社会网络中扩散速度最大化:随机播种和聚类的影响

Jungseul Ok, Youngmi Jin, Jinwoo Shin, Yung Yi
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引用次数: 23

摘要

人们提出并分析了各种各样的模型,以理解一项新的创新(例如,一项技术,一种产品,甚至一种行为)是如何在社交网络中传播的,这些模型大致分为基于流行病的模型和基于游戏的模型。在本文中,我们考虑了一个基于游戏的模型,其中每个个体都做出了一个自私的、理性的选择,就其采用新创新的回报而言,但会有一些干扰。我们研究了如何通过播种个体子集(在给定的预算范围内)来最大化扩散效应,即说服他们预先采用新的创新。特别是,我们的目标是找到“好”种子,以最大限度地减少感染所有其他种子的时间,即传播速度最大化。为此,我们针对Erdőos-Réenyi、种植分区和几何结构图模型这三种具有代表性的类分别对应于全局良好连通、大簇局部良好连通和小簇局部良好连通,设计了多项式时间逼近算法,从逼近性和复杂度上保证了它们的性能。首先,对于密集Erdős-Rényi和种植分区图,我们证明了任意播种和与簇大小成比例的简单播种几乎是高概率最优的。其次,对于几何结构的稀疏图,包括平面和d维图,我们的算法(a)构建聚类,(b)在聚类之间播种边界个体,(c)在每个聚类内部贪婪播种,总是输出一个几乎最优的解。我们在真实的社交图谱下进行了大量的模拟,验证了我们的理论发现。我们相信,我们的研究结果为如何在社交网络上播种提供了新的实用见解,这取决于它的连接结构,在这种结构中,个人会理性地采用一种新的创新。据我们所知,我们是第一个在基于博弈的扩散上研究这种扩散速度最大化的人,而在基于流行病的模型上进行了广泛的研究,通常被称为影响最大化。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
On maximizing diffusion speed in social networks: impact of random seeding and clustering
A variety of models have been proposed and analyzed to understand how a new innovation (e.g., a technology, a product, or even a behavior) diffuses over a social network, broadly classified into either of epidemic-based or game-based ones. In this paper, we consider a game-based model, where each individual makes a selfish, rational choice in terms of its payoff in adopting the new innovation, but with some noise. We study how diffusion effect can be maximized by seeding a subset of individuals (within a given budget), i.e., convincing them to pre-adopt a new innovation. In particular, we aim at finding `good' seeds for minimizing the time to infect all others, i.e., diffusion speed maximization. To this end, we design polynomial-time approximation algorithms for three representative classes, Erdőos-Réenyi, planted partition and geometrically structured graph models, which correspond to globally well-connected, locally well-connected with large clusters and locally well-connected with small clusters, respectively, provide their performance guarantee in terms of approximation and complexity. First, for the dense Erdős-Rényi and planted partition graphs, we show that an arbitrary seeding and a simple seeding proportional to the size of clusters are almost optimal with high probability. Second, for geometrically structured sparse graphs, including planar and d-dimensional graphs, our algorithm that (a) constructs clusters, (b) seeds the border individuals among clusters, and (c) greedily seeds inside each cluster always outputs an almost optimal solution. We validate our theoretical findings with extensive simulations under a real social graph. We believe that our results provide new practical insights on how to seed over a social network depending on its connection structure, where individuals rationally adopt a new innovation. To our best knowledge, we are the first to study such diffusion speed maximization on the game-based diffusion, while the extensive research efforts have been made in epidemic-based models, often referred to as influence maximization.
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