Abstract 1 Introduction 2 Related Work 3 Background Problem Definition 4 Proposed Methodology 5 Approximation Guarantee 6 Experimental Evaluation 7 Concluding Remarks References Appendix A Appendix

Approximation Algorithms for Budget Splitting in Multi-Channel Influence Maximization

Dildar Ali ORCID Department of Computer Science and Engineering, Indian Institute of Technology Jammu, India    Ansh Jasrotia ORCID Department of Information Technology, National Institute of Technology Srinagar, India    Abishek Salaria ORCID Department of Information Technology, National Institute of Technology Srinagar, India    Suman Banerjee111Corresponding author ORCID Department of Computer Science and Engineering, Indian Institute of Technology Jammu, India
Abstract

How to utilize an allocated budget effectively for branding and promotion of a commercial house is an important problem, particularly when multiple advertising media are available. There exist multiple such media, and among them, two popular ones are billboards and social media advertisements. In this context, the question naturally arises: how should a budget be allocated to maximize total influence? Although there is significant literature on the effective use of budgets in individual advertising media, there are hardly any studies examining budget allocation across multiple advertising media. To bridge this gap, this paper introduces the Budget Splitting Problem in Billboard and Social Network Advertisement. We introduce the notion of interaction effect to capture the additional influence due to triggers from multiple media of advertising. Using this notion, we propose a noble influence function Φ(,) that captures the total influence and shows that this function is non-negative, monotone, and non-bisubmodular. We introduce bi-submodularity ratio (γ) and generalized curvature (α) to measure how close a function is to being bi-submodular and how far a function is from being modular, respectively. We propose the Randomized Greedy and Two-Phase Adaptive Greedy approach, where the influence function is non-bisubmodular and achieves an approximation guarantee of 1α(1eγα). We conducted several experiments using real-world datasets and observed that the proposed solution approach’s budget splitting leads to a greater influence than existing approaches.

Keywords and phrases:
Advertisement, Billboard, Social Network, Bi-submodularity, Influence Maximization
Copyright and License:
[Uncaptioned image] © Dildar Ali, Ansh Jasrotia, Abishek Salaria, and Suman Banerjee; licensed under Creative Commons License CC-BY 4.0
2012 ACM Subject Classification:
Information systems Computational advertising
Related Version:
Full Version: https://arxiv.org/abs/2604.00796 [8]
Editors:
Martin Aumüller and Irene Finocchi

1 Introduction

Almost all commercial houses use advertising to promote their products and build a customer base. As mentioned in recent marketing literature, a commercial house spends around 710% of its annual revenue on advertising222https://www.lamar.com/howtoadvertise/Research/. For effective advertising, it is important that this budget is utilized appropriately. Two popular advertising approaches are advertising through digital billboards and social networks. On a billboard, a commercial house displays an advertisement (which may be an animation or video) with the expectation that people nearby will view it, and possibly some will be influenced to buy the product. Nowadays, billboards are digital and are assigned to advertisers in slots (fixed duration), on a payment basis. Now, it is quite natural for any commercial house that the available budget will be limited. The goal will be to select a number of influential billboard slots within the allocated budget such that the influence is maximized [36, 2]. The other way to advertise is through social media. Many internet giants, including Google and Facebook, generate significant revenue from social media advertising. In this method, a number of highly influential users are chosen and made “influenced” externally. Now, it is assumed that information diffuses and propagates throughout the network, and at the end of the diffusion process, the set of users influenced is referred to as the seed set’s influence. In the existing literature [17, 26], several models exist to study the diffusion process.

Our Observation.

Existing studies in out-of-home and online advertising scenarios share a common objective: (a) to help advertisers achieve maximum influence under budget constraints in a single or multi-advertiser setting [41, 9, 26], and (b) to minimize the regret of an influence provider by the effective utilization of resources towards advertisers [7, 5, 4, 43]. A more challenging problem, yet to be explored from the perspective of real-world influence providers given a budget, is how to allocate it across different media for advertising to maximize total influence.

Motivation.

Both Billboard and social network advertisement techniques have their respective advantages and disadvantages. Billboards are only available in urban and suburban areas. So, it is not possible to influence the population residing in rural areas. A smart way to utilize the advertisement budget is to combine billboard and social media, leveraging their strengths and mitigating their weaknesses. So, the question arises: given a fixed budget, how can we allocate it for effective advertising? Since billboards and social media follow distinct influence models, simply summing their effects ignores Interaction Effect (see Definition 5) as shown in Example 1. Therefore, there is a need for a novel influence function that considers the Interaction Effect, highlighting the importance of studying this problem.

Example 1.

Assume there are four advertiser 𝒜={a1,a2,a3,a4}, Six billboard slots 𝒮={bs1,bs2,,bs6} (see Table 1), seven seed nodes 𝒫={p1,p2,,p7} (see Table 3) and an influence provider 𝒵 with influence demand from social network and billboard slots from the advertisers as shown in Table 2. Now, we consider two cases: first, the influence is calculated separately, and the aggregated influence is presented. The allocation of slots to the advertisers is as follows: a1={bs1,bs2}, a2={bs5}, a3={bs3,bs4}, a4={bs6} and allocation of seed nodes to the advertisers is a1={p1,p2}, a2={p5}, a3={p3,p4}, a4={p6,p7}. The influence from slots and seeds for the advertiser a1,a2,a3, and a4 are 29, 21, 31 and 27, respectively. So, the influence demand of advertiser a1 and a2 are not satisfied. In the second case where we consider the Interaction Effect and use the proposed influence model (see Definition 4) and the influence for the advertiser a1,a2,a3, and a4 are 30.86, 22.38, 32.71 and 27.15, respectively. Hence, all advertisers are satisfied, which is due to the additional influence resulting from the interaction effect between slots and seeds.

