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A k-Hop Collaborate Game Model: Adaptive Strategy to Maximize Total Revenue

机译:K-Hop协作游戏模型:最大限度地收入的自适应策略

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摘要

In online social networks (OSNs), interpersonal communication and information sharing are happening all the time, and it is real time. If a user initiates an activity (game) in OSNs, she will cause a certain impact on her friendship circle naturally, namely, some users in this initiator's friendship circle will be attracted to participate in this activity. Based on such a fact, we design a k-hop collaborated game model, which means that an activity initiated by a user can only influence those users whose distance is within k-hop from this initiator. We introduce the problem of revenue maximization under k-hop collaborate game (RMKCG), which identifies a limited number of initiators in order to obtain revenue as much as possible. The collaborated game model describes in detail how to quantify revenue and the logic behind it. We do not know how many followers would be attracted by activity in advance, and thus, we need to adopt an adaptive strategy, where the decision who is the next potential initiator depends on the results of past decisions. The adaptive RMKCG problem can be considered as a new stochastic optimization problem, and we prove it is NP-hard, adaptive monotone, but not adaptive submodular. But in some special cases, it is adaptive submodular, and thus, we design an adaptive greedy algorithm. Due to the complexity of our model, it is hard to compute the marginal gain for each candidate user, and then we propose an efficient computational method to estimate it. The effectiveness and correctness of our algorithms are validated by heavy simulation on real-world graphs finally.
机译:在线社交网络(OSNS)中,一直在发生人际关系通信和信息共享,它是实时的。如果用户在OSN中发起活动(游戏),则会自然地对她的友谊圈产生一定影响,即此发起人友谊圈中的一些用户将被吸引到参与这项活动。基于这样的事实,我们设计了一个K-Hop协作的游戏模型,这意味着用户发起的活动只能影响那些距离在该发起者k-hop内的用户。我们介绍了K-Hop协作游戏(RMKCG)下的收入最大化问题,这识别有限数量的发起者,以便尽可能地获得收入。协作的游戏模型详细描述了如何量化收入和它后面的逻辑。我们不知道有多少追随者提前吸引,因此,我们需要采用自适应策略,其中决定是下一个潜在的发起者的决定取决于过去决定的结果。自适应RMKCG问题可以被视为新的随机优化问题,我们证明它是NP-HARD,适应单调,但不是自适应子模块。但在一些特殊情况下,它是自适应子模块,因此,我们设计了一种自适应贪婪算法。由于我们模型的复杂性,很难计算每个候选用户的边际增益,然后我们提出了一种有效的计算方法来估计它。最后的仿真验证了我们的算法的效力和正确性。

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