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Suman Banerjee

Publications and source records attributed to Suman Banerjee.

At least 37 records · Page 2Linked to original sources

Tag-specific Regret Minimization Problem in Outdoor Advertising

Recently, out-of-home advertising has become a popular marketing technique, due to its higher return on investment. E-commerce houses approach the influence provider to achieve effective advertising through their tags (advertising content), influence demand, and budgets. The influence provider's goal will be to make proper tag allocations, meet the required influence demand within the budget constraint, and minimize total regret. We formalize this as a combinatorial optimization problem and refer to it as \textsc{Tag-specific Regret Minimization in Outdoor Advertising (TRMOA)}. We show that TRMOA is NP-hard and inapproximable within a constant factor. The regret model we consider is non-monotone and non-submodular, and the simple greedy approach is ineffective. We introduce a fairness-aware greedy round-robin approach that reduces regret with balanced allocation across advertisers. To improve, we also introduce randomized greedy and local search algorithms. We have experimented with all the methodologies using real-world trajectory and billboard datasets to show the effectiveness and efficiency of the solution methodologies.

cs.DB↗

On the Polynomial Kernelizations of Finding a Shortest Path with Positive Disjunctive Constraints

We study the SHORTEST PATH problem with positive disjunctive constraints from the perspective of parameterized complexity. For positive disjunctive constraints, there are certain pair of edges such that any feasible solution must contain at least one edge from every such pair. In this paper, we initiate the study of SHORTEST PATH problem subject to some positive disjunctive constraints the classical version is known to be NP-Complete. Formally, given an undirected graph G = (V, E) with a forcing graph H = (E, F) such that the vertex set of H is same as the edge set of G. The goal is to find a set S of at most k edges from G such that S forms a vertex cover in H and there is a path from s to t in the subgraph of G induced by the edge set S. In this paper, we consider two natural parameterizations for this problem. One natural parameter is the solution size, i.e. k for which we provide a kernel with O(k^5) vertices when both G and H are general graphs. Additionally, when either G or H (but not both) belongs to some special graph classes, we provied kernelization results with O(k^3) vertices . The other natural parameter we consider is structural properties of H, i.e. the size of a vertex deletion set of H to some special graph classes. We provide some fixed-parameter tractability results for those structural parameterizations.

cs.DM↗

Profit Maximization in Closed Social Networks

Diffusion of information, innovation, and ideas is an important phenomenon in social networks. Information propagates through the network and reaches from one person to the next. In many settings, it is meaningful to restrict diffusion so that each node can spread information to only a limited number of its neighbors rather than to all of them. Such social networks are called closed social networks. In recent years, social media platforms have emerged as an effective medium for commercial entities, where the objective is to maximize profit. In this paper, we study the Profit Maximization in Closed Social Networks (PMCSN) problem in the context of viral marketing. The input to the problem is a closed social network and two positive integers $\ell$ and $B$. The problem asks to select seed nodes within a given budget $B$; during the diffusion process, each node is restricted to choose at most $\ell$ outgoing links for information diffusion; and the objective is to maximize the profit earned by the seed set. The PMCSN problem generalizes the Influence Maximization problem, which is NP-hard. We propose two solution approaches for PMCSN: a sampling-based approximate solution and a marginal-gain-based heuristic solution. We analyze the sample complexity, running time, and space requirements of the proposed approaches. We conduct experiments on real-world, publicly available social network datasets. The results show that the seed sets and diffusion links chosen by our methods yield higher profit than baseline methods. The implementation and data are available at \texttt{https://github.com/PoonamSharma-PY/ClosedNetwork}.

cs.SI↗

DeepPM: A Deep Learning-based Profit Maximization Approach in Social Networks

The problem of Profit Maximization asks to choose a limited number of influential users from a given social network such that the initial activation of these users maximizes the profit earned at the end of the diffusion process. This problem has a direct impact on viral marketing in social networks. Over the past decade, several traditional methodologies (i.e., non-learning-based, which include approximate solution, heuristic solution, etc.) have been developed, and many of them produce promising results. All these methods require the information diffusion model as input. However, it may not be realistic to consider any particular diffusion model as real-world diffusion scenarios will be much more complex and need not follow the rules for any particular diffusion model. In this paper, we propose a deep learning-based framework to solve the profit maximization problem. Our model makes a latent representation of the seed sets and is able to learn the diversified information diffusion pattern. We also design a noble objective function that can be optimized effectively using the proposed learning-based approach. The proposed model has been evaluated with the real-world datasets, and the results are reported. We compare the effectiveness of the proposed approach with many existing methods and observe that the seed set chosen by the proposed learning-based approach leads to more profit compared to existing methods. The whole implementation and the simulation code is available at: https://github.com/PoonamSharma-PY/DeepPM.

