graphically-rich applications such as games are ubiquitous with attractive visual effects of Graphical User Interface (GUI) that offers a bridge between software applications and end-users. However, various types of graphical glitches may arise from such GUI complexity and have become one of the main component of software compatibility issues. Our study on bug reports from game development teams in NetEase Inc. indicates that graphical glitches frequently occur during the GUI rendering and severely degrade the quality of graphically-rich applications such as video games. Existing automated testing techniques for such applications focus mainly on generating various GUI test sequences and check whether the test sequences can cause crashes. These techniques require constant human attention to captures non-crashing bugs such as bugs causing graphical glitches. In this paper, we present the first step in automating the test oracle for detecting non-crashing bugs in graphically-rich applications. Specifically, we propose GLIB based on a code-based data augmentation technique to detect game GUI glitches. We perform an evaluation of GLIB on 20 real-world game apps (with bug reports available) and the result shows that GLIB can achieve 100% precision and 99.5% recall in detecting non-crashing bugs such as game GUI glitches. Practical application of GLIB on another 14 real-world games (without bug reports) further demonstrates that GLIB can effectively uncover GUI glitches, with 48 of 53 bugs reported by GLIB having been confirmed and fixed so far.
Ke Chen 0005, Yufei Li 0001, Changjie Fan, Zhipeng Hu, Wei Yang 0013
ESEC/SIGSOFT FSE4
2021 Efficient policy detecting and reusing for non-stationarity in Markov games
Yan Zheng 0002, Jianye Hao, Zongzhang Zhang, Zhaopeng Meng, Tianpei Yang, Yanran Li, Changjie Fan
Auton. Agents Multi Agent Syst.7
2021 Player Behavior Modeling for Enhancing Role-Playing Game Engagement
abstract
Role-playing games (RPGs) are one of the most exciting and most rapidly expanding genres of online games. Virtual characters that are not controlled by players, have become an integral part, which helps to advance narratives of RPGs. Believable characters can enhance game engagement and further improve player retention. However, game players easily find that most characters' behaviors are limited and improbable, resulting in a less meaningful game experience. In this work, we propose a framework to model game behaviors to learn behavior patterns of human players. Based on the learned behavior patterns, it generates human-like action sequences that can be used for the design of believable virtual characters in RPGs, so as to enhance game engagement. Specifically, considering the influence of game context in behavior patterns, we integrate game context (players' levels and game classes) with actions together to model behaviors. We propose a long-term memory cell on actions and game context to learn the hidden representations. We also introduce an attention mechanism to measure the contribution of the actions previously performed to the next action. Given only one action, our model can generate action sequences by predicting the succeeding action based on the previously generated actions. The model was evaluated on a real-world data set of over 22 000 players and more than 51 million action logs of an RPG game in 21 days. The results demonstrate the state-of-the-art performance.
Sha Zhao, Yizhi Xu, Zhiling Luo, Jianrong Tao, Shijian Li, Changjie Fan, Gang Pan 0001
IEEE Trans. Comput. Soc. Syst.6
2021 Asyncflow: A visual programming tool for game artificial intelligence
abstract
Visual programming tools are widely applied in the game industry to assist game designers in developing game artificial intelligence (game AI) and gameplay. However, testing multiple game engines is a time-consuming operation, which degrades development efficiency. To provide an asynchronous platform for game designers, this paper introduces Asyncflow, an open-source visual programming solution. It consists of a flowchart maker for game logic explanation and a runtime framework integrating an asynchronous mechanism based on an event-driven architecture. Asyncflow supports multiple programming languages and can be easily embedded in various game engines to run flowcharts created by game designers.
Zhipeng Hu, Changjie Fan, Qiwei Zheng, Bai Liu 0002
Vis. Informatics2
2020 Fast and Robust Face-to-Parameter Translation for Game Character Auto-Creation
abstract
With the rapid development of Role-Playing Games (RPGs), players are now allowed to edit the facial appearance of their in-game characters with their preferences rather than using default templates. This paper proposes a game character auto-creation framework that generates in-game characters according to a player's input face photo. Different from the previous methods that are designed based on neural style transfer or monocular 3D face reconstruction, we re-formulate the character auto-creation process in a different point of view: by predicting a large set of physically meaningful facial parameters under a self-supervised learning paradigm. Instead of updating facial parameters iteratively at the input end of the renderer as suggested by previous methods, which are time-consuming, we introduce a facial parameter translator so that the creation can be done efficiently through a single forward propagation from the face embeddings to parameters, with a considerable 1000x computational speedup. Despite its high efficiency, the interactivity is preserved in our method where users are allowed to optionally fine-tune the facial parameters on our creation according to their needs. Our approach also shows better robustness than previous methods, especially for those photos with head-pose variance. Comparison results and ablation analysis on seven public face verification datasets suggest the effectiveness of our method.
