skip to main content
US FlagAn official website of the United States government
dot gov icon
Official websites use .gov
A .gov website belongs to an official government organization in the United States.
https lock icon
Secure .gov websites use HTTPS
A lock ( lock ) or https:// means you've safely connected to the .gov website. Share sensitive information only on official, secure websites.
Attention:The NSF Public Access Repository (NSF-PAR) system and access will be unavailable from 7:00 AM ET to 7:30 AM ET on Friday, April 24 due to maintenance. We apologize for the inconvenience.


Title: A Semi-Supervised and Inductive Embedding Model for Churn Prediction of Large-Scale Mobile Games
Mobile gaming has emerged as a promising market with billion-dollar revenues. A variety of mobile game platforms and services have been developed around the world. One critical challenge for these platforms and services is to understand user churn behavior in mobile games. Accurate churn prediction will bene t many stakeholders such as game developers, advertisers, and platform operators. In this paper, we present the rst large- scale churn prediction solution for mobile games. In view of the common limitations of the state-of-the-art methods built upon traditional machine learning models, we devise a novel semi- supervised and inductive embedding model that jointly learns the prediction function and the embedding function for user- app relationships. We model these two functions by deep neural networks with a unique edge embedding technique that is able to capture both contextual information and relationship dynamics. We also design a novel attributed random walk technique that takes into consideration both topological adjacency and attribute similarities. To evaluate the performance of our solution, we collect real-world data from the Samsung Game Launcher platform that includes tens of thousands of games and hundreds of millions of user-app interactions. The experimental results with this data demonstrate the superiority of our proposed model against existing state-of-the-art methods.  more » « less
Award ID(s):
1848596
PAR ID:
10109795
Author(s) / Creator(s):
; ; ; ; ; ;
Date Published:
Journal Name:
2018 IEEE International Conference on Data Mining (ICDM 2018)
Page Range / eLocation ID:
277 to 286
Format(s):
Medium: X
Sponsoring Org:
National Science Foundation
More Like this
  1. null (Ed.)
    Network embedding has demonstrated effective empirical performance for various network mining tasks such as node classification, link prediction, clustering, and anomaly detection. However, most of these algorithms focus on the single-view network scenario. From a real-world perspective, one individual node can have different connectivity patterns in different networks. For example, one user can have different relationships on Twitter, Facebook, and LinkedIn due to varying user behaviors on different platforms. In this case, jointly considering the structural information from multiple platforms (i.e., multiple views) can potentially lead to more comprehensive node representations, and eliminate noises and bias from a single view. In this paper, we propose a view-adversarial framework to generate comprehensive and robust multi-view network representations named VANE, which is based on two adversarial games. The first adversarial game enhances the comprehensiveness of the node representation by discriminating the view information which is obtained from the subgraph induced by neighbors of that node. The second adversarial game improves the robustness of the node representation with the challenging of fake node representations from the generative adversarial net. We conduct extensive experiments on downstream tasks with real-world multi-view networks, which shows that our proposed VANE framework significantly outperforms other baseline methods. 
    more » « less
  2. The prosperity of smartphone markets has raised new concerns about software security on mobile platforms, leading to a grow- ing demand for effective software obfuscation techniques. Due to various differences between the mobile and desktop ecosystems, ob- fuscation faces both technical and non-technical challenges when applied to mobile software. Although there have been quite a few software security solution providers launching their mobile app obfuscation services, it is yet unclear how real-world mobile devel- opers perform obfuscation as part of their software engineering practices. Our research takes a first step to systematically studying the deployment of software obfuscation techniques in mobile software development. With the help of an automated but coarse-grained method, we computed the likelihood of an app being obfuscated for over a million app samples crawled from Apple App Store. We then inspected the top 6600 instances and managed to identify 601 obfuscated versions of 539 iOS apps. By analyzing this sample set with extensive manual effort, we made various observations that reveal the status quo of mobile obfuscation in the real world, providing insights into understanding and improving the situation of software protection on mobile platforms. 
    more » « less
  3. Communications between mobile apps are an important aspect of mobile platforms. Android is specifically designed with inter-app communication in mind and depends on this to provide different platform specific functionalities. Android Apps can either be designed with the help of Android SDK and using IDEs such as Android Studio or by using a browser based platform called App Inventor. These two development platforms provide their own technique for inter-app communication in the same platform, however lack an established method of inter-app communication when apps are developed using the two seperate development platforms. This paper provides the missing information required for the app communications and presents the method for sending and receiving arguments between apps developed in these two platforms. The paper also outlines the significance of the result, and examines their limitations. 
    more » « less
  4. Supporting smooth movement of mobile clients is important when offloading services on an edge computing platform. Interruption free client mobility demands seamless migration of the offloading service to nearby edge servers. However, fast migration of offloading services across edge servers in a WAN environment poses significant challenges to the handoff service design. In this paper, we present a novel service handoff system which seamlessly migrates offloading services to the nearest edge server, while the mobile client is moving. Service handoff is achieved via container migration. We identify an important performance problem during Docker container migration. Based on our systematic study of container layer management and image stacking, we propose a migration method which leverages the layered storage system to reduce file system synchronization overhead, without dependence on the distributed file system. We implement a prototype system and conduct experiments using real world product applications. Evaluation results reveal that compared to state-of-the-art service handoff systems designed for edge computing platforms, our system reduces the total duration of service handoff time by 80% (56%) with network bandwidth 5Mbps (20Mbps). 
    more » « less
  5. With the advent of 5G, supporting high-quality game streaming applications on edge devices has become a reality. This is evidenced by a recent surge in cloud gaming applications on mobile devices. In contrast to video streaming applications, interactive games require much more compute power for supporting improved rendering (such as 4K streaming) with the stipulated frames-per second (FPS) constraints. This in turn consumes more battery power in a power-constrained mobile device. Thus, the state-of-the-art gaming applications suffer from lower video quality (QoS) and/or energy efficiency. While there has been a plethora of recent works on optimizing game streaming applications, to our knowledge, there is no study that systematically investigates the design pairs on the end-to-end game streaming pipeline across the cloud, network, and edge devices to understand the individual contributions of the different stages of the pipeline for improving the overall QoS and energy efficiency. In this context, this paper presents a comprehensive performance and power analysis of the entire game streaming pipeline consisting of the server/cloud side, network, and edge. Through extensive measurements with a high-end workstation mimicking the cloud end, an open-source platform (Moonlight-GameStreaming) emulating the edge device/mobile platform, and two network settings (WiFi and 5G) we conduct a detailed measurement-based study with seven representative games with different characteristics. We characterize the performance in terms of frame latency, QoS, bitrate, and energy consumption for different stages of the gaming pipeline. Our study shows that the rendering stage and the encoding stage at the cloud end are the bottlenecks to support 4K streaming. While 5G is certainly more suitable for supporting enhanced video quality with 4K streaming, it is more expensive in terms of power consumption compared to WiFi. Further, fluctuations in 5G network quality can lead to huge frame drops thus affecting QoS, which needs to be addressed by a coordinated design between the edge device and the server. Finally, the network interface and the decoder units in a mobile platform need more energy-efficient design to support high quality games at a lower cost. These observations should help in designing more cost-effective future cloud gaming platforms. 
    more » « less