scholarly journals Network formation games with heterogeneous players and the internet structure

Author(s):  
Eli A. Meirom ◽  
Shie Mannor ◽  
Ariel Orda
2011 ◽  
Vol 59 (9) ◽  
pp. 2528-2542 ◽  
Author(s):  
Walid Saad ◽  
Zhu Han ◽  
Tamer Basar ◽  
Merouane Debbah ◽  
Are Hjorungnes

Econometrica ◽  
2020 ◽  
Vol 88 (5) ◽  
pp. 1829-1858 ◽  
Author(s):  
Shuyang Sheng

The objective of this paper is to identify and estimate network formation models using observed data on network structure. We characterize network formation as a simultaneous‐move game, where the utility from forming a link depends on the structure of the network, thereby generating strategic interactions between links. With the prevalence of multiple equilibria, the parameters are not necessarily point identified. We leave the equilibrium selection unrestricted and propose a partial identification approach. We derive bounds on the probability of observing a subnetwork, where a subnetwork is the restriction of a network to a subset of the individuals. Unlike the standard bounds as in Ciliberto and Tamer (2009), these subnetwork bounds are computationally tractable in large networks provided we consider small subnetworks. We provide Monte Carlo evidence that bounds from small subnetworks are informative in large networks.


Author(s):  
Aureo de Paula ◽  
Seth Richards-Shubik ◽  
Elie T. Tamer

2014 ◽  
Vol 1030-1032 ◽  
pp. 2753-2756
Author(s):  
Li Juan Ma

Cyberculture or computer culture is the culture that has emerged, or is emerging, from the use of computer networks for communication, entertainment, and business. It is also the study of various social phenomena associated with the Internet and other new forms of the network communication, such as online communities, online multi-player gaming, wearable computing, social gaming, social media, mobile apps, augmented reality, and texting, and includes issues related to identity, privacy, and network formation. With the era of cyberculture, ideological issues are prominent increasingly at all levels of society in cyberculture.


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