2,830 research outputs found

    Asymmetrically interacting spreading dynamics on complex layered networks

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    The spread of disease through a physical-contact network and the spread of information about the disease on a communication network are two intimately related dynamical processes. We investigate the asymmetrical interplay between the two types of spreading dynamics, each occurring on its own layer, by focusing on the two fundamental quantities underlying any spreading process: epidemic threshold and the final infection ratio. We find that an epidemic outbreak on the contact layer can induce an outbreak on the communication layer, and information spreading can effectively raise the epidemic threshold. When structural correlation exists between the two layers, the information threshold remains unchanged but the epidemic threshold can be enhanced, making the contact layer more resilient to epidemic outbreak. We develop a physical theory to understand the intricate interplay between the two types of spreading dynamics.Comment: 29 pages, 14 figure

    A Dynamic Task Allocation Algorithm Based on Weighted Velocity

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    Volunteer computing is a way of supporting people around the world who provide free computer resources, to participate in scientific calculation or data analysis on the Internet. This provides an effective solution to solve the problems of large scale of basic scientific computing and more computing resources requirements. Task allocation is a very important part of volunteer computing. An effective algorithm can significantly improve computational efficiency. At present, most of the existing tasks are divided in term of the computer hardware conditions or the initial state of the computer in the volunteer computing. It seems that this have no obvious impact to calculating efficiency in a short time, but this task will be less flexible when idle resources of the volunteer computing becomes less or more. To make full use of idle computer resources, a dynamic task allocation algorithm (TAA) based on weighted velocity was proposed in this work. The research results showed that the weighted velocity as a parameter can be used to test the computing performance of a computer, dynamically manage task allocation as well. Keywords: volunteer computing, task allocation, weighted average velocit

    Modeling Paying Behavior in Game Social Networks

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    Online gaming is one of the largest industries on the Internet, generating tens of billions of dollars in revenues annually. One core problem in online game is to find and convert free users into paying customers, which is of great importance for the sustainable development of almost all online games. Although much research has been conducted, there are still several challenges that remain largely unsolved: What are the fundamental factors that trigger the users to pay? How does users? paying behavior influence each other in the game social network? How to design a prediction model to recognize those potential users who are likely to pay? In this paper, employing two large online games as the basis, we study how a user becomes a new paying user in the games. In particular, we examine how users' paying behavior influences each other in the game social network. We study this problem from various sociological perspectives including strong/weak ties, social structural diversity and social influence. Based on the discovered patterns, we propose a learning framework to predict potential new payers. The framework can learn a model using features associated with users and then use the social relationships between users to refine the learned model. We test the proposed framework using nearly 50 billion user activities from two real games. Our experiments show that the proposed framework significantly improves the prediction accuracy by up to 3-11% compared to several alternative methods. The study also unveils several intriguing social phenomena from the data. For example, influence indeed exists among users for the paying behavior. The likelihood of a user becoming a new paying user is 5 times higher than chance when he has 5 paying neighbors of strong tie. We have deployed the proposed algorithm into the game, and the Lift_Ratio has been improved up to 196% compared to the prior strategy

    An approach for parameter estimation of combined CPPM and LFM radar signal

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    AbstractIn this paper, the problem of parameter estimation of the combined radar signal adopting chaotic pulse position modulation (CPPM) and linear frequency modulation (LFM), which can be widely used in electronic countermeasures, is addressed. An approach is proposed to estimate the initial frequency and chirp rate of the combined signal by exploiting the second-order cyclostationarity of the intra-pulse signal. In addition, under the condition of the equal pulse width, the pulse repetition interval (PRI) of the combined signal is predicted using the low-order Volterra adaptive filter. Simulations demonstrate that the proposed cyclic autocorrelation Hough transform (CHT) algorithm is theoretically tolerant to additive white Gaussian noise. When the value of signal noise to ratio (SNR) is less than −4dB, it can still estimate the intra-pulse parameters well. When SNR=−3dB, a good prediction of the PRI sequence can be achieved by the Volterra adaptive filter algorithm, even only 100 training samples
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