Systems and methods for automatic generation of social media networks and interactions
A method, computer program product, and computer system for identifying, by a computing device, a first agent on a 2-dimensional plane. A second agent on the 2-dimensional plane may be identified. The first agent and the second agent may follow a set of travel rules that dictate a travel loop between a respective home and a respective target for the first agent and the second agent. The first agent and the second agent may follow a set of collision rules for the first agent and the second agent. A social network may be simulated based upon, at least in part, the set of travel rules and the set of collision rules for the first agent and the second agent.
1 . A computer-implemented method comprising:
identifying, by a computing device, a first simulated agent on a 2 -dimensional plane, wherein the first simulated agent represents a persona of a first person generated using textual content associated with the first person;
identifying a second simulated agent on the 2-dimensional plane, wherein the second simulated agent represents a persona of a second person generated using textual content associated with the second person;
following, by the first simulated agent and the second simulated agent, a set of travel rules that dictate a travel loop within the 2-dimensional plane between a respective home and a respective target for the first simulated agent and the second simulated agent;
following, by the first simulated agent and the second simulated agent, a set of collision rules for the first simulated agent and the second simulated agent, wherein the set of collision rules determine an outcome of a collision between the first simulated agent and the second simulated agent, wherein the set of collision rules define:
an impact on trajectories of each of the first simulated agent and the second simulated agent within the 2-dimensional plane based upon, at least in part, a number of followers for each simulated agent, and
a movement in the respective home of each simulated agent within the 2-dimensional plane based upon, at least in part, a number of followers for each simulated agent; and
simulating a social network based upon, at least in part, the set of travel rules and the set of collision rules for the first simulated agent and the second simulated agent.
2 . The computer-implemented method of claim 1 wherein a topology of the social network is simulated on the 2-dimensional plane using encoded spatial information.
3 . The computer-implemented method of claim 1 wherein a topology of the social network is simulated on the 2-dimensional plane using local gravity for re-adjusting a respective home position of the first simulated agent and the second simulated agent.
4 . The computer-implemented method of claim 1 wherein a topology of the social network is simulated on the 2-dimensional plane using global gravity for re-adjusting a respective home position of the first simulated agent and the second simulated agent.
5 . The computer-implemented method of claim 1 wherein a topology of the social network is simulated on the 2-dimensional plane using a rate at which followers are acquired by the first simulated agent and the second simulated agent.
6 . The computer-implemented method of claim 1 wherein a topology of the social network is simulated on the 2-dimensional plane using a range that determines a neighborhood of the first simulated agent and the second simulated agent.
7 . The computer-implemented method of claim 1 wherein a topology of the social network is simulated on the 2-dimensional plane using an influence of a follower count on how far the first simulated agent and the second simulated agent are allowed to travel.
8 . A computer program product residing on a non-transitory computer readable storage medium having a plurality of instructions stored thereon which, when executed across one or more processors, causes at least a portion of the one or more processors to perform operations comprising:
identifying a first simulated agent on a 2-dimensional plane, wherein the first simulated agent represents a persona of a first person generated using textual content associated with the first person;
identifying a second simulated agent on the 2-dimensional plane, wherein the second simulated agent represents a persona of a second person generated using textual content associated with the second person;
following, by the first simulated agent and the second simulated agent, a set of travel rules that dictate a travel loop within the 2-dimensional plane between a respective home and a respective target for the first simulated agent and the second simulated agent;
following, by the first simulated agent and the second simulated agent, a set of collision rules for the first simulated agent and the second simulated agent, wherein the set of collision rules determine an outcome of a collision between the first simulated agent and the second simulated agent, wherein the set of collision rules define:
an impact on trajectories of each of the first simulated agent and the second simulated agent within the 2-dimensional plane based upon, at least in part, a number of followers for each simulated agent, and
a movement in the respective home of each simulated agent within the 2-dimensional plane based upon, at least in part, a number of followers for each simulated agent; and
simulating a social network based upon, at least in part, the set of travel rules and the set of collision rules for the first simulated agent and the second simulated agent.
9 . The computer program product of claim 8 wherein a topology of the social network is simulated on the 2-dimensional plane using encoded spatial information.
10 . The computer program product of claim 8 wherein a topology of the social network is simulated on the 2-dimensional plane using local gravity for re-adjusting a respective home position of the first simulated agent and the second simulated agent.
11 . The computer program product of claim 8 wherein a topology of the social network is simulated on the 2-dimensional plane using global gravity for re-adjusting a respective home position of the first simulated agent and the second simulated agent.
12 . The computer program product of claim 8 wherein a topology of the social network is simulated on the 2-dimensional plane using a rate at which followers are acquired by the first simulated agent and the second simulated agent.
13 . The computer program product of claim 8 wherein a topology of the social network is simulated on the 2-dimensional plane using a range that determines a neighborhood of the first simulated agent and the second simulated agent.
14 . The computer program product of claim 8 wherein a topology of the social network is simulated on the 2-dimensional plane using an influence of a follower count on how far the first simulated agent and the second simulated agent are allowed to travel.
15 . A computing system including one or more processors and one or more memories configured to perform operations comprising:
identifying a first simulated agent on a 2-dimensional plane, wherein the first simulated agent represents a persona of a first person generated using textual content associated with the first person;
identifying a second simulated agent on the 2-dimensional plane, wherein the second simulated agent represents a persona of a second person generated using textual content associated with the second person;
following, by the first simulated agent and the second simulated agent, a set of travel rules that dictate a travel loop within the 2-dimensional plane between a respective home and a respective target for the first simulated agent and the second simulated agent;
following, by the first simulated agent and the second simulated agent, a set of collision rules for the first simulated agent and the second simulated agent, wherein the set of collision rules determine an outcome of a collision between the first simulated agent and the second simulated agent, wherein the set of collision rules define:
an impact on trajectories of each of the first simulated agent and the second simulated agent within the 2-dimensional plane based upon, at least in part, a number of followers for each simulated agent, and
a movement in the respective home of each simulated agent within the 2-dimensional plane based upon, at least in part, a number of followers for each simulated agent; and
simulating a social network based upon, at least in part, the set of travel rules and the set of collision rules for the first simulated agent and the second simulated agent.
16 . The computing system of claim 15 wherein a topology of the social network is simulated on the 2-dimensional plane using encoded spatial information.
17 . The computing system of claim 15 wherein a topology of the social network is simulated on the 2-dimensional plane using local gravity for re-adjusting a respective home position of the first simulated agent and the second simulated agent.
18 . The computing system of claim 15 wherein a topology of the social network is simulated on the 2-dimensional plane using global gravity for re-adjusting a respective home position of the first simulated agent and the second simulated agent.
19 . The computing system of claim 15 wherein a topology of the social network is simulated on the 2-dimensional plane using a rate at which followers are acquired by the first simulated agent and the second simulated agent.
20 . The computing system of claim 15 wherein a topology of the social network is simulated on the 2-dimensional plane using a range that determines a neighborhood of the first simulated agent and the second simulated agent.
21 . The computing system of claim 15 wherein a topology of the social network is simulated on the 2-dimensional plane using an influence of a follower count on how far the first simulated agent and the second simulated agent are allowed to travel.