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Spheres of legislation: polarization and most influential nodes in behavioral context

机译:立法领域:行为背景下的极化和最有影响力的节点

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Game-theoretic models of influence in networks often assume the network structure to be static. In this paper, we allow the network structure to vary according to the underlying behavioral context. This leads to several interesting questions on two fronts. First, how do we identify different contexts and learn the corresponding network structures using real-world data? We focus on the U.S. Senate and apply unsupervised machine learning techniques, such as fuzzy clustering algorithms and generative models, to identify spheres of legislation as context and learn an influence network for each sphere. Second, how do we analyze these networks to gain an insight into the role played by the spheres of legislation in various interesting constructs like polarization and most influential nodes? To this end, we apply both game-theoretic and social network analysis techniques. In particular, we show that game-theoretic notion of most influential nodes brings out the strategic aspects of interactions like bipartisan grouping, which structural centrality measures fail to capture.
机译:游戏 - 网络影响的理论模型通常认为网络结构是静态的。在本文中,我们允许网络结构根据底层行为上下文而变化。这导致了两个前面的几个有趣的问题。首先,我们如何识别不同的上下文并使用现实世界数据学习相应的网络结构?我们专注于美国参议院,并应用无监督的机器学习技术,例如模糊聚类算法和生成模型,以确定立法的领域作为上下文,并为每个球体学习影响网络。其次,我们如何分析这些网络,深入了解立法领域在各种有趣的构造中扮演的角色,如极化和最有影响力的节点?为此,我们应用了游戏理论和社交网络分析技术。特别是,我们表明,大多数有影响力的节点的游戏理论概念会带来双层分组等相互作用的战略方面,这是结构中心措施未能捕获。

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