Table 1: Billboard Info.
𝒮i bs1 bs2 bs3 bs4 bs5 bs6
(bsi) 2 4 3 1 6 5
Cost $6 $12 $9 $3 $18 $15
Table 2: Advertiser Info.
Advertiser (𝒜) a1 a2 a3 a4
Demand (σi) 30 22 30 26
Budget (i) $140 $95 $165 $150
Table 3: Seed Node Info.
𝒫i p1 p2 p3 p4 p5 p6 p7
𝒢(pi) 10 13 13 14 15 12 10
Cost $50 $65 $65 $70 $75 $60 $50
Main Contributions.

To the best of our knowledge, this is the first study in this direction. In particular, we make the following contributions in this paper:

  • We study how to split a budget between two advertising channels: social media and billboards. We call this problem the Budget Splitting Problem.

  • We propose a noble mathematical formulation of the problem that combines an influence function and an interaction effect, pose it as a discrete optimization problem, and show that it is NP-hard.

  • We establish important properties of the proposed influence function and propose a greedy-based solution with detailed analysis and performance guarantee.

  • We perform extensive experiments on real-world datasets to show the effectiveness and efficiency of our approach.

Organization of the Paper.

The paper is organized as follows. Section 2 discusses the relevant studies of our work. Section 3 presents the background and formal definition of the problem. Section 4 describes the proposed solution approaches. Approximation guarantees are discussed in Section 5. Section 6 reports the experimental evaluations. Finally, Section 7 concludes the paper.

2 Related Work

2.1 Influence Maximization

In the past few years, with the exponential growth in trajectory databases [37, 44], the study of trajectory-based influence maximization has increased in both online and out-of-home advertisements [2, 39, 44, 41, 33, 30]. Most influence maximization studies are conducted in the context of social network advertisements [33, 30, 13, 14]. There are a few in the context of billboard advertisements [2, 6, 41]. However, there is no literature that considers both social networks and billboard advertising jointly to maximize an advertiser’s influence and to utilize the advertiser’s budget. Several works relate closely to our budget split problem. In particular, billboard advertisements, Zhang et al.[41] studied trajectory-driven billboard placement using a greedy algorithm with a (11/e) approximation. Later, Wang et al.[35] focused on targeted billboard selection using user mobility and ad relevance. Additionally, Zhang et al. [42] proposed a tangent-line-based method for billboard selection, achieving an approximation of θ2(11/e). One relevant problem in social media advertising is selecting a limited number of highly influential users as seed users to maximize the influence. This problem has been referred to as the Social Influence Maximization Problem, and a plethora of solution methodologies are available in the literature [27, 14]. Later, Nugayan et al. [28] studied the influence maximization problem, assuming that each user in the network has a selection cost and that seeds must be selected within the allocated budget. The major difference between our work and previous studies is that previous studies allocate the advertiser’s budget entirely to either billboard or social network advertising. But in our work, we split the advertiser’s budget between two media (billboards and social networks) to maximize the advertiser’s total influence while ensuring the budget is used effectively.

2.2 Regret Minimization

In the Social Viral Marketing (SVM) setting, the influence provider platform, such as Twitter or Facebook, promotes advertisements on a social network. In return, the influence provider receives payments from advertisers. The common business model used is cost per engagement (CPE). Under this model, an advertiser pays the host for every click or engagement received by its advertisement [20, 24, 34]. Several recent studies have focused on SVM. One important line of work aims to minimize the regret of the influence provider [10, 11, 13]. In this setting, each advertiser specifies a required amount of influence. If the achieved influence is less than the demand, the advertiser pays only for the actual influence obtained. If the achieved influence exceeds the demand, the advertiser does not pay for the extra influence. As a result, both insufficient influence and excessive influence lead to regret for the influence provider [12, 5, 6, 4]. Other studies focus on maximizing revenue under the CPE model. In these works, the revenue is defined as the total payment collected from all advertisers. Each advertiser’s payment equals the sum of CPE values of the activated users [10, 13]. In the existing literature, two types of regret-minimization problems are studied in the context of advertising: SVM and Minimizing Regret for the OOH Advertising Market problem (MROAM). There are two major differences between the SVM and the MROAM problem. First, the business models are different. In SVM, the influence provider always receives payment based on engagements. In some cases, the influence provider may receive no payment at all if the advertiser’s demand is not met [43, 4]. Second, the influence models are different. In MROAM, influence is determined by geographical proximity. A billboard influences users who are physically close enough to encounter it. The influence does not spread from one user to another [2, 43, 4, 6]. In contrast, SVM uses probabilistic diffusion models, such as the Independent Cascade and Linear Threshold models. Under these models, influence propagates through the social network from one user to another [15, 16, 23]. Due to this difference, SVM research mainly focuses on estimating the spread of influence in virtual social networks. In contrast, MROAM relies on spatial interactions between users and billboards. Therefore, the optimization problems in these two settings are fundamentally different.

