IEEE Trans Cybern. 2019 Jan;49(1):328-341. doi: 10.1109/TCYB.2017.2772880. Epub 2017 Nov 28.
Besides the topological structure, there are additional information, i.e., node attributes, on top of the plain graphs. Usually, these systems can be well modeled by attributed graphs, where nodes represent component actors, a set of attributes describe users' portraits and edges indicate their connections. An elusive question associated with attributed graphs is to study how clusters with common internal properties form and evolve in real-world networked systems with great individual diversity, which leads to the so-called problem of attributed graph clustering (AGC). In this paper, we comprehended AGC naturally as a dynamic cluster formation game (DCFG), where each node's feasible action set can be constrained by every cluster in a discrete-time dynamical system. Specifically, we carried out a deep research on a special case of finite dynamic games, named dynamic social game (DSG), the convergence of the finite Nash equilibrium sequence in a DSG was also proved strictly. By carefully defining the feasible action set and the utility function associated with each node, the proposed DCFG can be well related to a DSG; and we showed that a balanced solution of AGC could be found by solving a finite set of coupled static Nash equilibrium problems in the related DCFG. We, finally, proposed a self-learning algorithm, which can start from any arbitrary initial cluster configuration, and, finally, find the corresponding balanced solution of AGC, where all nodes and clusters are satisfied with the final cluster configuration. Extensive experiments were applied on real-world social networks to demonstrate both effectiveness and scalability of the proposed approach by comparing with the state-of-the-art graph clustering methods in the literature.
除了拓扑结构之外,这些图还具有节点属性等附加信息。通常,这些系统可以通过属性图进行很好的建模,其中节点表示组件参与者,一组属性描述用户特征,而边则表示它们之间的连接。与属性图相关的一个悬而未决的问题是研究在具有个体多样性的真实网络系统中,具有共同内部属性的簇是如何形成和演变的,这就导致了所谓的属性图聚类(AGC)问题。在本文中,我们将 AGC 自然而然地理解为动态簇形成游戏(DCFG),其中每个节点的可行动作集可以由离散时间动力系统中的每个簇来约束。具体来说,我们对一类特殊的有限动力博弈,即动态社会博弈(DSG),进行了深入研究,严格证明了 DSG 中有限纳什均衡序列的收敛性。通过仔细定义与每个节点相关的可行动作集和效用函数,所提出的 DCFG 可以很好地与 DSG 相关联;并且我们表明,通过求解相关 DCFG 中有限个耦合静态纳什均衡问题,可以找到 AGC 的平衡解。最后,我们提出了一种自学习算法,它可以从任意初始簇配置开始,并最终找到 AGC 的相应平衡解,其中所有节点和簇都满足最终的簇配置。通过与文献中现有的图聚类方法进行比较,我们在真实社交网络上进行了广泛的实验,以验证所提出方法的有效性和可扩展性。