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Graph search via star sampling with and without replacement 图搜索通过星形采样与不替换
Q3 Mathematics Pub Date : 2020-11-30 DOI: 10.24166/IM.04.2019
S. Weber, Jonathan Stokes
Star sampling (SS) is a random sampling procedure on a graph wherein each sample consists of a randomly selected vertex (the star center) and its (one-hop) neighbors (the star points). We consider the use of SS to find any member of a target set of vertices in a graph, where the figure of merit (cost) is either the expected number of samples (unit cost) or the expected number of star centers plus star points (linear cost) until a vertex in the target set is encountered, either as a star center or as a star point. We analyze these two performance measures on three related star sampling paradigms: SS with replacement (SSR), SS without center replacement (SSC), and SS without star replacement (SSS). Exact and approximate expressions are derived for the expected unit and linear costs of SSR, SSC, and SSS on Erdős-Renyi (ER) random graphs. The approximations are seen to be accurate. SSC/SSS are notably better than SSR under unit cost for low-density ER graphs, while SSS is notably better than SSR/SSC under linear cost for low- to moderate-density ER graphs. Simulations on twelve "real-world" graphs shows the cost approximations to be of variable quality: the SSR and SSC approximations are uniformly accurate, while the SSS approximation, derived for an ER graph, is of variable accuracy.
星形采样(SS)是图上的随机采样过程,其中每个样本由随机选择的顶点(星形中心)及其(一跳)邻居(星形点)组成。我们考虑使用SS来寻找图中目标顶点集的任何成员,其中优值(成本)是期望的样本数(单位成本)或期望的星形中心数加星形点(线性成本),直到遇到目标集中的顶点,无论是作为星形中心还是作为星形点。我们在三种相关的恒星采样范式上分析了这两种性能指标:有替换的SS(SSR)、没有中心替换的SS和没有恒星替换的SS。导出了Erdõs-Renyi(ER)随机图上SSR、SSC和SSS的期望单位和线性代价的精确和近似表达式。近似值被认为是准确的。对于低密度ER图,SSC/SSS在单位成本下明显优于SSR,而对于中低密度ER图而言,SSS在线性成本下显著优于SSR/SSC。对十二张“真实世界”图的模拟表明,成本近似具有可变的质量:SSR和SSC近似是一致精确的,而针对ER图推导的SSS近似具有可变精度。
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引用次数: 1
Preferential Placement for Community Structure Formation 社区结构形成的优先安置
Q3 Mathematics Pub Date : 2017-06-15 DOI: 10.1007/978-3-319-67810-8_6
A. Dorodnykh, L. Ostroumova, E. Samosvat
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引用次数: 2
A Multi-type Preferential Attachment Tree 多类型优先依恋树
Q3 Mathematics Pub Date : 2017-04-11 DOI: 10.24166/im.05.2018
Sebastian Rosengren
A multi-type preferential attachment tree is introduced, and studied using general multi-type branching processes. For the $p$-type case we derive a framework for studying the tree where a type $i$ vertex generates new type $j$ vertices with rate $w_{ij}(n_1,n_2,ldots, n_p)$ where $n_k$ is the number of type $k$ vertices previously generated by the type $i$ vertex, and $w_{ij}$ is a non-negative function from $mathbb{N}^p$ to $mathbb{R}$. The framework is then used to derive results for trees with more specific attachment rates. In the case with linear preferential attachment---where type $i$ vertices generate new type $j$ vertices with rate $w_{ij}(n_1,n_2,ldots, n_p)=gamma_{ij}(n_1+n_2+dots +n_p)+beta_{ij}$, where $gamma_{ij}$ and $beta_{ij}$ are positive constants---we show that under mild regularity conditions on the parameters ${gamma_{ij}}, {beta_{ij}}$ the asymptotic degree distribution of a vertex is a power law distribution. The asymptotic composition of the vertex population is also studied.
