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1.
This paper presents an algorithm for a player to improve his performance by adapting optimally over his non-optimally playing opponent in discrete-time differential games. The algorithm first estimates the opponent's actual strategies and then constructs an adaptive strategy for the player. The adaptive strategy is periodically updated according to the opponent's behavior using the neighboring optimal closed-loop solution technique. An example is given which demonstrates the superiority of this algorithm over the conventional one which assumes that the opponent plays optimally.  相似文献   

2.
In an interaction it is possible that one agent has features it is aware of but the opponent is not. These features (e.g. cost, valuation or fighting ability) are referred to as the agent’s type. The paper compares two models of evolution in symmetric situations of this kind. In one model the type of an agent is fixed and evolution works on strategies of types. In the other model every agent adopts with fixed probabilities both types, and type-contingent strategies are exposed to evolution. It is shown that the dynamic stability properties of equilibria may differ even when there are only two types and two strategies. However, in this case the dynamic stability properties are generically the same when the payoff of a player does not depend directly on the type of the opponent. Examples illustrating these results are provided.  相似文献   

3.
Two-person noncooperative games with finitely many pure strategies are considered, in which the players have linear orderings over sure outcomes but incomplete preferences over probability distributions resulting from mixed strategies. These probability distributions are evaluated according to t-degree stochastic dominance. A t-best reply is a strategy that induces a t-degree stochastically undominated distribution, and a t-equilibrium is a pair of t-best replies. The paper provides a characterization and an existence proof of t-equilibria in terms of representing utility functions, and shows that for large t behavior converges to a form of max–min play. Specifically, increased aversion to bad outcomes makes each player put all weight on a strategy that maximizes the worst outcome for the opponent, within the supports of the strategies in the limiting sequence of t-equilibria.The paper has benefitted from the comments of four referees and an associate editor.  相似文献   

4.
We analyze the problem of dividing a fixed amount of a single commodity between two players on the basis of the Nash bargaining solution (NBS). For one-shot negotiations, a cornerstone result of Roth (Axiomatic models of bargaining. Springer, Berlin, 1979) establishes that the more risk averse player will obtain less than half the total amount. In the present paper, we assume that the bargaining procedure occurs over several rounds. In each round, an increasing share of the total amount is negotiated over in accordance with the NBS, the disagreement point being determined by the outcome of the previous round. In line with Roth’s result, the final amount received by the more risk averse player is still bounded by half the total amount. As a new feature, however, this player does not lose from bargaining for more rounds if his opponent exhibits non-increasing absolute risk aversion. What is more, both players’ risk profiles become essentially irrelevant if successive bargaining takes place over sufficiently small commodity increments. Each player then gets approximately half of the commodity.  相似文献   

5.
We propose an analytical approach to the problem of influence maximization in a social network where two players compete by means of dynamic targeting strategies. We formulate the problem as a two-player zero-sum stochastic game. We prove the existence of the uniform value: if the players are sufficiently patient, both can guarantee the same mean-average opinion without knowing the exact length of the game. Furthermore, we put forward some elements for the characterization of equilibrium strategies. In general, players must implement a trade-off between a forward-looking perspective, according to which they aim to maximize the future spread of their opinion in the network, and a backward-looking perspective, according to which they aim to counteract their opponent’s previous actions. When the influence potential of players is small, we describe an equilibrium through a one-shot game based on eigenvector centrality.  相似文献   

6.
In this work, we investigate an evolutionary prisoner’s dilemma game in structured populations with probabilistic strategies instead of the pure strategies of cooperation and defection. We explore the model in details by considering different strategy update rules and different population structures. We find that the distribution of probabilistic strategies patterns is dependent on both the interaction structures and the updating rules. We also find that, when an individual updates her strategy by increasing or decreasing her probabilistic strategy a certain amount towards that of her opponent, there exists an optimal increment of the probabilistic strategy at which the cooperator frequency reaches its maximum.  相似文献   

7.
在冲突谈判中,能获知对手偏好是掌握谈判主动性的重要条件。本文基于冲突分析图模型理论构建了一种获取对手偏好的方法。该方法通过深入分析冲突分析图模型中Nash、GMR和SEQ三种稳定性定义,利用反向思维,建立求解对手偏好最少约束条件的数学模型。该方法能让决策者在预知冲突结局的前提下,得到对手的全部偏好信息。以“云南曲靖陆良县铬污染”冲突事件为例,通过对该事件引发的冲突进行建模和偏好分析,在已知冲突最终结局的前提下,运用数学模型,省环保厅可以得到陆良化工企业的所有偏好序,使其在冲突谈判中做到知己知彼,同时也验证了该方法的可行性和有效性。案例分析过程可以从战略层面为谈判中的一方提供参考。  相似文献   

