A game theoretical approach to modeling information dissemination in social networks

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A Game Theoretical Approach to Modeling Information Dissemination in Social Networks Dmitry Zinoviev, Vy Duong, Honggang Zhang Mathematics and Computer Science Department Suffolk University Boston

Transcript of A game theoretical approach to modeling information dissemination in social networks

Page 1: A game theoretical approach to modeling information dissemination in social networks

A Game Theoretical Approach to Modeling Information

Dissemination in Social Networks

Dmitry Zinoviev, Vy Duong, Honggang ZhangMathematics and Computer Science Department

Suffolk UniversityBoston

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Actors and Assertions⏏ Our first paper considers two people engaged in a one-way

communication.⏏ One person (“S[ender]”) has an assertion Φ that she wants to

share with another person (“R[eceiver]”). Both S and R are actors.⏏ An assertion is an atomic piece of knowledge.⏏ R may already have the assertion Φ, but S does not know about it.⏏ R may have other assertions as well, but is not allowed to share

them.

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Assertions and Feedback⏏ Sender S must decide whether to speak (post, publish, etc.) or not⏏ Publishing can hurt—and so can not publishing⏏ Receiver R must decide whether to trust S or not, and also

whether to comment on S's post or not to comment⏏ Commenting can hurt—and so can not commenting

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Two Actors—Two Policies⏏ As a result, each actor has two

strategies: to post or not to post and to comment (if posted) or not to comment.

⏏ Each actor has to make a choice that maximizes his/her utility.

⏏ This forms a mathematical game—a square game with two players and two strategies per player

⏏ Solve the game—get the strategies!

⏏ What is the utility?

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Actor's Utility

⏏ Actor's utility is a convex linear combination of three factors: credibility, popularity, and knowledge:

Ui=τiTi+πiPi+κiKi

τi+π

i+κi=1

0≤T,P,K≤N⏏ T is credibility—the extent to which S trusts R and R trusts S

τ is the importance of trust to the actor⏏ P is popularity—a measure of “social visibility” of the actor

π is the importance of popularity to the actor⏏ K is the measure of knowledge

κ is the importance of knowledge to the actor⏏ N is simply a reasonably large number.

If in the course of simulation T, P or K are re-normalized as needed

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Personality Types⏏ Depending on the values of τ, π, and κ, one can define

several personality types; for example:⏏ “Internet Trolls” have high π and low τ and κ⏏ “Experts” have medium κ, high τ, and low π⏏ “Mad Professors” have high κ, medium or low τ, and low π

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Knowledge⏏ Actor S's knowledge is a collection of S's assertions; S

knows KS assertions

⏏ The number of assertions in the system, N, is finite and fixed⏏ Each assertion can be of three types:

⏏ Privately believed to be true—a positive fact (+); S knows F+

S true assertions

⏏ Privately believed to be false—a negative fact (-); S knows F-

S false assertions

⏏ Privately not known to be true or false—a rumor (○); S knows F○

S rumors

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Rumor Discount⏏ λ is a rumor discount coefficient:

⏏ λ=0 means that rumors are not included in the total knowledge

⏏ λ=1 means that rumors are fully included⏏ The measure of S's knowledge is K (0≤K≤N):

K=F+S+F-

S+λF○

S

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Knowledge Types⏏ Depending on the value of k=K/N, one can define several

knowledge types; for example:⏏ “Ignoramuses” have low k⏏ “Mediocres” have medium k⏏ “Gurus” have high k

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What Is Global Truth?⏏ The probability of an assertion to be globally true is φ⏏ Only an external oracle (a “God”) knows which particular

assertions are globally true

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What Is Perceived Truth?⏏ Upon receiving an assertion, R must assess (or fail to assess) it—

that is, calculate the probabilities of Φ being a true assertion (g+), a false assertion (g-), or a rumor (g○); g++g-+g○=1

⏏ This process is based on:⏏ R's own knowledge⏏ R's trust in S⏏ The probability of the assertion being true by nature⏏ The sender's opinion of the assertion

⏏ Situations:⏏ k

R=0: R is an Ignoramus, he must trust S to the extent of S's

credibility⏏ k

R=1: R is a Guru, he makes a decision himself using φ as a

guidance⏏ 0<k

R<1: R is a Mediocre, he blends the two extreme strategies

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Equations for g

g+=kRφ+(1-kR)rSf

+S

g-=kR(1-φ)+(1-kR)rSf-S

g○=(1-kR)(rSf○

S+(1-rS))

g+ g-

g○

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Learning⏏ After receiving an assertion from S, R will:

⏏ Learn the assertion if he didn't know it before (with probability of p

1=1-k

R), and give S a popularity credit of 1

⏏ Reassess the assertion if he already knows it, but has a different opinion (with probability of p

2=f

R(1-(g-f-

R+g+f+

R+g○f○

R)),

and give S a popularity credit of 1; reassessment does not change F

R!