cs.SI↗

Multi-core & GPU-based Balanced Butterfly Counting in Signed Bipartite Graphs

Balanced butterfly counting, corresponding to counting balanced (2, 2)-bicliques, is a fundamental primitive in the analysis of signed bipartite graphs and provides a basis for studying higher-order structural properties such as clustering coefficients and community structure. Although prior work has proposed an efficient CPU-based serial method for counting balanced (2, k)-bicliques. The computational cost of balanced butterfly counting remains a major bottleneck on large-scale graphs. In this work, we present the highly parallel implementations for balanced butterfly counting for both multicore CPUs and GPUs. The proposed multi-core algorithm (M-BBC) employs fine-grained vertex-level parallelism to accelerate wedge-based counting while eliminating the generation of unbalanced substructures. To improve scalability, we develop a GPU-based method (G-BBC) that uses a tile-based parallel approach to effectively leverage shared memory while handling large vertex sets. We then present an improved variation, G-BBC++, which integrates dynamic scheduling to mitigate workload imbalance and maximize throughput. We conduct an experimental assessment of the proposed methods across 15 real-world datasets. Experimental results exhibit that M-BBC achieves speedups of up to 71.13x (average 38.13x) over the sequential baseline BB2K. The GPU-based algorithms deliver even greater improvements, achieving up to 13,320x speedup (average 2,600x) over BB2K and outperforming M-BBC by up to 186x (average 50x). These results indicate the substantial scalability and efficiency of our parallel algorithms and establish a robust foundation for high-performance signed motif analysis on massive bipartite graphs.

cs.DC↗

Profit Maximization for Viral Marketing in Online Social Networks using Two Phase Diffusion Approach

Now-a-days, Online Social Networks (OSNs) are extensively used by different commercial houses for viral marketing. The key problem that arises in this context is to choose a limited number of highly influential users as the initial adopters of a brand such that the influence regarding the brand in the network gets maximized. Deviating from this standard setting, in this paper, we study the problem where every user of the network is associated with a selection cost and a benefit value. This benefit value can be earned from the user if (s)he is influenced by the brand. A fixed amount of budget is allocated for selecting the seed users. The goal of initial adopters is to choose a set of seed users within the budget such that the profit is maximized. We propose a two phase diffusion model for this problem where the goal is to split the diffusion process into two phases, and hence, split the budget into two halves. First, we spend the first half budget to select seed users for the first phase and observe the diffusion for a few rounds and then deploy the seed users for the second phase and successively complete the diffusion process. We prove several properties of the two phase influence function. Three solution approaches have been proposed for our problem with detailed analysis and illustrative examples. We conduct a number of experiments with three real-world social network datasets. From the experiments, we observe that the two phase diffusion approach leads to more amount of profit compared to the single-phase diffusion. In particular, for most instances, this improvement is greater than 18% and reaching as high as 40% by the proposed methodologies.

cs.SI↗

Fairness Driven Multi-Agent Path Finding Problem

The Multi-Agent Path Finding (MAPF) problem aims at finding non-conflicting paths for multiple agents from their respective sources to destinations. This problem arises in multiple real-life situations, including robot motion planning and airspace assignment for unmanned aerial vehicle movement. The problem is computationally expensive, and adding to it, the agents are rational and can misreport their private information. In this paper, we study both variants of the problem under the realm of fairness. For the non-rational agents, we propose a heuristic solution for this problem. Considering the agents are rational, we develop a mechanism and demonstrate that it is a dominant strategy, incentive compatible, and individually rational. We employ various solution methodologies to highlight the effectiveness and efficiency of the proposed solution approaches.

