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1.
Unlike standard congestion games, weighted congestion games and congestion games with player-specific delay functions do not necessarily possess pure Nash equilibria. It is known, however, that there exist pure equilibria for both of these variants in the case of singleton congestion games, i.e., if the players’ strategy spaces contain only sets of cardinality one. In this paper, we investigate how far such a property on the players’ strategy spaces guaranteeing the existence of pure equilibria can be extended. We show that both weighted and player-specific congestion games admit pure equilibria in the case of matroid congestion games, i.e., if the strategy space of each player consists of the bases of a matroid on the set of resources. We also show that the matroid property is the maximal property that guarantees pure equilibria without taking into account how the strategy spaces of different players are interweaved.  相似文献   

2.
The class of weakly acyclic games, which includes potential games and dominance-solvable games, captures many practical application domains. In a weakly acyclic game, from any starting state, there is a sequence of better-response moves that leads to a pure Nash equilibrium; informally, these are games in which natural distributed dynamics, such as better-response dynamics, cannot enter inescapable oscillations. We establish a novel link between such games and the existence of pure Nash equilibria in subgames. Specifically, we show that the existence of a unique pure Nash equilibrium in every subgame implies the weak acyclicity of a game. In contrast, the possible existence of multiple pure Nash equilibria in every subgame is insufficient for weak acyclicity in general; here, we also systematically identify the special cases (in terms of the number of players and strategies) for which this is sufficient to guarantee weak acyclicity.  相似文献   

3.
4.
We study the efficiency of the proportional allocation mechanism that is widely used to allocate divisible resources. Each agent submits a bid for each divisible resource and receives a fraction proportional to her bids. We quantify the inefficiency of Nash equilibria by studying the Price of Anarchy (PoA) of the induced game under complete and incomplete information. When agents’ valuations are concave, we show that the Bayesian Nash equilibria can be arbitrarily inefficient, in contrast to the well-known 4/3 bound for pure equilibria Johari and Tsitsiklis (Math. Oper. Res. 29(3), 407–435 2004). Next, we upper bound the PoA over Bayesian equilibria by 2 when agents’ valuations are subadditive, generalizing and strengthening previous bounds on lattice submodular valuations. Furthermore, we show that this bound is tight and cannot be improved by any simple or scale-free mechanism. Then we switch to settings with budget constraints, and we show an improved upper bound on the PoA over coarse-correlated equilibria. Finally, we prove that the PoA is exactly 2 for pure equilibria in the polyhedral environment.  相似文献   

5.
We focus on the problem of computing approximate Nash equilibria and well-supported approximate Nash equilibria in random bimatrix games, where each player’s payoffs are bounded and independent random variables, not necessarily identically distributed, but with almost common expectations. We show that the completely mixed uniform strategy profile, i.e., the combination of mixed strategies (one per player) where each player plays with equal probability each one of her available pure strategies, is with high probability a $\sqrt{\frac{\ln n}{n}}$ -Nash equilibrium and a $\sqrt{\frac{3\ln n}{n}}$ -well supported Nash equilibrium, where n is the number of pure strategies available to each player. This asserts that the completely mixed, uniform strategy profile is an almost Nash equilibrium for random bimatrix games, since it is, with high probability, an ?-well-supported Nash equilibrium where ? tends to zero as n tends to infinity.  相似文献   

6.
In computer networks and social networks, the betweenness centrality of a node measures the amount of information passing through the node when all pairs are conducting shortest path exchanges. In this paper, we introduce a strategic network formation game in which nodes build connections subject to a budget constraint in order to maximize their betweenness in the network. To reflect real world scenarios where short paths are more important in information exchange in the network, we generalize the betweenness definition to only count shortest paths with a length limit ? in betweenness calculation. We refer to this game as the bounded budget betweenness centrality game and denote it as ?- B3C game, where ? is the path length constraint parameter.We present both complexity and constructive existence results about Nash equilibria of the game. For the nonuniform version of the game where node budgets, link costs, and pairwise communication weights may vary, we show that Nash equilibria may not exist and it is NP-hard to decide whether Nash equilibria exist in a game instance. For the uniform version of the game where link costs and pairwise communication weights are one and each node can build k links, we construct two families of Nash equilibria based on shift graphs, and study the properties of Nash equilibria. Moreover, we study the complexity of computing best responses and show that the task is polynomial for uniform 2- B3C games and NP-hard for other games (i.e. uniform ?- B3C games with ?≥3 and nonuniform ?- B3C games with ?≥2).  相似文献   

7.
In this paper, we study turn-based multiplayer quantitative non zero-sum games played on finite graphs with reachability objectives. In this framework each player aims at reaching his own goal as soon as possible. We focus on existence results for two solution concepts: Nash equilibrium and secure equilibrium. We prove the existence of finite-memory Nash (resp. secure) equilibria in n-player (resp. 2-player) games. For the case of Nash equilibria, we extend our result in two directions. First, we show that finite-memory Nash equilibria still exist when the model is enriched by allowing n-tuples of positive costs on edges (one cost by player). Secondly, we prove the existence of Nash equilibria in quantitative games with both reachability and safety objectives.  相似文献   

8.
Motivated by applications in social and peer-to-peer networks, we introduce the Bounded Budget Connection (BBC) game and study its pure Nash equilibria. We have a collection of n   players, each with a budget for purchasing links. Each link has a cost and a length. Each node has a preference weight for each node, and its objective is to purchase outgoing links within its budget to minimize its sum of preference-weighted distances to the nodes. We show that determining if a BBC game has pure Nash equilibria is NP-hard. We study (n,k)(n,k)-uniform BBC games, where all link costs, lengths, and preferences are equal and every budget equals k  . We show that pure Nash equilibria exist for all (n,k)(n,k)-uniform BBC games and all equilibria are essentially fair. We construct a family of equilibria spanning the spectrum from minimum to maximum social cost. We also analyze best-response walks and alternative node objectives.  相似文献   

