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1.
A model of collective bargaining in differential games, similar to one considered by Leitmann (Ref. 1), is proposed. Optimal threat strategies are then found and compared with Leitmann's solution. Nash-optimal threat strategies are also found and compared with the other two solutions.The author would like to thank Professor G. Leitmann of the University of California for bringing the author's attention to this subject.  相似文献   

2.
In this paper, we study the impact of informativeness on the performance of linear quadratic Gaussian Nash and Stackelberg games. We first show that, in two-person static Nash games, if one of the players acquires more information, then this extra information is beneficial to him, provided that it is orthogonal to both players' information. A special case is that when one of the players is informationally stronger than the other, then any new information is beneficial to him. We then show that a similar result holds for dynamic Nash games. In the dynamic games, the players use strategies that are linear functions of the current estimates of the state, generated by two Kalman filters. The same properties are proved to hold in static and feedback Stackelberg games as well.This work was partially supported by the US Air Force Office of Scientific Research under Grant No. AFOSR-82-0174.  相似文献   

3.
The Nash equilibrium in pure strategies represents an important solution concept in nonzero sum matrix games. Existence of Nash equilibria in games with known and with randomly selected payoff entries have been studied extensively. In many real games, however, a player may know his own payoff entries but not the payoff entries of the other player. In this paper, we consider nonzero sum matrix games where the payoff entries of one player are known, but the payoff entries of the other player are assumed to be randomly selected. We are interested in determining the probabilities of existence of pure Nash equilibria in such games. We characterize these probabilities by first determining the finite space of ordinal matrix games that corresponds to the infinite space of matrix games with random entries for only one player. We then partition this space into mutually exclusive spaces that correspond to games with no Nash equilibria and with r Nash equilibria. In order to effectively compute the sizes of these spaces, we introduce the concept of top-rated preferences minimal ordinal games. We then present a theorem which provides a mechanism for computing the number of games in each of these mutually exclusive spaces, which then can be used to determine the probabilities. Finally, we summarize the results by deriving the probabilities of existence of unique, nonunique, and no Nash equilibria, and we present an illustrative example.  相似文献   

4.
5.
Communication, complexity, and evolutionary stability   总被引:1,自引:0,他引:1  
In games with costless preplay communication, some strategies are more complex than others in the sense that they induce a finer partition of the set of states of the world. This paper shows that if the concept of evolutionary stability, which is argued to be a natural solution concept for communication games, is modified to take lexicographic complexity preferences into account, then for a class of games of common interest only communication strategies that induce payoff-dominant Nash outcomes of the underlying game are stable. Received April 1998/Final version September 1998  相似文献   

6.
The purpose of this paper is to study a particular recursive scheme for updating the actions of two players involved in a Nash game, who do not know the parameters of the game, so that the resulting costs and strategies converge to (or approach a neighborhood of) those that could be calculated in the known parameter case. We study this problem in the context of a matrix Nash game, where the elements of the matrices are unknown to both players. The essence of the contribution of this paper is twofold. On the one hand, it shows that learning algorithms which are known to work for zero-sum games or team problems can also perform well for Nash games. On the other hand, it shows that, if two players act without even knowing that they are involved in a game, but merely thinking that they try to maximize their output using the learning algorithm proposed, they end up being in Nash equilibrium.This research was supported in part by NSF Grant No. ECS-87-14777.  相似文献   

7.
Bicriterion differential games with qualitative outcomes   总被引:1,自引:0,他引:1  
Combat games are studied as bicriterion differential games with qualitative outcomes determined by threshold values on the criterion functions. Survival and capture strategies of the players are defined using the notion of security levels. Closest approach survival strategies (CASS) and minimum risk capture strategies (MRCS) are important strategies for the players identified as solutions to four optimization problems involving security levels. These are used, in combination with the preference orderings of the qualitative outcomes by the players, to delineate the win regions and the secured draw and mutual kill regions for the players. It is shown that the secured draw regions and the secured mutual kill regions for the two players are not necessarily the same. Simple illustrative examples are given.This paper is based partially on research supported by the Council of Scientific and Industrial Research, India, through a Research Associateship Grant to the second author.  相似文献   

