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Weili Wu

Publications and source records attributed to Weili Wu.

At least 37 records · Page 2Linked to original sources

Adaptive Influence Maximization: If Influential Node Unwilling to Be the Seed

Influence maximization problem attempts to find a small subset of nodes that makes the expected influence spread maximized, which has been researched intensively before. They all assumed that each user in the seed set we select is activated successfully and then spread the influence. However, in the real scenario, not all users in the seed set are willing to be an influencer. Based on that, we consider each user associated with a probability with which we can activate her as a seed, and we can attempt to activate her many times. In this paper, we study the adaptive influence maximization with multiple activations (Adaptive-IMMA) problem, where we select a node in each iteration, observe whether she accepts to be a seed, if yes, wait to observe the influence diffusion process; If no, we can attempt to activate her again with a higher cost or select another node as a seed. We model the multiple activations mathematically and define it on the domain of integer lattice. We propose a new concept, adaptive dr-submodularity, and show our Adaptive-IMMA is the problem that maximizing an adaptive monotone and dr-submodular function under the expected knapsack constraint. Adaptive dr-submodular maximization problem is never covered by any existing studies. Thus, we summarize its properties and study its approximability comprehensively, which is a non-trivial generalization of existing analysis about adaptive submodularity. Besides, to overcome the difficulty to estimate the expected influence spread, we combine our adaptive greedy policy with sampling techniques without losing the approximation ratio but reducing the time complexity. Finally, we conduct experiments on several real datasets to evaluate the effectiveness and efficiency of our proposed policies.

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Pricing and Budget Allocation for IoT Blockchain with Edge Computing

Attracted by the inherent security and privacy protection of the blockchain, incorporating blockchain into Internet of Things (IoT) has been widely studied in these years. However, the mining process requires high computational power, which prevents IoT devices from directly participating in blockchain construction. For this reason, edge computing service is introduced to help build the IoT blockchain, where IoT devices could purchase computational resources from the edge servers. In this paper, we consider the case that IoT devices also have other tasks that need the help of edge servers, such as data analysis and data storage. The profits they can get from these tasks is closely related to the amounts of resources they purchased from the edge servers. In this scenario, IoT devices will allocate their limited budgets to purchase different resources from different edge servers, such that their profits can be maximized. Moreover, edge servers will set "best" prices such that they can get the biggest benefits. Accordingly, there raise a pricing and budget allocation problem between edge servers and IoT devices. We model the interaction between edge servers and IoT devices as a multi-leader multi-follower Stackelberg game, whose objective is to reach the Stackelberg Equilibrium (SE). We prove the existence and uniqueness of the SE point, and design efficient algorithms to reach the SE point. In the end, we verify our model and algorithms by performing extensive simulations, and the results show the correctness and effectiveness of our designs.

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A Blockchain Transaction Graph based Machine Learning Method for Bitcoin Price Prediction

Bitcoin, as one of the most popular cryptocurrency, is recently attracting much attention of investors. Bitcoin price prediction task is consequently a rising academic topic for providing valuable insights and suggestions. Existing bitcoin prediction works mostly base on trivial feature engineering, that manually designs features or factors from multiple areas, including Bticoin Blockchain information, finance and social media sentiments. The feature engineering not only requires much human effort, but the effectiveness of the intuitively designed features can not be guaranteed. In this paper, we aim to mining the abundant patterns encoded in bitcoin transactions, and propose k-order transaction graph to reveal patterns under different scope. We propose the transaction graph based feature to automatically encode the patterns. A novel prediction method is proposed to accept the features and make price prediction, which can take advantage from particular patterns from different history period. The results of comparison experiments demonstrate that the proposed method outperforms the most recent state-of-art methods.

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Reliable Traffic Monitoring Mechanisms Based on Blockchain in Vehicular Networks

The real-time traffic monitoring is a fundamental mission in a smart city to understand traffic conditions and avoid dangerous incidents. In this paper, we propose a reliable and efficient traffic monitoring system that integrates blockchain and the Internet of vehicles technologies effectively. It can crowdsource its tasks of traffic information collection to vehicles that run on the road instead of installing cameras in every corner. First, we design a lightweight blockchain-based information trading framework to model the interactions between traffic administration and vehicles. It guarantees reliability, efficiency, and security during executing trading. Second, we define the utility functions for the entities in this system and come up with a budgeted auction mechanism that motivates vehicles to undertake the collection tasks actively. In our algorithm, it not only ensures that the total payment to the selected vehicles does not exceed a given budget, but also maintains the truthfulness of auction process that avoids some vehicles to offer unreal bids for getting greater utilities. Finally, we conduct a group of numerical simulations to evaluate the reliability of our trading framework and performance of our algorithms, whose results demonstrate their correctness and efficiency perfectly.

