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1.
In this paper, we consider a class of n-person noncooperative games, where the utility function of every player is given by a homogeneous polynomial defined by the payoff tensor of that player, which is a natural extension of the bimatrix game where the utility function of every player is given by a quadratic form defined by the payoff matrix of that player. We will call such a problem the multilinear game. We reformulate the multilinear game as a tensor complementarity problem, a generalization of the linear complementarity problem; and show that finding a Nash equilibrium point of the multilinear game is equivalent to finding a solution of the resulted tensor complementarity problem. Especially, we present an explicit relationship between the solutions of the multilinear game and the tensor complementarity problem, which builds a bridge between these two classes of problems. We also apply a smoothing-type algorithm to solve the resulted tensor complementarity problem and give some preliminary numerical results for solving the multilinear games.  相似文献   

2.
In this paper, we address various types of two-person stochastic games—both zero-sum and nonzero-sum, discounted and undiscounted. In particular, we address different aspects of stochastic games, namely: (1) When is a two-person stochastic game completely mixed? (2) Can we identify classes of undiscounted zero-sum stochastic games that have stationary optimal strategies? (3) When does a two-person stochastic game possess symmetric optimal/equilibrium strategies? Firstly, we provide some necessary and some sufficient conditions under which certain classes of discounted and undiscounted stochastic games are completely mixed. In particular, we show that, if a discounted zero-sum switching control stochastic game with symmetric payoff matrices has a completely mixed stationary optimal strategy, then the stochastic game is completely mixed if and only if the matrix games restricted to states are all completely mixed. Secondly, we identify certain classes of undiscounted zero-sum stochastic games that have stationary optima under specific conditions for individual payoff matrices and transition probabilities. Thirdly, we provide sufficient conditions for discounted as well as certain classes of undiscounted stochastic games to have symmetric optimal/equilibrium strategies—namely, transitions are symmetric and the payoff matrices of one player are the transpose of those of the other. We also provide a sufficient condition for the stochastic game to have a symmetric pure strategy equilibrium. We also provide examples to show the sharpness of our results.  相似文献   

3.
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   

4.
A differential game in which m dynamical objects pursue a single one is investigated. All the players perform simple motions. The termination time of the game is fixed. The controls of the first k (km) pursuers are subject to integral constraints and the controls of the other pursuers and the evader are subject to geometric constraints. The payoff of the game is the distance between the evader and the closest pursuer at the instant the game is over. Optimal strategies for the players are constructed and the value of the game is found.  相似文献   

5.
In stochastic games with finite state and action spaces, we examine existence of equilibria where player 1 uses the limiting average reward and player 2 a discounted reward for the evaluations of the respective payoff sequences. By the nature of these rewards, the far future determines player 1's reward, while player 2 is rather interested in the near future. This gives rise to a natural cooperation between the players along the course of the play. First we show the existence of stationary ε-equilibria, for all ε>0, in these games. However, besides these stationary ε-equilibria, there also exist ε-equilibria, in terms of only slightly more complex ultimately stationary strategies, which are rather in the spirit of these games because, after a large stage when the discounted game is not interesting any longer, the players cooperate to guarantee the highest feasible reward to player 1. Moreover, we analyze an interesting example demonstrating that 0-equilibria do not necessarily exist in these games, not even in terms of history dependent strategies. Finally, we examine special classes of stochastic games with specific conditions on the transition and payoff structures. Several examples are given to clarify all these issues.  相似文献   

6.
建立了Cox-Ingersoll—Ross随机利率下的关于两个投资者的投资组合效用微分博弈模型.市场利率具有CIR动力,博弈双方存在唯一的损益函数,损益函数取决于投资者的投资组合财富.一方选择动态投资组合策略以最大化损益函数,而另一方则最小化损益函数.运用随机控制理论,在一般的效用函数下得到了基于效用的博弈双方的最优策略.特别考虑了常数相对风险厌恶情形,获得了显示的最优投资组合策略和博弈值.最后给出了数值例子和仿真结果以说明本文的结论.  相似文献   

