In the era of big data, logistic planning can be made data-driven to take advantage of accumulated knowledge in the past. While in the movie industry, movie planning can also exploit the existing online movie knowledge library to achieve better results. However, it is ineffective to solely rely on conventional heuristics for movie planning, due to a large number of existing movies and various real-world factors that contribute to the success of each movie, such as the movie genre, available budget, production team (involving actor, actress, director, and writer), etc. In this paper, we study a "Blockbuster Planning" (BP) problem to learn from previous movies and plan for low budget yet high return new movies in a totally data-driven fashion. After a thorough investigation of an online movie knowledge library, a novel movie planning framework "Blockbuster Planning with Maximized Movie Configuration Acquaintance" (BigMovie) is introduced in this paper. From the investment perspective, BigMovie maximizes the estimated gross of the planned movies with a given budget. It is able to accurately estimate the movie gross with a 0.26 mean absolute percentage error (and 0.16 for budget). Meanwhile, from the production team's perspective, BigMovie is able to formulate an optimized team with people movie genres that team members are acquainted with. Historical collaboration records are utilized to estimate acquaintance scores of movie configuration factors via an acquaintance tensor. We formulate the BP problem as a non-linear binary programming problem and prove its NP-hardness. To solve it in polynomial time, BigMovie relaxes the hard binary constraints and addresses the BP problem as a cubic programming problem. Extensive experiments conducted on IMDB movie database demonstrate the capability of BigMovie for an effective data-driven blockbuster planning.
first proposed this problem @cite_20 . They described an approach that defined the total communication cost among the social relationships to select a subset of experts to form a qualified team for certain projects. Recently, proposed the EngTFP problem to find the subset of users that was the most important for keeping the whole user base together @cite_15 . Different from those two works that find a subset of users to form a qualified team for certain projects, several recent works focus on training the team members @cite_7 @cite_9 . Their motivation is to build a team so that teammates can benefit from interaction to improve their skills.
@cite_9 @cite_15 @cite_7 @cite_20
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Given a task T, a pool of individuals X with different skills, and a social network G that captures the compatibility among these individuals, we study the problem of finding X, a subset of X, to perform the task. We call this the T EAM F ORMATION problem. We require that members of X' not only meet the skill requirements of the task, but can also work effectively together as a team. We measure effectiveness using the communication cost incurred by the subgraph in G that only involves X'. We study two variants of the problem for two different communication-cost functions, and show that both variants are NP-hard. We explore their connections with existing combinatorial problems and give novel algorithms for their solution. To the best of our knowledge, this is the first work to consider the T EAM F ORMATION problem in the presence of a social network of individuals. Experiments on the DBLP dataset show that our framework works well in practice and gives useful and intuitive results. We consider situations in which a decision-maker with a fixed budget faces a sequence of options, each with a cost and a value, and must select a subset of them online so as to maximize the total value. Such situations arise in many contexts, e.g., hiring workers, scheduling jobs, and bidding in sponsored search auctions. This problem, often called the online knapsack problem, is known to be inapproximable. Therefore, we make the enabling assumption that elements arrive in a randomorder. Hence our problem can be thought of as a weighted version of the classical secretary problem, which we call the knapsack secretary problem. Using the random-order assumption, we design a constant-competitive algorithm for arbitrary weights and values, as well as a e-competitive algorithm for the special case when all weights are equal (i.e., the multiple-choice secretary problem). In contrast to previous work on online knapsack problems, we do not assume any knowledge regarding the distribution of weights and values beyond the fact that the order is random. Decentralised coordination in multi-agent systems is typically achieved using communication. However, in many cases, communication is expensive to utilise because there is limited bandwidth, it may be dangerous to communicate, or communication may simply be unavailable at times. In this context, we argue for a rational approach to communication --- if it has a cost, the agents should be able to calculate a value of communicating. By doing this, the agents can balance the need to communicate with the cost of doing so. In this research, we present a novel model of rational communication, that uses reward shaping to value communications, and employ this valuation in decentralised POMDP policy generation. In this context, reward shaping is the process by which expectations over joint actions are adjusted based on how coordinated the agent team is. An empirical evaluation of the benefits of this approach is presented in two domains. First, in the context of an idealised bench-mark problem, the multiagent Tiger problem, our method is shown to require significantly less communication (up to 30 fewer messages) and still achieves a 30 performance improvement over the current state of the art. Second, in the context of a larger-scale problem, RoboCupRescue, our method is shown to scale well, and operate without recourse to significant amounts of domain knowledge. The challenges of assessing the "health" of online social media platforms and strategically growing them are recognized by many practitioners and researchers. For those platforms that primarily rely on user-generated content, the reach -- the degree of participation referring to the percentage and involvement of users -- is a key indicator of success. This paper lays a theoretical foundation for measuring engagement as a driver of reach that achieves growth via positive externality effects. The paper takes a game theoretic approach to quantifying engagement, viewing a platform's social capital as a cooperatively created value and finding a fair distribution of this value among the contributors. It introduces engagement capacity, a measure of the ability of users and user groups to engage peers, and formulates the Engaging Team Formation Problem (EngTFP) to identify the sets of users that "make a platform go". We show how engagement capacity can be useful in characterizing forum user behavior and in the reach maximization efforts. We also stress how engagement analysis differs from influence measurement. Computational investigations with Twitter and Health Forum data reveal the properties of engagement capacity and the utility of EngTFP.