cs.MA↗

Zoomer: Adaptive Image Focus Optimization for Black-box MLLM

Multimodal large language models (MLLMs) such as GPT-4o, Gemini Pro, and Claude 3.5 have enabled unified reasoning over text and visual inputs, yet they often hallucinate in real world scenarios especially when small objects or fine spatial context are involved. We pinpoint two core causes of this failure: the absence of region-adaptive attention and inflexible token budgets that force uniform downsampling, leading to critical information loss. To overcome these limitations, we introduce Zoomer, a visual prompting framework that delivers token-efficient, detail-preserving image representations for black-box MLLMs. Zoomer integrates (1) a prompt-aware emphasis module to highlight semantically relevant regions, (2) a spatial-preserving orchestration schema to maintain object relationships, and (3) a budget-aware strategy to adaptively allocate tokens between global context and local details. Extensive experiments on nine benchmarks and three commercial MLLMs demonstrate that Zoomer boosts accuracy by up to 27% while cutting image token usage by up to 67%. Our approach establishes a principled methodology for robust, resource-aware multimodal understanding in settings where model internals are inaccessible.

cs.CV↗

A Reverse Reachable Set Based Approach for Motif Oriented Profit maximization in Social Networks

Profit Maximization is one of the key objectives for social media marketing, where the task is to choose a limited number of highly influential nodes such that their initial activation leads to maximum profit. In this paper, we introduce a variant of the Profit Maximization Problem where we consider that instead of nodes, benefits are assigned to some of the motifs of the graph, and these benefit values can be earned once a given threshold count of nodes from the motifs is influenced. The goal here is to choose a limited number of nodes for initial activation called seed nodes such that the motif-oriented profit gets maximized. Formally, we call our problem the Motif Oriented Profit Maximization Problem. We show that the problem is NP-hard to solve optimally. We propose a Reverse Reachable Set-based framework to solve our problem. The proposed methodology broadly divides into three steps: KPT Estimation and RR Set generation, Seed Set Selection, and Motif Oriented Profit Estimation. The proposed methodology has been analyzed to understand its time and space requirements. It has been implemented with real-world social network datasets, and the results are reported. We observe that the seed set selected by the proposed solution approaches leads to more profit compared to the seed sets selected by the existing methods. The whole implementation and data are available at: https://github.com/PoonamSharma-PY/MotifProfit.

cs.SI↗

Privacy-Aware Sharing of Raw Spatial Sensor Data for Cooperative Perception

Cooperative perception between vehicles is poised to offer robust and reliable scene understanding. Recently, we are witnessing experimental systems research building testbeds that share raw spatial sensor data for cooperative perception. While there has been a marked improvement in accuracies and is the natural way forward, we take a moment to consider the problems with such an approach for eventual adoption by automakers. In this paper, we first argue that new forms of privacy concerns arise and discourage stakeholders to share raw sensor data. Next, we present SHARP, a research framework to minimize privacy leakage and drive stakeholders towards the ambitious goal of raw data based cooperative perception. Finally, we discuss open questions for networked systems, mobile computing, perception researchers, industry and government in realizing our proposed framework.

cs.NI↗

VoLUT: Efficient Volumetric streaming enhanced by LUT-based super-resolution

3D volumetric video provides immersive experience and is gaining traction in digital media. Despite its rising popularity, the streaming of volumetric video content poses significant challenges due to the high data bandwidth requirement. A natural approach to mitigate the bandwidth issue is to reduce the volumetric video's data rate by downsampling the content prior to transmission. The video can then be upsampled at the receiver's end using a super-resolution (SR) algorithm to reconstruct the high-resolution details. While super-resolution techniques have been extensively explored and advanced for 2D video content, there is limited work on SR algorithms tailored for volumetric videos. To address this gap and the growing need for efficient volumetric video streaming, we have developed VoLUT with a new SR algorithm specifically designed for volumetric content. Our algorithm uniquely harnesses the power of lookup tables (LUTs) to facilitate the efficient and accurate upscaling of low-resolution volumetric data. The use of LUTs enables our algorithm to quickly reference precomputed high-resolution values, thereby significantly reducing the computational complexity and time required for upscaling. We further apply adaptive video bit rate algorithm (ABR) to dynamically determine the downsampling rate according to the network condition and stream the selected video rate to the receiver. Compared to related work, VoLUT is the first to enable high-quality 3D SR on commodity mobile devices at line-rate. Our evaluation shows VoLUT can reduce bandwidth usage by 70% , boost QoE by 36.7% for volumetric video streaming and achieve 3D SR speed-up with no quality compromise.