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Influence-based Community Partition with Sandwich Method for Social Networks

Community partition is an important problem in many areas such as biology network, social network. The objective of this problem is to analyse the relationships among data via the network topology. In this paper, we consider the community partition problem under IC model in social networks. We formulate the problem as a combinatorial optimization problem which aims at partitioning a given social network into disjoint M communities. The objective is to maximize the sum of influence propagation of a social network through maximizing it within each community. The existing work shows the influence maximization for community partition problem (IMCPP) to be NP hard. We first prove that the objective function of IMCPP under IC model is neither submodular nor supermodular. Then both supermodular upper bound and submodular lower bound are constructed and proved so that the sandwich framework can be applied. A continuous greedy algorithm and a discrete implementation are designed for upper bound and lower bound problems and the algorithm for both of the two problems gets a 1-1/e approximation ratio. We also devise a simply greedy to solve the original objective function and apply the sandwich approximation framework to it to guarantee a data dependent approximation factor. Finally, our algorithms are evaluated on two real data sets, which clearly verifies the effectiveness of our method in community partition problem, as well as the advantage of our method against the other methods.

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Overall Evaluations on Benefits of Influence When Disturbed by Rivals

Influence maximization (IM) is a representative and classic problem that has been studied extensively before. The most important application derived from the IM problem is viral marketing. Take us as a promoter, we want to get benefits from the influence diffusion in a given social network, where each influenced (activated) user is associated with a benefit. However, there is often competing information initiated by our rivals diffusing in the same social network at the same time. Consider such a scenario, a user is influenced by both my information and my rivals' information. Here, the benefit from this user should be weakened to certain degree. How to quantify the degree of weakening? Based on that, we propose an overall evaluations on benefits of influence (OEBI) problem. We prove the objective function of the OEBI problem is not monotone, not submodular, and not supermodular. Fortunately, we can decompose this objective function into the difference of two submodular functions and adopt a modular-modular procedure to approximate it with a data-dependent approximation guarantee. Because of the difficulty to compute the exact objective value, we design a group of unbiased estimators by exploiting the idea of reverse influence sampling, which can improve time efficiency significantly without losing its approximation ratio. Finally, numerical experiments on real datasets verified the effectiveness of our approaches regardless of performance and efficiency.

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Edge computing based incentivizing mechanism for mobile blockchain in IOT

Mining in the blockchain requires high computing power to solve the hash puzzle for example proof-of-work puzzle. It takes high cost to achieve the calculation of this problem in devices of IOT, especially the mobile devices of IOT. It consequently restricts the application of blockchain in mobile environment. However, edge computing can be utilized to solve the problem for insufficient computing power of mobile devices in IOT. Edge servers can recruit many mobile devices to contribute computing power together to mining and share the reward of mining with these recruited mobile devices. In this paper, we propose an incentivizing mechanism based on edge computing for mobile blockchain. We design a two-stage Stackelberg Game to jointly optimize the reward of edge servers and recruited mobile devices. The edge server as the leader sets the expected fee for the recruited mobile devices in Stage I. The mobile device as a follower provides its computing power to mine according to the expected fee in Stage. It proves that this game can obtain a uniqueness Nash Equilibrium solution under the same or different expected fee. In the simulation experiment, we obtain a result curve of the profit for the edge server with the different ratio between the computing power from the edge server and mobile devices. In addition, the proposed scheme has been compared with the MDG scheme for the profit of the edge server. The experimental results show that the profit of the proposed scheme is more than that of the MDG scheme under the same total computing power.