7.
A two person zero sum game is regarded as Silverman-like if the strategy sets are sets of real numbers bounded below, the payoff function is bounded, the maximum payoff is achieved whenever the second player's numbery exceeds the first player's numberx by “too much”, and the minimum is achieved wheneverx exceedsy by “too much”. Explicit upper bounds are obtained for pure strategies to be included in an optimal mixed strategy in such games. In particular, if the strategy sets are discrete, the games may be reduced to games on specified finite sets.  相似文献   

8.
The semigroup game is a two-person zero-sum game defined on a semigroup ${(S,\cdot)}$ as follows: Players 1 and 2 choose elements ${x \in S}$ and ${y \in S}$ , respectively, and player 1 receives a payoff f (x y) defined by a function f : S → [?1, 1]. If the semigroup is amenable in the sense of Day and von Neumann, one can extend the set of classical strategies, namely countably additive probability measures on S, to include some finitely additive measures in a natural way. This extended game has a value and the players have optimal strategies. This theorem extends previous results for the multiplication game on a compact group or on the positive integers with a specific payoff. We also prove that the procedure of extending the set of allowed strategies preserves classical solutions: if a semigroup game has a classical solution, this solution solves also the extended game.  相似文献   

9.
In this paper we consider n-person games in which each player has a convex strategy set over which his closed strictly quasi-concave payoff function is defined. The interaction of the players' strategies is via linear constraints in the form of a convex cone. An appropriate duality theory is developed and applied to an example with economic significance. The resulting analysis leads naturally to a means for solving such a game that merely involves the solution of a set of linear equations.  相似文献   

10.
We consider a discrete time partially observable zero-sum stochastic game with average payoff criterion. We study the game using an equivalent completely observable game. We show that the game has a value and also we present a pair of optimal strategies for both the players.  相似文献   

11.
In the cyclic pursuit game the evader, BLUE, and the pursuer, RED, choose one of the vertices of ann point cyclic graph at discrete time 1. If they initially choose the same vertex BLUE receives payoff one. At each subsequent time BLUE may remain where he is or move to an adjacent vertex. RED has the same capability. At no time do RED or BLUE know the other's location. The game ends when RED and BLUE arrive at the same vertex. BLUE then receives a payoff equal to the time of this arrival, i.e. the amount of time for which he eludes RED. In this paper we solve this game under the assumption that both RED and BLUE are restricted to stochastic strategies for which each moves right or left with equal probility.  相似文献   

12.
This paper deals with the generalized Nash equilibrium problem (GNEP), i.e. a noncooperative game in which the strategy set of each player, as well as his payoff function, depends on the strategies of all players. We consider an equivalent optimization reformulation of GNEP using a regularized Nikaido–Isoda function so that solutions of GNEP coincide with global minima of the optimization problem. We then propose a derivative-free descent type method with inexact line search to solve the equivalent optimization problem and we prove that our algorithm is globally convergent. The convergence analysis is not based on conditions guaranteeing that every stationary point of the optimization problem is a solution of GNEP. Finally, we present the performance of our algorithm on some examples.  相似文献   

13.
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   

14.
传统区间数双矩阵博弈理论研究局中人支付值为区间数的策略选择问题,但没有考虑局中人策略选择可能受到各种约束.创建一种求解局中人策略选择受约束且支付值为区间数的双矩阵博弈(简称带策略约束的区间数双矩阵博弈)的简单、有效的双线性规划求解方法.首先,将局中人的博弈支付看作支付值区间中数值的函数.通过证明这种函数具有单调性,据此利用支付值区间的上、下界,构造了一对辅助双线性规划模型,可分别用于显式地计算任意带策略约束的区间数双矩阵博弈中局中人区间数博弈支付的上、下界及其相应的最优策略.最后,利用考虑策略约束条件下企业和政府针对发展低碳经济策略问题的算例,通过比较其与不考虑策略约束情形下的结果,说明了提出的模型和方法的有效性、优越性及可应用性.  相似文献   

