In contrast to regular (simple) networks, hyper networks possess the ability to depict more complex relationships among nodes and store extensive information. Such networks are commonly found in real-world applications, such as in social interactions. Learning embedded representations for nodes involves a process that translates network structures into more simplified spaces, thereby enabling the application of machine learning approaches designed for vector data to be extended to network data. Nevertheless, there remains a need to delve into methods for learning embedded representations that prioritize structural aspects. This research introduces HyperS2V, a node embedding approach that centers on the structural similarity within hyper networks. Initially, we establish the concept of hyper-degrees to capture the structural properties of nodes within hyper networks. Subsequently, a novel function is formulated to measure the structural similarity between different hyper-degree values. Lastly, we generate structural embeddings utilizing a multi-scale random walk framework. Moreover, a series of experiments, both intrinsic and extrinsic, are performed on both toy and real networks. The results underscore the superior performance of HyperS2V in terms of both interpretability and applicability to downstream tasks.
Numerous forms of consumer-generated media (CGM), such as social networking services (SNS), are widely used. Their success relies on users' voluntary participation, often driven by psychological rewards like recognition and connection from reactions by other users. Furthermore, a few CGM platforms offer monetary rewards to users, serving as incentives for sharing items such as articles, images, and videos. However, users have varying preferences for monetary and psychological rewards, and the impact of monetary rewards on user behaviors and the quality of the content they post remains unclear. Hence, we propose a model that integrates some monetary reward schemes into the SNS-norms game, which is an abstraction of CGM. Subsequently, we investigate the effect of each monetary reward scheme on individual agents (users), particularly in terms of their proactivity in posting items and their quality, depending on agents' positions in a CGM network. Our experimental results suggest that these factors distinctly affect the number of postings and their quality. We believe that our findings will help CGM platformers in designing better monetary reward schemes.
Consumer generated media (CGM), such as social networking services rely on the voluntary activity of users to prosper, garnering the psychological rewards of feeling connected with other people through comments and reviews received online. To attract more users, some CGM have introduced monetary rewards (MR) for posting activity and quality articles and comments. However, the impact of MR on the article posting strategies of users, especially frequency and quality, has not been fully analyzed by previous studies, because they ignored the difference in the standpoint in the CGM networks, such as how many friends/followers they have, although we think that their strategies vary with their standpoints. The purpose of this study is to investigate the impact of MR on individual users by considering the differences in dominant strategies regarding user standpoints. Using the game-theoretic model for CGM, we experimentally show that a variety of realistic dominant strategies are evolved depending on user standpoints in the CGM network, using multiple-world genetic algorithm.