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Vivek Singh1, Ramesh Jain1 & Mohan Kankanhalli2
                  1University of California, Irvine
                2National University of Singapore
   Web 2.0
    ◦ Flickr
    ◦ Youtube
    ◦ Wikipedia
   User contributions for tasks
    ◦   iReporter on CNN
    ◦   NewYorkTimes citizen journalism
    ◦   Twitter
    ◦   Google image labeler
    ◦   Wikipedia
   Multiple advancements made in terms of:
    ◦   Data sharing
    ◦   Image tagging
    ◦   Mashups
    ◦   Ontologies
    ◦   Retrieval, …
   How about the User?

                        Media
   We need tools for modeling user behavior
   Theoretical grounding into understanding
    user motivation.
   Create multimodal applications that
    understand
    ◦ crowd sourcing,
    ◦ human computation,
    ◦ collective intelligence…
   User contributions for tasks
    ◦ iReporter on CNN, NewYorkTimes citizen
      journalism, Twitter, Google image
      labeler, Wikipedia, …
   Distinct features
    ◦   Common gain
    ◦   Individual cost
    ◦   Contribution is totally voluntary
    ◦   No central coordination possible

   Individual utility and motivation are
    extremely important.
   User perspective:
   Optimal contribution strategy i.e. “when (and
    when not) should she undertake the social
    media task”

   System designer perspective:
   “Finding the optimal incentive levels to
    influence these selfish end-users so that the
    overall system utility is maximized”
Case                   Participation   Taxation      Reward     Career     Usage
                                                     currency   benefits   pattern
Physical societies     Mandatory       Enforceable   Real       -          -

Open source software   Voluntary       -             -          Yes        Partially
and scientific                                                             regulated
communities
P2P/ networking        Voluntary       -             Virtual    -          Monitored &
                                                                           regulated
Social media           Voluntary       Not           Virtual    Rare       Public-good
                                       enforceable
   Human computing [vonAhn06]
   User behavior study on Youtube [Maia08]
   Sociological analysis[Schroer09][Sun06]
    ◦ What types of feature do users like?
   Our focus:
    ◦ Motivation
    ◦ Quantitative (not qualitative)
   Game
    ◦ Zero-Sum
    ◦ Non-zero-sum
   Nash equilibrium
    ◦ A point where each agent knows other agent's
      strategy options, and from which no agent has any
     gain associated with changing their own strategy
     unilaterally.
   Mixed Strategy Nash Equilibrium
   Problem motivation
    ◦ Citizen journalism task:
    ◦ Suspicious bag reporting

   Parameters
    ◦ N agents walk past
    ◦ Cost to report is individual (Ci)
    ◦ Gain is common (G)
   Problem: As an individual user, how often
    should I report it myself (Pi) ?
Other agent

                Agent
                              Do       Dont
                Do            G-c, G- G-c, G
                              c
                Dont          G, G-c   0, 0



   Solution concept: Nash equilibrium
   Occurs at choice indifference:
Other agent

                Agent
                              Do      Dont
                Do            G-c1,   G-c1, G
                              G-c2
                Dont          G, G-c2 0, 0



   Solution concept: Nash equilibrium
   Occurs at choice indifference:
Other agents

                Agent
                               Do     Dont
                Do             G-ci   G-ci

                Dont           G      0


   Solution concept: Nash equilibrium
   Occurs at choice indifference:
Combining which:




Since



Therefore

Or for homogeneous agents:
   Unattended bag reporting scenario
    ◦ G=100, c1=50, c2=60, c3=70
   Probabilities of undertaking task:
    ◦ P1=0.084, P2=0.346, P3=0.445
   Results
    ◦ EU1 =50, EU2 =40, EU3 =30
    ◦ Same as that obtainable by doing the task all-by-
      themselves
    ◦ More than that by changing your strategy unilaterally
   Varied C, G, and N
    ◦ Larger N-> Utility maintained, But
    ◦ Overall Probability(Task completion) decreases exponentially.
   Larger N       Lower task completion

   Alarming result !
     o   From a system
         designer‟s
         perspective
     o   Free rider-problem !
   Insights so far:
    ◦ Large „N‟ is bad for task completion
    ◦ The users are selfish
   Can I exploit user selfishness to maximize
    system gains
    ◦ Think loyalty coupons, Reward points, Frequent
      flyer miles…
   Designers perspective
    ◦ Gain from each task completion (Gs)
    ◦ Extra benefit (b) to all those who complete the task
   Maximize system designer‟s utility