3 Background Problem Definition

3.1 Billboard Advertisement

In a billboard advertisement, the key components are the trajectory and the billboard database. A trajectory database 𝔻 contains location information of persons moving over time and is defined as a collection of tuples of the form (ui,loc,[t1,t2]). This signifies that the person ui is at the location, loc in between the time slot [t1,t2]. Let, m number of tuples are in 𝔻 and it contains the location information for the duration [T1,T2] for n persons 𝒰={u1,u2,,un}. So, we can say every tuple t𝔻, have the time stamp [ti,tj][T1,T2]. The billboard database 𝔹 stores information on billboards placed across a city, represented as tuples (bid,loc,time_slot,cost), where bid is the unique billboard ID, loc denotes its location, and cost is the rental price for that slot. Let 𝔹 contain slot information for r distinct billboards ={b1,b2,,br}. A user ui𝒰 is said to be influenced by a billboard bj if their presence interval [ta,tb] at the location overlaps with the ad display time [tx,ty], i.e., [ta,tb][tx,ty], with some influence probability. Consider that an advertiser can lease a billboard for the duration Δ. Hence, for every billboard, the number of slots is T2T1Δ. As an example, the slot (bi,[t,t+Δ]) signifies the slot from the duration from t to t+Δ for the billboard bi. The set of all billboard slots is denoted by 𝒮 and defined as 𝒮={(bi,[t,t+Δ]):bi𝔹 and t{T1,T1+Δ,T1+2Δ,,T2Δ}}. Every billboard slot is associated with a cost, which is formalized by the cost function 𝒞:𝒮+. Now, given 𝕊𝒮, we denote the influence of slot set 𝕊 by (𝕊) and define it in Definition 2.

Definition 2 (Influence of Billboard Slots).

Given a subset of billboard slots 𝕊𝔹𝕊, its influence (𝕊) can be computed using Equation 1.

(𝕊)=uj𝒰1bsi𝕊(1Pr(bsi,uj)) (1)

We adopt a widely used influence probability model [41, 43, 2, 6, 7], where the probability of a billboard slot bsi influencing a user uj is defined as Pr(bsi,uj)=Size(bsi)maxbsiSize(bsi), where Size(bsi) denotes the panel size of the billboard slot bsi. The influence function () maps each subset of billboard slots to a non-negative real value, i.e., :2𝒮0+, with ()=0.

Lemma 3.

The influence function () is non-negative, monotone, and submodular [7, 9, 1].

3.2 Social Network Advertisement

Consider, we know the social network of users 𝒰={u1,u2,,un}, which is represented by a simple, weighted, and directed graph 𝒢(𝒰,,𝒫). The edge set (𝒢) contains the binary social relationship (e.g., friendship, follower ship, etc.), and the edge weight function 𝒫 that maps each edge to its corresponding influence probability, i.e., 𝒫:(𝒢)(0,1]. For each edge (uiuj), its influence probability is denoted by 𝒫(uiuj). If (uiuj)(𝒢), 𝒫(uiuj)=0. A key phenomenon in social networks is the diffusion of information. To study this, various diffusion models have been proposed, among which the Independent Cascade Model is one of the most widely used. The diffusion of influence begins with a seed set and propagates through the network. The influence of a seed set is measured by the total number of activated nodes at the end of the process. Formally, this is captured by the influence function I𝒢:2𝒰0+, where I𝒢()=0. Under the IC Model, I𝒢 is non-negative, monotone, and submodular [33].

3.3 Combine Influence Model

Considering digital billboards and social networks, we aim to maximize their joint impact. To measure this, we introduce a combined influence model in Definition 4.

Definition 4 (Combine Influence Model).

Given a subset of billboard slots 𝕊𝔹𝕊, and a set of seed nodes 𝒩𝒢, the influence Φ(𝕊,𝒩) can be calculated using Equation 2.

Φ(𝕊,𝒩)=(𝕊)+𝒢(𝒩)+Ψ(𝕊,𝒩) (2)

where (𝕊) and 𝒢(𝒩) are the influences from the slot set and seed nodes, respectively. Ψ(𝕊,𝒩) is the interaction effect between the billboard and social network.

The influence function Φ(.,.) is a mapping from all possible combinations of subsets of slots and seed sets to the influence, i.e., Φ:2𝔹𝕊×2𝒢0+ with Φ(,)=0. The existing literature [29, 32, 18] considered the effect of interaction in advertising campaigns. However, there is no specific mechanism to compute it. We explicitly model this interaction effect and define it in Definition 5.

Definition 5 (Interaction Effect).

An interaction effect in influence maximization quantifies how the combined influence of billboards and social media deviates from their independent effects. Mathematically,

Ψ(𝕊,𝒩)=u𝒰[(1b𝕊(1Pr(u,b)))(1v𝒩(1Pr(u,v)))] (3)

where 1b𝕊(1Pr(u,b)) is the probability user u being influenced by at least one billboard slot, and 1v𝒩(1Pr(u,v)) is the probability that user u is activated by seed node v.

Theorem 6.

Given a trajectory database 𝔻, billboard slots 𝔹𝕊, and Social Network Users 𝒱(𝒢), the influence function Φ(.,.) is non-negative, monotone, and non-bisubmodular.

3.4 Problem Definition

We study the problem of splitting a fixed budget B into B1 for billboard and B2 for social network advertising to maximize influence. We refer to this as the Budget Split Problem in Billboard and Social Network Advertisement, formally represented as I(𝒢,𝕊,𝔻,𝔹,B) and defined in Definition 7.

Definition 7 (Budget Split Problem in Billboard and Social Network Advertisement).

Given an instance I(𝒢,𝕊,𝔻,𝔹,B), this problem asks to divide the allocated budget B into two halves (say B1 and B2) such that B(B1+B2) and the total influence as defined by Equation 2 is maximized. Mathematically,

(𝒮1OPT,𝒮2OPT)argmax𝒮1𝒮𝒞(𝒮1)B1,𝒮2𝒱𝒞(𝒮2)B2,B1+B2BΦ(𝒮1,𝒮2) (4)

Here, 𝒮1OPT, and 𝒮2OPT denotes the optimal slot subset and the optimal seed set for the budget B1 and B2, respectively.

From the computational point of view, this problem can be posed as follows.

Budget Splitting Problem

Input: A trajectory (𝔻) and Billboard Database (𝔹), A set of slots (𝕊) and Social network 𝒢, Influence Function Φ, Budget B.

