Abstract:Self-supervised learning (SSL) methods based on the instance discrimination tasks with InfoNCE have achieved remarkable success. Despite their success, SSL models often struggle to generate effective representations for unseen-domain data. To address this issue, research on unsupervised domain generalization (UDG), which aims to develop SSL models that can generate domain-irrelevant features, has been conducted. Most UDG approaches utilize contrastive learning with InfoNCE to generate representations, and perform feature alignment based on strong assumptions to generalize domain-irrelevant common features from multi-source domains. However, existing methods that rely on instance discrimination tasks are not effective at extracting domain-irrelevant common features. This leads to the suppression of domain-irrelevant common features and the amplification of domain-relevant features, thereby hindering domain generalization. Furthermore, strong assumptions underlying feature alignment can lead to biased feature learning, reducing the diversity of common features. In this paper, we propose a novel approach, DomCLP, Domain-wise Contrastive Learning with Prototype Mixup. We explore how InfoNCE suppresses domain-irrelevant common features and amplifies domain-relevant features. Based on this analysis, we propose Domain-wise Contrastive Learning (DCon) to enhance domain-irrelevant common features. We also propose Prototype Mixup Learning (PMix) to generalize domain-irrelevant common features across multiple domains without relying on strong assumptions. The proposed method consistently outperforms state-of-the-art methods on the PACS and DomainNet datasets across various label fractions, showing significant improvements. Our code will be released. Our project page is available at https://github.com/jinsuby/DomCLP.
Abstract:An approach for game bot detection in MMORPGs is proposed based on the analysis of game playing behavior. Since MMORPGs are large scale games, users can play in various ways. This variety in playing behavior makes it hard to detect game bots based on play behaviors. In order to cope with this problem, the proposed approach observes game playing behaviors of users and groups them by their behavioral similarities. Then, it develops a local bot detection model for each player group. Since the locally optimized models can more accurately detect game bots within each player group, the combination of those models brings about overall improvement. For a practical purpose of reducing the workloads of the game servers in service, the game data is collected at a low resolution in time. Behavioral features are selected and developed to accurately detect game bots with the low resolution data, considering common aspects of MMORPG playing. Through the experiment with the real data from a game currently in service, it is shown that the proposed local model approach yields more accurate results.