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1.
We consider the situation where two agents try to solve each their own task in a common environment. In particular, we study simple sequential Bayesian games with unlimited time horizon where two players share a visible scene, but where the tasks (termed assignments) of the players are private information. We present an influence diagram framework for representing simple type of games, where each player holds private information. The framework is used to model the analysis depth and time horizon of the opponent and to determine an optimal policy under various assumptions on analysis depth of the opponent. Not surprisingly, the framework turns out to have severe complexity problems even in simple scenarios due to the size of the relevant past. We propose two approaches for approximation. One approach is to use Limited Memory Influence Diagrams (LIMIDs) in which we convert the influence diagram into a set of Bayesian networks and perform single policy update. The other approach is information enhancement, where it is assumed that the opponent in a few moves will know your assignment. Empirical results are presented using a simple board game.  相似文献   

2.
We show that the value of a zero-sum Bayesian game is a Lipschitz continuous function of the players?? common prior belief with respect to the total variation metric on beliefs. This is unlike the case of general Bayesian games where lower semi-continuity of Bayesian equilibrium (BE) payoffs rests on the ??almost uniform?? convergence of conditional beliefs. We also show upper semi-continuity (USC) and approximate lower semi-continuity (ALSC) of the optimal strategy correspondence, and discuss ALSC of the BE correspondence in the context of zero-sum games. In particular, the interim BE correspondence is shown to be ALSC for some classes of information structures with highly non-uniform convergence of beliefs, that would not give rise to ALSC of BE in non-zero-sum games.  相似文献   

3.
Most work in game theory assumes that players are perfect reasoners and have common knowledge of all significant aspects of the game. In earlier work (Halpern and Rêgo 2006, arxiv.org/abs/0704.2014), we proposed a framework for representing and analyzing games with possibly unaware players, and suggested a generalization of Nash equilibrium appropriate for games with unaware players that we called generalized Nash equilibrium. Here, we use this framework to analyze other solution concepts that have been considered in the game-theory literature, with a focus on sequential equilibrium.  相似文献   

4.
We present a unifying framework for transferable utility coalitional games that are derived from a non-negative matrix in which every entry represents the value obtained by combining the corresponding row and column. We assume that every row and every column is associated with a player, and that every player is associated with at most one row and at most one column. The instances arising from this framework are called pairing games, and they encompass assignment games and permutation games as two polar cases. We show that the core of a pairing game is always non-empty by proving that the set of pairing games coincides with the set of permutation games. Then we exploit the wide range of situations comprised in our framework to investigate the relationship between pairing games that have different player sets, but are defined by the same underlying matrix. We show that the core and the set of extreme core allocations are immune to the merging of a row player with a column player. Moreover, the core is also immune to the reverse manipulation, i.e., to the splitting of a player into a row player and a column player. Other common solution concepts fail to be either merging-proof or splitting-proof in general.  相似文献   

5.
We are concerned with Nash equilibrium points forn-person games. It is proved that, given any real algebraic numberα, there exists a 3-person game with rational data which has a unique equilibrium point andα is the equilibrium payoff for some player. We also present a method which allows us to reduce an arbitraryn-person game to a 3-person one, so that a number of questions about generaln-person games can be reduced to consideration of the special 3-person case. Finally, a completely mixed game, where the equilibrium set is a manifold of dimension one, is constructed.  相似文献   

6.
This paper studies a special class of differential information games with pre-play communication —games with “cheap play”. We consider problems in which there are several rounds of payoff-irrelevant publicly observable choice (or discussion) of actions, followed by a final round in which actions are binding and payoff relevant. A natural focal subset of equilibria of such games in one that consists of equilibria involvingno regret. Such games were first studied by Green and Laffont (1987), where a criterion calledposterior implementability is introduced with the intention of identifying regret-free equilibria in games with cheap play. This is simply a restriction on the Bayesian equilibrium of the underlying one-shot game. If indeed such a restriction does characterize regret-freeness, then the analytics of such situations would be enormously simplified since one can ignore the messy extended-form of the cheap play game; merely examining the one-shot game is sufficient. We argue that regret-freeness of an equilibrium has a subtle distinction: regret-freeness in moves and regret-freeness in assessments. We show that the former causes the extended-form to be irrelevant; posterior implementability completely characterizes equilibria with regret-freeness in moves. The latter, on the other hand, does not yield a similar principle: the extended-form cannot be ignored.  相似文献   

7.
Equivalence classes of normal form games are defined using the discontinuities of correspondences of standard equilibrium concepts like correlated, Nash, and robust equilibrium, or risk dominance and rationalizability. Resulting equivalence classes are fully characterized and compared across different equilibrium concepts for 2 ×  2 games; larger games are also studied. It is argued that the procedure leads to broad and game-theoretically meaningful distinctions of games as well as to alternative ways of representing, comparing and testing equilibrium concepts.  相似文献   

