We study the problem of detecting vandals on Wikipedia before any human or known vandalism detection system reports flagging potential vandals so that such users can be presented early to Wikipedia administrators. We leverage multiple classical ML approaches, but develop 3 novel sets of features. Our Wikipedia Vandal Behavior (WVB) approach uses a novel set of user editing patterns as features to classify some users as vandals. Our Wikipedia Transition Probability Matrix (WTPM) approach uses a set of features derived from a transition probability matrix and then reduces it via a neural net auto-encoder to classify some users as vandals. The VEWS approach merges the previous two approaches. Without using any information (e.g. reverts) provided by other users, these algorithms each have over 85 classification accuracy. Moreover, when temporal recency is considered, accuracy goes to almost 90 . We carry out detailed experiments on a new data set we have created consisting of about 33K Wikipedia users (including both a black list and a white list of editors) and containing 770K edits. We describe specific behaviors that distinguish between vandals and non-vandals. We show that VEWS beats ClueBot NG and STiki, the best known algorithms today for vandalism detection. Moreover, VEWS detects far more vandals than ClueBot NG and on average, detects them 2.39 edits before ClueBot NG when both detect the vandal. However, we show that the combination of VEWS and ClueBot NG can give a fully automated vandal early warning system with even higher accuracy.
Our work is closer in spirit to @cite_1 which studies how humans navigate through Wikipedia in search of information. They proposed an algorithm to predict the user's intended target page, given the click log. In contrast, we study users' edit patterns and differentiate between users based on the pages he she has edited. Other studies look at users' web navigation and surfing behavior @cite_15 @cite_7 and why users re-visit certain pages @cite_4 . By using patterns in edit histories and egocentric network properties, @cite_22 proposes a method to identify the social roles played by Wikipedia users (substantive experts, technical editors, vandal fighters, and social networkers), but don't identify vandals.
@cite_4 @cite_22 @cite_7 @cite_1 @cite_15
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In this work we study how people navigate the information network of Wikipedia and investigate i free-form navigation by studying all clicks within the English Wikipedia over an entire month and ii goal-directed Wikipedia navigation by analyzing wikigames, where users are challenged to retrieve articles by following links. To study how the organization of Wikipedia articles in terms of layout and links affects navigation behavior, we first investigate the characteristics of the structural organization and of hyperlinks in Wikipedia and then evaluate link selection models based on article structure and other potential influences in navigation, such as the generality of an article's topic. In free-form Wikipedia navigation, covering all Wikipedia usage scenarios, we find that click choices can be best modeled by a bias towards article structure, such as a tendency to click links located in the lead section. For the goal-directed navigation of wikigames, our findings confirm the zoom-out and the homing-in phases identified by previous work, where users are guided by generality at first and textual similarity to the target later. However, our interpretation of the link selection models accentuates that article structure is the best explanation for the navigation paths in all except these initial and final stages. Overall, we find evidence that users more frequently click on links that are located close to the top of an article. The structure of Wikipedia articles, which places links to more general concepts near the top, supports navigation by allowing users to quickly find the better-connected articles that facilitate navigation. Our results highlight the importance of article structure and link position in Wikipedia navigation and suggest that better organization of information can help make information networks more navigable. An important part of finding information online involves clicking from page to page until an information need is fully satisfied. This is a complex task that can easily be frustrating and force users to give up prematurely. An empirical analysis of what makes users abandon click-based navigation tasks is hard, since most passively collected browsing logs do not specify the exact target page that a user was trying to reach. We propose to overcome this problem by using data collected via Wikispeedia, a Wikipedia-based human-computation game, in which users are asked to navigate from a start page to an explicitly given target page (both Wikipedia articles) by only tracing hyperlinks between Wikipedia articles. Our contributions are two-fold. First, by analyzing the differences between successful and abandoned navigation paths, we aim to understand what types of behavior are indicative of users giving up their navigation task. We also investigate how users make use of back clicks during their navigation. We find that users prefer backtracking to high-degree nodes that serve as landmarks and hubs for exploring the network of pages. Second, based on our analysis, we build statistical models for predicting whether a user will finish or abandon a navigation task, and if the next action will be a back click. Being able to predict these events is important as it can potentially help us design more human-friendly browsing interfaces and retain users who would otherwise have given up navigating a website. Wikipedia is the largest online encyclopedia that allows anyone to edit articles. In this paper, we propose the use of deep learning to detect vandals based on their edit history. In particular, we develop a multi-source long-short term memory network (M-LSTM) to model user behaviors by using a variety of user edit aspects as inputs, including the history of edit reversion information, edit page titles and categories. With M-LSTM, we can encode each user into a low dimensional real vector, called user embedding. Meanwhile, as a sequential model, M-LSTM updates the user embedding each time after the user commits a new edit. Thus, we can predict whether a user is benign or vandal dynamically based on the up-to-date user embedding. Furthermore, those user embeddings are crucial to discover collaborative vandals. This paper investigates some of the social roles people play in the online community of Wikipedia. We start from qualitative comments posted on community oriented pages, wiki project memberships, and user talk pages in order to identify a sample of editors who represent four key roles: substantive experts, technical editors, vandal fighters, and social networkers. Patterns in edit histories and egocentric network visualizations suggest potential "structural signatures" that could be used as quantitative indicators of role adoption. Using simple metrics based on edit histories we compare two samples of Wikipedians: a collection of long term dedicated editors, and a cohort of editors from a one month window of new arrivals. According to these metrics, we find that the proportions of editor types in the new cohort are similar those observed in the sample of dedicated contributors. The number of new editors playing helpful roles in a single month's cohort nearly equal the number found in the dedicated sample. This suggests that informal socialization has the potential provide sufficient role related labor despite growth and change in Wikipedia. These results are preliminary, and we describe several ways that the method can be improved, including the expansion and refinement of role signatures and identification of other important social roles.