cs.CV↗

Balanced Popularity in Multi-Product Billboard Advertisement

The billboard advertisement has emerged as an effective out-of-home advertisement technique where the objective is to choose a limited number of slots to play some advertisement content (e.g., animation, video, etc.) with the hope that the content will be visible to a large number of travelers, and this will be helpful to earn more revenue. In this paper, we study a variant of the influential slot selection problem where the advertiser wants to promote multiple products. Formally, we call this problem the \textsc{Multi-Product Influence Maximization Problem for the Balanced Popularity} Problem. The input to our problem is a trajectory and a billboard database, as well as a budget for each product. The goal here is to choose a subset of slots for each product such that the aggregated influence of all the products gets maximized subject to the following two constraints: total selection cost for each product is less than or equal to the allocated budget for that product, and the difference between the influence for any two products is less than or equal to a given threshold. We show that the problem is NP-hard to solve optimally. We formulate this problem as a linear programming problem and use linear programming relaxation with randomized rounding. Further, we propose a greedy-based heuristic with balance correction to solve this problem. We conduct a number of experiments with real-world trajectory and billboard datasets, and the results are reported. From the reported results, we observe that the proposed solution approaches lead to more influence compared to many baseline methods.

cs.DB↗

Multi-product Influence Maximization in Billboard Advertisement

Billboard Advertisement has emerged as an effective out-of-home advertisement technique where the goal is to select a limited number of slots and play advertisement content over there with the hope that this will be observed by many people, and effectively, a significant number of them will be influenced towards the brand. Given a trajectory and a billboard database and a positive integer $k$, how can we select $k$ highly influential slots to maximize influence? In this paper, we study a variant of this problem where a commercial house wants to make a promotion of multiple products, and there is an influence demand for each product. We have studied two variants of the problem. In the first variant, our goal is to select $k$ slots such that the respective influence demand of each product is satisfied. In the other variant of the problem, we are given with $\ell$ integers $k_1,k_2, \ldots, k_{\ell}$, the goal here is to search for $\ell$ many set of slots $S_1, S_2, \ldots, S_{\ell}$ such that for all $i \in [\ell]$, $|S_{i}| \leq k_i$ and for all $i \neq j$, $S_i \cap S_j=\emptyset$ and the influence demand of each of the products gets satisfied. We model the first variant of the problem as a multi-submodular cover problem and the second variant as its generalization. For solving the first variant, we adopt the bi-criteria approximation algorithm, and for the other variant, we propose a sampling-based approximation algorithm. Extensive experiments with real-world trajectory and billboard datasets highlight the effectiveness and efficiency of the proposed solution approach.

cs.DS↗

Video-in-the-Loop: Span-Grounded Long Video QA with Interleaved Reasoning

We present \emph{Video-in-the-Loop} (ViTL), a two-stage long-video QA framework that preserves a fixed token budget by first \emph{localizing} question-relevant interval(s) with a low-fps skim and then \emph{answering} via span-aware reallocation of visual tokens at higher effective frame rate, emitting an interleaved output with both spans and the final option for direct attribution. We also introduce \dataname{}, which converts description based event graphs into \emph{span-grounded} multiple-choice QA by pairing each question with \emph{ground-truth} time span(s) and related reasoning. ViTL is trained end-to-end with an interleaved group-relative objective that couples temporal IoU for localization with answer correctness, allowing credit to flow from answers back to spans without increasing compute. Under fixed token budgets, ViTL attains up to 8.6% with 50% less frame input on long-video QA and temporal grounding (e.g., Charades-STA, ActivityNet-Captions) and ablations show that span-aware token reallocation consistently surpasses uniform sampling. Together, \dataname{} and ViTL provide an interpretable, compute-efficient recipe for scalable long-video QA.

