111 research outputs found
Social Aggregation as a Cooperative Game
A new approach for the description of phenomena of social aggregation is
suggested. On the basis of psychological concepts (as for instance social norms
and cultural coordinates), we deduce a general mechanism for the social
aggregation in which different clusters of individuals can merge according to
the cooperation among the agents. In their turn, the agents can cooperate or
defect according to the clusters distribution inside the system. The fitness of
an individual increases with the size of its cluster, but decreases with the
work the individual had to do in order to join it. In order to test the
reliability of such new approach, we introduce a couple of simple toy models
with the features illustrated above. We see, from this preliminary study, how
the cooperation is the most convenient strategy only in presence of very large
clusters, while on the other hand it is not necessary to have one hundred
percent of cooperators for reaching a totally ordered configuration with only
one megacluster filling the whole system.Comment: 18 pages, 10 figure
Impact of local information in growing networks
We present a new model of the evolutionary dynamics and the growth of on-line
social networks. The model emulates people's strategies for acquiring
information in social networks, emphasising the local subjective view of an
individual and what kind of information the individual can acquire when
arriving in a new social context. The model proceeds through two phases: (a) a
discovery phase, in which the individual becomes aware of the surrounding world
and (b) an elaboration phase, in which the individual elaborates locally the
information trough a cognitive-inspired algorithm. Model generated networks
reproduce main features of both theoretical and real-world networks, such as
high clustering coefficient, low characteristic path length, strong division in
communities, and variability of degree distributions.Comment: In Proceedings Wivace 2013, arXiv:1309.712
Bluffing as a Rational Strategy in a Simple Poker-Like Game Model
We present a simple adaptive learning model of a poker-like game, by means of which we show how a bluffing strategy emerges very naturally and can also be rational and evolutionarily stable. Despite their very simple learning algorithms, agents learn to bluff, and the most bluffing player is usually the winner
Egocentric online social networks: Analysis of key features and prediction of tie strength in Facebook
The widespread use of online social networks, such as Facebook and Twitter, is generating a growing amount of accessible data concerning social relationships. The aim of this work is twofold. First, we present a detailed analysis of a real Facebook data set aimed at characterising the properties of human social relationships in online environments. We find that certain properties of online social networks appear to be similar to those found ?offline? (i.e., on human social networks maintained without the use of social networking sites). Our experimental results indicate that on Facebook there is a limited number of social relationships an individual can actively maintain and this number is close to the well-known Dunbar?s number (150) found in offline social networks. Second, we also present a number of linear models that predict tie strength (the key figure to quantitatively represent the importance of social relationships) from a reduced set of observable Facebook variables. Specifically, we are able to predict with good accuracy (i.e., higher than 80%) the strength of social ties by exploiting only four variables describing different aspects of users interaction on Facebook. We find that the recency of contact between individuals ? used in other studies as the unique estimator of tie strength ? has the highest relevance in the prediction of tie strength. Nevertheless, using it in combination with other observable quantities, such as indices about the social similarity between people, can lead to more accurate prediction
Opinion Dynamics in an Open Community
We here discuss the process of opinion formation in an open community where
agents are made to interact and consequently update their beliefs. New actors
(birth) are assumed to replace individuals that abandon the community (deaths).
This dynamics is simulated in the framework of a simplified model that accounts
for mutual affinity between agents. A rich phenomenology is presented and
discussed with reference to the original (closed group) setting. Numerical
findings are supported by analytical calculations
Modeling crowdsourcing as collective problem solving
Crowdsourcing is a process of accumulating the ideas, thoughts or information
from many independent participants, with aim to find the best solution for a
given challenge. Modern information technologies allow for massive number of
subjects to be involved in a more or less spontaneous way. Still, the full
potentials of crowdsourcing are yet to be reached. We introduce a modeling
framework through which we study the effectiveness of crowdsourcing in relation
to the level of collectivism in facing the problem. Our findings reveal an
intricate relationship between the number of participants and the difficulty of
the problem, indicating the optimal size of the crowdsourced group. We discuss
our results in the context of modern utilization of crowdsourcing.Comment: 19 pages, 3 figure
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