This paper seeks understanding the user behavior in a social network created essentially by video interactions. We present a characterization of a social network created by the video interactions among users on YouTube, a popular social networking video sharing system. Our results uncover typical user behavioral patterns as well as show evidences of anti-social behavior such as selfpromotion and other types of content pollution.
In general, games pose interesting and complex problems for the implementation of intelligent agents and are a popular domain in the study of artificial intelligence. In fact, games have been at the center of some of the most well-known achievements in artificial intelligence. From classical board games such as chess, checkers, backgammon and Go, to video games such as Dota 2 and StarCraft II, artificial intelligence research has devised computer programs that can play at the level of a human master and even at a human world champion level. Planning and learning, two well-known and successful paradigms of artificial intelligence, have greatly contributed to these achievements. Although representing distinct approaches, planning and learning try to solve similar problems and share some similarities. They can even complement each other. This has led to research on methodologies to combine the strengths of both approaches to derive better solutions. This paper presents a survey of the multiple methodologies that have been proposed to integrate planning and learning in the context of games. In order to provide a richer contextualization, the paper also presents learning and planning techniques commonly used in games, both in terms of their theoretical foundations and applications.
This work presents an extensive evaluation of the request filtering in hierarchy of proxy caches. Using the recently proposed ADF (Aggregation, Disaggregation and Filtering) model as well as entropy as metric for Web traffic characterization, we evaluate how locality of reference changes as the streams of requests pass through a hierarchy of caches. Moreover, we propose the use of average entropy for comparing the locality of reference of different streams and present how a proxy server can dynamically calculate the entropy of its incoming request stream.
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