Problem: Find out a split of a given budget such that the total influence is maximized.

The influence maximization problem in billboard [3] and social network [33] advertisement had an inapproximability result stated in Theorem 8. Therefore, the same inapproximability results also hold for our problem.

Theorem 8.

The Budget Splitting Problem in Billboard and Social Network Advertisement is NP-hard and hard to approximate to any constant factor.

4 Proposed Methodology

In the literature, there exist methods that provide strong approximation guarantees for a submodular function [25, 22], a bisubmodular function [31, 38], and an approximately submodular function [19, 21]. However, as mentioned in Theorem 6, the influence function is non-bisubmodular. To tackle this, we define bisubmodularity ratio and radius of curvature to derive the performance guarantee of the proposed algorithm. This algorithm is of independent interest and may also be useful in solving other problems. Now, we define the notion of Bisubmodularity Ratio in Definition 9.

Definition 9 (Bisubmodularity Ratio).

Let Φ(.,.) be a non-negative, monotone function. The bisubmodularity ratio is the largest scalar γ such that the conditions mentioned in Equation 5 and 6 are satisfied.

vΩq,𝒩V(𝒢)Φ(q{v},𝒩)Φ(q,𝒩)γ(Φ(qΩ,𝒩)Φ(q,𝒩)) (5)
vΩq,𝕊𝔹𝕊Φ(𝕊,𝒩{v})Φ(𝕊,𝒩)γ(Φ(𝕊,𝒩Ω)Φ(𝕊,𝒩)). (6)

Here, q,Ω𝔹𝕊,q,ΩV(𝒢) and γ quantifies how close the function is to being bisubmodular. Next, we define the notion of generalized curvature in Definition 10.

Definition 10 (Generalized Curvature).

The curvature of a non-negative, monotone set function Φ(.,.) is the smallest scalar α such that the conditions mentioned in Equation 7 and 8 are satisfied.

Φ(𝕊{i}Ω,𝒩)Φ(𝕊{i},𝒩)(1α)(Φ(𝕊,𝒩)Φ(𝕊{i},𝒩)) (7)
Φ(𝕊,𝒩{j}Ω)Φ(𝕊,𝒩{j})(1α)(Φ(𝕊,𝒩)Φ(𝕊,𝒩{j})) (8)

Here, 𝕊,Ω𝔹𝕊,i𝕊Ω,𝒩,ΩV(𝒢),j𝒩Ω, and α measures how far a function deviates from modularity. Next, we describe the proposed solution approach.

4.1 Randomized Greedy Algorithm

Algorithm 1 presents a greedy approach to solving the non-bisubmodular maximization problem. It takes billboard slot, trajectory, and social network as input and returns an allocation of slots and seed nodes under the given budget. It starts with empty sets for billboard slots and seeds. First, billboard slots are sorted by their individual influence. Slots are greedily added until the temporary budget is exhausted. Similarly, seed nodes are sorted by individual influence. Seeds are added until another temporary budget is used. The smaller size of these two sets is used to guide sampling. In each iteration, a small random subset of billboard slots is sampled. A small random subset of seed nodes is also sampled. For each sampled element, the marginal gain per unit cost is computed. The interaction effect is included in this computation. The element with the higher gain-to-cost ratio is selected. The budget is updated after every selection. The selected element is removed from further consideration. This process continues until the budget is exhausted.

Algorithm 1 Randomized Greedy Algorithm for Multi-Channel Influence Maximization.

4.2 Two-Phase Adaptive Greedy with Lazy Evaluation (TPG)

Algorithm 2 selects billboard slots and social network seeds jointly. It works under a fixed budget. The algorithm runs in two phases. In the first phase, one billboard slot is selected first. It has the highest influence per unit cost. One social network seed is also selected. It has the highest influence per unit cost. If both fit the budget, both are chosen. Otherwise, only the better one is selected. This phase activates the interaction effect early. In the second phase, all remaining candidates are inserted into a priority queue. Each candidate is keyed by an upper bound on marginal gain per cost. At each iteration, the top candidate is examined. Its true marginal gain is computed lazily. If the gain matches the upper bound, it is selected. If not, the bound is updated and reinserted. Billboard slots and seed nodes are treated uniformly. Only budget-feasible candidates are added. The process continues until the budget is exhausted or no candidates remain.

Algorithm 2 Two-Phase Adaptive Greedy (TPG) for Multi-Channel Influence Maximization.

5 Approximation Guarantee

Algorithm 1 provides an approximation guarantee of at least 1α(1eγα) times the optimal solution. This claim is stated in Theorem 13. We first establish key theoretical results, beginning with a marginal gain lower bound using the bisubmodularity ratio in Lemma 11.

Lemma 11.

Let Φ:2𝔹𝕊×2V(𝒢)0 be a non-negative, monotone function with bisubmodularity ratio γ(0,1], and let (𝒮t,𝒩t) be the current selection of slots and seed nodes. Then, for any feasible solution (𝒮,𝒩), then

e(𝒮𝒩)(𝒮t𝒩t)Δ(e𝒮t,𝒩t)γ[Φ(𝒮,𝒩)Φ(𝒮t,𝒩t)],

where Δ(e𝒮t,𝒩t) denotes the marginal gain of adding element e to (𝒮t,𝒩t).

Lemma 12.

Let Φ:2𝔹𝕊×2V(𝒢)0 be a non-negative, monotone function with generalized curvature α[0,1]. Then, for any e𝒮t𝒩t, the marginal gain of adding e to the current selection (𝒮t,𝒩t) is lower bounded by:

Δ(e𝒮t,𝒩t)(1α)Δ(e,),

where Δ(e𝒮t,𝒩t) is the marginal gain of adding element e to (𝒮t,𝒩t).