Tianyang Shi, Zhengxia Zou, Yi Yuan 0002, Changjie Fan
AAAI4
2020 From Few to More: Large-Scale Dynamic Multiagent Curriculum Learning
abstract
A lot of efforts have been devoted to investigating how agents can learn effectively and achieve coordination in multiagent systems. However, it is still challenging in large-scale multiagent settings due to the complex dynamics between the environment and agents and the explosion of state-action space. In this paper, we design a novel Dynamic Multiagent Curriculum Learning (DyMA-CL) to solve large-scale problems by starting from learning on a multiagent scenario with a small size and progressively increasing the number of agents. We propose three transfer mechanisms across curricula to accelerate the learning process. Moreover, due to the fact that the state dimension varies across curricula, and existing network structures cannot be applied in such a transfer setting since their network input sizes are fixed. Therefore, we design a novel network structure called Dynamic Agent-number Network (DyAN) to handle the dynamic size of the network input. Experimental results show that DyMA-CL using DyAN greatly improves the performance of large-scale multiagent learning compared with state-of-the-art deep reinforcement learning approaches. We also investigate the influence of three transfer mechanisms across curricula through extensive simulations.
Weixun Wang, Tianpei Yang, Yong Liu 0007, Jianye Hao, Xiaotian Hao, Yujing Hu, Changjie Fan, Yang Gao 0001
AAAI8
2020 Generative Adversarial Imitation Learning from Failed Experiences (Student Abstract)
abstract
Imitation learning provides a family of promising methods that learn policies from expert demonstrations directly. As a model-free and on-line imitation learning method, generative adversarial imitation learning (GAIL) generalizes well to unseen situations and can handle complex problems. In this paper, we propose a novel variant of GAIL called GAIL from failed experiences (GAILFE). GAILFE allows an agent to utilize failed experiences in the training process. Moreover, a constrained optimization objective is formalized in GAILFE to balance learning from given demonstrations and from self-generated failed experiences. Empirically, compared with GAIL, GAILFE can improve sample efficiency and learning speed over different tasks.
Meng Wang 0016, Changjie Fan, Zongzhang Zhang
AAAI5
2020 Reinforcement Learning with Action-Specific Focuses in Video Games
abstract
It is intuitive that different actions prefer different information in human decisions. However, classical reinforcement learning models use the same information process procedure for all actions. In order to imitate human decision-making process closer, in this paper we investigate a new policy model, i.e., Action-Specific Focuses (ASF) framework, which enables different focuses when learning different actions. In the ASF framework, the whole action set is taken as part of the queries for the attention module, in which state-dependent action-specific features can be generated. Through extracting different action-specific features, our approach enables the agent to learn the action-focus map for each action separately. The ASF framework is also different from the previous usages of attention mechanisms in reinforcement learning that are mostly based on the state. Experiments on the Atari benchmark show that ASF is able to improve the performance in various types of games. Moreover, the visualizations of the attention weights suggest that ASF can learn meaningful focuses when taking different actions.
Meng Wang 0016, Tangjie Lv, Changjie Fan, Yang Yu 0001
CoG6
2020 Exploring Unknown States with Action Balance
abstract
Exploration is a key problem in reinforcement learning. Recently bonus-based methods have achieved considerable successes in environments where exploration is difficult such as Montezuma's Revenge, which assign additional bonuses (e.g., intrinsic rewards) to guide the agent to rarely visited states. Since the bonus is calculated according to the novelty of the next state after performing an action, we call such methods as the next-state bonus methods. However, the next-state bonus methods force the agent to pay overmuch attention in exploring known states and ignore finding unknown states since the exploration is driven by the next state already visited, which may slow the pace of finding reward in some environments. In this paper, we focus on improving the effectiveness of finding unknown states and propose action balance exploration, which balances the frequency of selecting each action at a given state and can be treated as an extension of upper confidence bound (UCB) to deep reinforcement learning. Moreover, we propose action balance RND that combines the next-state bonus methods (e.g., random network distillation exploration, RND) and our action balance exploration to take advantage of both sides. The experiments on the grid world and Atari games demonstrate action balance exploration has a better capability in finding unknown states and can improve the performance of RND in some hard exploration environments respectively.
