{"id":{"repo_id":"uiuc","oai_identifier":"oai:www.ideals.illinois.edu:2142/97760"},"canonical_url":"https://search.dev.ndltd.org/etd/uiuc/oai:www.ideals.illinois.edu:2142/97760","repository":{"repo_id":"uiuc","name":"University of Illinois - Urbana-Champaign","base_url":"https://www.ideals.illinois.edu/oai-pmh"},"display":{"title":"On resource distribution in network coordination game","abstract":"Product adoption is an important topic from the marketing perspective. People want to understand how a new product penetrates a market. Researchers propose many models to capture product adoption growth as well as the decision-making process for individuals. In this work, we identify the lack of consideration in current research of how much time people spend on their friends and families. We develop a new game-theoretical framework to model how people spend their time. Also, we analyze the extreme cases in this model. In addition, we do extensive simulations to understand the average case performance of the steady state. We find that our resource allocation model is a potential game and the efficiency of the steady state of the game is very good on average.","abstract_html":"Product adoption is an important topic from the marketing perspective. People want to understand how a new product penetrates a market. Researchers propose many models to capture product adoption growth as well as the decision-making process for individuals. In this work, we identify the lack of consideration in current research of how much time people spend on their friends and families. We develop a new game-theoretical framework to model how people spend their time. Also, we analyze the extreme cases in this model. In addition, we do extensive simulations to understand the average case performance of the steady state. We find that our resource allocation model is a potential game and the efficiency of the steady state of the game is very good on average.","abstract_has_math":false,"creators":["Lee, Wei-Chun"],"institution":"University of Illinois at Urbana-Champaign","degree_name":"M.S.","degree_level":"Thesis","degree_discipline":"Computer Science","degree_department":null,"school":null,"contributors":["Sundaram, Hari"],"advisors":[],"committee_chairs":[],"committee_members":[],"year":2017,"date_issued":"2017-08-10T20:33:18Z","date_published":"2017-08-10T20:33:18Z","updated_at":"2026-07-22T22:24:34Z","subjects":["Game theory","Resource distribution","Algorithmic game theory","Network coordination game","Product adoption"],"languages":["en"],"rights":["Copyright 2017 Wei-Chun Lee"],"rights_urls":[],"identifier_entries":[]},"links":{"outbound_url":"http://hdl.handle.net/2142/97760","outbound_label":"Handle","outbound_source":"dc:identifier"},"metadata_groups":[{"id":"people","label":"People","entries":[{"key":"dc:contributor","label":"Contributor","values":["Sundaram, Hari"]},{"key":"dc:creator","label":"Author","values":["Lee, Wei-Chun"]}]},{"id":"academic_context","label":"Academic Context","entries":[{"key":"dc:date","label":"Dc Date","values":["2017-08-10T20:33:18Z","2019-08-11T09:15:17Z","2017-04-24","2017-05"]},{"key":"dc:type","label":"Dc Type","values":["text"]},{"key":"thesis:degree_discipline","label":"Discipline","values":["Computer Science"]},{"key":"thesis:degree_level","label":"Degree Level","values":["Thesis"]},{"key":"thesis:degree_name","label":"Degree Name","values":["M.S."]},{"key":"thesis:institution_name","label":"Thesis Institution Name","values":["University of Illinois at Urbana-Champaign"]}]},{"id":"subjects_keywords","label":"Subjects and Keywords","entries":[{"key":"dc:subject","label":"Dc Subject","values":["Game theory","Resource distribution","Algorithmic game theory","Network coordination game","Product adoption"]}]},{"id":"language_rights","label":"Language and Rights","entries":[{"key":"dc:language","label":"Dc Language","values":["en"]},{"key":"dc:rights","label":"Dc Rights","values":["Copyright 2017 Wei-Chun Lee"]}]},{"id":"identifiers","label":"Identifiers","entries":[{"key":"dc:identifier","label":"Identifier","values":["http://hdl.handle.net/2142/97760"]}]},{"id":"additional","label":"Additional Metadata","entries":[{"key":"dc:description","label":"Description","values":["Product adoption is an important topic from the marketing perspective. 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Researchers propose many models to capture product adoption growth as well as the decision-making process for individuals. In this work, we identify the lack of consideration in current research of how much time people spend on their friends and families. We develop a new game-theoretical framework to model how people spend their time. Also, we analyze the extreme cases in this model. In addition, we do extensive simulations to understand the average case performance of the steady state. 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