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Edge server deployment scheme of blockchain in IoVs

With the development of intelligent vehicles, security and reliability communication between vehicles has become a key problem to be solved in Internet of vehicles(IoVs). Blockchain is considered as a feasible solution due to its advantages of decentralization, unforgeability and collective maintenance. However, the computing power of nodes in IoVs is limited, while the consensus mechanism of blockchain requires that the miners in the system have strong computing power for mining calculation. It consequently cannot satisfy the requirements, which is the challenges for the application of blockchain in IoVs. In fact, the application of blockchain in IoVs can be implemented by employing edge computing. The key entity of edge computing is the edge servers(ESs). Roadside nodes(RSUs) can be deployed as ESs of edge computing in IoVs. We have studied the ES deployment scheme for covering more vehicle nodes in IoVs, and propose a randomized algorithm to calculate approximation solutions. Finally, we simulated the performance of the proposed scheme and compared it with other deployment schemes.

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An Architecture for Distributed Energies Trading in Byzantine-Based Blockchain

With the development of smart cities, not only are all corners of the city connected to each other, but also connected from city to city. They form a large distributed network together, which can facilitate the integration of distributed energy station (DES) and corresponding smart aggregators. Nevertheless, because of potential security and privacy protection arisen from trustless energies trading, how to make such energies trading goes smoothly is a tricky challenge. In this paper, we propose a blockchain-based multiple energies trading (B-MET) system for secure and efficient energies trading by executing a smart contract we design. Because energies trading requires the blockchain in B-MET system to have high throughput and low latency, we design a new byzantine-based consensus mechanism (BCM) based on node's credit to improve efficiency for the consortium blockchain under the B-MET system. Then, we take combined heat and power (CHP) system as a typical example that provides distributed energies. We quantify their utilities, and model the interactions between aggregators and DESs in a smart city by a novel multi-leader multi-follower Stackelberg game. It is analyzed and solved by reaching Nash equilibrium between aggregators, which reflects the competition between aggregators to purchase energies from DESs. In the end, we conduct plenty of numerical simulations to evaluate and verify our proposed model and algorithms, which demonstrate their correctness and efficiency completely.

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Continuous Profit Maximization: A Study of Unconstrained Dr-submodular Maximization

Profit maximization (PM) is to select a subset of users as seeds for viral marketing in online social networks, which balances between the cost and the profit from influence spread. We extend PM to that under the general marketing strategy, and form continuous profit maximization (CPM-MS) problem, whose domain is on integer lattices. The objective function of our CPM-MS is dr-submodular, but non-monotone. It is a typical case of unconstrained dr-submodular maximization (UDSM) problem, and take it as a starting point, we study UDSM systematically in this paper, which is very different from those existing researcher. First, we introduce the lattice-based double greedy algorithm, which can obtain a constant approximation guarantee. However, there is a strict and unrealistic condition that requiring the objective value is non-negative on the whole domain, or else no theoretical bounds. Thus, we propose a technique, called lattice-based iterative pruning. It can shrink the search space effectively, thereby greatly increasing the possibility of satisfying the non-negative objective function on this smaller domain without losing approximation ratio. Then, to overcome the difficulty to estimate the objective value of CPM-MS, we adopt reverse sampling strategies, and combine it with lattice-based double greedy, including pruning, without losing its performance but reducing its running time. The entire process can be considered as a general framework to solve the UDSM problem, especially for applying to social networks. Finally, we conduct experiments on several real datasets to evaluate the effectiveness and efficiency of our proposed algorithms.

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Attract More Miners to Join in Blochchain Construction for Internet of Things

The world-changing blockchain technique provides a novel method to establish a secure, trusted and decentralized system for solving the security and personal privacy problems in Industrial Internet of Things (IIoT) applications. The mining process in blockchain requires miners to solve a proof-of-work puzzle, which requires high computational power. However, the lightweight IIoT devices cannot directly participate in the mining process due to the limitation of power and computational resources. The edge computing service makes it possible for IIoT applications to build a blockchain network, in which IIoT devices purchase computational resources from edge servers and thus can offload their computational tasks. The amount of computational resource purchased by IIoT devices depends on how many profits they can get in the mining process, and will directly affect the security of the blockchain network. In this paper, we investigate the incentive mechanism for the blockchain platform to attract IIoT devices to purchase more computational power from edge servers to participate in the mining process, thereby building a more secure blockchain network. We model the interaction between the blockchain platform and IIoT devices as a two-stage Stackelberg game, where the blockchain platform act as the leader, and IIoT devices act as followers. We analyze the existence and uniqueness of the Stackelberg equilibrium, and propose an efficient algorithm to compute the Stackelberg equilibrium point. Furthermore, we evaluate the performance of our algorithm through extensive simulations, and analyze the strategies of blockchain platform and IIoT devices under different situations.