8.
We consider an optimal two-country management of depleted transboundary renewable resources. The management problem is modelled as a differential game, in which memory strategies are used. The countries negotiate an agreement among Pareto efficient harvesting programs. They monitor the evolution of the agreement, and they memorize deviations from the agreement in the past. If the agreement is observed by the countries, they continue cooperation. If one of the countries breaches the contract, then both countries continue in a noncooperative management mode for the rest of the game. This noncooperative option is called a threat policy. The credibility of the threats is guaranteed by their equilibrium property. Transfer or side payments are studied as a particular cooperative management program. Transfer payments allow one country to buy out the other from the fishery for the purpose of eliminating the inefficiency caused by the joint access to the resources. It is shown that efficient equilibria can be reached in a class of resource management games, which allow the use of memory strategies. In particular, continuous time transfer payments (e.g., a share of the harvest) should be used instead of a once-and-for-all transfer payment.  相似文献   

9.
This paper considers nonzero-sum multicriteria games with continuous kernels. Solution concepts based on the notions of Pareto optimality, equilibrium, and security are extended to these games. Separate necessary and sufficient conditions and existence results are presented for equilibrium, Pareto-optimal response, and Pareto-optimal security strategies of the players.This paper is based partially on research supported by the Council of Scientific and Industrial Research, India, through a Research Associateship Grant to the first author.The authors are grateful to two anonymous referees for suggesting useful changes and pointing out some errors in a previous draft.  相似文献   

10.
Noncooperative games of a finite number of persons with interval-valued payoff functions are considered. The concept of an equilibrium situation is introduced. A reduction of such games to deterministic noncooperative games is proposed. Properties of the reduced games are discussed. Interval antagonistic and bimatrix games are examined, and illustrative examples are considered.  相似文献   

11.
Population uncertainty and Poisson games   总被引:1,自引:0,他引:1  
A general class of models is developed for analyzing games with population uncertainty. Within this general class, a special class of Poisson games is defined. It is shown that Poisson games are uniquely characterized by properties of independent actions and environmental equivalence. The general definition of equilibrium for games with population uncertainty is formulated, and it is shown that the equilibria of Poisson games are invariant under payoff-irrelevant type splitting. An example of a large voting game is discussed, to illustrate the advantages of using a Poisson game model for large games. Received December 1995/Revised version July 1997  相似文献   

12.
Stopping games (without simultaneous stopping) are sequential games in which at every stage one of the players is chosen, who decides whether to continue the interaction or stop it, whereby a terminal payoff vector is obtained. Periodic stopping games are stopping games in which both of the processes that define it, the payoff process as well as the process by which players are chosen, are periodic and do not depend on the past choices. We prove that every periodic stopping game without simultaneous stopping, has either periodic subgame perfect ϵ-equilibrium or a subgame perfect 0-equilibrium in pure strategies. This work is part of the master thesis of the author done under the supervision of Prof. Eilon Solan. I am thankful to Prof. Solan for his inspiring guidance. I also thank two anonymous referees of the International Journal of Game Theory for their comments.  相似文献   

13.
In this paper, we introduce a new class of two-person stochastic games with nice properties. For games in this class, the payoffs as well as the transitions in each state consist of a part which depends only on the action of the first player and a part dependent only on the action of the second player.For the zero-sum games in this class, we prove that the orderfield property holds in the infinite-horizon case and that there exist optimal pure stationary strategies for the discounted as well as the undiscounted payoff criterion. For both criteria also, finite algorithms are given to solve the game. An example shows that, for nonzero sum games in this class, there are not necessarily pure stationary equilibria. But, if such a game possesses a stationary equilibrium point, then there also exists a stationary equilibrium point which uses in each state at most two pure actions for each player.  相似文献   