   In social media systems, most rewards are virtual
      Additional bandwidth, enhanced weaponry, titles/badges,
       Farmville elephant…
      Perceived benefit by user >> cost to system designer
                , for now lets consider
   Based on discussion in previous section




   Maxima can be obtained by standard calculus
    or numerical methods
   Large set of homogenous users which can
    report the bag
    ◦ c= 60, G=100, Gs = 50, N=1000
    ◦ b ϵ [0,60] e.g. chances at winning an iPhone, mobile phone
      charge, reputation points, Game level unlocks, …
   Results
    ◦ EUs maximizes at
      b=42
    ◦ EUs = 29.87
    ◦ Eus, NoBonus=20.0
   Results
    ◦   Probability (task completion) = 0.82
    ◦   Probability (task completion)NoBonus = 0.4
    ◦   Eui = 82
    ◦   Eui,NoBonus = 40
   Higher
    ◦ Individual gains
    ◦ System gain
    ◦ Task completion
   Modeling Humans
    ◦ „Bounded rationality‟ [Kahneman, Rubinstein]
    ◦ „Predictably irrational‟ [Areily]
   Explicit Quantification
    ◦ Second life – Yes, but difficult in general
   No numerical data
    ◦ Nascent field
    ◦ But lets work towards this
   Virtual costs to designers
    ◦ True in most social media applications
   K contributions required (rather than just 1)
    ◦ 2 images for stereo, 5 spam flags, …
    ◦ Graded utility of each contribution
   „J‟ tasks to be completed by „N‟ users, each
    requiring minimum „K‟ contributions
   Patterns in very large numbers
   Better modeling required…
    ◦ But more importantly:
    ◦ Food-for-thought for social media designers and
     developers charged with creating crowd-
     sourcing, media applications
   Game theoretic framework to study user
    behavior in social media networks
    ◦ Selfish agents
    ◦ Domain semantics (voluntary participations, virtual
      reward)
   Optimal user contribution strategy
    ◦ Probability (task completion) decreases with large N
    ◦ Free rider problem made explicit
   System designer can exploit user selfishness
    by virtual reward structure
    ◦ Improve system performance
    ◦ Potentially still benefiting individual users

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Understanding User Behavior in Social Media Using Game Theory

