87,719 research outputs found
Theory of Networked Minority Games based on Strategy Pattern Dynamics
We formulate a theory of agent-based models in which agents compete to be in
a winning group. The agents may be part of a network or not, and the winning
group may be a minority group or not. The novel feature of the present
formalism is its focus on the dynamical pattern of strategy rankings, and its
careful treatment of the strategy ties which arise during the system's temporal
evolution. We apply it to the Minority Game (MG) with connected populations.
Expressions for the mean success rate among the agents and for the mean success
rate for agents with neighbors are derived. We also use the theory to
estimate the value of connectivity above which the Binary-Agent-Resource
system with high resource level goes into the high-connectivity state.Comment: 24 pages, 3 figures, submitted to PR
From individual characters to large crowds: augmenting the believability of open-world games through exploring social emotion in pedestrian groups
Crowds of non-player characters improve the game-play experiences of open-world video-games. Grouping is a common phenomenon of crowds and plays an important role in crowd behaviour. Recent crowd simulation research focuses on group modelling in pedestrian crowds and game-designers have argued that the design of non-player characters should capture and exploit the relationship between characters. The concepts of social groups and inter-character relationships are not new in social psychology, and on-going work addresses the social life of emotions and its behavioural consequences on individuals and groups alike. The aim of this paper is to provide an overview of current research in social psychology, and to use the findings as a source of inspiration to design a social network of non-player characters, with application to the problem of group modelling in simulated crowds in computer games
Paradoxes in Social Networks with Multiple Products
Recently, we introduced in arXiv:1105.2434 a model for product adoption in
social networks with multiple products, where the agents, influenced by their
neighbours, can adopt one out of several alternatives. We identify and analyze
here four types of paradoxes that can arise in these networks. To this end, we
use social network games that we recently introduced in arxiv:1202.2209. These
paradoxes shed light on possible inefficiencies arising when one modifies the
sets of products available to the agents forming a social network. One of the
paradoxes corresponds to the well-known Braess paradox in congestion games and
shows that by adding more choices to a node, the network may end up in a
situation that is worse for everybody. We exhibit a dual version of this, where
removing available choices from someone can eventually make everybody better
off. The other paradoxes that we identify show that by adding or removing a
product from the choice set of some node may lead to permanent instability.
Finally, we also identify conditions under which some of these paradoxes cannot
arise.Comment: 22 page
Event detection, tracking, and visualization in Twitter: a mention-anomaly-based approach
The ever-growing number of people using Twitter makes it a valuable source of
timely information. However, detecting events in Twitter is a difficult task,
because tweets that report interesting events are overwhelmed by a large volume
of tweets on unrelated topics. Existing methods focus on the textual content of
tweets and ignore the social aspect of Twitter. In this paper we propose MABED
(i.e. mention-anomaly-based event detection), a novel statistical method that
relies solely on tweets and leverages the creation frequency of dynamic links
(i.e. mentions) that users insert in tweets to detect significant events and
estimate the magnitude of their impact over the crowd. MABED also differs from
the literature in that it dynamically estimates the period of time during which
each event is discussed, rather than assuming a predefined fixed duration for
all events. The experiments we conducted on both English and French Twitter
data show that the mention-anomaly-based approach leads to more accurate event
detection and improved robustness in presence of noisy Twitter content.
Qualitatively speaking, we find that MABED helps with the interpretation of
detected events by providing clear textual descriptions and precise temporal
descriptions. We also show how MABED can help understanding users' interest.
Furthermore, we describe three visualizations designed to favor an efficient
exploration of the detected events.Comment: 17 page
Wisdom of groups promotes cooperation in evolutionary social dilemmas
Whether or not to change strategy depends not only on the personal success of
each individual, but also on the success of others. Using this as motivation,
we study the evolution of cooperation in games that describe social dilemmas,
where the propensity to adopt a different strategy depends both on individual
fitness as well as on the strategies of neighbors. Regardless of whether the
evolutionary process is governed by pairwise or group interactions, we show
that plugging into the "wisdom of groups" strongly promotes cooperative
behavior. The more the wider knowledge is taken into account the more the
evolution of defectors is impaired. We explain this by revealing a dynamically
decelerated invasion process, by means of which interfaces separating different
domains remain smooth and defectors therefore become unable to efficiently
invade cooperators. This in turn invigorates spatial reciprocity and
establishes decentralized decision making as very beneficial for resolving
social dilemmas.Comment: 8 two-column pages, 7 figures; accepted for publication in Scientific
Report
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