Theorem 13.

Let Φ:2𝔹𝕊×2V(𝒢)0 be a non-negative, monotone function with bisubmodularity ratio γ(0,1] and generalized curvature α[0,1]. Let (𝒮,𝒩) be the optimal solution satisfying the budget constraint C(𝒮)+C(𝒩)B, and let (𝒮G,𝒩G) be the solution returned by Algorithm 1. Then,

𝔼[Φ(𝒮G,𝒩G)]1α(1eγα)Φ(𝒮,𝒩).

6 Experimental Evaluation

6.1 Dataset Description and Setup

For experimental evaluation, we used three datasets: Trajectory, Social Network, and Billboard. The trajectory and social network datasets used in our study have also been used by existing studies [39, 40]. All the datasets are summarized in Table 4. Next, since outdoor advertising companies such as LAMAR and JCDecaux do not disclose actual billboard rental prices, prior work assumes that slot cost is proportional to influence. Following this convention, we set the cost of a billboard slot bs as δ(bs)10, where δ[0.8,1.1] is a scaling factor. Next, we evaluate three influence probability models: Uniform, Weighted Cascade, and Trivalency. In the uniform model, all edges have probability pc=0.1; in the weighted cascade model, an edge (ui,uj) has probability 1/deg(ui); and in the trivalency model, edge probabilities are sampled uniformly from {0.1,0.01,0.001}. For user selection cost, we adopt the degree-proportional cost model [30], where the cost of selecting a user u is 𝒞(u)=k(|𝒱|/v𝒱deg(v))deg(u). We set k=1000. All experiments were run on an HP Z4 workstation with an Xeon 3.50 GHz CPU and 64 GB RAM.

Table 4: Summary of Datasets Used in Experiments.
Dataset Statistics (US / Canada)
Trajectory Dataset 124,539 check-ins, 51,318 users (US); 210,650 check-ins, 43,560 users (Canada).
Social Network Dataset 129,864 friendships (US); 50,538 friendships (Canada).
Billboard Dataset 3,166,560 billboard slots from 2199 billboards (US); 1,771,200 billboard slots from 1,230 billboards (Canada).[2, 41, 3]
(a) Budget = 500 (b) Budget = 1000 (c) Budget = 1500 (d) Budget = 2000
(e) Budget = 500 (f) Budget = 1000 (g) Budget = 1500 (h) Budget = 2000
(i) Budget = 500 (j) Budget = 1000 (k) Budget = 1500 () Budget = 2000
Figure 1: Varying Algorithms Vs. Influence in Trivalency (a,b,c,d), in Weighted Cascade (e,f,g,h), in Uniform probability setting (i,j,k,) in CA Dataset.
(a) Budget = 500 (b) Budget = 1000 (c) Budget = 1500 (d) Budget = 2000
(e) Budget = 500 (f) Budget = 1000 (g) Budget = 1500 (h) Budget = 2000
(i) Budget = 500 (j) Budget = 1000 (k) Budget = 1500 () Budget = 2000
Figure 2: Varying Algorithms Vs. Budget split percentage in Trivalency (a,b,c,d), in Weighted Cascade (e,f,g,h), in Uniform probability setting (i,j,k,) in CA Dataset.
(a) Budget = 500 (b) Budget = 1000 (c) Budget = 1500 (d) Budget = 2000
(e) Trivalency (f) Weighted Cascade (g) Uniform (h) Trivalency
(i) Weighted Cascade (j) Uniform (k) Trivalency () Weighted
(m) Uniform (n) Trivalency (o) Weighted Cascade (p) Uniform
Figure 3: Varying Algorithms Vs. Budget split percentage in Trivalency (a,b,c,d), Budget Vs. Influence for Trivalency (e), Weighted Cascade (f), Uniform (g), Budget Vs. Time for Trivalency (h), Weighted Cascade (i), Uniform (j) for CA dataset. Budget Vs. Influence for Trivalency (k), Weighted Cascade (), Uniform (m), Budget Vs. Time for Trivalency (n), Weighted Cascade (o), Uniform (p) for USA dataset.

6.2 Baseline Methods

In Random Allocation (RA) approach, billboard slots and social media seeds are selected randomly. It randomly selects nodes without considering any influence maximization criterion and stops when the budget is exhausted. In Top-k Allocation, most influential billboard slots and seed nodes are selected till their respective demand and budget constraints are satisfied. In High-Degree Heuristic (HDH) approach, billboard slots are sorted based on high impression count, and social media seeds are sorted by highest out-degree. It greedily selects nodes until the budget is exhausted. The Page Rank Based Selection (PRS/PGRS) selects influential nodes based on their global importance by computing PageRank scores and choosing the top-ranked nodes until the budget is exhausted.

6.3 Goals of our Experiments.

The following research questions are our focus in this study.RQ1: Varying budgets, how the influence of social networks and billboards varies. RQ2: Varying budgets, how the budget split ratio in social networks and billboard advertisements varies. RQ3: Varying budgets, how the overall influence and run time vary.

6.4 Experimental Results and Discussions.

Varying Algorithms, Budget Vs. Influence.

Figure 1 shows the effectiveness of the proposed solution approach. We have three main observations. First, with the budget increasing from 500 to 2000, the overall influence of both the proposed and baseline methods increases almost 3× times in both the CA and USA datasets. Second, in the probability settings of trivalency (Figure 1 (a,b,c,d)), weighted cascade (Figure 1 (e,f,g,h)) and uniform (Figure 1 (i,j,k,)), most of the influence of the baseline algorithms comes from the seed nodes of the social network. However, the total influence proposed from “Randomized Greedy” and “TPG” is distributed across the billboard slots and seed nodes, with a significant portion coming from the billboards. Third, in the Figure 3(e,k) for trivalency, Figure 3(f,) weighted cascade, and Figure 3(g,m) for uniform probability setting show the trade-off between budget and influence for CA and USA dataset. The proposed “Randomized Greedy” and “TPG” achieve approximately 2× to 3× more influence than the baselines.

