Community detections for large-scale real world networks have been more popular in social analytics. In particular, dynamically growing network analyses become important to find long-term trends and detect anomalies. In order to analyze such networks, we need to obtain many snapshots and apply same analytic methods to them. However, it is inefficient to extract communities from these whole newly generated networks with little differences every time, and then it is impossible to follow the network growths in the real time. We proposed an incremental community detection algorithm for high-volume graph streams. It is based on the top of a well-known batch-oriented algorithm named DEMON [1]. We also evaluated performance and precisions of our proposed incremental algorithm with real-world big networks with up to 410,236 vertices and 2,439,437 edges and computed in less than one second to detect communities in an incremental fashion — which achieves up to 107 times faster than the original algorithm without sacrificing accuracies.
Jingyong and Hongsheng proposed an incremental algorithm based on growing social networks considering that most communities tended to evolve gradually over time @cite_10 . They used computer-generated data sets and internet peer-to-peer network data with 10,876 vertices and 39,994 edges for their experiments. Compared with RI (based on Radicci method) and IC (finding nodes that are connected with increments: almost same as this method), the computation time was almost same as the IC method, and better than the other methods especially increasing the total number of vertices.
@cite_10
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Analyzing massive social networks challenges both high-performance computers and human understanding. These massive networks cannot be visualized easily, and their scale makes applying complex analysis methods computationally expensive. We present a region-growing method for finding a smaller, more tractable subgraph, a community, given a few example seed vertices. Unlike existing work, we focus on a small number of seed vertices, from two to a few dozen. We also present the first comparison between five algorithms for expanding a small seed set into a community. Our comparison applies these algorithms to an R-MAT generated graph component with 240 thousand vertices and 32 million edges and evaluates the community size, modularity, Kullback-Leibler divergence, conductance, and clustering coefficient. We find that our new algorithm with a local modularity maximizing heuristic based on Clauset, Newman, and Moore performs very well when the output is limited to 100 or 1 000 vertices. When run without a vertex size limit, a heuristic from McCloskey and Bader generates communities containing around 60 of the graph’s vertices and having a small conductance and modularity appropriate to the result size. A personalized PageRank algorithm based on Andersen, Lang, and Chung also performs well with respect to our metrics. In this paper, we analyze the efficiency of Monte Carlo methods for incremental computation of PageRank, personalized PageRank, and similar random walk based methods (with focus on SALSA), on large-scale dynamically evolving social networks. We assume that the graph of friendships is stored in distributed shared memory, as is the case for large social networks such as Twitter. For global PageRank, we assume that the social network has @math nodes, and @math adversarially chosen edges arrive in a random order. We show that with a reset probability of @math , the total work needed to maintain an accurate estimate (using the Monte Carlo method) of the PageRank of every node at all times is @math . This is significantly better than all known bounds for incremental PageRank. For instance, if we naively recompute the PageRanks as each edge arrives, the simple power iteration method needs @math total time and the Monte Carlo method needs @math total time; both are prohibitively expensive. Furthermore, we also show that we can handle deletions equally efficiently. We then study the computation of the top @math personalized PageRanks starting from a seed node, assuming that personalized PageRanks follow a power-law with exponent @math random walks starting from every node for large enough constant @math (using the approach outlined for global PageRank), then the expected number of calls made to the distributed social network database is @math . We also present experimental results from the social networking site, Twitter, verifying our assumptions and analyses. The overall result is that this algorithm is fast enough for real-time queries over a dynamic social network. Most networks will evolve with time instead of keeping unchanged in reality. Therefore, we proposed the incremental label propagation (ILP) algorithm to detect community structures in complex networks in realtime. ILP algorithm will only take the local changed vertexes into consideration. The computation time is greatly decreased, while vertex (edge) is changed. The algorithm will definitely converge for the original version of label propagation algorithm is converged. We also applied ILP to real-time community detection in a relationship network of online game. In this paper we consider the decremental single-source shortest paths (SSSP) problem, where given a graph G and a source node s the goal is to maintain shortest paths between s and all other nodes in G under a sequence of online adversarial edge deletions. In their seminal work, Even and Shiloach [JACM 1981] presented an exact solution to the problem with only O(mn) total update time over all edge deletions. Their classic algorithm was the best known result for the decremental SSSP problem for three decades, even when approximate shortest paths are allowed. The first improvement over the Even-Shiloach algorithm was given by Bernstein and Roditty [SODA 2011], who for the case of an unweighted and undirected graph presented an approximate (1+) algorithm with constant query time and a total update time of O(n2+O(1 √logn)). This work triggered a series of new results, culminating in a recent breakthrough of Henzinger, Krinninger and Nanongkai [FOCS 14], who presented a -approximate algorithm whose total update time is near linear O(m1+ O(1 √logn)). In this paper they posed as a major open problem the question of derandomizing their result. In fact, all known improvements over the Even-Shiloach algorithm are randomized. All these algorithms maintain some truncated shortest path trees from a small subset of nodes. While in the randomized setting it is possible to “hide” these nodes from the adversary, in the deterministic setting this is impossible: the adversary can delete all edges touching these nodes, thus forcing the algorithm to choose a new set of nodes and incur a new computation of shortest paths. In this paper we present the first deterministic decremental SSSP algorithm that breaks the Even-Shiloach bound of O(mn) total update time, for unweighted and undirected graphs. Our algorithm is (1 + є) approximate and achieves a total update time of O(n2). Our algorithm can also achieve the same bounds in the incremental setting. It is worth mentioning that for dense instances where m = Ω(n2 − 1 √log(n)), our algorithm is also faster than all existing randomized algorithms.