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1.
It is frequently suggested that predictions made by game theory could be improved by considering computational restrictions when modeling agents. Under the supposition that players in a game may desire to balance maximization of payoff with minimization of strategy complexity, Rubinstein and co-authors studied forms of Nash equilibrium where strategies are maximally simplified in that no strategy can be further simplified without sacrificing payoff. Inspired by this line of work, we introduce a notion of equilibrium whereby strategies are also maximally simplified, but with respect to a simplification procedure that is more careful in that a player will not simplify if the simplification incents other players to deviate. We study such equilibria in two-player machine games in which players choose finite automata that succinctly represent strategies for repeated games; in this context, we present techniques for establishing that an outcome is at equilibrium and present results on the structure of equilibria.  相似文献   

2.
We analyze how private learning in a class of games with common stochastic payoffs affects the form of equilibria, and how properties such as player welfare and the extent of strategic miscoordination relate across monotone and non-monotone equilibria. Researchers typically focus on monotone equilibria. We provide conditions under which non-monotone equilibria also exist, where players attempt to coordinate to obtain the stochastic payoff whenever signals are in a bounded interval. In bounded interval equilibria (BIE), an endogenous fear of miscoordination discourages players from coordinating to obtain the stochastic payoff when their signals suggest coordination is most beneficial. In contrast to monotone equilibria, expected payoffs from successful coordination in BIE are lower than the ex-ante expected payoff from ignoring signals and always trying to coordinate to obtain the stochastic payoff. We show that BIE only exist when, absent private information, the game would be a coordination game.  相似文献   

3.
Let A and B be given convex closed bounded nonempty subsets in a Hilbert space H; let the first player choose points in the set A and let the second one do those in the set B. We understand the payoff function as the mean value of the distance between these points. The goal of the first player is to minimize the mean value, while that of the second player is to maximize it. We study the structure of optimal mixed strategies and calculate the game value.  相似文献   

4.
Consider a very simple class of (finite) games: after an initial move by nature, each player makes one move. Moreover, the players have common interests: at each node, all the players get the same payoff. We show that the problem of determining whether there exists a joint strategy where each player has an expected payoff of at least r is NP-complete as a function of the number of nodes in the extensive-form representation of the game. Received January 2001/Final version May 1, 2001  相似文献   

5.
This paper deals with the noisy-silent-versus-silent duel with equal accuracy functions. Player I has a gun with two bullets and player II has a gun with one bullet. The first bullet of player I is noisy, the second bullet of player I is silent, and the bullet of player II is silent. Each player can fire their bullets at any time in [0, 1] aiming at his opponent. The accuracy function ist for both players. If player I hits player II, not being hit himself before, the payoff of the duel is +1; if player I is hit by player II, not hitting player II before, the payoff is –1. The optimal strategies and the value of the game are obtained. Although optimal strategies in past works concerning games of timing does not depend on the firing moments of the players, the optimal strategy obtained for player II depends explicitly on the firing moment of player I's noisy bullet.  相似文献   

6.
We consider a repeated congestion game with imperfect monitoring. At each stage, each player chooses to use some facilities and pays a cost that increases with the congestion. Two versions of the model are examined: a public monitoring setting where agents observe the cost of each available facility, and a private monitoring one where players observe only the cost of the facilities they use. A partial folk theorem holds: a Pareto-optimal outcome may result from selfish behavior and be sustained by a belief-free equilibrium of the repeated game. We prove this result assuming that players use strategies of bounded complexity and we estimate the strategic complexity needed to achieve efficiency. It is shown that, under some conditions on the number of players and the structure of the game, this complexity is very small even under private monitoring. The case of network routing games is examined in detail.  相似文献   

7.
In this paper, we study a discrete search game on an array of N ordered cells, with two players having opposite goals: player I (searcher) and player II (hider). Player II has to hide q objects at consecutive cells and player I can search p consecutive cells. The payoff to player I is the number of objects found by him. In some situations, the players need to adopt sophisticated strategies if they are to act optimally.  相似文献   