介绍了一种多类型优先连接树,并利用一般的多类型分支过程进行了研究。对于$p$类型的情况,我们导出了一个研究树的框架,其中类型$i$顶点生成新的类型$j$顶点,速率为$w_{ij}(n_1,n2,ldots,n_p)$,其中$n_k$是以前由类型$i$顶点生成的类型$k$顶点的数量,$w_{ij}$是从$mathbb{n}^p$到$mathbb{R}$的非负函数。然后使用该框架来导出具有更具体附着率的树的结果。在线性优先附着的情况下——其中类型$i$顶点生成新类型$j$顶点,速率为$w_,顶点的渐近度分布是幂律分布。还研究了顶点总体的渐近组成。
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引用次数: 9
Editorial Board EOV 编辑委员会EOV
Q3 Mathematics Pub Date : 2016-11-01 DOI: 10.1080/15427951.2016.1217729
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引用次数: 0
A Theory of Network Security: Principles of Natural Selection and Combinatorics 网络安全理论:自然选择与组合原理
Q3 Mathematics Pub Date : 2016-04-14 DOI: 10.1080/15427951.2015.1098755
Angsheng Li, Yicheng Pan
We propose the definition of security of networks against the cascading failure models of deliberate attacks. We propose a model of networks by the natural selection of homophyly/kinship, randomness and preferential attachment, referred to as security model. We show that the networks generated by the security model are provably secure against any attacks of sizes poly(log n) under the cascading failure models, for which the principles of natural selection and the combinatorial principles of the networks of the security model, including a power law, a self-organizing principle, a small diameter property, a local navigation law, a degree priority principle, an inclusion-exclusion principle, and an infection priority tree principle etc, are the underlying principles. Furthermore, we show that the networks generated by the security model have an expander core. This property ensures that the networks of the security model satisfy the requirement of global communications in engineering. Based on our theory, we propose a security protocol for computer networks. Our theory demonstrates that security of networks can be achieved by a merging of natural selection and combinatorial principles, and that both natural selection principle and combinatorial principles are essential to security of networks.
针对故意攻击的级联失效模型,提出了网络安全的定义。我们提出了一个由同质/亲缘关系、随机性和优先依恋的自然选择构成的网络模型,称为安全模型。我们证明了在级联失效模型下,由安全模型生成的网络对任何规模为poly(log n)的攻击都是安全的,其中安全模型网络的自然选择原则和组合原则包括幂律、自组织原则、小直径特性、局部导航原则、度优先原则、包容-排斥原则和感染优先树原则等。是基本原则。此外,我们还证明了由该安全模型生成的网络具有扩展核。这种特性保证了安全模型的网络满足工程中全局通信的要求。在此基础上,提出了一种计算机网络安全协议。我们的理论表明,网络的安全性可以通过自然选择原理和组合原理的结合来实现,而自然选择原理和组合原理对网络的安全性都是必不可少的。
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引用次数: 8
Special Issue on Algorithms and Models for the Web-Graph 网络图的算法和模型特刊
Q3 Mathematics Pub Date : 2016-03-03 DOI: 10.1080/15427951.2016.1140994
A. Bonato, P. Prałat
The present issue of Internet Mathematics includes a selection of papers that were presented at the Twelfth Workshop on Algorithms and Models for the Web-Graph (WAW 2014) held at the Academy of Mathematics and Systems Science in Beijing, China in December 2014. The workshop was co-located with the Tenth Conference on Web and Internet Economics (WINE 2014). All the articles have been thoroughly reviewed in accordance with the usual high standards of Internet Mathematics. The World Wide Web has become part of our everyday life, and information retrieval and data mining on the Web are now of enormous practical interest. The algorithms supporting these activities combine the view of the Web as a text repository and as a graph, induced in various ways by links among pages, hosts and users. The aim of WAW 2014 was to further the understanding of graphs that arise from the Web and complex networks, and stimulate the development of high-performance algorithms and applications that exploit these graphs. The workshop included talks from researchers working on graph-theoretic and algorithmic aspects of complex networks such as on-line social networks. We would like to thank the authors and reviewers for making this special issue a reality.