Yujing Hu, Changjie Fan
CoG4
2020 XAI-Driven Explainable Multi-view Game Cheating Detection
abstract
Online gaming is one of the most successful applications having a large number of players interacting in an online persistent virtual world through the Internet. However, some cheating players gain improper advantages over normal players by using illegal automated plugins which has brought huge harm to game health and player enjoyment. Game industries have been devoting much efforts on cheating detection with multiview data sources and achieved great accuracy improvements by applying artificial intelligence (AI) techniques. However, generating explanations for cheating detection from multiple views still remains a challenging task. To respond to the different purposes of explainability in AI models from different audience profiles, we propose the EMGCD, the first explainable multi-view game cheating detection framework driven by explainable AI (XAI). It combines cheating explainers to cheating classifiers from different views to generate individual, local and global explanations which contributes to the evidence generation, reason generation, model debugging and model compression. The EMGCD has been implemented and deployed in multiple game productions in NetEase Games, achieving remarkable and trustworthy performance. Our framework can also easily generalize to other types of related tasks in online games, such as explainable recommender systems, explainable churn prediction, etc.
Jianrong Tao, Yuhong Xu, Jianshi Lin, Runze Wu 0001, Changjie Fan
CoG7
2020 Multi-source Data Multi-task Learning for Profiling Players in Online Games
abstract
Profiling game players, especially potential churn and payment prediction, is of paramount importance for online games to improve the product design and the revenue. However, current solutions view either churn or payment prediction as an independent task and most of the previous attempts only depend on the single data source, i.e., the tabular portrait data. Based on the data of two real-world online games, we conduct extensive data analysis. On the one hand, there exists a significant correlation between the player churn and payment. On the other hand, heterogeneous multi-source data, including player portrait, behavior sequence, and social network, can complement each other for a better understanding of each player. To this end, we propose a novel Multi-source Data Multi-task Learning approach, named MSDMT, to capture the multi-source implicit information and predict the churn and payment of each player simultaneously in a multi-task learning fashion. Comprehensive experiments on two real-world datasets validate the effectiveness and rationality of our proposed method, which yields significant improvements against other baseline approaches.
Runze Wu 0001, Jianrong Tao, Manhu Qu, Changjie Fan
CoG6
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
CIKM7
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
CIKM6
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
CIKM4
2020 FReeNet: Multi-Identity Face Reenactment
abstract
This paper presents a novel multi-identity face reenactment framework, named FReeNet, to transfer facial expressions from an arbitrary source face to a target face with a shared model. The proposed FReeNet consists of two parts: Unified Landmark Converter (ULC) and Geometry-aware Generator (GAG). The ULC adopts an encode-decoder architecture to efficiently convert expression in a latent landmark space, which significantly narrows the gap of the face contour between source and target identities. The GAG leverages the converted landmark to reenact the photorealistic image with a reference image of the target person. Moreover, a new triplet perceptual loss is proposed to force the GAG module to learn appearance and geometry information simultaneously, which also enriches facial details of the reenacted images. Further experiments demonstrate the superiority of our approach for generating photorealistic and expression-alike faces, as well as the flexibility for transferring facial expressions between identities.
Jiangning Zhang, Xianfang Zeng, Mengmeng Wang 0005, Yusu Pan, Liang Liu 0007, Yong Liu 0007, Yu Ding 0001, Changjie Fan
CVPR8
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)5
2020 One-Shot Voice Conversion Using Star-Gan
abstract
Our efforts are made on one-shot voice conversion where the target speaker is unseen in training dataset or both source and target speakers are unseen in the training dataset. In our work, StarGAN is employed to carry out voice conversion between speakers. An embedding vector is used to represent speaker ID. This work relies on two datasets in English and one dataset in Chinese, involving 38 speakers. A user study is conducted to validate our framework in terms of reconstruction quality and conversion quality. The results show that our framework is able to perform one-shot voice conversion and also outperforms state-of-the-art methods when the speaker in the test is seen in the training dataset. The exploration experiment demonstrates that our framework can be updated with incremental training when the data from new speakers is available.