8.
We define a general game which forms a basis for modelling situations of static search and concealment over regions with spatial structure. The game involves two players, the searching player and the concealing player, and is played over a metric space. Each player simultaneously chooses to deploy at a point in the space; the searching player receiving a payoff of 1 if his opponent lies within a predetermined radius r of his position, the concealing player receiving a payoff of 1 otherwise. The concepts of dominance and equivalence of strategies are examined in the context of this game, before focusing on the more specific case of the game played over a graph. Methods are presented to simplify the analysis of such games, both by means of the iterated elimination of dominated strategies and through consideration of automorphisms of the graph. Lower and upper bounds on the value of the game are presented and optimal mixed strategies are calculated for games played over a particular family of graphs.  相似文献   

9.
We consider a class of stochastic games, where each state is identified with a player. At any moment during play, one of the players is called active. The active player can terminate the game, or he can announce any player, who then becomes the active player. There is a non-negative payoff for each player upon termination of the game, which depends only on the player who decided to terminate. We give a combinatorial proof of the existence of subgame-perfect equilibria in pure strategies for the games in our class.  相似文献   

10.
理解博弈论中的最优混合策略对本科生而言具有一定困难,而目前教材中对此内容的讲述又过于抽象.提出一个简单而有效地讲授混合策略纳什均衡的方法.首先利用猜硬币游戏引入并介绍混合策略的基本该念.再通过将混合策略加入到支付矩阵中构造拓展支付矩阵,使学生可以清晰地看到采用混合策略的结果,实现从纯策略到混合策略的自然过渡.然后引导学生思考博弈参与者采用混合策略的各种动机,并在拓展支付矩阵中检验其是否达成均衡.最后介绍最优混合策略计算的一般方法,并分析其与参与者行为动机之间的一致性.课堂实践证明,方法可以有效提高学生对混合策略纳什均衡的综合理解,学生不仅能够更好地掌握求解技术,而且能更深入地理解其经济学含义.  相似文献   

11.
We investigate farsighted stable sets in a class of strategic games with dominant punishment strategies. In this class of games, each player has a strategy that uniformly minimizes the other players’ payoffs for any given strategies chosen by these other players. We particularly investigate a special class of farsighted stable sets, each of which consists of strategy profiles yielding a single payoff vector. We call such a farsighted stable set as a single-payoff farsighted stable set. We propose a concept called an inclusive set that completely characterizes single-payoff farsighted stable sets in strategic games with dominant punishment strategies. We also show that the set of payoff vectors yielded by single-payoff farsighted stable sets is closely related to the strict \(\alpha \)-core in a strategic game. Furthermore, we apply the results to strategic games where each player has two strategies and strategic games associated with some market models.  相似文献   

12.
Quitting games are multi-player sequential games in which, at every stage, each player has the choice between continuing and quitting. The game ends as soon as at least one player chooses to quit; each player i then receives a payoff r S i, which depends on the set S of players that did choose to quit. If the game never ends, the payoff to each player is zero.? We exhibit a four-player quitting game, where the “simplest” equilibrium is periodic with period two. We argue that this implies that all known methods to prove existence of an equilibrium payoff in multi-player stochastic games are therefore bound to fail in general, and provide some geometric intuition for this phenomenon. Received: October 2001  相似文献   

13.
We consider an n-player non-cooperative game with random payoffs and continuous strategy set for each player. The random payoffs of each player are defined using a finite dimensional random vector. We formulate this problem as a chance-constrained game by defining the payoff function of each player using a chance constraint. We first consider the case where the continuous strategy set of each player does not depend on the strategies of other players. If a random vector defining the payoffs of each player follows a multivariate elliptically symmetric distribution, we show that there exists a Nash equilibrium. We characterize the set of Nash equilibria using the solution set of a variational inequality (VI) problem. Next, we consider the case where the continuous strategy set of each player is defined by a shared constraint set. In this case, we show that there exists a generalized Nash equilibrium for elliptically symmetric distributed payoffs. Under certain conditions, we characterize the set of a generalized Nash equilibria using the solution set of a VI problem. As an application, the random payoff games arising from electricity market are studied under chance-constrained game framework.  相似文献   

14.
Two-person repeated games with finite automata   总被引:1,自引:0,他引:1  
We study two-person repeated games in which a player with a restricted set of strategies plays against an unrestricted player. An exogenously given bound on the complexity of strategies, which is measured by the size of the smallest automata that implement them, gives rise to a restriction on strategies available to a player.  We examine the asymptotic behavior of the set of equilibrium payoffs as the bound on the strategic complexity of the restricted player tends to infinity, but sufficiently slowly. Results from the study of zero sum case provide the individually rational payoff levels. Received February 1997/revised version March 2000  相似文献   

