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2020-09-28
Han, Xu, Liu, Yanheng, Wang, Jian.  2018.  Modeling and analyzing privacy-awareness social behavior network. IEEE INFOCOM 2018 - IEEE Conference on Computer Communications Workshops (INFOCOM WKSHPS). :7–12.
The increasingly networked human society requires that human beings have a clear understanding and control over the structure, nature and behavior of various social networks. There is a tendency towards privacy in the study of network evolutions because privacy disclosure behavior in the network has gradually developed into a serious concern. For this purpose, we extended information theory and proposed a brand-new concept about so-called “habitual privacy” to quantitatively analyze privacy exposure behavior and facilitate privacy computation. We emphasized that habitual privacy is an inherent property of the user and is correlated with their habitual behaviors. The widely approved driving force in recent modeling complex networks is originated from activity. Thus, we propose the privacy-driven model through synthetically considering the activity impact and habitual privacy underlying the decision process. Privacy-driven model facilitates to more accurately capture highly dynamical network behaviors and figure out the complex evolution process, allowing a profound understanding of the evolution of network driven by privacy.
2020-02-10
Carneiro, Lucas R., Delgado, Carla A.D.M., da Silva, João C.P..  2019.  Social Analysis of Game Agents: How Trust and Reputation can Improve Player Experience. 2019 8th Brazilian Conference on Intelligent Systems (BRACIS). :485–490.
Video games normally use Artificial Intelligence techniques to improve Non-Player Character (NPC) behavior, creating a more realistic experience for their players. However, rational behavior in general does not consider social interactions between player and bots. Because of that, a new framework for NPCs was proposed, which uses a social bias to mix the default strategy of finding the best possible plays to win with a analysis to decide if other players should be categorized as allies or foes. Trust and reputation models were used together to implement this demeanor. In this paper we discuss an implementation of this framework inside the game Settlers of Catan. New NPC agents are created to this implementation. We also analyze the results obtained from simulations among agents and players to conclude how the use of trust and reputation in NPCs can create a better gaming experience.