Abstract-The algorithmic challenge of maximizing information diffusion through word-of-mouth processes in social networks has been heavily studied in the past decade. Despite immense progress and an impressive arsenal of techniques, the algorithmic framework makes idealized assumptions regarding access to the network that can often result in poor performance of state-of-the-art techniques.In this paper we introduce a new framework which we call Adaptive Seeding. The framework is a two-stage stochastic optimization model designed to leverage the high potential that typically lies in neighboring nodes of arbitrary samples of social networks. Our main result is an algorithm which is a constant factor approximation of the optimal adaptive policy for any influence function in the Triggering model.
The Adaptive Seeding problem is an algorithmic challenge motivated by influence maximization in social networks: One seeks to select among certain accessible nodes in a network, and then select, adaptively, among neighbors of those nodes as they become accessible in order to maximize a global objective function. More generally, adaptive seeding is a stochastic optimization framework where the choices in the first stage affect the realizations in the second stage, over which we aim to optimize.Our main result is a (1 − 1/e) 2 -approximation for the adaptive seeding problem for any monotone submodular function. While adaptive policies are often approximated via non-adaptive policies, our algorithm is based on a novel method we call locally-adaptive policies. These policies combine a non-adaptive global structure, with local adaptive optimizations. This method enables the (1 − 1/e) 2 -approximation for general monotone submodular functions and circumvents some of the impossibilities associated with non-adaptive policies.We also introduce a fundamental problem in submodular optimization that may be of independent interest: given a ground set of elements where every element appears with some small probability, find a set of expected size at most k that has the highest expected value over the realization of the elements. We show a surprising result: there are classes of monotone submodular functions (including coverage) that can be approxi-
Adapting Seeding is a key algorithmic challenge of influence maximization in social networks. One seeks to select among certain available nodes in a network, and then, adaptively, among neighbors of those nodes as they become available, in order to maximize influence in the overall network. Despite recent strong approximation results [25,1], very little is known about the problem when nodes can take on different activation costs. Surprisingly, designing adaptive seeding algorithms that can appropriately incentivize users with heterogeneous activation costs introduces fundamental challenges that do not exist in the simplified version of the problem.In this paper we study the approximability of adaptive seeding algorithms that incentivize nodes with heterogeneous activation costs. We first show a tight inapproximability result which applies even for a very restricted version of the problem. We then complement this inapproximability with a constant-factor approximation for general submodular functions, showing that the difficulties caused by the stochastic nature of the problem can be overcome. In addition, we show stronger approximation results for additive influence functions and cases where the nodes' activation costs constitute a small fraction of the budget.
We define solution concepts appropriate for computationally bounded players playing a fixed finite game. To do so, we need to define what it means for a computational game, which is a sequence of games that get larger in some appropriate sense, to represent a single finite underlying extensive-form game. Roughly speaking, we require all the games in the sequence to have essentially the same structure as the underlying game, except that two histories that are indistinguishable (i.e., in the same information set) in the underlying game may correspond to histories that are only computationally indistinguishable in the computational game. We define a computational version of both Nash equilibrium and sequential equilibrium for computational games, and show that every Nash (resp., sequential) equilibrium in the underlying game corresponds to a computational Nash (resp., sequential) equilibrium in the computational game. One advantage of our approach is that if a cryptographic protocol represents an abstract game, then we can analyze its strategic behavior in the abstract game, and thus separate the cryptographic analysis of the protocol from the strategic analysis.
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