Network Science and Game Theory Reference
Graph Theory Fundamentals
Graph (G = (V, E)): A structure showing connections where V are nodes/vertices and E are edges/links.
- Node/Vertex: The object (e.g., person, city, website).
- Edge: The connection (e.g., friendship, road, hyperlink).
- Directed Edge: Has an arrow; order matters (A points to B).
- Undirected Edge: No arrow; order does not matter.
Paths and Connectivity
- Path: A route between nodes; length is the number of edges.
- Simple Path: No repeated nodes.
- Walk: Repeats allowed.
- Cycle: Starts and ends at the same node.
- Connected Graph: Every node can reach every other node.
- Component: A separate connected group.
- Degree: Number of edges touching a node.
- Hub: A high-degree node.
- Giant Component: A large component, usually at least n/2 nodes.
Algorithms and Theorems
- BFS: Finds shortest paths in unweighted graphs.
- Handshaking Theorem: Total degrees = 2 × edges.
- Odd Degree Rule: The number of odd-degree nodes must be even.
- Random Graph G(n, p): n nodes, p probability of edge existence.
- Connectivity Threshold: Around p = ln(n)/n.
Strong and Weak Ties
- Strong Tie: Close friend.
- Weak Tie: Acquaintance; useful for new information.
- Triadic Closure: If A knows B and C, B and C are likely to connect.
- Clustering Coefficient: CC(A) = actual edges among A’s friends / possible edges.
- Local Bridge: Edge whose endpoints have no shared neighbors.
- Bridge: Removing the edge disconnects the graph.
- Strong Triadic Closure: If A has strong ties to B and C, B and C must be connected.
- Neighborhood Overlap: Common neighbors / total neighbors.
- Betweenness: Measures how many shortest paths use an edge.
Network Context and Homophily
- Homophily: Tendency to connect with similar people.
- Affiliation Network: Bipartite graph connecting people to foci (activities/groups).
- Closure Types:
- Triadic: Shared friend creates friendship.
- Focal: Shared activity creates friendship.
- Membership: Friend causes someone to join an activity.
Positive and Negative Relationships
- Structural Balance: A signed graph is balanced if every triangle is balanced.
- Balanced Triangles: +++ and +−− are balanced; ++− and −−− are not.
- Balance Theorem: A balanced complete graph splits into two groups where edges inside are + and between are −.
- Odd Negative Cycle Rule: If a cycle has an odd number of negative edges, it is not balanced.
Game Theory
- Nash Equilibrium: Players choose best responses to each other; nobody wants to switch alone.
- Dominant Strategy: Best response regardless of the other player’s move.
- Prisoner’s Dilemma: Selfish choices lead to a worse outcome for both.
- Coordination Game: Players benefit from choosing the same option.
- Zero-Sum Game: One player’s gain is the other’s loss.
- Mixed Strategy: Randomizing choices when no pure Nash equilibrium exists.
Traffic and Auctions
- Braess’s Paradox: Adding a new road can increase travel time at equilibrium.
- Second-Price Auction: Truthful bidding (bid = true value) is the dominant strategy.
- First-Price Auction: Bid shading (bidding below true value) is standard.
Matching Markets
- Perfect Matching: Everyone on one side is matched to exactly one node on the other.
- Constricted Set: A group with more people than available neighbors; prevents perfect matching.
- Market-Clearing Prices: Prices where the preferred-seller graph has a perfect matching.
Web and Information Networks
- Bow-Tie Structure: SCC core, IN pages, OUT pages, and tendrils.
- HITS: Hubs (good lists) and Authorities (good answers).
- PageRank: Measures importance by flowing score through links; scaled version prevents leakage.
Information Cascades
- Information Cascade: Individuals ignore private information to follow the crowd.
- Bayes’ Rule: Used to update beliefs based on new evidence.
- Fragility: Cascades can be broken by new, real information.
Cascading Behavior
- Threshold Rule: Node switches to behavior A if fraction of neighbors using A ≥ q = b / (a + b).
- Clusters: Dense groups can block cascades.
- Small-World Phenomenon: Short paths exist in large networks due to weak-tie shortcuts.