  • 1. Vivek Singh1, Ramesh Jain1 & Mohan Kankanhalli2 1University of California, Irvine 2National University of Singapore
  • 2. Web 2.0 ◦ Flickr ◦ Youtube ◦ Wikipedia  User contributions for tasks ◦ iReporter on CNN ◦ NewYorkTimes citizen journalism ◦ Twitter ◦ Google image labeler ◦ Wikipedia
  • 3. Multiple advancements made in terms of: ◦ Data sharing ◦ Image tagging ◦ Mashups ◦ Ontologies ◦ Retrieval, …  How about the User? Media
  • 4. We need tools for modeling user behavior  Theoretical grounding into understanding user motivation.  Create multimodal applications that understand ◦ crowd sourcing, ◦ human computation, ◦ collective intelligence…
  • 5.
  • 6. User contributions for tasks ◦ iReporter on CNN, NewYorkTimes citizen journalism, Twitter, Google image labeler, Wikipedia, …  Distinct features ◦ Common gain ◦ Individual cost ◦ Contribution is totally voluntary ◦ No central coordination possible  Individual utility and motivation are extremely important.
  • 7. User perspective:  Optimal contribution strategy i.e. “when (and when not) should she undertake the social media task”  System designer perspective:  “Finding the optimal incentive levels to influence these selfish end-users so that the overall system utility is maximized”
  • 8. Case Participation Taxation Reward Career Usage currency benefits pattern Physical societies Mandatory Enforceable Real - - Open source software Voluntary - - Yes Partially and scientific regulated communities P2P/ networking Voluntary - Virtual - Monitored & regulated Social media Voluntary Not Virtual Rare Public-good enforceable
  • 9. Human computing [vonAhn06]  User behavior study on Youtube [Maia08]  Sociological analysis[Schroer09][Sun06] ◦ What types of feature do users like?  Our focus: ◦ Motivation ◦ Quantitative (not qualitative)
  • 10. Game ◦ Zero-Sum ◦ Non-zero-sum  Nash equilibrium ◦ A point where each agent knows other agent's strategy options, and from which no agent has any gain associated with changing their own strategy unilaterally.  Mixed Strategy Nash Equilibrium
  • 11. Problem motivation ◦ Citizen journalism task: ◦ Suspicious bag reporting  Parameters ◦ N agents walk past ◦ Cost to report is individual (Ci) ◦ Gain is common (G)  Problem: As an individual user, how often should I report it myself (Pi) ?
  • 12. Other agent Agent Do Dont Do G-c, G- G-c, G c Dont G, G-c 0, 0  Solution concept: Nash equilibrium  Occurs at choice indifference:
  • 13. Other agent Agent Do Dont Do G-c1, G-c1, G G-c2 Dont G, G-c2 0, 0  Solution concept: Nash equilibrium  Occurs at choice indifference:
  • 14. Other agents Agent Do Dont Do G-ci G-ci Dont G 0  Solution concept: Nash equilibrium  Occurs at choice indifference:
  • 16. Unattended bag reporting scenario ◦ G=100, c1=50, c2=60, c3=70  Probabilities of undertaking task: ◦ P1=0.084, P2=0.346, P3=0.445
  • 17. Results ◦ EU1 =50, EU2 =40, EU3 =30 ◦ Same as that obtainable by doing the task all-by- themselves ◦ More than that by changing your strategy unilaterally
  • 18. Varied C, G, and N ◦ Larger N-> Utility maintained, But ◦ Overall Probability(Task completion) decreases exponentially.  Larger N Lower task completion  Alarming result ! o From a system designer‟s perspective o Free rider-problem !
  • 19. Insights so far: ◦ Large „N‟ is bad for task completion ◦ The users are selfish  Can I exploit user selfishness to maximize system gains ◦ Think loyalty coupons, Reward points, Frequent flyer miles…
  • 20. Designers perspective ◦ Gain from each task completion (Gs) ◦ Extra benefit (b) to all those who complete the task  Maximize system designer‟s utility  In social media systems, most rewards are virtual  Additional bandwidth, enhanced weaponry, titles/badges, Farmville elephant…  Perceived benefit by user >> cost to system designer  , for now lets consider
  • 21. Based on discussion in previous section  Maxima can be obtained by standard calculus or numerical methods
  • 22. Large set of homogenous users which can report the bag ◦ c= 60, G=100, Gs = 50, N=1000 ◦ b ϵ [0,60] e.g. chances at winning an iPhone, mobile phone charge, reputation points, Game level unlocks, …  Results ◦ EUs maximizes at b=42 ◦ EUs = 29.87 ◦ Eus, NoBonus=20.0
  • 23. Results ◦ Probability (task completion) = 0.82 ◦ Probability (task completion)NoBonus = 0.4 ◦ Eui = 82 ◦ Eui,NoBonus = 40  Higher ◦ Individual gains ◦ System gain ◦ Task completion
  • 24. Modeling Humans ◦ „Bounded rationality‟ [Kahneman, Rubinstein] ◦ „Predictably irrational‟ [Areily]  Explicit Quantification ◦ Second life – Yes, but difficult in general  No numerical data ◦ Nascent field ◦ But lets work towards this  Virtual costs to designers ◦ True in most social media applications
  • 25. K contributions required (rather than just 1) ◦ 2 images for stereo, 5 spam flags, … ◦ Graded utility of each contribution  „J‟ tasks to be completed by „N‟ users, each requiring minimum „K‟ contributions  Patterns in very large numbers  Better modeling required… ◦ But more importantly: ◦ Food-for-thought for social media designers and developers charged with creating crowd- sourcing, media applications
  • 26. Game theoretic framework to study user behavior in social media networks ◦ Selfish agents ◦ Domain semantics (voluntary participations, virtual reward)  Optimal user contribution strategy ◦ Probability (task completion) decreases with large N ◦ Free rider problem made explicit  System designer can exploit user selfishness by virtual reward structure ◦ Improve system performance ◦ Potentially still benefiting individual users

Editor's Notes

  1. Highlight that Little or no focus has been given on understanding the user or the social aspect of social media?
  2. Before this slide I will showshort anime video about ants carrying sugar cubes(0:30 to 1:15) which shows 2 things:1. Ants when present in large numbers can do amazing things.2. Given the correct sugar candy you can attract large number of ants. Then will try to pose the question: Do these things hold true for humans?