6 results on '"Molinero, Xavier"'
Search Results
2. Social disruption games in signed networks.
- Author
-
Molinero, Xavier, Riquelme, Fabián, and Serna, Maria
- Subjects
- *
COMPUTATIONAL complexity , *GAMES , *GAME theory , *GRAPH algorithms - Abstract
Signed networks describe many real-world relations among users. Positive connections between two users or vertices generally mean good feelings between them, but negative connections mean bad feelings. A disruptor cycle in a graph is a cycle containing only one negative edge. A signed graph is known to be clusterable if and only if it does not contain a disruptor cycle. In this paper, we study the clusterability of a signed graph from the point of view of game theory introducing social disruption games on signed graphs. In these games, a coalition wins if the subgraph induced by the coalition is non-clusterable, i.e., it contains a disruptor cycle. Moreover, we study parameters and properties of players and compare them to other subclasses of simple games. In addition, we give some complexity results. In particular, we show that, unlike other subclasses of simple games, given a social disruption game, computing its length, deciding whether it is proper, or deciding whether it has a dummy player can be done in polynomial time. However, other problems, such as deciding whether the game is strong, or computing known power indices, remain computationally hard. • We introduce social disruption games on signed graphs to study clusterability. • A coalition wins if the subgraph induced by the coalition is non-clusterable. • We study parameters and properties of players and compare them to other simple games. • We provide different computational complexity results. • For this games, some problems become polynomial, while some others remain hard. [ABSTRACT FROM AUTHOR]
- Published
- 2024
- Full Text
- View/download PDF
3. Measuring satisfaction and power in influence based decision systems.
- Author
-
Molinero, Xavier, Riquelme, Fabián, and Serna, Maria
- Subjects
- *
POLYNOMIAL time algorithms , *BIPARTITE graphs , *SOCIAL network theory , *SATISFACTION , *COMPUTATIONAL complexity , *SOCIAL networks , *DECISION making - Abstract
Abstract We introduce collective decision-making models associated with influence spread under the linear threshold model in social networks. We define the oblivious and the non-oblivious influence models. We also introduce the generalized opinion leader–follower model (gOLF) as an extension of the opinion leader–follower model (OLF) proposed by van den Brink et al. (2011). In our model we allow rules for the final decision different from the simple majority used in OLF. We show that gOLF models are non-oblivious influence models on a two-layered bipartite influence digraph. Together with OLF models, the satisfaction and the power measures were introduced and studied. We analyze the computational complexity of those measures for the decision models introduced in the paper. We show that the problem of computing the satisfaction or the power measure is #P-hard in all the introduced models even when the subjacent social network is a bipartite graph. Complementing this result, we provide two subfamilies of decision models in which both measures can be computed in polynomial time. We show that the collective decision functions are monotone and therefore they define an associated simple game. We relate the satisfaction and the power measures with the Rae index and the Banzhaf value of an associated simple game. This will allow the use of known approximation methods for computing the Banzhaf value, or the Rae index to their practical computation. [ABSTRACT FROM AUTHOR]
- Published
- 2019
- Full Text
- View/download PDF
4. Combinatorial Structures to Modeling Simple Games and Applications.
- Author
-
Molinero, Xavier
- Subjects
- *
COMBINATORIAL optimization , *GAME theory , *APPLICATION software , *GENETIC algorithms , *PARALLEL programming - Abstract
We connect three different topics: combinatorial structures, game theory and chemistry. In particular, we establish the bases to represent some simple games, defined as influence games, and molecules, defined from atoms, by using combinatorial structures. First, we characterize simple games as influence games using influence graphs. It let us to modeling simple games as combinatorial structures (from the viewpoint of structures or graphs). Second, we formally define molecules as combinations of atoms. It let us to modeling molecules as combinatorial structures (from the viewpoint of combinations). It is open to generate such combinatorial structures using some specific techniques as genetic algorithms, (meta-)heuristics algorithms and parallel programming, among others. [ABSTRACT FROM AUTHOR]
- Published
- 2017
- Full Text
- View/download PDF
5. Complete voting systems with two classes of voters: weightedness and counting.
- Author
-
Freixas, Josep, Molinero, Xavier, and Roura, Salvador
- Subjects
- *
VOTING machines , *VOTERS , *FIBONACCI sequence , *POLYNOMIALS , *TEST scoring , *GAME theory , *BOOLEAN algebra - Abstract
We investigate voting systems with two classes of voters, for which there is a hierarchy giving each member of the stronger class more influence or important than each member of the weaker class. We deduce for voting systems one important counting fact that allows determining how many of them are for a given number of voters. In fact, the number of these systems follows a Fibonacci sequence with a smooth polynomial variation on the number of voters. On the other hand, we classify by means of some parameters which of these systems are weighted. This result allows us to state an asymptotic conjecture which is opposed to what occurs for symmetric games. [ABSTRACT FROM AUTHOR]
- Published
- 2012
- Full Text
- View/download PDF
6. On the complexity of problems on simple games.
- Author
-
Freixas, Josep, Molinero, Xavier, Olsen, Martin, and Serna, Maria
- Subjects
GAME theory ,COMPUTATIONAL complexity ,POLITICAL participation ,POLYNOMIAL time algorithms ,PROBLEM solving ,COALITIONS - Abstract
Simple games cover voting systems in which a single alternative, such as a bill or an amendment, is pitted against the status quo. A simple game or a yes-no voting system is a set of rules that specifies exactly which collections of “yea” votes yield passage of the issue at hand. Each of these collections of “yea” voters forms a winning coalition. We are interested in performing a complexity analysis on problems defined on such families of games. This analysis as usual depends on the game representation used as input. We consider four natural explicit representations: winning, losing, minimal winning, and maximal losing. We first analyze the complexity of testing whether a game is simple and testing whether a game is weighted. We show that, for the four types of representations, both problems can be solved in polynomial time. Finally, we provide results on the complexity of testing whether a simple game or a weighted game is of a special type. We analyze strongness, properness, weightedness, homogeneousness, decisiveness and majorityness, which are desirable properties to be fulfilled for a simple game. Finally, we consider the possibility of representing a game in a more succinct and natural way and show that the corresponding recognition problem is hard. [ABSTRACT FROM AUTHOR]
- Published
- 2011
- Full Text
- View/download PDF
Catalog
Discovery Service for Jio Institute Digital Library
For full access to our library's resources, please sign in.