Ruobai Wang, Yu Ding 0001, Lincheng Li, Changjie Fan
ICASSP4
2020 Action Semantics Network: Considering the Effects of Actions in Multiagent Systems
Weixun Wang, Tianpei Yang, Yong Liu 0007, Jianye Hao, Xiaotian Hao, Yujing Hu, Changjie Fan, Yang Gao 0001
ICLR8
2020 Q-value Path Decomposition for Deep Multiagent Reinforcement Learning
abstract
Recently, deep multiagent reinforcement learning (MARL) has become a highly active research area as many real-world problems can be inherently viewed as multiagent systems. A particularly interesting and widely applicable class of problems is the partially observable cooperative multiagent setting, in which a team of agents learns to coordinate their behaviors conditioning on their private observations and commonly shared global reward signals. One natural solution is to resort to the centralized training and decentralized execution paradigm and during centralized training, one key challenge is the multiagent credit assignment: how to allocate the global rewards for individual agent policies for better coordination towards maximizing system-level’s benefits. In this paper, we propose a new method called Q-value Path Decomposition (QPD) to decompose the system’s global Q-values into individual agents’ Q-values. Unlike previous works which restrict the representation relation of the individual Q-values and the global one, we leverage the integrated gradient attribution technique into deep MARL to directly decompose global Q-values along trajectory paths to assign credits for agents. We evaluate QPD on the challenging StarCraft II micromanagement tasks and show that QPD achieves the state-of-the-art performance in both homogeneous and heterogeneous multiagent scenarios compared with existing cooperative MARL algorithms.
Yaodong Yang 0002, Jianye Hao, Guangyong Chen, Hongyao Tang, Yujing Hu, Changjie Fan, Zhongyu Wei
ICML7
2020 Regression Testing of Massively Multiplayer Online Role-Playing Games
abstract
Regression testing aims to check the functionality consistency during software evolution. Although general regression testing has been extensively studied, regression testing in the context of video games, especially Massively Multiplayer Online Role-Playing Games (MMORPGs), is largely untouched so far. One big challenge is that game testing requires a certain level of intelligence in generating suitable action sequences among the huge search space, to accomplish complex tasks in the MMORPG. Existing game testing mainly relies on either the manual playing or manual scripting, which are labor-intensive and time-consuming. Even worse, it is often unable to satisfy the frequent industrial game evolution. The recent process in machine learning brings new opportunities for automatic game playing and testing. In this paper, we propose a reinforcement learning-based regression testing technique that explores differential behaviors between multiple versions of an MMORPGs such that the potential regression bugs could be detected. The preliminary evaluation on real industrial MMORPGs demonstrates the promising of our technique.
Yuechen Wu, Xiaofei Xie, Changjie Fan, Lei Ma 0003
ICSME5
2020 Generating Behavior-Diverse Game AIs with Evolutionary Multi-Objective Deep Reinforcement Learning
abstract
Generating diverse behaviors for game artificial intelligence (Game AI) has been long recognized as a challenging task in the game industry. Designing a Game AI with a satisfying behavioral characteristic (style) heavily depends on the domain knowledge and is hard to achieve manually. Deep reinforcement learning sheds light on advancing the automatic Game AI design. However, most of them focus on creating a superhuman Game AI, ignoring the importance of behavioral diversity in games. To bridge the gap, we introduce a new framework, named EMOGI, which can automatically generate desirable styles with almost no domain knowledge. More importantly, EMOGI succeeds in creating a range of diverse styles, providing behavior-diverse Game AIs. Evaluations on the Atari and real commercial games indicate that, compared to existing algorithms, EMOGI performs better in generating diverse behaviors and significantly improves the efficiency of Game AI design.