8.
This paper deals with the question of coalition formation inn-person cooperative games. Two abstract game models of coalition formation are proposed. We then study the core and the dynamic solution of these abstract games. These models assume that there is a rule governing the allocation of payoffs to each player in each coalition structure called a payoff solution concept. The predictions of these models are characterized for the special case of games with side payments using various payoff solution concepts such as the individually rational payoffs, the core, the Shapley value and the bargaining set M1 (i). Some modifications of these models are also discussed.  相似文献   

9.
We consider two-stage multi-leader-follower games, called multi-leader-follower games with vertical information, where leaders in the first stage and followers in the second stage choose simultaneously an action, but those chosen by any leader are observed by only one “exclusive” follower. This partial unobservability leads to extensive form games that have no proper subgames but may have an infinity of Nash equilibria. So it is not possible to refine using the concept of subgame perfect Nash equilibrium and, moreover, the concept of weak perfect Bayesian equilibrium could be not useful since it does not prescribe limitations on the beliefs out of the equilibrium path. This has motivated the introduction of a selection concept for Nash equilibria based on a specific class of beliefs, called passive beliefs, that each follower has about the actions chosen by the leaders rivals of his own leader. In this paper, we illustrate the effectiveness of this concept and we investigate the existence of such a selection for significant classes of problems satisfying generalized concavity properties and conditions of minimal character on possibly discontinuous data.  相似文献   

10.
This paper deals with a class of dynamic games that are used for modelling oligopolistic competition in discrete time with random disturbances that can be described as an event tree with exogenously given probabilities. The concepts of S-adapted information structure and S-adapted equilibrium are reviewed and a characterization of the equilibrium as the solution of a variational inequality (VI) is proposed. Conditions for existence and uniqueness of the equilibrium are provided. In order to deal with the large dimension of the VI an approximation method is proposed which is based on the use of random sampling of scenarios in the event tree. A proof of convergence is provided and these results are illustrated numerically on two dynamic oligopoly models.  相似文献   

11.
This paper introduces a class of games, called unit-sphere games, in which strategies are real vectors with unit 2-norms (or, on a unit-sphere). As a result, they should no longer be interpreted as probability distributions over actions, but rather be thought of as allocations of one unit of resource to actions and the payoff effect on each action is proportional to the square root of the amount of resource allocated to that action. The new definition generates a number of interesting consequences. We first characterize the sufficient and necessary condition under which a two-player unit-sphere game has a Nash equilibrium. The characterization reduces solving a unit-sphere game to finding all eigenvalues and eigenvectors of the product matrix of individual payoff matrices. For any unit-sphere game with non-negative payoff matrices, there always exists a unique Nash equilibrium; furthermore, the unique equilibrium is efficiently reachable via Cournot adjustment. In addition, we show that any equilibrium in positive unit-sphere games corresponds to approximate equilibria in the corresponding normal-form games. Analogous but weaker results are obtained in n-player unit-sphere games.  相似文献   

12.
In this work, we introduce multi-interdictor games, which model interactions among multiple interdictors with differing objectives operating on a common network. As a starting point, we focus on shortest path multi-interdictor (SPMI) games, where multiple interdictors try to increase the shortest path lengths of their own adversaries attempting to traverse a common network. We first establish results regarding the existence of equilibria for SPMI games under both discrete and continuous interdiction strategies. To compute such an equilibrium, we present a reformulation of the SPMI game, which leads to a generalized Nash equilibrium problem (GNEP) with non-shared constraints. While such a problem is computationally challenging in general, we show that under continuous interdiction actions, an SPMI game can be formulated as a linear complementarity problem and solved by Lemke’s algorithm. In addition, we present decentralized heuristic algorithms based on best response dynamics for games under both continuous and discrete interdiction strategies. Finally, we establish theoretical lower bounds on the worst-case efficiency loss of equilibria in SPMI games, with such loss caused by the lack of coordination among noncooperative interdictors, and use the decentralized algorithms to numerically study the average-case efficiency loss.  相似文献   

13.
Consider a family of zero-sum games indexed by a parameter that determines each player’s payoff function and feasible strategies. Our first main result characterizes continuity assumptions on the payoffs and the constraint correspondence such that the equilibrium value and strategies depend continuously and upper hemicontinuously (respectively) on the parameter. This characterization uses two topologies in order to overcome a topological tension that arises when players’ strategy sets are infinite-dimensional. Our second main result is an application to Bayesian zero-sum games in which each player’s information is viewed as a parameter. We model each player’s information as a sub-σ-field, so that it determines her feasible strategies: those that are measurable with respect to the player’s information. We thereby characterize conditions under which the equilibrium value and strategies depend continuously and upper hemicontinuously (respectively) on each player’s information.  相似文献   