Varying Algorithms Vs. Budget Split Percentage.

Figure 2 (a,b,c,d) in trivalency, Figure 2 (e,f,g,h) in the weighted cascade and in a uniform probability setting 2 (i,j,k,) presents the percentage of budget split with varying budgets for the CA dataset. We have three main observations. First, for baseline methods, a large portion of the budget is allocated to social network advertising across all probability settings. With budgets ranging from 500 to 2000, the budget split share increases in both “Randomized Greedy” and “TPG” for the billboard slots. This happens because the cost of slots is lower than that of seeds, and slots provide better influence than seeds in a limited budget. Second, in the baseline approaches, in most cases, almost 94% to 99% of the total budget is allocated to social networks, and only 1% to 5% to billboard advertisements. Among the baselines, “Random” and “Top-k” perform well compared to the “HDH” and “PRS” approaches. Third, the budget split results suggest that, in the CA dataset, advertisers benefit from allocating a larger share of the budget to billboard advertising than to social networks. In contrast, the USA dataset exhibits an opposite trend: as the budget increases from 500to2000, the share allocated to billboards decreases while social network spending increases across all probability settings, as illustrated in Figure 3(a–d) for the trivalency model.

Efficiency Test.

Figure 3(h,n), Figure 3(i,o), and Figure 3(j,p) show the efficiency of the proposed and baseline methods in trivalency, weighted cascade, and uniform probability settings, respectively. We have three main observations. First, with the increase in budget from 500 to 2000, the computational time of all the proposed and baseline methods increases. In the CA dataset, the proposed “Randomized Greedy” method takes longer than “TPG”. However, we have a different observation on the USA dataset. The “TPG” takes longer than the “Randomized Greedy”, because in the worst case, it behaves like an incremental greedy. On the other hand, “Randomized Greedy” takes sampling to select a seed or slots, which takes less time than the normal incremental greedy. Second, all the baseline methods require much less runtime than the proposed solution methodologies. Third, in the CA and USA dataset, the weighted cascade has a higher runtime than the uniform and trivalency settings. Weighted Cascade is computationally more expensive since edge activation probabilities depend on node degrees and must be computed dynamically during diffusion, unlike trivalency and uniform models, which use fixed probabilities.

7 Concluding Remarks

In this paper, we study the budget-splitting problem: given a budget, in what proportions should it be split to maximize total influence. We introduce the notion of the Interaction Effect and, based on this notion, we make a noble discrete optimization formulation of our problem. We show that the problem is NP-hard, and the objective function is non-negative, monotone, and non-bisubmodular. We have proposed “Randomized Greedy” and “TPG” approaches for solving our problem, which provide an approximation guarantee of 1α(1eγα) where α and γ denote the generalized curvature and bisubmodularity ratio, respectively. An analysis was conducted to understand the time, space requirements, and performance guarantee. The reported experimental results show that the proposed solution approach yields greater influence and a better budget split ratio than the baseline methods, with reasonable computational overhead.

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Appendix A Appendix

Theorem 6

Given a trajectory database 𝔻, billboard slots 𝔹𝕊, and Social Network Users 𝒱(𝒢), the influence function Φ(.,.) is non-negative, monotone, and non-bisubmodular.

Proof.

Each term in Φ(𝕊,𝒩) represents a probability-based influence function. First, (𝕊) is a sum of probabilities, hence (𝕊)0. Secondly, 𝒢(𝒩) follows the Independent Cascade Model (ICM) (Kempe et al. [26]) and represents an expected number of influenced users, ensuring 𝒢(𝒩)0. The interaction effect Ψ(𝕊,𝒩) is a product of two non-negative influence terms, guaranteeing Ψ(𝕊,𝒩)0. Thus, Φ(𝕊,𝒩)0.

In (𝕊), adding a billboard b increases the probability of influencing users, ensuring (𝕊) is increasing. The function 𝒢(𝒩) is known to be monotone under ICM [26]. The interaction effect Ψ(𝕊,𝒩) increases as either 𝕊 or 𝒩 grows because increasing the influence in either component leads to a larger combined effect. Hence, Φ(𝕊,𝒩) is monotone.

The function (𝕊) and 𝒢(𝒩) is known to be submodular. However, the interaction effect Ψ(𝕊,𝒩) is a product of two submodular terms, which does not necessarily preserve submodularity. In fact, multiplicative interaction terms often result in supermodular behavior, where the marginal gain of adding elements increases instead of decreasing, and this violates the bisubmodular inequality. Thus, Φ(𝕊,𝒩) is non-bisubmodular. Therefore, Φ(𝕊,𝒩) is non-negative, monotone, and non-bisubmodular.