⏏ Ignore the assertion, otherwise, and ignore S altogether; we assume that in the absence of popularity credits, S's popularity slowly deteriorates by -δP per communication cycle

⏏ The overall change of the receiver's knowledge is:ΔK

R=λ(1-f

R)+(1-λ)(g-+g+-f

R(f+

R+f-

R))

⏏ The overall change of the sender's popularity is:ΔP

S=1-f

R(g+f+

R+g-f-

R+g○f○

R)

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Learning Outcomes

Gain popularity ΔP

Gain knowledge ΔK

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Feedback: Receiver's Side⏏ R can influence his own trust level by providing feedback in the

form of a comment⏏ If R is a Guru (k

R=1, he knows all assertions), he can always

assess a passed assertion correctly and earn a trust credit of +1⏏ If R is an Ignoramus (k

R=0), then we compare R's assessment of

an assertion with the oracle's assessment of the assertion; if they match, R get a trust credit of +1; otherwise, he gets a trust penalty of -1

⏏ Overall:ΔR

R=k

R+(1-k

R)r

S(2φ-1)(f+

S-f-

S)

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Feedback: Sender's Side⏏ If receiver R sends a feedback, he can influence sender's S trust,

too⏏ If R's assessment of an assertion matches the S's assessment of

the same assertion, S earns a trust credit of +1 (discounter by the receiver's trust level!)

⏏ Otherwise, she gets a trust penalty of -1:ΔR

S=R

R((1-2g--2g+)(1-2f-

S-2f+

S)-2(f+

Sg++f-

Sg-))

⏏ The feedback can also change the knowledge distribution of S by forcing her to reassess her assertions, based on her trust in R:ΔK

S=r

R(1-λ)(g-+g+-(f+

S+f-

S))

⏏ The number of assertions at S will not change

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Feedback Outcomes

Gain/lose trust ΔR and knowledge ΔK

Gain popularity ΔP and gain/lose trust ΔR

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The Game⏏ S and R form a two-player square game⏏ We assume that in general the game is non-cooperative S and R

do not coordinate their strategies to maximize their joint utility)⏏ The game has a pure-strategy Nash equilibrium

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Case Study: a MOSN

Let's experiment with a simulated massive online social network (MOSN)

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Network Design⏏ Massive online social network (MOSN) represented as a

connected bidirectional graph where nodes represent actors and edges represent “friendship” connections or other information dissemination channels

⏏ 1,000 actors, fully connected (anyone can talk to anyone)⏏ At each simulation step, exactly two actors talk (still a 2⨯2 game,

not n⨯n)⏏ The probability of a fact being true is φ=0.8. The actor popularity

decay factor is δP=-0.1. The rumor discount coefficient is λ= 0.5. The maximum number of facts in the network is N = 2000.

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Network Population⏏ Three experiments:

⏏ All “trolls”⏏ All “experts”⏏ 50% “trolls,” 50% “experts”

⏏ In each experiment, 1/3 of actors are “ignoramuses,” 1/3—”mediocres,” and 1/3—”gurus”

⏏ ri, p

i, f+

i, f-

i are drawn uniformly at random between 0 and 1

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Goal⏏ Execute 10,000,000 random communications (10,000

communications per actor)⏏ Monitor the distribution of knowledge k and its quality f+ and f-

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“Trolls”⏏ The “troll” community converges to the state of “total knowledge”

after a finite number of iterations (“Ignore credibility, talk!”)

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“Experts”⏏ The distribution of information in the “expert” community changes

marginally over time (“Think before you say!”)⏏ Dispersion of the learning speed: some “Ignoramuses” and

“mediocres” learn faster

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Difference in Learning Speed⏏ Actors with lower credibility and lower initial knowledge learn

faster to increase their utility⏏ Actors with higher credibility or higher initial knowledge learn

slower, because they have less incentive to learn

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Future Directions⏏ Study the variability of κ, π, and ρ for different actors⏏ Analyze a full-duplex (two-way) communication scenario where

the actors are both senders and receivers—just finished, submitted to the Summer Simulation Conference-2010

⏏ Analyze a groupcast (one-to-many) communication scenario that is more common in massive online social networks

⏏ Collect experimental data that supports the model—so far, done only for the popularity component

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Acknowledgment

This research has been supported in part by the College of Arts and Sciences, Suffolk University,

through an undergraduate research assistantship grant.