14.
We study social choice functions represented by Moulin's dominance solvable games. We first show that dominance solvability of games is independent of the order in which dominated strategies are deleted. This implies that the perfect equilibrium of a game with perfect information generally coincides with its solution according to dominance solvability. Then we show that a large class of d-solvable games yields the same social choice functions as those represented by games of perfect information. We show that for three alternatives and all n relatively prime to 6 there exists a method of social choice fractional elimination, which can be represented by a kingmaker tree. This covers some cases not previously covered by Moulin. We also find numerous examples.  相似文献   

15.
We take an order-centric approach to an incomplete-information version of the supermodular game (SG). In particular, we first introduce concepts related to ordered normal form games and the stochastic dominance order. Then, we work on a Bayesian SG, for which we show the existence of a monotone equilibrium and its monotonic trend as the player type distribution varies. Our results complement those that appeared in the Bayesian-SG literature.  相似文献   

16.
We present a distribution-free model of incomplete-information games, both with and without private information, in which the players use a robust optimization approach to contend with payoff uncertainty. Our ``robust game' model relaxes the assumptions of Harsanyi's Bayesian game model, and provides an alternative distribution-free equilibrium concept, which we call ``robust-optimization equilibrium,' to that of the ex post equilibrium. We prove that the robust-optimization equilibria of an incomplete-information game subsume the ex post equilibria of the game and are, unlike the latter, guaranteed to exist when the game is finite and has bounded payoff uncertainty set. For arbitrary robust finite games with bounded polyhedral payoff uncertainty sets, we show that we can compute a robust-optimization equilibrium by methods analogous to those for identifying a Nash equilibrium of a finite game with complete information. In addition, we present computational results. The research of the author was partially supported by a National Science Foundation Graduate Research Fellowship and by the Singapore-MIT Alliance. The research of the author was partially supported by the Singapore-MIT Alliance.  相似文献   

17.
This paper provides a formal framework within which to study cooperative behavior in the presence of incomplete information, and shows how far the known results in the static cooperative game theory can readily be applied to the proposed framework. The new concepts of Bayesian society, Bayesian strong equilibrium and Bayesian incentive compatible strong equilibrium are introduced and studied.  相似文献   

18.
Often, perfect Bayesian equilibrium is loosely defined by stating that players should be sequentially rational given some beliefs in which Bayes rule is applied “whenever possible.” We argue that there are situations in which it is not clear what “whenever possible” means. Then we provide an elementary definition of perfect Bayesian equilibrium for general extensive games that refines both weak perfect Bayesian equilibrium and subgame perfect equilibrium.  相似文献   

19.
Multi-leader multi-follower games are a class of hierarchical games in which a collection of leaders compete in a Nash game constrained by the equilibrium conditions of another Nash game amongst the followers. The resulting equilibrium problem with equilibrium constraints is complicated by nonconvex agent problems and therefore providing tractable conditions for existence of global or even local equilibria has proved challenging. Consequently, much of the extant research on this topic is either model specific or relies on weaker notions of equilibria. We consider a modified formulation in which every leader is cognizant of the equilibrium constraints of all leaders. Equilibria of this modified game contain the equilibria, if any, of the original game. The new formulation has a constraint structure called shared constraints, and our main result shows that if the leader objectives admit a potential function, the global minimizers of the potential function over this shared constraint are equilibria of the modified formulation. We provide another existence result using fixed point theory that does not require potentiality. Additionally, local minima, B-stationary, and strong-stationary points of this minimization problem are shown to be local Nash equilibria, Nash B-stationary, and Nash strong-stationary points of the corresponding multi-leader multi-follower game. We demonstrate the relationship between variational equilibria associated with this modified shared-constraint game and equilibria of the original game from the standpoint of the multiplier sets and show how equilibria of the original formulation may be recovered. We note through several examples that such potential multi-leader multi-follower games capture a breadth of application problems of interest and demonstrate our findings on a multi-leader multi-follower Cournot game.  相似文献   

20.
A new solution concept for two-player zero-sum matrix games with multi-dimensional payoffs is introduced. It is based on extensions of the vector order in \(\mathbb {R}^d\) to order relations in the power set of \(\mathbb {R}^d\), so-called set relations, and strictly motivated by the interpretation of the payoff as multi-dimensional loss for one and gain for the other player. The new concept provides coherent worst case estimates for games with multi-dimensional payoffs. It is shown that–in contrast to games with one-dimensional payoffs–the corresponding strategies are different from equilibrium strategies for games with multi-dimensional payoffs. The two concepts are combined into new equilibrium notions for which existence theorems are given. Relationships of the new concepts to existing ones such as Shapley and vector equilibria, vector minimax and maximin solutions as well as Pareto optimal security strategies are clarified.  相似文献   

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