14.
This paper discusses the problem regarding the existence of optimal or nearly optimal stationary strategies for a player engaged in a nonleavable stochastic game. It is known that, for these games, player I need not have an -optimal stationary strategy even when the state space of the game is finite. On the contrary, we show that uniformly -optimal stationary strategies are available to player II for nonleavable stochastic games with finite state space. Our methods will also yield sufficient conditions for the existence of optimal and -optimal stationary strategies for player II for games with countably infinite state space. With the purpose of introducing and explaining the main results of the paper, special consideration is given to a particular class of nonleavable games whose utility is equal to the indicator of a subset of the state space of the game.  相似文献   

15.
Existence of optimal strategies in Markov games with incomplete information   总被引:1,自引:0,他引:1  
The existence of a value and optimal strategies is proved for the class of two-person repeated games where the state follows a Markov chain independently of players’ actions and at the beginning of each stage only Player 1 is informed about the state. The results apply to the case of standard signaling where players’ stage actions are observable, as well as to the model with general signals provided that Player 1 has a nonrevealing repeated game strategy. The proofs reduce the analysis of these repeated games to that of classical repeated games with incomplete information on one side. This research was supported in part by Israeli Science Foundation grants 382/98, 263/03, and 1123/06, and by the Zvi Hermann Shapira Research Fund.  相似文献   

16.
Book review     
《Optimization》2012,61(6):665-666
The concept of antagonistic games for classical discrete control problems is applied and new classes of zero-sum dynamic games on networks are formulated and studied. Polynomial-time algorithms for solving max–min paths problem on networks are proposed and their applications (which might occur within certain financial applications) for solving max–min control problems and determining optimal strategies in zero-sum cyclic games are described. In addition max–min control problems with infinite time horizons which lead to cyclic games are studied and polynomial-time algorithm for solving zero value cyclic games is proposed.  相似文献   

17.
In this paper, total reward stochastic games are surveyed. Total reward games are motivated as a refinement of average reward games. The total reward is defined as the limiting average of the partial sums of the stream of payoffs. It is shown that total reward games with finite state space are strategically equivalent to a class of average reward games with an infinite countable state space. The role of stationary strategies in total reward games is investigated in detail. Further, it is outlined that, for total reward games with average reward value 0 and where additionally both players possess average reward optimal stationary strategies, it holds that the total reward value exists.  相似文献   

18.
Kalai and Kalai (2013) presented five axioms for solutions of 2-person semi-cooperative games: games in which the basic data specifies individual strategies and payoffs, but in which the players can sign binding contracts and make utility transfers. The axioms pin down a unique solution, the coco value. I show that if one adds a mild dummy player axiom to the list, then the axioms become inconsistent when there are more than two players.  相似文献   

19.
A two-player multistage game, with an infinite number of stages is considered. The concepts of overtaking and weakly overtaking payoff sequences are introduced. The class of strategies considered consists of memory strategies, which are based on the past history of the control and the initial state from where the game has been played. Weak equilibria are defined in this class of strategies. It is then shown how such equilibria can be constructed by composing into a trigger strategy a nominal cooperative control sequence and two threat strategies representing the announced retaliation by each player in the case where the other player does not play according to the nominal control. When the threats consists of a feedback equilibrium pair, the resulting cooperative equilibrium is perfect. Another result shows that, if each player can use a most effective threat based on a saddle-point feedback strategy, then any weak equilibrium in the class of memory strategies is in some sense related to this particular kind of equilibrium in the class of trigger strategies.Dedicated to G. LeitmannThis research was supported by SSHRC Grant No. 410-81-0722 and FCAC Grant No. EQ-428 to the first author. This research has also been made possible by a financial support from the University of Puerto Rico.  相似文献   

20.
针对不确定性多冲突环境,建立了多个具有模糊目标的多目标双矩阵对策的综合集结模型.在假定局中人各模糊目标的隶属函数为线性函数的情形下,基于总体模糊目标的可达度,给出了纳什均衡解的定义,并应用粒子群优化算法对集结模型求解.最后,给出一个军事例子说明了模型的实用有效性和粒子群优化算法求解的高效性.  相似文献   

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