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2013 Fifth International Conference on Computational Aspects of Social Networks最新文献

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Instances of subconscious social intelligent computing 潜意识社会智能计算的实例
Pub Date : 2013-10-08 DOI: 10.1109/CASoN.2013.6622604
M. Graña, I. Ruiz
The paper presents several novel ideas on how to understand social interaction as an intelligent computing phenomena, proposing a taxonomy of social systems regarding intelligent behavior that may be useful to set the stage. A key distinction between unconscious and subconscious computing is drawn. Two instances of systems, which are in diverse stages of development, showing subconscious social intelligent computing are discussed.
本文提出了一些关于如何将社会互动理解为一种智能计算现象的新想法,并提出了一种关于智能行为的社会系统分类法,这可能有助于奠定基础。无意识计算和潜意识计算之间的关键区别是显而易见的。讨论了处于不同发展阶段的两个表现潜意识社会智能计算的系统实例。
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引用次数: 7
Expert user discovery in a spontaneous social network an approach using knowledge retrieval 基于知识检索的自发性社会网络专家用户发现方法
Pub Date : 2013-10-08 DOI: 10.1109/CASoN.2013.6622607
Gustavo Freitas, C. Costa, J. Barbosa, R. Righi, A. Yamin
Nowadays, we can observe that finding answers on social networks is a hard and time-consuming task. The main contribution of this article is the creation of a model and algorithm that allows users to find answers to their questions using a spontaneous social network called Mingle. This algorithm uses the Mingle ontology-based knowledge base to find expert users. To achieve this, two important steps are taken: Mingle ontology is updated to support user-oriented expertise and a detailed model is created for the given algorithm. This model was created considering other three similar applications and algorithms. Moreover, we used a semantic web framework. In the end, an evaluation using real-life scenarios is applied to evaluate if the created algorithm meets the initial goals.
如今,我们可以观察到,在社交网络上寻找答案是一项艰巨而耗时的任务。本文的主要贡献是创建了一个模型和算法,允许用户使用名为Mingle的自发社交网络找到问题的答案。该算法使用基于Mingle本体的知识库来寻找专家用户。要实现这一目标,需要采取两个重要步骤:更新Mingle本体以支持面向用户的专业知识,并为给定算法创建详细的模型。该模型是考虑了其他三种类似的应用和算法而创建的。此外,我们还使用了语义web框架。最后,使用现实场景进行评估,以评估所创建的算法是否满足初始目标。
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引用次数: 1
Visualization of social network dynamics using Sammon's projection 使用萨蒙投影的社会网络动态可视化
Pub Date : 2013-10-08 DOI: 10.1109/CASoN.2013.6622600
M. Radvanský, M. Kudelka, Z. Horak, V. Snás̃el
Visualization is an important part of network analysis. It helps find features of the network that are not easily identifiable. Visualization dynamics of the network is very useful. Evolution of network and communities during time can help us understand social mechanisms behind the network. Visualization of the dynamics is not an easy task. There are several issues that have to be solved for correct visualization. We present our approach to the visualization of weighted networks based on Sammon's projection and linear approximation. Our goal in this paper is to introduce a method for visualizing dynamics of the social network. Results are illustrated by several 3D layout snapshots of the co-authorship network extracted from the DBLP database.
可视化是网络分析的重要组成部分。它有助于发现网络中不易识别的特征。可视化动态网络是非常有用的。随着时间的推移,网络和社区的演变可以帮助我们理解网络背后的社会机制。动态的可视化并不是一件容易的事。要实现正确的可视化,必须解决几个问题。我们提出了一种基于Sammon投影和线性逼近的加权网络可视化方法。本文的目标是介绍一种可视化社会网络动态的方法。结果通过从DBLP数据库中提取的合作作者网络的几个三维布局快照来说明。
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引用次数: 1
Evolution of cooperative strategies for iterated prisoner's dilemma on networks 网络上迭代囚徒困境的合作策略演化
Pub Date : 2013-10-08 DOI: 10.1109/CASoN.2013.6622596
H. Ishibuchi, Takahiko Sudo, Koichiro Hoshino, Y. Nojima
Evolution of cooperative strategies was examined for spatial iterated prisoner's dilemma (IPD) games in many studies. Lattices and networks were frequently used as spatial structures where a single player was assigned to each node. It was demonstrated that spatial structures were beneficial for the evolution of cooperation. In this paper, we examine the effect of the choice of a network structure on the evolution of cooperation in a network-based spatial IPD game. We use a variety of networks. They are different from each other in the network size and the number of edges from each node. Some networks have edges between randomly selected nodes while edges of other networks are only between adjacent nodes. Memory-based lookup tables are used as strategies of players. Computational experiments are performed under two settings with respect to the noise in action selection. One is a noise-free setting where each player always chooses the suggested action by its strategy. The other is a noisy setting where each player chooses a different action from the suggested one with a pre-specified error probability. We examine the effects of the network size, the number of edges, the number of opponents and the addition of randomly specified edges as well as the memory length on the evolution of cooperative strategies.
在空间迭代囚徒困境博弈中,许多研究都考察了合作策略的演化。网格和网络经常被用作空间结构,其中单个玩家被分配到每个节点。研究表明,空间结构有利于合作的演化。本文研究了基于网络的空间IPD博弈中网络结构选择对合作演化的影响。我们使用各种各样的网络。它们在网络大小和每个节点的边数上是不同的。一些网络在随机选择的节点之间有边,而另一些网络的边只在相邻节点之间。基于记忆的查找表被用作玩家的策略。在两种情况下对动作选择中的噪声进行了计算实验。一种是无噪音设置,即每个玩家总是根据自己的策略选择所建议的行动。另一种是嘈杂的设置,即每个玩家选择不同于带有预先指定的错误概率的建议行动。我们考察了网络大小、边数、对手数、随机指定边的添加以及记忆长度对合作策略演化的影响。
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引用次数: 4
期刊
2013 Fifth International Conference on Computational Aspects of Social Networks
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