15.
This paper characterizes the set of all the Nash equilibrium payoffs in two player repeated games where the signal that the players get after each stage is either trivial (does not reveal any information) or standard (the signal is the pair of actions played). It turns out that if the information is not always trivial then the set of all the Nash equilibrium payoffs coincides with the set of the correlated equilibrium payoffs. In particular, any correlated equilibrium payoff of the one shot game is also a Nash equilibrium payoff of the repeated game.For the proof we develop a scheme by which two players can generate any correlation device, using the signaling structure of the game. We present strategies with which the players internally correlate their actions without the need of an exogenous mediator.  相似文献   

16.
In this paper we develop two formal models predicting coalitions and payoffs among rank striving players in a sequential three‐person game. We test the models’ predictions with data from a laboratory study of eleven male triads. Each triad plays a sequence of games; in each game a two‐person coalition forms and divides the coalition's point value between the two coalition partners. Participants know that the sequence of games will end without warning at a randomly chosen time; at the sequence's end each player's monetary payoff is a linear function of the rank of his accumulated point score, relative to those of the other members of his triad. The complexity of this situation prevents players and analysts from representing it as a single game; thus they are unable to use n‐person game theory to identify optimal strategies. Consequently, we assume that players, unable to develop strategies that are demonstrably optimal in the long run, adopt certain bargaining heuristics and surrogate short run objectives.

The two models follow the same basic outline; they differ, however, in the planning horizon they assume players to use. Proceeding from a priori assumptions concerning each player's decision calculus and the bargaining process, the two models state the probability that each coalition forms and predict the point divisions in the winning coalition. The laboratory data provide consistently strong support for the predictions of both models.  相似文献   

17.
An absorbing game is a repeated game where some action combinations are absorbing, in the sense that whenever they are played, there is a positive probability that the game terminates, and the players receive some terminal payoff at every future stage.  We prove that every multi-player absorbing game admits a correlated equilibrium payoff. In other words, for every ε>0 there exists a probability distribution p ε over the space of pure strategy profiles that satisfies the following. With probability at least 1−ε, if a pure strategy profile is chosen according to p ε and each player is informed of his pure strategy, no player can profit more than ε in any sufficiently long game by deviating from the recommended strategy. Received: April 2001/Revised: June 4, 2002  相似文献   

18.
If a player is removed from a game, what keeps the payoff of the remaining players unchanged? Is it the removal of a special player or its presence among the remaining players? This article answers this question in a complement study to Kamijo and Kongo (2012). We introduce axioms of invariance from player deletion in presence of a special player. In particular, if the special player is a nullifying player (resp. dummifying player), then the equal division value (resp. equal surplus division value) is characterized by the associated axiom of invariance plus efficiency and balanced cycle contributions. There is no type of special player from such a combination of axioms that characterizes the Shapley value.  相似文献   

19.
This paper explores the coordination between a supplier and a buyer within a decentralized supply chain, through the use of quantity discounts in a game theoretic model. Within this model, the players face inventory and pricing decisions. We propose both cooperative and non-cooperative approaches considering that the product traded experiences a price sensitive demand. In the first case, we study the dynamics of the game from the supplier's side as the leader in the negotiation obtaining a Stackelberg equilibrium, and then show how the payoff of this player could still improve from this point. In the second case, a cooperative model is formulated, where decisions are taken simultaneously, emulating a centralized firm, showing the benefits of the cooperation between the players. We further formulate a pricing game, where the buyer is allowed to set different prices to the final customer as a reaction to the supplier's discount decisions. For the latter we investigate the difference between feasibility of implementing a retail discount given a current coordination mechanism and without it. Finally the implications of transportation costs are analyzed in the quantity discount schedule. Our findings are illustrated with a numerical example showing the difference in the players’ payoff in each case and the optimal strategies, comparing in each case our results with existing work.  相似文献   

20.
We consider a two-player zero-sum stochastic differential game in which one of the players has a private information on the game. Both players observe each other, so that the non-informed player can try to guess his missing information. Our aim is to quantify the amount of information the informed player has to reveal in order to play optimally: to do so, we show that the value function of this zero-sum game can be rewritten as a minimization problem over some martingale measures with a payoff given by the solution of a backward stochastic differential equation.  相似文献   

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