15.
Unlike in the traditional theory of games of incomplete information, the players here arenot Bayesian, i.e. a player does not necessarily have any prior probability distribution as to what game is being played. The game is infinitely repeated. A player may be absolutely uninformed, i.e. he may know only how many strategies he has. However, after each play the player is informed about his payoff and, moreover, he has perfect recall. A strategy is described, that with probability unity guarantees (in the sense of the liminf of the average payoff) in any game, whatever the player could guarantee if he had complete knowledge of the game.  相似文献   

16.
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   

17.
The aim of the paper is to explore strategic reasoning in strategic games of two players with an uncountably infinite space of strategies the payoff of which is given by McNaughton functions—functions on the unit interval which are piecewise linear with integer coefficients. McNaughton functions are of a special interest for approximate reasoning as they correspond to formulas of infinitely valued Lukasiewicz logic. The paper is focused on existence and structure of Nash equilibria and algorithms for their computation. Although the existence of mixed strategy equilibria follows from a general theorem (Glicksberg, 1952) [5], nothing is known about their structure neither the theorem provides any method for computing them. The central problem of the article is to characterize the class of strategic games with McNaughton payoffs which have a finitely supported Nash equilibrium. We give a sufficient condition for finite equilibria and we propose an algorithm for recovering the corresponding equilibrium strategies. Our result easily generalizes to n-player strategic games which don't need to be strictly competitive with a payoff functions represented by piecewise linear functions with real coefficients. Our conjecture is that every game with McNaughton payoff allows for finitely supported equilibrium strategies, however we leave proving/disproving of this conjecture for future investigations.  相似文献   

18.
We consider a two-player random bimatrix game where each player is interested in the payoffs which can be obtained with certain confidence. The payoff function of each player is defined using a chance constraint. We consider the case where the entries of the random payoff matrix of each player jointly follow a multivariate elliptically symmetric distribution. We show an equivalence between the Nash equilibrium problem and the global maximization of a certain mathematical program. The case where the entries of the payoff matrices are independent normal/Cauchy random variables is also considered. The case of independent normally distributed random payoffs can be viewed as a special case of a multivariate elliptically symmetric distributed random payoffs. As for Cauchy distribution, we show that the Nash equilibrium problem is equivalent to the global maximization of a certain quadratic program. Our theoretical results are illustrated by considering randomly generated instances of the game.  相似文献   

19.
The paper considers a game of timing which is closely related to the so-called duels. This is a game connected with the distribution of resources by two players. Each of the players is in possession of some amount of resource to be distributed by him in the time interval [0, 1]. In his behavior, Player 1 is restricted by the necessity of taking all of his resources at a single point, while Player 2 has no restrictions. For the payoff function, defined as for duels, the game is solved; explicit formulas on the value of the game and the optimal strategies for the players are found.  相似文献   

20.
Phenomena that time delays of information lead to delayed decisions are extensive in reality. The effect of delayed decisions on the evolution of cooperation in the spatial prisoner’s dilemma game is explored in this work. Players with memory are located on a two dimensional square lattice, and they can keep the payoff information of his neighbors and his own in every historic generation in memory. Every player uses the payoff information in some generation from his memory and the strategy information in current generation to determine which strategy to choose in next generation. The time interval between two generations is set by the parameter m. For the payoff information is used to determine the role model for the focal player when changing strategies, the focal player’s decision to learn from which neighbor is delayed by m generations. Simulations show that cooperation can be enhanced with the increase of m. In addition, just like the original evolutionary game model (m = 0), pretty dynamic fractal patterns featuring symmetry can be obtained when m > 0 if we simulate the invasion of a single defector in world of cooperators on square lattice.  相似文献   

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