Complexity Analysis of Randomized Greedy Algorithm

Now, we analyze the time and space requirement of the Algorithm 1. In Line No. 1 and 2, for initialization of variables will take 𝒪(1) time. In Line No. 3, for a number of billboard slots, sorting slots based on individual influence value will take 𝒪(aloga). Next, in Line No. 4 to 8 will take 𝒪(a) in the worst case. Similarly, Line No. 9 to 14 will take 𝒪(blogb+b) time assuming b number of seeds are there. In Line No. 15 will take 𝒪(1) time. In Line No. 16 while loop will execute for 𝒪(a+b) time and in Line No. 17 sampling slots will take 𝒪(aklog1ϵ) time and Line No. 18 finding b involve influence computation. For a number of billboard slots, computing influence will take 𝒪(am), where m is the number of tuples in the trajectory database. For b number of nodes and y number of edges, computing influence under the IC model for a graph 𝒢 will take 𝒪(R(b+y)),i.e.,𝒪(Ry), where R is the number of simulations. Similarly, calculating the interaction effect will take 𝒪(am+bm). So, the combined influence function Φ() will take 𝒪(am+bm+Ry) time to execute. Similarly, Line No. 19 and 20 will take 𝒪(bklog1ϵ) and 𝒪(am+bm+Ry), respectively. Now, Line No. 21 to 30 will take 𝒪(am+bm+Ry) time to execute. Therefore, the total time requirement of Algorithm 1 will be of 𝒪((a+b)[aklog1ϵ+bklog1ϵ+am+bm+ry]). Next, the additional space requirement for Algorithm 1 will be of 𝒪(a+b) for storing slots and seed nodes.

Complexity Analysis of TPG Algorithm

Now, we analyze the time and space requirements of Algorithm 2. In Line No. 1 initialization will take 𝒪(1) time. In Line No. 3 to 9, the first phase will take 𝒪(a+b) time, where a is the number of slots and b is the number of seeds. Now, Line No. From 11 to 12, all remaining slots and seeds are inserted into the queue, which will take 𝒪((a+b)log(a+b)). Assume the while loop will run for 𝒪(L) times. The combined influence function Φ() will take 𝒪(am+bm+Ry) time to execute as discussed in Algorithm 1. Hence, Line No. 14 to 27 will take 𝒪((a+b)log(a+b)+am+bm+Ry) time to execute. So, total time taken by Algorithm 2 will be 𝒪(a+b)+𝒪((a+b)log(a+b))+𝒪((a+b)log(a+b)+am+bm+Ry) i.e., 𝒪((a+b)log(a+b))+𝒪((a+b)log(a+b)+L(am+bm+Ry). The additional space requirement for Algorithm 2 will be of 𝒪(a+b).

Lemma 11

Let Φ:2𝔹𝕊×2V(𝒢)0 be a non-negative, monotone function with bisubmodularity ratio γ(0,1], and let (𝒮t,𝒩t) be the current selection of slots and seed nodes. Then, for any feasible solution (𝒮,𝒩), then

e(𝒮𝒩)(𝒮t𝒩t)Δ(e𝒮t,𝒩t)γ[Φ(𝒮,𝒩)Φ(𝒮t,𝒩t)],

where Δ(e𝒮t,𝒩t) denotes the marginal gain of adding element e to (𝒮t,𝒩t).

Proof.

Let ΩB=𝒮𝒮t and ΩG=𝒩𝒩t. Let q=𝒮t and 𝒩=𝒩t. By Definition 9, we have the following:

vΩB [Φ(q{v},𝒩)Φ(q,𝒩)]γ[Φ(qΩB,𝒩)Φ(q,𝒩)],
vΩG [Φ(q,𝒩{v})Φ(q,𝒩)]γ[Φ(q,𝒩ΩG)Φ(q,𝒩)].

Now, adding the inequalities we have,

eΩBΩG Δ(e𝒮t,𝒩t)γ[Φ(qΩB,𝒩ΩG)Φ(q,𝒩)]
=γ[Φ(𝒮t𝒮,𝒩t𝒩)Φ(𝒮t,𝒩t)].

By monotonicity of influence function Φ we can write,

Φ(𝒮t𝒮,𝒩t𝒩)Φ(𝒮,𝒩).

Hence,

e(𝒮𝒩)(𝒮t𝒩t) Δ(e𝒮t,𝒩t)γ[Φ(𝒮,𝒩)Φ(𝒮t,𝒩t)].

Lemma 12

Let Φ:2𝔹𝕊×2V(𝒢)0 be a non-negative, monotone function with generalized curvature α[0,1]. Then, for any e𝒮t𝒩t, the marginal gain of adding e to the current selection (𝒮t,𝒩t) is lower bounded by:

Δ(e𝒮t,𝒩t)(1α)Δ(e,),

where Δ(e𝒮t,𝒩t) is the marginal gain of adding element e to (𝒮t,𝒩t).

Proof.

By Definition 10, for any e𝔹𝕊V(𝒢) and any 𝒮𝔹𝕊, 𝒩V(𝒢), the marginal gain of e when added to a superset is at least (1α) times the marginal gain of e when added to the empty set. If e𝔹𝕊, then we can write

Φ(𝒮t{e},𝒩t)Φ(𝒮t,𝒩t)(1α)[Φ({e},𝒩t)Φ(,𝒩t)](1α)Δ(e,), (9)

If eV(𝒢), then we have

Φ(𝒮t,𝒩t{e})Φ(𝒮t,𝒩t)(1α)[Φ(𝒮t,{e})Φ(𝒮t,)](1α)Δ(e,), (10)

Since Φ({e},)0 and Φ(,{e})0 by non-negativity. In both cases, we can say

Δ(e𝒮t,𝒩t)(1α)Δ(e,).

Corollary 1

Under the assumptions of Theorem 13, if the curvature of Φ is α=1, then the Algorithm 1 achieves the following guarantee

Φ(𝒮G,𝒩G)(1eγ)Φ(𝒮,𝒩).
Proof.

Substituting α=1 into Theorem 13, we get:

Φ(𝒮G,𝒩G)11(1eγ1)Φ(𝒮,𝒩)=(1eγ)Φ(𝒮,𝒩). (11)

Theorem 13

Let Φ:2𝔹𝕊×2V(𝒢)0 be a non-negative, monotone function with bisubmodularity ratio γ(0,1] and generalized curvature α[0,1]. Let (𝒮,𝒩) be the optimal solution satisfying the budget constraint C(𝒮)+C(𝒩)B, and let (𝒮G,𝒩G) be the solution returned by Algorithm 1. Then,

𝔼[Φ(𝒮G,𝒩G)]1α(1eγα)Φ(𝒮,𝒩).
Proof.