本期《互联网数学》收录了2014年12月在中国北京数学与系统科学研究院举行的第十二届网络图算法与模型研讨会(WAW 2014)上发表的论文。该研讨会与第十届网络和互联网经济学会议(WINE 2014)同地举行。所有的文章都按照互联网数学通常的高标准进行了彻底的审查。万维网已经成为我们日常生活的一部分,网络上的信息检索和数据挖掘现在具有巨大的实际意义。支持这些活动的算法将Web视图组合为文本存储库和图形,通过页面、主机和用户之间的链接以各种方式诱导。WAW 2014的目标是进一步理解来自Web和复杂网络的图,并刺激开发利用这些图的高性能算法和应用程序。研讨会包括研究复杂网络(如在线社交网络)的图论和算法方面的研究人员的演讲。我们要感谢作者和审稿人使这个特刊成为现实。
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引用次数: 0
Firefighting as a Strategic Game 作为一种战略游戏的消防
Q3 Mathematics Pub Date : 2016-03-03 DOI: 10.1080/15427951.2015.1110542
Carme Àlvarez, M. Blesa, Hendrik Molter
ABSTRACT The Firefighter Problem was proposed in 1995 as a deterministic discrete-time model for the spread and containment of a fire. The problem is defined on an undirected finite graph G = (V, E), where fire breaks out initially at f nodes. In each subsequent time-step, two actions occur: a certain number b of firefighters are placed on nonburning nodes, permanently protecting them from the fire, then the fire spreads to all nondefended neighbors of the nodes on fire. Because the graph is finite, at some point each node is either on fire or saved, and thus the fire cannot spread further. One of the objectives for the problem is to place the firefighters in such a way that the number of saved nodes is maximized. The applications of the Firefighter Problem reach from real fires to the spreading of diseases and the containment of floods. Furthermore, it can be used to model the spread of computer viruses or viral marketing in communication networks. Most research on the problem considers the case in which the fire starts in a single place (i.e., f = 1), and in which the budget of available firefighters per time-step is one (i.e., b = 1). So does the work in this study. This configuration already leads to hard problems and, even in this case, the problem is known to be NP-hard. In this work, we study the problem from a game-theoretical perspective. We introduce a strategic game model for the Firefighter Problem to tackle its complexity from a different angle. We refer to it as the Firefighter Game. Such a game-based context seems very appropriate when applied to large networks where entities may act and make decisions based on their own interests, without global coordination. At every time-step of the game, a player decides whether to place a new firefighter in a nonburning node of the graph. If so, he must decide where to place it. By placing it, the player is indirectly deciding which nodes to protect at that time-step. We define different utility functions in order to model selfish and nonselfish scenarios, which lead to equivalent games. We show that the Price of Anarchy (PoA) is linear for a particular family of graphs, but it is at most two for trees. We also analyze the quality of the equilibria when coalitions among players are allowed. It turns out that it is possible to compute an equilibrium in polynomial time, even for constant-size coalitions. This yields to a polynomial time approximation algorithm for the problem and its approximation ratio equals the PoA of the corresponding game. We show that for some specific topologies, the PoA is constant when constant-size coalitions are considered.
消防员问题于1995年被提出,作为火灾蔓延和遏制的确定性离散时间模型。该问题定义在无向有限图G = (V, E)上,其中火灾在f个节点处初始爆发。在随后的每个时间步中,发生两个动作:一定数量的消防员被放置在未燃烧的节点上,永久地保护他们免受火灾的伤害,然后火势蔓延到所有未防御的节点的邻居。由于图是有限的,在某一点上,每个节点要么着火,要么获救,因此火灾无法进一步蔓延。该问题的目标之一是将消防员放置在这样一种方式中,以使保存的节点数量最大化。消防员问题的应用范围从真实的火灾到疾病的传播和洪水的控制。此外,它还可以用来模拟计算机病毒的传播或通信网络中的病毒式营销。大多数关于该问题的研究都考虑了火灾从一个地方开始的情况(即f = 1),并且每个时间步的可用消防员预算为1(即b = 1)。本研究的工作也是如此。这种配置已经导致了一些困难的问题,即使在这种情况下,这个问题也是np困难的。在这项工作中,我们从博弈论的角度来研究这个问题。本文引入了消防员问题的策略博弈模型,从不同的角度解决了消防员问题的复杂性。我们称之为消防员游戏。当应用于大型网络时,这种基于游戏的环境似乎非常合适,在大型网络中,实体可能根据自己的利益行事并做出决定,而无需全球协调。在游戏的每个时间步,玩家决定是否在图的非燃烧节点上放置一个新的消防员。如果是这样,他必须决定把它放在哪里。通过放置它,玩家可以间接地决定在那个时间步骤中要保护哪些节点。我们定义了不同的效用函数,以模拟自私和非自私的场景,从而产生等价的博弈。我们证明了无序价格(PoA)对于一组特定的图是线性的,但是对于树它最多是2。我们还分析了当参与者之间的联盟被允许时,均衡的质量。结果证明,在多项式时间内计算平衡是可能的,甚至对于常数大小的联盟也是如此。这就产生了问题的多项式时间近似算法,其近似比率等于相应博弈的PoA。我们表明,对于一些特定的拓扑,当考虑恒定大小的联盟时,PoA是恒定的。
