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Social network games

机译:社交网络游戏

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One of the natural objectives of the field of the social networks is to predict agents' behaviour. To better understand the spread of various products through a social network (Apt and Markakis (2011, Lecture Notes in Computer Science, pp. 212-223)) introduced a threshold model, in which the nodes influenced by their neighbours can adopt one out of several alternatives. To analyse the consequences of such product adoption we associate here with each such social network a natural strategic game between the agents. In these games the payoff of each player weakly increases when more players choose his strategy, which is exactly opposite to the congestion games. The possibility of not choosing any product results in two special types of (pure) Nash equilibria. We show that such games may have no Nash equilibrium and that determining an existence of a Nash equilibrium, also of a special type, is NP-complete. This implies the same result for a more general class of games, namely polymatrix games. The situation changes when the underlying graph of the social network is a directed acyclic graph, a simple cycle, or, more generally, has no source nodes. For these three classes we determine the complexity of an existence of (a special type of) Nash equilibria. We also clarify for these categories of games the status and the complexity of the finite best response property and the finite improvement property (FIP). Further, we introduce a new property of the uniform FIP which is satisfied when the underlying graph is a simple cycle, but determining it is co-NP-hard in the general case and also when the underlying graph has no source nodes. The latter complexity results also hold for the property of being a weakly acyclic game.
机译:社交网络领域的自然目标之一是预测代理商的行为。为了更好地理解各种产品通过社交网络的传播(Apt和Markakis(2011年,计算机科学讲座,第212-223页))引入了阈值模型,其中受邻居影响的节点可以采用一个几种选择。为了分析这种产品采用的后果,我们在这里将每个这样的社交网络与代理商之间的自然战略游戏相关联。在这些游戏中,当更多玩家选择其策略时,每个玩家的收益就会微弱增加,这与拥塞游戏完全相反。不选择任何产品的可能性会导致两种特殊类型的(纯)纳什均衡。我们证明了这样的游戏可能没有纳什均衡,并且确定纳什均衡(也是一种特殊类型)的存在是NP完全的。对于更通用的一类游戏,即多矩阵游戏,这意味着相同的结果。当社交网络的基础图是有向无环图,简单周期或更普遍地没有源节点时,情况会发生变化。对于这三个类,我们确定(一种特殊类型的)纳什均衡存在的复杂性。我们还为这些类别的游戏阐明了有限最佳响应属性和有限改进属性(FIP)的状态和复杂性。此外,我们引入了统一FIP的新属性,当基础图是一个简单的循环,但在一般情况下以及在基础图没有源节点时,确定它是共NP困难的。后一种复杂性结果还具有弱非循环博弈的性质。

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