cs.CV↗

Scalable Submodular Policy Optimization via Pruned Submodularity Graph

In Reinforcement Learning (abbreviated as RL), an agent interacts with the environment via a set of possible actions, and a reward is generated from some unknown distribution. The task here is to find an optimal set of actions such that the reward after a certain time step gets maximized. In a traditional setup, the reward function in an RL Problem is considered additive. However, in reality, there exist many problems, including path planning, coverage control, etc., the reward function follows the diminishing return, which can be modeled as a submodular function. In this paper, we study a variant of the RL Problem where the reward function is submodular, and our objective is to find an optimal policy such that this reward function gets maximized. We have proposed a pruned submodularity graph-based approach that provides a provably approximate solution in a feasible computation time. The proposed approach has been analyzed to understand its time and space requirements as well as a performance guarantee. We have experimented with a benchmark agent-environment setup, which has been used for similar previous studies, and the results are reported. From the results, we observe that the policy obtained by our proposed approach leads to more reward than the baseline methods.

cs.LG↗

Why We Feel What We Feel: Joint Detection of Emotions and Their Opinion Triggers in E-commerce

Customer reviews on e-commerce platforms capture critical affective signals that drive purchasing decisions. However, no existing research has explored the joint task of emotion detection and explanatory span identification in e-commerce reviews - a crucial gap in understanding what triggers customer emotional responses. To bridge this gap, we propose a novel joint task unifying Emotion detection and Opinion Trigger extraction (EOT), which explicitly models the relationship between causal text spans (opinion triggers) and affective dimensions (emotion categories) grounded in Plutchik's theory of 8 primary emotions. In the absence of labeled data, we introduce EOT-X, a human-annotated collection of 2,400 reviews with fine-grained emotions and opinion triggers. We evaluate 23 Large Language Models (LLMs) and present EOT-DETECT, a structured prompting framework with systematic reasoning and self-reflection. Our framework surpasses zero-shot and chain-of-thought techniques, across e-commerce domains.

cs.CL↗

"This Suits You the Best": Query Focused Comparative Explainable Summarization

Product recommendations inherently involve comparisons, yet traditional opinion summarization often fails to provide holistic comparative insights. We propose the novel task of generating Query-Focused Comparative Explainable Summaries (QF-CES) using Multi-Source Opinion Summarization (M-OS). To address the lack of query-focused recommendation datasets, we introduce MS-Q2P, comprising 7,500 queries mapped to 22,500 recommended products with metadata. We leverage Large Language Models (LLMs) to generate tabular comparative summaries with query-specific explanations. Our approach is personalized, privacy-preserving, recommendation engine-agnostic, and category-agnostic. M-OS as an intermediate step reduces inference latency approximately by 40% compared to the direct input approach (DIA), which processes raw data directly. We evaluate open-source and proprietary LLMs for generating and assessing QF-CES. Extensive evaluations using QF-CES-PROMPT across 5 dimensions (clarity, faithfulness, informativeness, format adherence, and query relevance) showed an average Spearman correlation of 0.74 with human judgments, indicating its potential for QF-CES evaluation.

cs.CL↗

LLMs as Architects and Critics for Multi-Source Opinion Summarization

Multi-source Opinion Summarization (M-OS) extends beyond traditional opinion summarization by incorporating additional sources of product metadata such as descriptions, key features, specifications, and ratings, alongside reviews. This integration results in comprehensive summaries that capture both subjective opinions and objective product attributes essential for informed decision-making. While Large Language Models (LLMs) have shown significant success in various Natural Language Processing (NLP) tasks, their potential in M-OS remains largely unexplored. Additionally, the lack of evaluation datasets for this task has impeded further advancements. To bridge this gap, we introduce M-OS-EVAL, a benchmark dataset for evaluating multi-source opinion summaries across 7 key dimensions: fluency, coherence, relevance, faithfulness, aspect coverage, sentiment consistency, specificity. Our results demonstrate that M-OS significantly enhances user engagement, as evidenced by a user study in which, on average, 87% of participants preferred M-OS over opinion summaries. Our experiments demonstrate that factually enriched summaries enhance user engagement. Notably, M-OS-PROMPTS exhibit stronger alignment with human judgment, achieving an average Spearman correlation of \r{ho} = 0.74, which surpasses the performance of previous methodologies.

cs.CL↗