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Jonathan A. Ward

Publications and source records attributed to Jonathan A. Ward.

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Edge-based mean-field approximation of dynamics on networks via approximate lumping of Markov chains

Mean-field approximations for dynamical processes on networks are widely used, but existing derivations often rely either on moment closures or on idealised assumptions about network structure, leaving the nature of the underlying averaging unclear. Here we present a mathematically principled framework for deriving edge-based mean-field approximations for a broad class of Markov processes on networks using approximate lumping. We consider models in which each vertex is in one of a finite number of vertex states and transitions depend on the number of neighbours in each state. Our approach partitions the full Markov chain state space according to the number of vertices and edges in each possible state, and averages transition rates between partitions. This yields density-dependent population processes that, in the limit of large system size, reduce to a low-dimensional system of ordinary differential equations. We demonstrate the method on single graphs and graph ensembles, such as Erd\H{o}s-R\'enyi random networks, and show that well-known edge-based mean-field approximations arise as special cases of our approach. Our approximate lumping framework clarifies the nature of the averaging underlying mean-field approximations, providing a basis for future work on assessing their accuracy.

physics.soc-ph

Mean-Field Approximation of Dynamics on Networks

Many real-world phenomena can be modelled as dynamical processes on networks, a prominent example being the spread of infectious diseases such as COVID-19. Mean-field approximations are a widely used tool to analyse such dynamical processes on networks, but these are typically derived using plausible probabilistic reasoning, introducing uncontrolled errors that may lead to invalid mathematical conclusions. In this paper we present a rigorous approach to derive mean-field approximations from the exact description of Markov chain dynamics on networks through a process of averaging called approximate lumping. We consider a general class of Markov chain dynamics on networks in which each vertex can adopt a finite number of ``vertex-states'' (e.g. susceptible, infected, recovered etc.), and transition rates depend on the number of neighbours of each type. Our approximate lumping is based on counting the number of each type of vertex-state in subsets of vertices, and this results in a density dependent population process. In the large graph limit, this reduces to a low dimensional system of ordinary differential equations, special cases of which are well known mean-field approximations. Our approach provides a general framework for the derivation of mean-field approximations of dynamics on networks that unifies previously disconnected approaches and highlights the sources of error.

math.PR

Simulating Crowds in Real Time with Agent-Based Modelling and a Particle Filter

Agent-based modelling is a valuable approach for systems whose behaviour is driven by the interactions between distinct entities. They have shown particular promise as a means of modelling crowds of people in streets, public transport terminals, stadiums, etc. However, the methodology faces a fundamental difficulty: there are no established mechanisms for dynamically incorporating real-time data into models. This limits simulations that are inherently dynamic, such as pedestrian movements, to scenario testing of, for example, the potential impacts of new architectural configurations on movements. This paper begins to address this fundamental gap by demonstrating how a particle filter could be used to incorporate real data into an agent-based model of pedestrian movements at run time. The experiments show that it is indeed possible to use a particle filter to perform online (real time) model optimisation. However, as the number of agents increases, the number of individual particles (and hence the computational complexity) required increases exponentially. By laying the groundwork for the real-time simulation of crowd movements, this paper has implications for the management of complex environments (both nationally and internationally) such as transportation hubs, hospitals, shopping centres, etc.

cs.MA

Influence of Luddism on innovation diffusion

We generalize the classical Bass model of innovation diffusion to include a new class of agents --- Luddites --- that oppose the spread of innovation. Our model also incorporates ignorants, susceptibles, and adopters. When an ignorant and a susceptible meet, the former is converted to a susceptible at a given rate, while a susceptible spontaneously adopts the innovation at a constant rate. In response to the \emph{rate} of adoption, an ignorant may become a Luddite and permanently reject the innovation. Instead of reaching complete adoption, the final state generally consists of a population of Luddites, ignorants, and adopters. The evolution of this system is investigated analytically and by stochastic simulations. We determine the stationary distribution of adopters, the time needed to reach the final state, and the influence of the network topology on the innovation spread. Our model exhibits an important dichotomy: when the rate of adoption is low, an innovation spreads slowly but widely; in contrast, when the adoption rate is high, the innovation spreads rapidly but the extent of the adoption is severely limited by Luddites.

physics.soc-ph

Competition-induced criticality in a model of meme popularity

Heavy-tailed distributions of meme popularity occur naturally in a model of meme diffusion on social networks. Competition between multiple memes for the limited resource of user attention is identified as the mechanism that poises the system at criticality. The popularity growth of each meme is described by a critical branching process, and asymptotic analysis predicts power-law distributions of popularity with very heavy tails (exponent $α<2$, unlike preferential-attachment models), similar to those seen in empirical data.

physics.soc-ph

Multi-Stage Complex Contagions

The spread of ideas across a social network can be studied using complex contagion models, in which agents are activated by contact with multiple activated neighbors. The investigation of complex contagions can provide crucial insights into social influence and behavior-adoption cascades on networks. In this paper, we introduce a model of a multi-stage complex contagion on networks. Agents at different stages --- which could, for example, represent differing levels of support for a social movement or differing levels of commitment to a certain product or idea --- exert different amounts of influence on their neighbors. We demonstrate that the presence of even one additional stage introduces novel dynamical behavior, including interplay between multiple cascades, that cannot occur in single-stage contagion models. We find that cascades --- and hence collective action --- can be driven not only by high-stage influencers but also by low-stage influencers.

cs.SI

Accuracy of Mean-Field Theory for Dynamics on Real-World Networks

Mean-field analysis is an important tool for understanding dynamics on complex networks. However, surprisingly little attention has been paid to the question of whether mean-field predictions are accurate, and this is particularly true for real-world networks with clustering and modular structure. In this paper, we compare mean-field predictions to numerical simulation results for dynamical processes running on 21 real-world networks and demonstrate that the accuracy of the theory depends not only on the mean degree of the networks but also on the mean first-neighbor degree. We show that mean-field theory can give (unexpectedly) accurate results for certain dynamics on disassortative real-world networks even when the mean degree is as low as 4.

physics.soc-ph