{"title":"Firefighting as a Strategic Game","authors":"Carme Àlvarez, M. Blesa, Hendrik Molter","doi":"10.1080/15427951.2015.1110542","DOIUrl":"https://doi.org/10.1080/15427951.2015.1110542","url":null,"abstract":"ABSTRACT The Firefighter Problem was proposed in 1995 as a deterministic discrete-time model for the spread and containment of a fire. The problem is defined on an undirected finite graph G = (V, E), where fire breaks out initially at f nodes. In each subsequent time-step, two actions occur: a certain number b of firefighters are placed on nonburning nodes, permanently protecting them from the fire, then the fire spreads to all nondefended neighbors of the nodes on fire. Because the graph is finite, at some point each node is either on fire or saved, and thus the fire cannot spread further. One of the objectives for the problem is to place the firefighters in such a way that the number of saved nodes is maximized. The applications of the Firefighter Problem reach from real fires to the spreading of diseases and the containment of floods. Furthermore, it can be used to model the spread of computer viruses or viral marketing in communication networks. Most research on the problem considers the case in which the fire starts in a single place (i.e., f = 1), and in which the budget of available firefighters per time-step is one (i.e., b = 1). So does the work in this study. This configuration already leads to hard problems and, even in this case, the problem is known to be NP-hard. In this work, we study the problem from a game-theoretical perspective. We introduce a strategic game model for the Firefighter Problem to tackle its complexity from a different angle. We refer to it as the Firefighter Game. Such a game-based context seems very appropriate when applied to large networks where entities may act and make decisions based on their own interests, without global coordination. At every time-step of the game, a player decides whether to place a new firefighter in a nonburning node of the graph. If so, he must decide where to place it. By placing it, the player is indirectly deciding which nodes to protect at that time-step. We define different utility functions in order to model selfish and nonselfish scenarios, which lead to equivalent games. We show that the Price of Anarchy (PoA) is linear for a particular family of graphs, but it is at most two for trees. We also analyze the quality of the equilibria when coalitions among players are allowed. It turns out that it is possible to compute an equilibrium in polynomial time, even for constant-size coalitions. This yields to a polynomial time approximation algorithm for the problem and its approximation ratio equals the PoA of the corresponding game. We show that for some specific topologies, the PoA is constant when constant-size coalitions are considered.","PeriodicalId":38105,"journal":{"name":"Internet Mathematics","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2016-03-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.1080/15427951.2015.1110542","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"59947970","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Global Clustering Coefficient in Scale-Free Weighted and Unweighted Networks 无标度加权和非加权网络的全局聚类系数
Q3 Mathematics Pub Date : 2016-03-03 DOI: 10.1080/15427951.2015.1092482
Liudmila Ostroumova Prokhorenkova
Abstract In this article, we present a detailed analysis of the global clustering coefficient in scale-free graphs. Many observed real-world networks of diverse nature have a power-law degree distribution. Moreover, the observed degree distribution usually has an infinite variance. Therefore, we are especially interested in such degree distributions. In addition, we analyze the clustering coefficient for both weighted and unweighted graphs. There are two well-known definitions of the clustering coefficient of a graph: the global and the average local clustering coefficients. There are several models proposed in the literature for which the average local clustering coefficient tends to a positive constant as a graph grows. However, there are no models of scale-free networks with an infinite variance of the degree distribution and with an asymptotically constant global clustering coefficient. Models with constant global clustering and finite variance were also proposed. Therefore, in this work we focus only on the most interesting case: we analyze the global clustering coefficient for graphs with an infinite variance of the degree distribution. For unweighted graphs, we prove that the global clustering coefficient tends to zero with high probability and we also estimate the largest possible clustering coefficient for such graphs. On the contrary, for weighted graphs, the constant global clustering coefficient can be obtained even for the case of an infinite variance of the degree distribution.
