Understanding real-world networks has been a core research endeavor throughout the last two decades. Network Creation Games are a promising approach for this from a game-theoretic perspective. In these games, selfish agents corresponding to nodes in a network strategically decide which links to form to optimize their centrality. Many versions have been introduced and analyzed, but none of them fits to modeling the evolution of social networks. In real-world social networks, connections are often established by recommendations from common acquaintances or by a chain of such recommendations. Thus establishing and maintaining a contact with a friend of a friend is easier than connecting to complete strangers. This explains the high clustering, i.e., the abundance of triangles, in real-world social networks. We propose and analyze a network creation model inspired by real-world social networks. Edges are formed in our model via bilateral consent of both endpoints and the cost for establishing and maintaining an edge is proportional to the distance of the endpoints before establishing the connection. We provide results for generic cost functions, which essentially only must be convex functions in the distance of the endpoints without the respective edge. For this broad class of cost functions, we provide many structural properties of equilibrium networks and prove (almost) tight bounds on the diameter, the Price of Anarchy and the Price of Stability. Moreover, as a proof-of-concept we show via experiments that the created equilibrium networks of our model indeed closely mimics real-world social networks. We observe degree distributions that seem to follow a power-law, high clustering, and low diameters. This can be seen as a promising first step towards game-theoretic network creation models that predict networks featuring all core real-world properties.
翻译:理解现实世界的网络在过去二十年中一直是一项核心研究。 网络创建运动会从游戏理论的角度来说,是一个很有希望的方法。 在这些游戏中,与网络节点相对应的自私的代理商从战略角度决定了网络的链接,以优化其中心地位。 许多版本已经引入并分析,但其中没有一个版本适合社会网络的演变模式。 在现实世界的社会网络中,连接往往由来自共同熟人的建议或这类建议的链条建立。 因此,与朋友的朋友建立和保持联系比与完整的陌生人建立联系更容易。 这解释了高组合, 也就是说, 在现实世界的社会网络中, 三角网络的丰度。 我们提议并分析一个由现实世界社会网络启发的网络创建模式。 Edge是在我们的模型中形成的, 通过双边同意端点以及建立和维持边缘的成本, 与建立连接之前端点的距离成正比。 我们提供一般成本功能的结果, 基本上只能作为直线的直线功能, 在最终点的距离上, 而不是相对边缘的三角网络。 对于这个广义的网络的网络来说, 我们通过最接近的直径直径的网络, 展示了一种直径的直线, 。