Ruimin Shen, Yan Zheng 0002, Jianye Hao, Zhaopeng Meng, Changjie Fan, Yang Liu 0003
IJCAI6
2020 Efficient Deep Reinforcement Learning via Adaptive Policy Transfer
abstract
Transfer learning has shown great potential to accelerate Reinforcement Learning (RL) by leveraging prior knowledge from past learned policies of relevant tasks. Existing approaches either transfer previous knowledge by explicitly computing similarities between tasks or select appropriate source policies to provide guided explorations. However, how to directly optimize the target policy by alternatively utilizing knowledge from appropriate source policies without explicitly measuring the similarities is currently missing. In this paper, we propose a novel Policy Transfer Framework (PTF) by taking advantage of this idea. PTF learns when and which source policy is the best to reuse for the target policy and when to terminate it by modeling multi-policy transfer as an option learning problem. PTF can be easily combined with existing DRL methods and experimental results show it significantly accelerates RL and surpasses state-of-the-art policy transfer methods in terms of learning efficiency and final performance in both discrete and continuous action spaces.
Tianpei Yang, Jianye Hao, Zhaopeng Meng, Zongzhang Zhang, Yujing Hu, Changjie Fan, Weixun Wang, Wulong Liu, Zhaodong Wang, Jiajie Peng
IJCAI7
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
KDD7
2020 Neutral Face Game Character Auto-Creation via PokerFace-GAN
abstract
Game character customization is one of the core features of many recent Role-Playing Games (RPGs), where players can edit the appearance of their in-game characters with their preferences. This paper studies the problem of automatically creating in-game characters with a single photo. In recent literature on this topic, neural networks are introduced to make game engine differentiable and the self-supervised learning is used to predict facial customization parameters. However, in previous methods, the expression parameters and facial identity parameters are highly coupled with each other, making it difficult to model the intrinsic facial features of the character. Besides, the neural network based renderer used in previous methods is also difficult to be extended to multi-view rendering cases. In this paper, considering the above problems, we propose a novel method named "PokerFace-GAN" for neutral face game character auto-creation. We first build a differentiable character renderer which is more flexible than the previous methods in multi-view rendering cases. We then take advantage of the adversarial training to effectively disentangle the expression parameters from the identity parameters and thus generate player-preferred neutral face (expression-less) characters. Since all components of our method are differentiable, our method can be easily trained under a multi-task self-supervised learning paradigm. Experiment results show that our method can generate vivid neutral face game characters that are highly similar to the input photos. The effectiveness of our method is verified by comparison results and ablation studies.
Tianyang Shi, Zhengxia Zou, Xinhui Song, Changjian Gu, Changjie Fan, Yi Yuan 0002
ACM Multimedia6
2020 Unsupervised Learning Facial Parameter Regressor for Action Unit Intensity Estimation via Differentiable Renderer
abstract
Facial action unit (AU) intensity is an index to describe all visually discernible facial movements. Most existing methods learn intensity estimator with limited AU data, while they lack of generalization ability out of the dataset. In this paper, we present a framework to predict the facial parameters (including identity parameters and AU parameters) based on a bone-driven face model (BDFM) under different views. The proposed framework consists of a feature extractor, a generator, and a facial parameter regressor. The regressor can fit the physical meaning parameters of the BDFM from a single face image with the help of the generator, which maps the facial parameters to the game-face images as a differentiable renderer. Besides, identity loss, loopback loss, and adversarial loss can improve the regressive results. Quantitative evaluations are performed on two public databases BP4D and DISFA, which demonstrates that the proposed method can achieve comparable or better performance than the state-of-the-art methods. What's more, the qualitative results also demonstrate the validity of our method in the wild.
Xinhui Song, Tianyang Shi, Zunlei Feng, Mingli Song, Jackie Lin, Chuanjie Lin, Changjie Fan, Yi Yuan 0002
ACM Multimedia7
2020 Learning to Utilize Shaping Rewards: A New Approach of Reward Shaping
abstract
Reward shaping is an effective technique for incorporating domain knowledge into reinforcement learning (RL). Existing approaches such as potential-based reward shaping normally make full use of a given shaping reward function. However, since the transformation of human knowledge into numeric reward values is often imperfect due to reasons such as human cognitive bias, completely utilizing the shaping reward function may fail to improve the performance of RL algorithms. In this paper, we consider the problem of adaptively utilizing a given shaping reward function. We formulate the utilization of shaping rewards as a bi-level optimization problem, where the lower level is to optimize policy using the shaping rewards and the upper level is to optimize a parameterized shaping weight function for true reward maximization. We formally derive the gradient of the expected true reward with respect to the shaping weight function parameters and accordingly propose three learning algorithms based on different assumptions. Experiments in sparse-reward cartpole and MuJoCo environments show that our algorithms can fully exploit beneficial shaping rewards, and meanwhile ignore unbeneficial shaping rewards or even transform them into beneficial ones.
