ترغب بنشر مسار تعليمي؟ اضغط هنا

Differential Games of Competition in Online Content Diffusion

487   0   0.0 ( 0 )
 نشر من قبل Francesco De Pellegrini Dr.
 تاريخ النشر 2013
  مجال البحث الهندسة المعلوماتية
والبحث باللغة English




اسأل ChatGPT حول البحث

Access to online contents represents a large share of the Internet traffic. Most such contents are multimedia items which are user-generated, i.e., posted online by the contents owners. In this paper we focus on how those who provide contents can leverage online platforms in order to profit from their large base of potential viewers. Actually, platforms like Vimeo or YouTube provide tools to accelerate the dissemination of contents, i.e., recommendation lists and other re-ranking mechanisms. Hence, the popularity of a content can be increased by paying a cost for advertisement: doing so, it will appear with some priority in the recommendation lists and will be accessed more frequently by the platform users. Ultimately, such acceleration mechanism engenders a competition among online contents to gain popularity. In this context, our focus is on the structure of the acceleration strategies which a content provider should use in order to optimally promote a content given a certain daily budget. Such a best response indeed depends on the strategies adopted by competing content providers. Also, it is a function of the potential popularity of a content and the fee paid for the platform advertisement service. We formulate the problem as a differential game and we solve it for the infinite horizon case by deriving the structure of certain Nash equilibria of the game.



قيم البحث

اقرأ أيضاً

Social media-transmitted online information, particularly content that is emotionally charged, shapes our thoughts and actions. In this study, we incorporate social network theories and analyses to investigate how emotions shape online content diffus ion, using a computational approach. We rigorously quantify and characterize the structural properties of diffusion cascades, in which more than six million unique individuals transmitted 387,486 articles in a massive-scale online social network, WeChat. We detected the degree of eight discrete emotions (i.e., surprise, joy, anticipation, love, anxiety, sadness, anger, and disgust) embedded in these articles, using a newly generated domain-specific and up-to-date emotion lexicon. We found that articles with a higher degree of anxiety and love reached a larger number of individuals and diffused more deeply, broadly, and virally, whereas sadness had the opposite effect. Age and network degree of the individuals who transmitted an article and, in particular, the social ties between senders and receivers, significantly mediated how emotions affect article diffusion. These findings offer valuable insight into how emotions facilitate or hinder information spread through social networks and how people receive and transmit online content that induces various emotions.
Stochastic differential games have been used extensively to model agents competitions in Finance, for instance, in P2P lending platforms from the Fintech industry, the banking system for systemic risk, and insurance markets. The recently proposed mac hine learning algorithm, deep fictitious play, provides a novel efficient tool for finding Markovian Nash equilibrium of large $N$-player asymmetric stochastic differential games [J. Han and R. Hu, Mathematical and Scientific Machine Learning Conference, pages 221-245, PMLR, 2020]. By incorporating the idea of fictitious play, the algorithm decouples the game into $N$ sub-optimization problems, and identifies each players optimal strategy with the deep backward stochastic differential equation (BSDE) method parallelly and repeatedly. In this paper, we prove the convergence of deep fictitious play (DFP) to the true Nash equilibrium. We can also show that the strategy based on DFP forms an $eps$-Nash equilibrium. We generalize the algorithm by proposing a new approach to decouple the games, and present numerical results of large population games showing the empirical convergence of the algorithm beyond the technical assumptions in the theorems.
Existing game-theoretic planning methods assume that the robot knows the objective functions of the other agents a priori while, in practical scenarios, this is rarely the case. This paper introduces LUCIDGames, an inverse optimal control algorithm t hat is able to estimate the other agents objective functions in real time, and incorporate those estimates online into a receding-horizon game-theoretic planner. LUCIDGames solves the inverse optimal control problem by recasting it in a recursive parameter-estimation framework. LUCIDGames uses an unscented Kalman filter (UKF) to iteratively update a Bayesian estimate of the other agents cost function parameters, improving that estimate online as more data is gathered from the other agents observed trajectories. The planner then takes account of the uncertainty in the Bayesian parameter estimates of other agents by planning a trajectory for the robot subject to uncertainty ellipse constraints. The algorithm assumes no explicit communication or coordination between the robot and the other agents in the environment. An MPC implementation of LUCIDGames demonstrates real-time performance on complex autonomous driving scenarios with an update frequency of 40 Hz. Empirical results demonstrate that LUCIDGames improves the robots performance over existing game-theoretic and traditional MPC planning approaches. Our implementation of LUCIDGames is available at https://github.com/RoboticExplorationLab/LUCIDGames.jl.
This article presents a novel approach for learning low-dimensional distributed representations of users in online social networks. Existing methods rely on the network structure formed by the social relationships among users to extract these represe ntations. However, the network information can be obsolete, incomplete or dynamically changing. In addition, in some cases, it can be prohibitively expensive to get the network information. Therefore, we propose an alternative approach based on observations from topics being talked on in social networks. We utilise the time information of users adopting topics in order to embed them in a real-valued vector space. Through extensive experiments, we investigate the properties of the representations learned and their efficacy in preserving information about link structure among users. We also evaluate the representations in two different prediction tasks, namely, predicting most likely future adopters of a topic and predicting the geo-location of users. Experiments to validate the proposed methods are performed on a large-scale social network extracted from Twitter, consisting of about 7.7 million users and their activity on around 3.6 million topics over a month-long period.
Multiplayer Online Battle Arena (MOBA) games have received increasing worldwide popularity recently. In such games, players compete in teams against each other by controlling selected game avatars, each of which is designed with different strengths a nd weaknesses. Intuitively, putting together game avatars that complement each other (synergy) and suppress those of opponents (opposition) would result in a stronger team. In-depth understanding of synergy and opposition relationships among game avatars benefits player in making decisions in game avatar drafting and gaining better prediction of match events. However, due to intricate design and complex interactions between game avatars, thorough understanding of their relationships is not a trivial task. In this paper, we propose a latent variable model, namely Game Avatar Embedding (GAE), to learn avatars numerical representations which encode synergy and opposition relationships between pairs of avatars. The merits of our model are twofold: (1) the captured synergy and opposition relationships are sensible to experienced human players perception; (2) the learned numerical representations of game avatars allow many important downstream tasks, such as similar avatar search, match outcome prediction, and avatar pick recommender. To our best knowledge, no previous model is able to simultaneously support both features. Our quantitative and qualitative evaluations on real match data from three commercial MOBA games illustrate the benefits of our model.
التعليقات
جاري جلب التعليقات جاري جلب التعليقات
سجل دخول لتتمكن من متابعة معايير البحث التي قمت باختيارها
mircosoft-partner

هل ترغب بارسال اشعارات عن اخر التحديثات في شمرا-اكاديميا