DocumentCode
623941
Title
Emergence of equilibria from individual strategies in online content diffusion
Author
Altman, Eitan ; De Pellegrini, F. ; El-Azouzi, Rachid ; Miorandi, Daniele ; Jimenez, Tamara
Author_Institution
INRIA, Sophia-Antipolis, France
fYear
2013
fDate
14-19 April 2013
Firstpage
3255
Lastpage
3260
Abstract
Social scientists have observed that human behavior in society can often be modeled as corresponding to a threshold type policy. A new behavior would propagate by a procedure in which an individual adopts the new behavior if the fraction of his neighbors or friends having adopted such behavior exceeds some threshold. In this paper we study the question of whether the emergence of threshold policies may be modeled as a result of some rational process which would describe the behavior of non-cooperative rational members of some social network. We focus on situations in which individuals take the decision whether to access or not some content, based on the number of views that the content has. Our analysis aims at understanding not only the behavior of individuals, but also the way in which information about the quality of a given content can be deduced from view counts when only part of the viewers that access the content are informed about its quality. In this paper we present a game formulation for the behavior of individuals using a meanfield model: the number of individuals is approximated by a continuum of atomless players and for which the Wardrop equilibrium is the solution concept. We derive conditions on the problem´s parameters that result indeed in the emergence of threshold equilibria policies. But we also identify some parameters in which other structures are obtained for the equilibrium behavior of individuals.
Keywords
content management; game theory; social networking (online); Wardrop equilibrium; atomless player; behavior adoption; content access; content quality; equilibrium behavior; game formulation; human behavior; meanfield model; noncooperative rational member; online content diffusion; rational process; social network; social science; society; threshold equilibrium policy; threshold policy; threshold type policy; Communication networks; Conferences; Games; Market research; Measurement; YouTube; Complex Systems; Game theory; User-generated content; Video popularity; Wardrop equilibria;
fLanguage
English
Publisher
ieee
Conference_Titel
INFOCOM, 2013 Proceedings IEEE
Conference_Location
Turin
ISSN
0743-166X
Print_ISBN
978-1-4673-5944-3
Type
conf
DOI
10.1109/INFCOM.2013.6567147
Filename
6567147
Link To Document