Yujing Hu, Weixun Wang, Hangtian Jia, Yixiang Wang, Jianye Hao, Feng Wu 0001, Changjie Fan
NeurIPS8
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. Data4
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
CIKM3
2019 Face-to-Parameter Translation for Game Character Auto-Creation
abstract
Character customization system is an important component in Role-Playing Games (RPGs), where players are allowed to edit the facial appearance of their in-game characters with their own preferences rather than using default templates. This paper proposes a method for automatically creating in-game characters of players according to an input face photo. We formulate the above "artistic creation" process under a facial similarity measurement and parameter searching paradigm by solving an optimization problem over a large set of physically meaningful facial parameters. To effectively minimize the distance between the created face and the real one, two loss functions, i.e. a "discriminative loss" and a "facial content loss", are specifically designed. As the rendering process of a game engine is not differentiable, a generative network is further introduced as an "imitator" to imitate the physical behavior of the game engine so that the proposed method can be implemented under a neural style transfer framework and the parameters can be optimized by gradient descent. Experimental results demonstrate that our method achieves a high degree of generation similarity between the input face photo and the created in-game character in terms of both global appearance and local details. Our method has been deployed in a new game last year and has now been used by players over 1 million times.
Tianyang Shi, Yi Yuan 0002, Changjie Fan, Zhengxia Zou, Zhenwei Shi 0001, Yong Liu 0007
ICCV3
2019 Deep Multi-Agent Reinforcement Learning with Discrete-Continuous Hybrid Action Spaces
abstract
Deep Reinforcement Learning (DRL) has been applied to address a variety of cooperative multi-agent problems with either discrete action spaces or continuous action spaces. However, to the best of our knowledge, no previous work has ever succeeded in applying DRL to multi-agent problems with discrete-continuous hybrid (or parameterized) action spaces which is very common in practice. Our work fills this gap by proposing two novel algorithms: Deep Multi-Agent Parameterized Q-Networks (Deep MAPQN) and Deep Multi-Agent Hierarchical Hybrid Q-Networks (Deep MAHHQN). We follow the centralized training but decentralized execution paradigm: different levels of communication between different agents are used to facilitate the training process, while each agent executes its policy independently based on local observations during execution. Our empirical results on several challenging tasks (simulated RoboCup Soccer and game Ghost Story) show that both Deep MAPQN and Deep MAHHQN are effective and significantly outperform existing independent deep parameterized Q-learning method.
Haotian Fu, Hongyao Tang, Jianye Hao, Zihan Lei, Changjie Fan
IJCAI6
2019 Explicitly Coordinated Policy Iteration
abstract
Coordination on an optimal policy between independent learners in fully cooperative stochastic games is difficult due to problems such as relative overgeneralization and miscoordination. Most state-of-the-art algorithms apply fusion heuristics on agents' optimistic and average rewards, by which coordination between agents can be achieved implicitly. However, such implicit coordination faces practical issues such as tedious parameter-tuning in real world applications. The lack of an explicit coordination mechanism may also lead to a low likelihood of coordination in problems with multiple optimal policies. Based on the necessary conditions of an optimal policy, we propose the explicitly coordinated policy iteration (EXCEL) algorithm which always forces agents to coordinate by comparing the agents' separated optimistic and average value functions. We also propose three solutions for deep reinforcement learning extensions of EXCEL. Extensive experiments in matrix games (from 2-agent 2-action games to 5-agent 20-action games) and stochastic games (from 2-agent games to 5-agent games) show that EXCEL has better performance than the state-of-the-art algorithms (such as faster convergence and better coordination).