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A k-hop Collaborate Game Model: Extended to Community Budgets and Adaptive Non-Submodularity

Revenue maximization (RM) is one of the most important problems on online social networks (OSNs), which attempts to find a small subset of users in OSNs that makes the expected revenue maximized. It has been researched intensively before. However, most of exsiting literatures were based on non-adaptive seeding strategy and on simple information diffusion model, such as IC/LT-model. It considered the single influenced user as a measurement unit to quantify the revenue. Until Collaborate Game model appeared, it considered activity as a basic object to compute the revenue. An activity initiated by a user can only influence those users whose distance are within k-hop from the initiator. Based on that, we adopt adaptive seed strategy and formulate the Revenue Maximization under the Size Budget (RMSB) problem. If taking into account the product's promotion, we extend RMSB to the Revenue Maximization under the Community Budget (RMCB) problem, where the influence can be distributed over the whole network. The objective function of RMSB and RMCB is adatpive monotone and not adaptive submodular, but in some special cases, it is adaptive submodular. We study the RMSB and RMCB problem under both the speical submodular cases and general non-submodular cases, and propose RMSBSolver and RMCBSolver to solve them with strong theoretical guarantees, respectively. Especially, we give a data-dependent approximation ratio for RMSB problem under the general non-submodular cases. Finally, we evaluate our proposed algorithms by conducting experiments on real datasets, and show the effectiveness and accuracy of our solutions.

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Continuous Activity Maximization in Online Social Networks

Activity maximization is a task of seeking a small subset of users in a given social network that makes the expected total activity benefit maximized. This is a generalization of many real applications. In this paper, we extend activity maximization problem to that under the general marketing strategy $\vec{x}$, which is a $d$-dimensional vector from a lattice space and has probability $h_u(\vec{x})$ to activate a node $u$ as a seed. Based on that, we propose the continuous activity maximization (CAM) problem, where the domain is continuous and the seed set we select conforms to a certain probability distribution. It is a new topic to study the problem about information diffusion under the lattice constraint, thus, we address the problem systematically here. First, we analyze the hardness of CAM and how to compute the objective function of CAM accurately and effectively. We prove this objective function is monotone, but not DR-submodular and not DR-supermodular. Then, we develop a monotone and DR-submodular lower bound and upper bound of CAM, and apply sampling techniques to design three unbiased estimators for CAM, its lower bound and upper bound. Next, adapted from IMM algorithm and sandwich approximation framework, we obtain a data-dependent approximation ratio. This process can be considered as a general method to solve those maximization problem on lattice but not DR-submodular. Last, we conduct experiments on three real-world datasets to evaluate the correctness and effectiveness of our proposed algorithms.

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Combined Cooling, Heating, and Power System in Blockchain-Enabled Energy Management

The combined cooling, heating and power (CCHP) system is a typical distributed, electricity-gas integrated energy scheme in a community. First, it generates electricity by use of gas, and then exploits the waste heat to supply community with heat and cooling. In this paper, we consider a smart city consisting of a number of communities (CCHPs) and an agent of power grid (APG), where CCHPs can sell energy to the APG according to its bid. To study all utilities of entities in such a city from energy trading, a noncooperative Stackelberg game between APG and CCHPs is formulated. Here, the APG gives a bid for buying the energy from CCHPs, then CCHPs respond to the APG with their optimal energy supply that maximizing their utilities according to this bid. We show that the maximum profit to the APG and utilities to the CCHPs can be obtained at the Stackelberg equilibrium, which is guaranteed to exist and unique. Because the complete information about energy supply of each CCHP is unknown to the APG in advance, we propose a distributed algorithm that is able to find the point of equilibrium through a limited number of iterations. Taking privacy protection and transaction security into consideration, we design a blockchain-enabled energy management system. This system is composed of Internet of Energy (IoE) sub-system and blockchain sub-system, where the information interactions as well as energy transactions between APG and CCHPs can be carried out effectively and safely. Finally, security analysis and numerical simulations show the effectiveness and accuracy of our proposed mechanism.

