We consider a scenario in which leaders are required to recruit teams of followers. Each leader cannot recruit all followers, but interaction is constrained according to a bipartite network. The objective for each leader is to reach a state of local stability in which it controls a team whose size is equal to a given constraint. We focus on distributed strategies, in which agents have only local information of the network topology and propose a distributed algorithm in which leaders and followers act according to simple local rules. The performance of the algorithm is analyzed with respect to the convergence to a stable solution. Our results are as follows. For any network, the proposed algorithm is shown to converge to an approximate stable solution in polynomial time, namely the leaders quickly form teams in which the total number of additional followers required to satisfy all team size constraints is an arbitrarily small fraction of the entire population. In contrast, for general graphs there can be an exponential time gap between convergence to an approximate solution and to a stable solution.
A more recent line of research aims to study how humans connected over a network solve tasks in a distributed fashion @cite_33 @cite_27 @cite_37 @cite_25 @cite_39 @cite_0 . In the work of @cite_39 , human subjects positioned at the vertices of a virtual network were shown to be able to collectively reach a coloring of the network, given only local information about their neighbors. Similar papers further investigated human coordination in the case of coloring @cite_27 @cite_37 @cite_0 and consensus @cite_37 @cite_25 , with the main goal of characterizing how performance is affected by the network's structure. Using experimental data of maximum matching games performed by human subjects in a laboratory setting, @cite_33 proposed a simple algorithmic model of human coordination that allows complexity analysis and prediction.
@cite_37 @cite_33 @cite_39 @cite_0 @cite_27 @cite_25
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Many real-world domains can be represented as large node-link graphs: backbone Internet routers connect with 70,000 other hosts, mid-sized Web servers handle between 20,000 and 200,000 hyperlinked documents, and dictionaries contain millions of words defined in terms of each other. Computational manipulation of such large graphs is common, but previous tools for graph visualization have been limited to datasets of a few thousand nodes. Visual depictions of graphs and networks are external representations that exploit human visual processing to reduce the cognitive load of many tasks that require understanding of global or local structure. We assert that the two key advantages of computer-based systems for information visualization over traditional paper-based visual exposition are interactivity and scalability. We also argue that designing visualization software by taking the characteristics of a target user's task domain into account leads to systems that are more effective and scale to larger datasets than previous work. This thesis contains a detailed analysis of three specialized systems for the interactive exploration of large graphs, relating the intended tasks to the spatial layout and visual encoding choices. We present two novel algorithms for specialized layout and drawing that use quite different visual metaphors. The H3 system for visualizing the hyperlink structures of web sites scales to datasets of over 100,000 nodes by using a carefully chosen spanning tree as the layout backbone, 3D hyperbolic geometry for a Focus+Context view, and provides a fluid interactive experience through guaranteed frame rate drawing. The Constellation system features a highly specialized 2D layout intended to spatially encode domain-specific information for computational linguists checking the plausibility of a large semantic network created from dictionaries. The Planet Multicast system for displaying the tunnel topology of the Internet's multicast backbone provides a literal 3D geographic layout of arcs on a globe to help MBone maintainers find misconfigured long-distance tunnels. Each of these three systems provides a very different view of the graph structure, and we evaluate their efficacy for the intended task. We generalize these findings in our analysis of the importance of interactivity and specialization for graph visualization systems that are effective and scalable. A growing literature on human networks suggests that the way we are connected influences both individual and group outcomes. Recent experimental studies in the social and computer sciences have claimed that higher network connectivity helps individuals solve coordination problems. However, this is not always the case, especially when we consider complex coordination tasks; we demonstrate that networks can have both constraining edges that inhibit collective action and redundant edges that encourage it. We show that the constraints imposed by additional edges can impede coordination even though these edges also increase communication. By contrast, edges that do not impose additional constraints facilitate coordination, as described in previous work. We explain why the negative effect of constraint trumps the positive effect of communication by analyzing coordination games as a special case of widely-studied constraint satisfaction problems. The results help us to understand the importance of problem complexity and network connections, and how different types of connections can influence real-world coordination. We study several variants of coordinated consensus in dynamic networks. We assume a synchronous model, where the communication graph for each round is chosen by a worst-case adversary. The network topology is always connected, but can change completely from one round to the next. The model captures mobile and wireless networks, where communication can be unpredictable. In this setting we study the fundamental problems of eventual, simultaneous, and Δ-coordinated consensus, as well as their relationship to other distributed problems, such as determining the size of the network. We show that in the absence of a good initial upper bound on the size of the network, eventual consensus is as hard as computing deterministic functions of the input, e.g., the minimum or maximum of inputs to the nodes. We also give an algorithm for computing such functions that is optimal in every execution. Next, we show that simultaneous consensus can never be achieved in less than n - 1 rounds in any execution, where n is the size of the network; consequently, simultaneous consensus is as hard as computing an upper bound on the number of nodes in the network. For Δ-coordinated consensus, we show that if the ratio between nodes with input 0 and input 1 is bounded away from 1, it is possible to decide in time n-Θ(√ nΔ), where Δ bounds the time from the first decision until all nodes decide. If the dynamic graph has diameter D, the time to decide is min O(nD Δ),n-Ω(nΔ D) , even if D is not known in advance. Finally, we show that (a) there is a dynamic graph such that for every input, no node can decide before time n-O(Δ0.28n0.72); and (b) for any diameter D = O(Δ), there is an execution with diameter D where no node can decide before time Ω(nD Δ). To our knowledge, our work constitutes the first study of Δ-coordinated consensus in general graphs. Our goal is to combine the rich multistep inference of symbolic logical reasoning with the generalization capabilities of neural networks. We are particularly interested in complex reasoning about entities and relations in text and large-scale knowledge bases (KBs). (2015) use RNNs to compose the distributed semantics of multi-hop paths in KBs; however for multiple reasons, the approach lacks accuracy and practicality. This paper proposes three significant modeling advances: (1) we learn to jointly reason about relations, entities, and entity-types; (2) we use neural attention modeling to incorporate multiple paths; (3) we learn to share strength in a single RNN that represents logical composition across all relations. On a largescale Freebase+ClueWeb prediction task, we achieve 25 error reduction, and a 53 error reduction on sparse relations due to shared strength. On chains of reasoning in WordNet we reduce error in mean quantile by 84 versus previous state-of-the-art. The code and data are available at this https URL