Yujing Hu, Changjie Fan, Jianye Hao
IJCAI3
2019 Value Function Transfer for Deep Multi-Agent Reinforcement Learning Based on N-Step Returns
abstract
Many real-world problems, such as robot control and soccer game, are naturally modeled as sparse-interaction multi-agent systems. Reutilizing single-agent knowledge in multi-agent systems with sparse interactions can greatly accelerate the multi-agent learning process. Previous works rely on bisimulation metric to define Markov decision process (MDP) similarity for controlling knowledge transfer. However, bisimulation metric is costly to compute and is not suitable for high-dimensional state space problems. In this work, we propose more scalable transfer learning methods based on a novel MDP similarity concept. We start by defining the MDP similarity based on the N-step return (NSR) values of an MDP. Then, we propose two knowledge transfer methods based on deep neural networks called direct value function transfer and NSR-based value function transfer. We conduct experiments in image-based grid world, multi-agent particle environment (MPE) and Ms. Pac-Man game. The results indicate that the proposed methods can significantly accelerate multi-agent reinforcement learning and meanwhile get better asymptotic performance.
Yong Liu 0007, Yujing Hu, Yang Gao 0001, Changjie Fan
IJCAI5
2019 Reinforcement Learning Experience Reuse with Policy Residual Representation
abstract
Experience reuse is key to sample-efficient reinforcement learning. One of the critical issues is how the experience is represented and stored. Previously, the experience can be stored in the forms of features, individual models, and the average model, each lying at a different granularity. However, new tasks may require experience across multiple granularities. In this paper, we propose the policy residual representation (PRR) network, which can extract and store multiple levels of experience. PRR network is trained on a set of tasks with a multi-level architecture, where a module in each level corresponds to a subset of the tasks. Therefore, the PRR network represents the experience in a spectrum-like way. When training on a new task, PRR can provide different levels of experience for accelerating the learning. We experiment with the PRR network on a set of grid world navigation tasks, locomotion tasks, and fighting tasks in a video game. The results show that the PRR network leads to better reuse of experience and thus outperforms some state-of-the-art approaches.
Yang Yu 0001, Tangjie Lv, Changjie Fan, Zhi-Hua Zhou
IJCAI6
2019 Text-driven Visual Prosody Generation for Embodied Conversational Agents
abstract
In face-to-face conversations, head motions play a crucial role in encoding information, and humans are very skilled at decoding multiple messages from interlocutors' head motions. It is of great importance to endow embodied conversational agents (ECAs) with the capability of conveying communicative intention through head movements. Our work is aimed at automatically synthesizing head motions for an ECA speaking Chinese. We propose to take only transcripts as input to compute head movements, based on a statistical framework. Subjective experiments are conducted to validate the proposed statistical framework. The results show that the generated head animation is able to improve human perception in terms of naturalness and demonstrate that the head animation is synchronized with the input of synthetic speech.
Yong Liu 0007, Changjie Fan, Yu Ding 0001
IVA4
2019 Wuji: Automatic Online Combat Game Testing Using Evolutionary Deep Reinforcement Learning
abstract
Game testing has been long recognized as a notoriously challenging task, which mainly relies on manual playing and scripting based testing in game industry. Even until recently, automated game testing still remains to be largely untouched niche. A key challenge is that game testing often requires to play the game as a sequential decision process. A bug may only be triggered until completing certain difficult intermediate tasks, which requires a certain level of intelligence. The recent success of deep reinforcement learning (DRL) sheds light on advancing automated game testing, without human competitive intelligent support. However, the existing DRLs mostly focus on winning the game rather than game testing. To bridge the gap, in this paper, we first perform an in-depth analysis of 1349 real bugs from four real-world commercial game products. Based on this, we propose four oracles to support automated game testing, and further propose Wuji, an on-the-fly game testing framework, which leverages evolutionary algorithms, DRL and multi-objective optimization to perform automatic game testing. Wuji balances between winning the game and exploring the space of the game. Winning the game allows the agent to make progress in the game, while space exploration increases the possibility of discovering bugs. We conduct a large-scale evaluation on a simple game and two popular commercial games. The results demonstrate the effectiveness of Wuji in exploring space and detecting bugs. Moreover, Wuji found 3 previously unknown bugs, which have been confirmed by the developers, in the commercial games.