摘要本文对无标度图的全局聚类系数进行了详细的分析。许多观察到的具有不同性质的现实世界网络具有幂律度分布。而且,观测到的度分布通常具有无限大的方差。因此,我们对这种度分布特别感兴趣。此外,我们还分析了加权图和未加权图的聚类系数。图的聚类系数有两种众所周知的定义:全局聚类系数和平均局部聚类系数。文献中提出了几种模型,随着图的增长,平均局部聚类系数趋于正常数。然而,没有一个无标度网络的模型,其度分布的方差是无穷大的,全局聚类系数是渐近常数的。还提出了具有恒定全局聚类和有限方差的模型。因此,在这项工作中,我们只关注最有趣的情况:我们分析了具有无限方差度分布的图的全局聚类系数。对于未加权图,我们证明了全局聚类系数大概率趋于零,并估计了这类图的最大可能聚类系数。相反,对于加权图,即使在度分布方差无穷大的情况下,也能得到恒定的全局聚类系数。
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引用次数: 3
LiveRank: How to Refresh Old Datasets LiveRank:如何刷新旧数据集
Q3 Mathematics Pub Date : 2016-01-06 DOI: 10.1080/15427951.2015.1098756
The Dang Huynh, F. Mathieu, L. Viennot
ABSTRACT This article considers the problem of refreshing a dataset. More precisely, given a collection of nodes gathered at some time (webpages, users from an online social network) along with some structure (hyperlinks, social relationships), we want to identify a significant fraction of the nodes that still exist at present time. The liveness of an old node can be tested through an online query at present time. We call LiveRank a ranking of the old pages so that active nodes are more likely to appear first. The quality of a LiveRank is measured by the number of queries necessary to identify a given fraction of the active nodes when using the LiveRank order. We study different scenarios from a static setting where the LiveRank is computed before any query is made, to dynamic settings where the LiveRank can be updated as queries are processed. Our results show that building on the PageRank can lead to efficient LiveRanks, for web graphs as well as for online social networks.
本文研究了数据集的刷新问题。更准确地说,给定在某个时间收集的节点集合(网页、来自在线社交网络的用户)以及一些结构(超链接、社会关系),我们想要识别当前仍然存在的节点的重要部分。当前可以通过在线查询来测试旧节点的活跃度。我们称LiveRank为旧页面的排名,以便活动节点更有可能首先出现。LiveRank的质量是通过在使用LiveRank顺序时识别给定活动节点部分所需的查询数量来衡量的。我们研究了不同的场景,从静态设置(在进行任何查询之前计算LiveRank)到动态设置(在处理查询时可以更新LiveRank)。我们的研究结果表明,建立在PageRank上可以为网络图表和在线社交网络带来高效的liverank。
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引用次数: 0
Fast Sequential Creation of Random Realizations of Degree Sequences. 度序列随机实现的快速顺序创建。
Q3 Mathematics Pub Date : 2016-01-01 Epub Date: 2016-03-24 DOI: 10.1080/15427951.2016.1164768
Brian Cloteaux

We examine the problem of creating random realizations of very large degree sequences. Although fast in practice, the Markov chain Monte Carlo (MCMC) method for selecting a realization has limited usefulness for creating large graphs because of memory constraints. Instead, we focus on sequential importance sampling (SIS) schemes for random graph creation. A difficulty with SIS schemes is assuring that they terminate in a reasonable amount of time. We introduce a new sampling method by which we guarantee termination while achieving speed comparable to the MCMC method.

我们研究了创建非常大度序列的随机实现的问题。虽然在实践中速度很快,但由于内存限制,用于选择实现的马尔可夫链蒙特卡罗(MCMC)方法在创建大型图形时用处有限。相反,我们专注于随机图创建的顺序重要抽样(SIS)方案。SIS方案的一个难点是确保它们在合理的时间内终止。我们介绍了一种新的采样方法,在保证终止的同时达到与MCMC方法相当的速度。
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引用次数: 16
期刊
Internet Mathematics
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