• DocumentCode
    182059
  • Title

    Differential games of competition in online content diffusion

  • Author

    De Pellegrini, F. ; Reiffers, Alexandre ; Altman, Eitan

  • Author_Institution
    CREATE-NET, Trento, Italy
  • fYear
    2014
  • fDate
    2-4 June 2014
  • Firstpage
    1
  • Lastpage
    9
  • Abstract
    Access to online contents represents a large share of the Internet traffic. Most such contents are multimedia items which are user-generated, i.e., posted online by the contents´ owners. In this paper we focus on how those who provide contents can leverage online platforms in order to profit from their large base of potential viewers. Actually, platforms like Vimeo or YouTube provide tools to accelerate the dissemination of contents, i.e., recommendation lists and other re-ranking mechanisms. Hence, the popularity of a content can be increased by paying a cost for advertisement: doing so, it will appear with some priority in the recommendation lists and will be accessed more frequently by the platform users. Ultimately, such acceleration mechanism engenders a competition among online contents to gain popularity. In this context, our focus is on the structure of the acceleration strategies which a content provider should use in order to optimally promote a content given a certain daily budget. Such a best response indeed depends on the strategies adopted by competing content providers. Also, it is a function of the potential popularity of a content and the fee paid for the platform advertisement service. We formulate the problem as a differential game and we solve it for the infinite horizon case by deriving the structure of certain Nash equilibria of the game.
  • Keywords
    Internet; advertising data processing; content management; differential games; information dissemination; information retrieval; multimedia systems; recommender systems; telecommunication traffic; Internet traffic; Nash equilibria; acceleration strategy; advertisement service; content dissemination; content provider; differential games; multimedia content; online content access; online content diffusion; online contents; re-ranking mechanism; recommendation list; user generated content; Acceleration; Approximation methods; Cost function; Games; Switches; Videos; YouTube; Acceleration; Best Response; Content Popularity; Differential Games; Nash Equilibria;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Networking Conference, 2014 IFIP
  • Conference_Location
    Trondheim
  • Type

    conf

  • DOI
    10.1109/IFIPNetworking.2014.6857098
  • Filename
    6857098