Yan Zheng 0002, Changjie Fan, Xiaofei Xie, Ting Su 0001, Lei Ma 0003, Jianye Hao, Zhaopeng Meng, Yang Liu 0003, Ruimin Shen
ASE2
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
KDD6
2019 Abstractive Meeting Summarization via Hierarchical Adaptive Segmental Network Learning
abstract
Abstractive meeting summarization is a challenging problem in natural language understanding, which automatically generates the condensed summary covering the important points in the meeting conversation. However, the existing abstractive summarization works mainly focus on the structured text documents, which may be ineffectively applied to the meeting summarization task due to the lack of modeling the unstructured long-form conversational contents. In this paper, we consider the problem of abstractive meeting summarization from the viewpoint of hierarchical adaptive segmental encoder-decoder network learning. We propose the hierarchical neural encoder based on adaptive recurrent networks to learn the semantic representation of meeting conversation with adaptive conversation segmentation. We then develop the reinforced decoder network to generate the high-quality summaries for abstractive meeting summarization. We conduct the extensive experiments on the well-known AMI meeting conversation dataset to validate the effectiveness of our proposed method.
Zhou Zhao 0001, Haojie Pan, Changjie Fan, Linlin Li 0001, Min Yang 0007
WWW3
2019 NeuroSkinning: automatic skin binding for production characters with deep graph networks
abstract
We present a deep-learning-based method to automatically compute skin weights for skeleton-based deformation of production characters. Given a character mesh and its associated skeleton hierarchy in rest pose, our method constructs a graph for the mesh, each node of which encodes the mesh-skeleton attributes of a vertex. An end-to-end deep graph convolution network is then introduced to learn the mesh-skeleton binding patterns from a set of character models with skin weights painted by artists. The network can be used to predict the skin weight map for a new character model, which describes how the skeleton hierarchy influences the mesh vertices during deformation. Our method is designed to work for non-manifold meshes with multiple disjoint or intersected components, which are common in game production and require complex skeleton hierarchies for animation control. We tested our method on the datasets of two commercial games. Experiments show that the predicted skin weight maps can be readily applied to characters in the production pipeline to generate high-quality deformations.
Youyi Zheng, Yi Yuan 0002, Changjie Fan, Kun Zhou 0001
ACM Trans. Graph.5
2018 Recurrent Deep Multiagent Q-Learning for Autonomous Brokers in Smart Grid
abstract
The broker mechanism is widely applied to serve for interested parties to derive long-term policies in order to reduce costs or gain profits in smart grid. However, a broker is faced with a number of challenging problems such as balancing demand and supply from customers and competing with other coexisting brokers to maximize its profit. In this paper, we develop an effective pricing strategy for brokers in local electricity retail market based on recurrent deep multiagent reinforcement learning and sequential clustering. We use real household electricity consumption data to simulate the retail market for evaluating our strategy. The experiments demonstrate the superior performance of the proposed pricing strategy and highlight the effectiveness of our reward shaping mechanism.
Yaodong Yang 0002, Jianye Hao, Changjie Fan, Goran Strbac
IJCAI5
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
KDD5
2018 A Deep Bayesian Policy Reuse Approach Against Non-Stationary Agents
abstract
In multiagent domains, coping with non-stationary agents that change behaviors from time to time is a challenging problem, where an agent is usually required to be able to quickly detect the other agent's policy during online interaction, and then adapt its own policy accordingly. This paper studies efficient policy detecting and reusing techniques when playing against non-stationary agents in Markov games. We propose a new deep BPR+ algorithm by extending the recent BPR+ algorithm with a neural network as the value-function approximator. To detect policy accurately, we propose the \textit{rectified belief model} taking advantage of the \textit{opponent model} to infer the other agent's policy from reward signals and its behaviors. Instead of directly storing individual policies as BPR+, we introduce \textit{distilled policy network} that serves as the policy library in BPR+, using policy distillation to achieve efficient online policy learning and reuse. Deep BPR+ inherits all the advantages of BPR+ and empirically shows better performance in terms of detection accuracy, cumulative rewards and speed of convergence compared to existing algorithms in complex Markov games with raw visual inputs.
Yan Zheng 0002, Zhaopeng Meng, Jianye Hao, Zongzhang Zhang, Tianpei Yang, Changjie Fan
NeurIPS6