8.
In this paper we deal with group decision-making problems where several decision makers elicit their own preferences separately. The decision makers’ preferences are quantified using a decision support system, which admits incomplete information concerning the decision makers’ responses to the questions they are asked. Consequently, each decision maker proposes classes of utility functions and attribute weight intervals for the different attributes. We introduce an approach based on Monte Carlo simulation techniques for aggregating decision maker preferences that could be the starting point for a negotiation process, if necessary. The negotiation process would basically involve the decision maker tightening the imprecise component utilities and weights to output more meaningful results and achieve a consensus alternative. We focus on how attribute weights and the component utilities associated with a consequence are randomly generated in the aggregation process taking into account the decision-makers’ preferences, i.e., their respective attribute weight intervals and classes of utility functions. Finally, an application to the evaluation of intervention strategies for restoring a radionuclide contaminated lake illustrates the usefulness and flexibility of this iterative process.  相似文献   

9.
This paper deals with the two-noisy-versus-one-silent duel which is still open, as pointed out by Styszyński (Ref. 1). Player I has a noisy gun with two bullets, and player II has a silent gun with one bullet. Each player fires his bullets aiming at his opponent at any time in [0, 1]. The accuracy function (the probability that one player hits his opponent if he fires at timet) isp(t)=t for each player. If player I hits player II, without being hit himself before, the payoff of the duel is +1; if player I is hit by player II, without hitting player II before, the payoff is taken to be ?1. In this paper, we determine the optimal strategies and the value of the game. The strategy for player II depends explicitly on the firing moment of player I's first shot.  相似文献   

10.
为了探究教育项目消费者随机需求条件下的不同层次高校的竞优策略, 运用Stackelberg博弈方法, 构建了消费者偏好服从非均匀分布的不同层次高校开发同类教育项目的定位设计模型, 分析了消费者偏好行为对教育项目收益的影响规律以及双方的竞优策略。结果显示, H型高校(声誉较高)不受消费者偏好等市场因素影响, 始终选择最大差异化策略。L型高校(声誉较低)在消费者无差异偏好偏向自己一方时也不受市场因素影响采取最大差异化策略; 而在消费者无差异偏好偏向它方时, 若市场需求概率小于0.5则选择最大差异化策略, 否则其决策将受到自身初始位值、市场概率等因素的综合影响, 并适时选择最大差异化、有限差异化或有限趋同化策略。  相似文献   

11.
In an interaction it is possible that one agent has features it is aware of but the opponent is not. These features (e.g. cost, valuation or fighting ability) are referred to as the agent’s type. The paper compares two models of evolution in symmetric situations of this kind. In one model the type of an agent is fixed and evolution works on strategies of types. In the other model every agent adopts with fixed probabilities both types, and type-contingent strategies are exposed to evolution. It is shown that the dynamic stability properties of equilibria may differ even when there are only two types and two strategies. However, in this case the dynamic stability properties are generically the same when the payoff of a player does not depend directly on the type of the opponent. Examples illustrating these results are provided.  相似文献   

12.
基于一个历史实例及假定:①三步矩阵对策中赢得矩阵都不变,②每步都是局中人1先行动,③对于每步对策,局中人2观测不到对手究竟使用了何策略;但局中人1可以观测到对手所用的策略,建立了三步矩阵对策上的无中生有计(《三十六计》中的第七计)的对策模型.研究了当局中人2中计,半识破和完全识破对手的无中生有计时的赢得和所用的策略的情况.并用上述实例对模型作了说明.  相似文献   

13.
We consider an economic agent with dynamic preferences over a set of uncertain monetary payoffs. We assume that preferences are updated in a time-consistent way as more information is becoming available. Our main result is that the agent’s indifference prices are recursive if and only if the preferences are translation-invariant. The proof is based on a characterization of time-consistency of dynamic preferences in terms of indifference sets. As a special case, we obtain that expected utility leads to recursive indifference prices if and only if absolute risk aversion is constant, that is, the Bernoulli utility function is linear or exponential.  相似文献   

