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Kai Wang 0064

dblp:78/2022-64 · DBLP profile ↗
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17ranked-venue papers
6as first author
15since 2021 · last 2026
0000-0002-7767-2329ORCID · conflict

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

Artificial intelligence and machine learning · 11 · 3 first-author · 9 since 2021Databases, data management, data science and information retrieval · 10 · 3 first-author · 8 since 2021Graphics, computer vision, multimedia, augmented reality and games · 3 · 2 first-author · 3 since 2021Computer networks · 1 · 1 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 first-author · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Databases, data mining, and information retrieval
6 papers
Recommender systems · 71% Data mining · 20% Information retrieval · 9%
Artificial intelligence
6 papers
Multi-agent systems · 40% Reinforcement learning · 38% Optimization for machine learning · 18%
Theoretical computer science
3 papers
Mathematical optimization · 50% Algorithmic game theory and mechanism design · 50%
Computer architecture, parallel and distributed computing, and storage systems
1 paper
Embedded and real-time systems · 100%

Topics — the 24 heaviest of 29, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Mathematical optimization
combinatorial optimization
1.322024
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
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
Embedded and real-time systems
real-time scheduling
1.012026
RhythmScheduler: Resilient TSN Scheduling under Temporal Uncertainty and Topology Churn · INFOCOM 2026
Embedded and real-time systems › real-time communication › real-time networks
time-sensitive networking
1.012026
RhythmScheduler: Resilient TSN Scheduling under Temporal Uncertainty and Topology Churn · INFOCOM 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
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 › Optimization for machine learning › combinatorial optimization
neural combinatorial optimization
0.812024
EnMatch: Matchmaking for Better Player Engagement via Neural Combinatorial Optimization · AAAI 2024
Data mining › causal inference › treatment effect estimation
individual treatment effect estimation
0.812024
Temporal Uplift Modeling for Online Marketing · KDD 2024
Data mining › causal inference
treatment effect estimation
0.812024
Temporal Uplift Modeling for Online Marketing · KDD 2024
Mathematical optimization › discrete optimization
mixed integer linear programming
0.812024
MGMatch: Fast Matchmaking with Nonlinear Objective and Constraints via Multimodal Deep Graph Learning · KDD 2024
Information retrieval
evaluation
0.712023
RL4RS: A Real-World Dataset for Reinforcement Learning based Recommender System · SIGIR 2023
Recommender systems › reinforcement-learning-based recommendation
offline reinforcement learning for recommendation
0.712023
RL4RS: A Real-World Dataset for Reinforcement Learning based Recommender System · SIGIR 2023
Recommender systems
collaborative filtering
0.612022
Investigating Accuracy-Novelty Performance for Graph-based Collaborative Filtering · SIGIR 2022
Recommender systems › collaborative filtering
graph collaborative filtering
0.612022
Investigating Accuracy-Novelty Performance for Graph-based Collaborative Filtering · SIGIR 2022
Recommender systems
graph convolutional network
0.612022
Bilateral Filtering Graph Convolutional Network for Multi-relational Social Recommendation in the Power-law Networks · ACM Trans. Inf. Syst. 2022
Recommender systems › collaborative filtering
popularity bias
0.612022
Investigating Accuracy-Novelty Performance for Graph-based Collaborative Filtering · SIGIR 2022
Recommender systems
social recommendation
0.612022
Bilateral Filtering Graph Convolutional Network for Multi-relational Social Recommendation in the Power-law Networks · ACM Trans. Inf. Syst. 2022
Machine learning › Reinforcement learning
goal-conditioned reinforcement learning
0.512021
Reinforcement Learning with a Disentangled Universal Value Function for Item Recommendation · AAAI 2021
Recommender systems › set recommendation
bundle recommendation
0.512021
Build Your Own Bundle - A Neural Combinatorial Optimization Method · ACM Multimedia 2021
Machine learning › Reinforcement learning
offline reinforcement learning
0.212023
RL4RS: A Real-World Dataset for Reinforcement Learning based Recommender System · SIGIR 2023
Machine learning › Reinforcement learning › reinforcement learning environment
simulation environment
0.212023
RL4RS: A Real-World Dataset for Reinforcement Learning based Recommender System · SIGIR 2023
Machine learning › Graph learning › graph neural network
graph convolutional network
0.212022
Bilateral Filtering Graph Convolutional Network for Multi-relational Social Recommendation in the Power-law Networks · ACM Trans. Inf. Syst. 2022
Machine learning › Reinforcement learning
model-based reinforcement learning
0.112021
Reinforcement Learning with a Disentangled Universal Value Function for Item Recommendation · AAAI 2021

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

reinforcement learning · 3.8large language model · 1.7counterfactual policy evaluation · 1.3bilateral filtering · 1.1attention mechanism · 1.1stake pool mechanism · 1.0shapley value · 1.0pre-commitment economics · 1.0temporal point process · 0.8supervised learning · 0.8real-world data analysis · 0.8multimodal graph learning · 0.8counterfactual analysis · 0.8combinatorial optimization · 0.8ReLU network linearization · 0.8normalization · 0.6neighborhood aggregation · 0.6multiplex networks · 0.6
YearPublicationVenuePosition
2026 RhythmScheduler: Resilient TSN Scheduling under Temporal Uncertainty and Topology Churn
Kai Wang 0064, Zhenyu Fu, Yubo Yan, Yongquan Jia, Xingfa Shen, Xiang-Yang Li 0001
INFOCOM1
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
WWW1
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)7
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
AAAI1
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
KDD2
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
KDD2
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
SIGIR1
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.9
2022 Investigating Accuracy-Novelty Performance for Graph-based Collaborative Filtering
abstract
Recent years have witnessed the great accuracy performance of graph-based Collaborative Filtering (CF) models for recommender systems. By taking the user-item interaction behavior as a graph, these graph-based CF models borrow the success of Graph Neural Networks (GNN), and iteratively perform neighborhood aggregation to propagate the collaborative signals. While conventional CF models are known for facing the challenges of the popularity bias that favors popular items, one may wonder "Whether the existing graph-based CF models alleviate or exacerbate the popularity bias of recommender systems?" To answer this question, we first investigate the two-fold performances w.r.t. accuracy and novelty for existing graph-based CF methods. The empirical results show that symmetric neighborhood aggregation adopted by most existing graph-based CF models exacerbates the popularity bias and this phenomenon becomes more serious as the depth of graph propagation increases. Further, we theoretically analyze the cause of popularity bias for graph-based CF. Then, we propose a simple yet effective plugin, namely r-AdjNorm, to achieve an accuracy-novelty trade-off by controlling the normalization strength in the neighborhood aggregation process. Meanwhile, r-AdjNorm can be smoothly applied to the existing graph-based CF backbones without additional computation. Finally, experimental results on three benchmark datasets show that our proposed method can improve novelty without sacrificing accuracy under various graph-based CF backbones.
Minghao Zhao 0002, Le Wu 0001, Yile Liang, Lei Chen 0051, Jian Zhang 0023, Kai Wang 0064, Tangjie Lv, Runze Wu 0001
SIGIR7
2022 PPPNE: Personalized proximity preserved network embedding
Ge Fan, Biao Geng, Jianrong Tao, Kai Wang 0064, Changjie Fan
Neurocomputing4
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. Games3
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.3
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
AAAI1
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
KDD3
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 Multimedia2
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
CIKM2
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
CIKM1