Jaeman Son

2papers

2 Papers

3.3SIAug 11, 2023
Node Embedding for Homophilous Graphs with ARGEW: Augmentation of Random walks by Graph Edge Weights

Jun Hee Kim, Jaeman Son, Hyunsoo Kim et al.

Representing nodes in a network as dense vectors node embeddings is important for understanding a given network and solving many downstream tasks. In particular, for weighted homophilous graphs where similar nodes are connected with larger edge weights, we desire node embeddings where node pairs with strong weights have closer embeddings. Although random walk based node embedding methods like node2vec and node2vec+ do work for weighted networks via including edge weights in the walk transition probabilities, our experiments show that the embedding result does not adequately reflect edge weights. In this paper, we propose ARGEW (Augmentation of Random walks by Graph Edge Weights), a novel augmentation method for random walks that expands the corpus in such a way that nodes with larger edge weights end up with closer embeddings. ARGEW can work with any random walk based node embedding method, because it is independent of the random sampling strategy itself and works on top of the already-performed walks. With several real-world networks, we demonstrate that with ARGEW, compared to not using it, the desired pattern that node pairs with larger edge weights have closer embeddings is much clearer. We also examine ARGEW's performance in node classification: node2vec with ARGEW outperforms pure node2vec and is not sensitive to hyperparameters (i.e. consistently good). In fact, it achieves similarly good results as supervised GCN, even without any node feature or label information during training. Finally, we explain why ARGEW works consistently well by exploring the coappearance distributions using a synthetic graph with clear structural roles.

4.1LGJan 15, 2025
A Framework for Mining Collectively-Behaving Bots in MMORPGs

Hyunsoo Kim, Jun Hee Kim, Jaeman Son et al.

In MMORPGs (Massively Multiplayer Online Role-Playing Games), abnormal players (bots) using unauthorized automated programs to carry out pre-defined behaviors systematically and repeatedly are commonly observed. Bots usually engage in these activities to gain in-game money, which they eventually trade for real money outside the game. Such abusive activities negatively impact the in-game experiences of legitimate users since bots monopolize specific hunting areas and obtain valuable items. Thus, detecting abnormal players is a significant task for game companies. Motivated by the fact that bots tend to behave collectively with similar in-game trajectories due to the auto-programs, we developed BotTRep, a framework that comprises trajectory representation learning followed by clustering using a completely unlabeled in-game trajectory dataset. Our model aims to learn representations for in-game trajectory sequences so that players with contextually similar trajectories have closer embeddings. Then, by applying DBSCAN to these representations and visualizing the corresponding moving patterns, our framework ultimately assists game masters in identifying and banning bots.