79,411 research outputs found

    Multirelational Organization of Large-scale Social Networks in an Online World

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    The capacity to collect fingerprints of individuals in online media has revolutionized the way researchers explore human society. Social systems can be seen as a non-linear superposition of a multitude of complex social networks, where nodes represent individuals and links capture a variety of different social relations. Much emphasis has been put on the network topology of social interactions, however, the multi-dimensional nature of these interactions has largely been ignored in empirical studies, mostly because of lack of data. Here, for the first time, we analyze a complete, multi-relational, large social network of a society consisting of the 300,000 odd players of a massive multiplayer online game. We extract networks of six different types of one-to-one interactions between the players. Three of them carry a positive connotation (friendship, communication, trade), three a negative (enmity, armed aggression, punishment). We first analyze these types of networks as separate entities and find that negative interactions differ from positive interactions by their lower reciprocity, weaker clustering and fatter-tail degree distribution. We then proceed to explore how the inter-dependence of different network types determines the organization of the social system. In particular we study correlations and overlap between different types of links and demonstrate the tendency of individuals to play different roles in different networks. As a demonstration of the power of the approach we present the first empirical large-scale verification of the long-standing structural balance theory, by focusing on the specific multiplex network of friendship and enmity relations.Comment: 7 pages, 5 figures, accepted for publication in PNA

    Dynamical origins of the community structure of multi-layer societies

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    Social structures emerge as a result of individuals managing a variety of different of social relationships. Societies can be represented as highly structured dynamic multiplex networks. Here we study the dynamical origins of the specific community structures of a large-scale social multiplex network of a human society that interacts in a virtual world of a massive multiplayer online game. There we find substantial differences in the community structures of different social actions, represented by the various network layers in the multiplex. Community size distributions are either similar to a power-law or appear to be centered around a size of 50 individuals. To understand these observations we propose a voter model that is built around the principle of triadic closure. It explicitly models the co-evolution of node- and link-dynamics across different layers of the multiplex. Depending on link- and node fluctuation rates, the model exhibits an anomalous shattered fragmentation transition, where one layer fragments from one large component into many small components. The observed community size distributions are in good agreement with the predicted fragmentation in the model. We show that the empirical pairwise similarities of network layers, in terms of link overlap and degree correlations, practically coincide with the model. This suggests that several detailed features of the fragmentation in societies can be traced back to the triadic closure processes.Comment: 8 pages, 6 figure

    Detection of the elite structure in a virtual multiplex social system by means of a generalized KK-core

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    Elites are subgroups of individuals within a society that have the ability and means to influence, lead, govern, and shape societies. Members of elites are often well connected individuals, which enables them to impose their influence to many and to quickly gather, process, and spread information. Here we argue that elites are not only composed of highly connected individuals, but also of intermediaries connecting hubs to form a cohesive and structured elite-subgroup at the core of a social network. For this purpose we present a generalization of the KK-core algorithm that allows to identify a social core that is composed of well-connected hubs together with their `connectors'. We show the validity of the idea in the framework of a virtual world defined by a massive multiplayer online game, on which we have complete information of various social networks. Exploiting this multiplex structure, we find that the hubs of the generalized KK-core identify those individuals that are high social performers in terms of a series of indicators that are available in the game. In addition, using a combined strategy which involves the generalized KK-core and the recently introduced MM-core, the elites of the different 'nations' present in the game are perfectly identified as modules of the generalized KK-core. Interesting sudden shifts in the composition of the elite cores are observed at deep levels. We show that elite detection with the traditional KK-core is not possible in a reliable way. The proposed method might be useful in a series of more general applications, such as community detection.Comment: 13 figures, 3 tables, 19 pages. Accepted for publication in PLoS ON

    Analyses of a Virtual World

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    We present an overview of a series of results obtained from the analysis of human behavior in a virtual environment. We focus on the massive multiplayer online game (MMOG) Pardus which has a worldwide participant base of more than 400,000 registered players. We provide evidence for striking statistical similarities between social structures and human-action dynamics in the real and virtual worlds. In this sense MMOGs provide an extraordinary way for accurate and falsifiable studies of social phenomena. We further discuss possibilities to apply methods and concepts developed in the course of these studies to analyse oral and written narratives.Comment: 16 pages, 7 figures. To appear in: "Maths Meets Myths: Complexity-science approaches to folktales, myths, sagas, and histories." Editors: R. Kenna, M. Mac Carron, P. Mac Carron. (Springer, 2016

    Undermining and Strengthening Social Networks through Network Modification

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    Social networks have well documented effects at the individual and aggregate level. Consequently it is often useful to understand how an attempt to influence a network will change its structure and consequently achieve other goals. We develop a framework for network modification that allows for arbitrary objective functions, types of modification (e.g. edge weight addition, edge weight removal, node removal, and covariate value change), and recovery mechanisms (i.e. how a network responds to interventions). The framework outlined in this paper helps both to situate the existing work on network interventions but also opens up many new possibilities for intervening in networks. In particular use two case studies to highlight the potential impact of empirically calibrating the objective function and network recovery mechanisms as well as showing how interventions beyond node removal can be optimised. First, we simulate an optimal removal of nodes from the Noordin terrorist network in order to reduce the expected number of attacks (based on empirically predicting the terrorist collaboration network from multiple types of network ties). Second, we simulate optimally strengthening ties within entrepreneurial ecosystems in six developing countries. In both cases we estimate ERGM models to simulate how a network will endogenously evolve after intervention
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