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A k-hop Collaborate Game Model: Adaptive Strategy to Maximize Total Revenue

In Online Social Networks (OSNs), interpersonal communication and information sharing are happening all the time, and it is real-time. When a user initiates an activity in OSNs, immediately, he/she will have a certain influence in his/her friendship circle naturally, some users in the initiator's friendship circle will be attracted to participate in this activity. Based on such a fact, we design a k-hop Collaborate Game Model, which means that an activity initiated by a user can only influence those users whose distance are within k-hop from this initiator in OSNs. Besides, we introduce the problem of Revenue Maximization under k-hop Collaborate Game (RMKCG), which identifies a limited number of initiators in order to obtain revenue as much as possible. Collaborate Game Model describes in detail how to quantify revenue and the logic behind it. We do not know how many followers would be generated from an activity in advance, thus, we need to adopt an adaptive strategy, where the decision who is the next potential initiator depends on the results of past decisions. Adaptive RMKCG problem can be considered as a new stochastic optimization problem, and we prove it is NP-hard, adaptive monotone, but not adaptive submodular. But in some special cases, it is adaptive submodular and an adaptive greedy strategy can obtain a $(1-1/e)$-approximation by adaptive submodularity theory. Due to the complexity of our model, it is hard to compute the marginal gain for each candidate user, then, we propose a convenient and efficient computational method. The effectiveness and correctness of our algorithms are validated by heavy simulation on real-world social networks eventually.

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A Multi-Feature Diffusion Model: Rumor Blocking in Social Networks

Online social networks provide a convenient platform for the spread of rumors, which could lead to serious aftermaths such as economic losses and public panic. The classical rumor blocking problem aims to launch a set of nodes as a positive cascade to compete with misinformation in order to limit the spread of rumors. However, most of the related researches were based on one-dimensional diffusion model. In reality, there are more than one feature associated with an object. The user's impression on this object is determined not just by one feature but by his/her overall evaluation on all of these features. Thus, the influence spread of this object can be decomposed into the spread of multiple features. Based on that, we propose a Multi-Feature diffusion model (MF-model) in this paper, and a novel problem, Multi-Feature Rumor Blocking (MFRB), is formulated on a multi-layer network structure according to this model. To solve MFRB, we design a creative sampling method, called Multi-Sampling, which can be applied to a multi-layer network structure. Inspired by martingale analysis, the Revised-IMM algorithm is proposed, and returns a satisfactory approximate solution to MFRB. Finally, we evaluate our proposed algorithm by conducting experiments on real datasets, and show the effectiveness and accuracy of the Revised-IMM algorithm and significantly outperforms other baseline algorithms.

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An Approximation Algorithm for Active Friending in Online Social Networks

Guiding users to actively expanding their online social circles is one of the primary strategies for enhancing user participation and growing online social networks. In this paper, we study the active friending problem which aims at providing users with the strategy for methodically sending invitations to successfully build a friendship with target users. We consider the prominent linear threshold model for the friending process and formulate the active friending problem as an optimization problem. The key observation is the relationship between the active friending problem and the minimum subset cover problem, based on which we present the first randomized algorithm with a data-independent approximation ratio and a controllable success probability for general graphs. The performance of the proposed algorithm is theoretically analyzed and supported by encouraging simulation results done on extensive datasets.

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Coupon Advertising in Online Social Systems: Algorithms and Sampling Techniques

Online social systems have become important platforms for viral marketing where the advertising of products is carried out with the communication of users. After adopting the product, the seed buyers may spread the information to their friends via online messages e.g. posts and tweets. In another issue, electronic coupon system is one of the relevant promotion vehicles that help manufacturers and retailers attract more potential customers. By offering coupons to seed buyers, there is a chance to convince the influential users who are, however, at first not very interested in the product. In this paper, we propose a coupon based online influence model and consider the problem that how to maximize the profit by selecting appropriate seed buyers. The considered problem herein is markedly different from other influence related problems as its objective function is not monotone. We provide an algorithmic analysis and give several algorithms designed with different sampling techniques. In particular, we propose the RA-T and RA-S algorithms which are not only provably effective but also scalable on large datasets. The proposed theoretical results are evaluated by extensive experiments done on large-scale real-world social networks. The analysis of this paper also provides an algorithmic framework for non-monotone submodular maximization problems in social networks.

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