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arXiv 1312.0650cs.SIcs.GT
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在线内容传播中竞争的微分对策

Differential Games of Competition in Online Content Diffusion

Francesco De Pellegrini, Alexandre Reiffers, Eitan Altman

摘要:

在线内容的获取占互联网流量的很大一部分。大多数这样的内容是用户生成的多媒体项,即,内容的所有者在网上发布的在本文中,我们专注于那些提供内容的人如何利用在线平台,以便从其庞大的潜在观众群中获利。实际上,像Vimeo或YouTube这样的平台提供了加速内容传播的工具,即,推荐名单和其他重新排序机制。因此,可以通过支付广告费用来增加内容的受欢迎程度:这样做,它将以一定的优先级出现在推荐列表中,并且将更频繁地被平台用户访问。最终,这种加速机制导致在线内容之间的竞争,以获得人气。在这种情况下,我们的重点是加速策略的结构,内容提供方应该使用,以最佳地促进内容给定一定的每日预算。这种最佳对策实际上取决于竞争的内容提供方所采取的策略。此外,它是内容的潜在受欢迎程度和为平台广告服务支付的费用的函数。我们制定的问题作为一个微分游戏,我们解决它的无限地平线的情况下,通过推导出的游戏的某些纳什均衡的结构。

英文摘要:

Access to online contents represents a large share of the Internet traffic. Most such contents are multimedia items which are user-generated, i.e., posted online by the contents' owners. In this paper we focus on how those who provide contents can leverage online platforms in order to profit from their large base of potential viewers. Actually, platforms like Vimeo or YouTube provide tools to accelerate the dissemination of contents, i.e., recommendation lists and other re-ranking mechanisms. Hence, the popularity of a content can be increased by paying a cost for advertisement: doing so, it will appear with some priority in the recommendation lists and will be accessed more frequently by the platform users. Ultimately, such acceleration mechanism engenders a competition among online contents to gain popularity. In this context, our focus is on the structure of the acceleration strategies which a content provider should use in order to optimally promote a content given a certain daily budget. Such a best response indeed depends on the strategies adopted by competing content providers. Also, it is a function of the potential popularity of a content and the fee paid for the platform advertisement service. We formulate the problem as a differential game and we solve it for the infinite horizon case by deriving the structure of certain Nash equilibria of the game.

机构、总结、中文摘要均由AI分析而来,可能存在错误,请以论文正文为准。

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