14.
Proper consistency is defined by the property that each player takes all opponent strategies into account (is cautious) and deems one opponent strategy to be infinitely more likely than another if the opponent prefers the one to the other (respects preferences). When there is common certain belief of proper consistency, a most preferred strategy is properly rationalizable. Any strategy used with positive probability in a proper equilibrium is properly rationalizable. Only strategies that lead to the backward induction outcome are properly rationalizable in the strategic form of a generic perfect information game. Proper rationalizability can test the robustness of inductive procedures. Final version: December 2001  相似文献   

15.
We study two-player common-value all-pay auctions in which the players have ex-ante asymmetric information represented by finite connected partitions of the set of states of nature. Our focus is on a family of such auctions in which no player has an information advantage over his opponent. We find sufficient conditions for the existence of equilibrium with monotone strategies, and show that such an equilibrium is unique. We further show that the ex-ante distribution of equilibrium effort is the same for every player (and hence the players’ expected efforts are equal), although their expected payoffs are different and they do not have the same ex-ante probability of winning.  相似文献   

16.
电子商务环境下,创新投入成为企业提升竞争优势的核心手段,而企业的偏好行为对其创新投入决策产生影响。本文探讨基于利他行为的供应链管理,通过在两类典型双渠道供应链研究中引入参与者的利他偏好,得到了供应商和零售商的均衡策略,并分析了利他偏好对均衡策略的影响。研究表明,当产品单位可变成本较低时,供应商和零售商的利他偏好有利于他方而不利于己方;当产品单位可变成本较高时,供应商和零售商的利他偏好只对己方有利而对他方不利。本研究在一定程度上揭示了供应链管理中利他行为存在的必要性和适度性,对促进供应链成员之间的合作具有积极意义。  相似文献   

17.
A proof exactly analogous to Nash's proof for the existence of equilibria in finite noncooperative games with von Neumann-Morgenstern utilities shows that such games have Nash equilibria when preferences satisfy the weaker conditions of ‘SSB utility theory’. An example illustrates the dual roles of mixed strategies in the SSB game context, namely to disguise a player's actual strategy choice and to resolve the potential intrapersonal dilemma of cyclic preferences among pure strategies.  相似文献   

18.
In this paper we develop a combined simulation and optimization approach for solving difficult decision problems on complex dynamic networks. For a specific reference problem we consider a telecommunication service provider who offers a telecommunication service to a market with network effects. More particularly, the service consumption of an individual user depends on both idiosyncratic characteristics and the popularity of this service among the customer’s immediate neighborhood. Both the social network and the individual user preferences are largely heterogeneous and changing over time. In addition the service provider’s decisions are made in absence of perfect knowledge about user preferences. The service provider pursues the strategy of stimulating the demand by offering differentiated prices to the customers. For finding the optimal pricing we apply a stochastic quasi-gradient algorithm that is integrated with a simulation model that drives the evolution of the network and user preferences over time. We show that exploiting the social network structure and implementing differentiated pricing can substantially increase the revenues of a service provider operating on a social network. More generally, we show that stochastic gradient methods represent a powerful methodology for the optimization of decisions in social networks.  相似文献   

19.
梁喜  张余婷 《运筹与管理》2020,29(12):107-117
在考虑消费者渠道偏好和低碳偏好的基础上,使用以制造商为主的Stackelberg博弈模型,研究了单一传统零售渠道、网上直销双渠道和网上分销双渠道中各成员的最优定价决策与减排策略,以及两种双渠道的利润分享协调策略。研究发现:当制造商引入网上直销和分销渠道后,能够有效增加制造商的最优单位减排量;在开通新的渠道后,传统零售商的利润总是会降低,而当消费者对网上销售渠道的偏好处于某一范围内时,制造商的利润会增加。本文通过设计利润分享机制来协调制造商和传统零售商的利润问题,使得供应链成员的利润实现Pareto改进。  相似文献   

20.
We consider a two-player bargaining model in which one or both players have reference-dependent preferences, but are otherwise perfectly rational. Our behavioural assumption is that players with reference-dependent preferences prefer impasse to consuming strictly less than their current reference points. Reference points adjust each period according to some exogenously specified law of motion. When reference points do not adjust following disagreement, we show that disagreement does not arise in equilibrium, but they do influence the division of the pie. In contrast, when reference points adjust downwards following disagreement, disagreements arise and players may try to manipulate the reference point of their opponent. When reference points adjust downwards following a rejection, for a particular Markov equilibrium, we show that the set of feasible allocations can be divided into agreement and disagreement regions. In particular, there are thresholds such that if one (or more) player’s reference point is above the threshold, disagreement necessarily arises.  相似文献   

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