We analyze the behavior of Algorithm 1 step by step. Let (𝒮t,𝒩t) denote the solution obtained after t iterations, with (𝒮0,𝒩0)=(,). At each iteration, the algorithm samples a small subset of billboard slots and seed nodes and selects the element that provides the maximum marginal gain per unit cost within the sample, subject to the remaining budget.

Let Φt:=Φ(𝒮t,𝒩t) denote the influence after t iterations, and let Δt=ΦtΦt1 be the marginal increase in influence at step t. Throughout the process, budget feasibility is maintained, i.e., C(𝒮t)+C(𝒩t)B.

Let (𝒮,𝒩) be an optimal solution satisfying the budget constraint, and define

Rt=(𝒮𝒩)(𝒮t1𝒩t1)

as the set of optimal elements not yet selected by the algorithm.

By the definition of the bisubmodularity ratio (Lemma 11), the total marginal gain contributed by elements in Rt is at least a γ fraction of the remaining optimal influence. Formally,

eRtΔ(e𝒮t1,𝒩t1)γ[Φ(𝒮,𝒩)Φt1].

This implies that there exists at least one element in Rt whose marginal gain per unit cost is sufficiently large.

Algorithm 1 does not examine all remaining elements. Instead, it selects the best element from a randomly sampled subset. Standard results on randomized greedy selection ensure that, in expectation, the chosen element achieves a marginal gain comparable to such a good element. Moreover, by the curvature bound (Lemma 12), the marginal gain of any element does not decrease too rapidly as the solution grows.

Combining these observations, the expected marginal gain at iteration t satisfies

𝔼[Δt]γ(1α)BC(et)[Φ(𝒮,𝒩)Φt1].

Let bt=i=1tC(ei) be the total budget used after t iterations, and define f(bt)=𝔼[Φt]. The above inequality yields the recurrence

f(bt)f(bt1)γ(1α)B(btbt1)[Φ(𝒮,𝒩)f(bt1)].

Approximating this recurrence by a continuous process leads to the differential inequality

df(b)dbγ(1α)B[Φ(𝒮,𝒩)f(b)],

whose solution implies

f(b)Φ(𝒮,𝒩)(1exp(γ(1α)Bb)).

At termination, the algorithm uses total budget bB. Therefore,

𝔼[Φ(𝒮G,𝒩G)]Φ(𝒮,𝒩)(1eγ(1α)).

Finally, using the inequality (1α)1α(1eγα) for α(0,1], we obtain

𝔼[Φ(𝒮G,𝒩G)]1α(1eγα)Φ(𝒮,𝒩).

Interpreting Theorem 13

Algorithm 1 achieves a guaranteed fraction 1α(1eγα) of the optimal influence, where γ is the bisubmodularity ratio and α is the curvature. This means that even when the influence function is not perfectly submodular, greedy still performs well, especially when γ is high and α is low. An interesting phenomenon is that γ and α play different roles: (a). When both γ and α are close to 1, the approximation ratio approaches its best-case value (11e)0.632, matching classical submodular optimization results. (b). Low γ (high non-submodularity) or high α (strong curvature) significantly degrade performance. (c). The surface is monotonically increasing with respect to both γ and α1, reflecting the intuitive fact that lower curvature and higher bisubmodularity yield better guarantees.

Theorem 14

Let Φ:2BS×2V(G)0 be a non-negative, monotone influence function with bisubmodularity ratio γ(0,1] and generalized curvature α[0,1]. Let (S,N) denote an optimal solution satisfying the budget constraint C(S)+C(N)B. Let (STPG,NTPG) be the solution returned by TPG algorithm. Then,

Φ(STPG,NTPG)1α(1eγα)Φ(S,N).
Proof Sketch.

The TPG algorithm proceeds in two phases. In Phase I, at least one billboard slot and one social network seed node are selected whenever feasible, ensuring that the interaction effect Ψ(S,N) becomes active from the beginning. This initialization step consumes a constant fraction of the budget and does not affect asymptotic approximation guarantees.

In Phase II, TPG performs a cost-aware greedy selection using lazy marginal evaluation. At each iteration, the algorithm selects an element with the maximum marginal gain per unit cost. Since Φ is monotone with bisubmodularity ratio γ, the total marginal gain of the remaining optimal elements is lower bounded by a γ fraction of the residual optimal influence. Moreover, by the generalized curvature α, the marginal gain of any element at a later stage is at least (1α) times its marginal gain at the empty set.

Combining these properties yields a standard greedy recurrence, which leads to the bound

Φ(STPG,NTPG)1α(1eγα)Φ(S,N).

The use of lazy evaluation affects only computational efficiency and does not alter the sequence of selected elements. Hence, the approximation guarantee remains unchanged.

Additional Experimental Discussion.

The additional parameters used in our experiments are ϵ, R, and λ. First, ϵ is the sampling parameter that decides the random sampling size used in the selection of slots or seeds. When the ϵ value increases, the sample set size and run time decrease, but the quality of the solution also decreases. Second, λ is the distance parameter, which signifies the distance range (in meters) that influenced the trajectories of the ad space. With the increase of λ from 25m to 100m, the influence of the proposed and baseline methods also increases, as one billboard slot can influence more than one user at a time. Third, R is the number of simulations used in the independent cascade model. In our experiments, we use ϵ=0.01,λ=100m,R=1000 as the default setting. We have experimented with different values of δ,λ,R; however, due to space limitations, not all are reported.