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GMTL: A GART Based Multi-task Learning Model for Multi-Social-Temporal Prediction in Online Games

Published: 03 November 2019 Publication History

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.

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Cited By

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  • (2023)perCLTV: A General System for Personalized Customer Lifetime Value Prediction in Online GamesACM Transactions on Information Systems10.1145/353001241:1(1-29)Online publication date: 9-Jan-2023
  • (2023)Multi-Source Multi-Label Learning for User Profiling in Online GamesIEEE Transactions on Multimedia10.1109/TMM.2022.317168325(4135-4147)Online publication date: 1-Jan-2023
  • (2020)Deep Behavior Tracing with Multi-level Temporality Preserved EmbeddingProceedings of the 29th ACM International Conference on Information & Knowledge Management10.1145/3340531.3412696(2813-2820)Online publication date: 19-Oct-2020

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cover image ACM Conferences
CIKM '19: Proceedings of the 28th ACM International Conference on Information and Knowledge Management
November 2019
3373 pages
ISBN:9781450369763
DOI:10.1145/3357384
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Publication History

Published: 03 November 2019

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Author Tags

  1. graph attention network
  2. link weight prediction
  3. multi-task learning
  4. online game
  5. recurrent neural network
  6. time series prediction

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CIKM '19 Paper Acceptance Rate 202 of 1,031 submissions, 20%;
Overall Acceptance Rate 1,861 of 8,427 submissions, 22%

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Cited By

View all
  • (2023)perCLTV: A General System for Personalized Customer Lifetime Value Prediction in Online GamesACM Transactions on Information Systems10.1145/353001241:1(1-29)Online publication date: 9-Jan-2023
  • (2023)Multi-Source Multi-Label Learning for User Profiling in Online GamesIEEE Transactions on Multimedia10.1109/TMM.2022.317168325(4135-4147)Online publication date: 1-Jan-2023
  • (2020)Deep Behavior Tracing with Multi-level Temporality Preserved EmbeddingProceedings of the 29th ACM International Conference on Information & Knowledge Management10.1145/3340531.3412696(2813-2820)Online publication date: 19-Oct-2020

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