9.
We provide a natural learning process in which the joint frequency of (time-averaged) empirical play converges into the set of convex combinations of Nash equilibria. Furthermore, the actual distribution of players' actions is close to some (approximate) Nash equilibria on most rounds (on all but a vanishing fraction of the rounds). In this process, all players rationally choose their actions using a public prediction made by a deterministic, weakly calibrated algorithm. For this to be possible, we show that such a deterministic (weakly) calibrated learning algorithm exists.  相似文献   

10.
Building a distributed system from third-party components introduces a set of problems, mainly related to compatibility and communication. Our existing approach to solve such problems is to build a centralized adaptor which restricts the system’s behavior to exhibit only deadlock-free and desired interactions. However, in a distributed environment such an approach is not always suitable. In this paper, we show how to automatically generate a distributed adaptor for a set of black-box components. First, by taking into account a specification of the interaction behavior of each component, we synthesize a behavioral model for a centralized glue adaptor. Second, from the synthesized adaptor model and a specification of the desired behavior that must be enforced, we generate one local adaptor for each component. The local adaptors cooperatively behave as the centralized one restricted with respect to the specified desired interactions.  相似文献   

11.
The central result of classical game theory states that every finite normal form game has a Nash equilibrium, provided that players are allowed to use randomized (mixed) strategies. However, in practice, humans are known to be bad at generating random-like sequences, and true random bits may be unavailable. Even if the players have access to enough random bits for a single instance of the game their randomness might be insufficient if the game is played many times. In this work, we ask whether randomness is necessary for equilibria to exist in finitely repeated games. We show that for a large class of games containing arbitrary two-player zero-sum games, approximate Nash equilibria of the n-stage repeated version of the game exist if and only if both players have Ω(n) random bits. In contrast, we show that there exists a class of games for which no equilibrium exists in pure strategies, yet the n-stage repeated version of the game has an exact Nash equilibrium in which each player uses only a constant number of random bits. When the players are assumed to be computationally bounded, if cryptographic pseudorandom generators (or, equivalently, one-way functions) exist, then the players can base their strategies on “random-like” sequences derived from only a small number of truly random bits. We show that, in contrast, in repeated two-player zero-sum games, if pseudorandom generators do not exist, then Ω(n) random bits remain necessary for equilibria to exist.  相似文献   

12.
Quantum games with incomplete information can be studied within a Bayesian framework. We consider a version of prisoner’s dilemma (PD) in this framework with three players and characterize the Nash equilibria. A variation of the standard PD game is set up with two types of the second prisoner and the first prisoner plays with them with probability p and \(1-p\), respectively. The Bayesian nature of the game manifests in the uncertainty that the first prisoner faces about his opponent’s type which is encoded either in a classical probability or in the amplitudes of a wave function. Here, we consider scenarios with asymmetric payoffs between the first and second prisoner for different values of the probability, p, and the entanglement. Our results indicate a class of Nash equilibria (NE) with rich structures, characterized by a phase relationship on the strategies of the players. The rich structure can be exploited by the referee to set up rules of the game to push the players toward a specific class of NE. These results provide a deeper insight into the quantum advantages of Bayesian games over their classical counterpart.  相似文献   

13.
In his seminal work, Harsanyi (Manag. Sci. 14, 159–182, 320–332, 468–502, 1967) introduced an elegant approach to study non-cooperative games with incomplete information. In our work, we use this approach to define a new selfish routing game with incomplete information that we call Bayesian routing game. Here, each of n selfish users wishes to assign its traffic to one of m parallel links. However, users do not know each other’s traffic. Following Harsanyi’s approach, we introduce, for each user, a set of possible types. In our model, each type of a user corresponds to some traffic and the players’ uncertainty about each other’s traffic is described by a probability distribution over all possible type profiles. We present a comprehensive collection of results about our Bayesian routing game. Our main findings are as follows:
•  Using a potential function, we prove that every Bayesian routing game has a pure Bayesian Nash equilibrium. More precisely, we show this existence for a more general class of games that we call weighted Bayesian congestion games. For Bayesian routing games with identical links and independent type distribution, we give a polynomial time algorithm to compute a pure Bayesian Nash equilibrium.
•  We study structural properties of fully mixed Bayesian Nash equilibria for the case of identical links and show that they maximize Individual Cost. In general, there is more than one fully mixed Bayesian Nash equilibrium. We characterize fully mixed Bayesian Nash equilibria for the case of independent type distribution.
•  We conclude with bounds on Coordination Ratio for the case of identical links and for three different Social Cost measures: Expected Maximum Latency, Sum of Individual Costs and Maximum Individual Cost. For the latter two, we are able to give (asymptotically) tight bounds using the properties of fully mixed Bayesian Nash equilibria we proved.
This work has been partially supported by the DFG-SFB 376 and by the European Union within the 6th Framework Programme under contract 001907 ( ). A preliminary version of this paper appeared in the Proceedings of the 17th ACM Symposium on Parallelism in Algorithms and Architectures, pp. 203–212, July 2005.  相似文献   

14.
We present three new coordination mechanisms for scheduling n selfish jobs on m unrelated machines. A coordination mechanism aims to mitigate the impact of selfishness of jobs on the efficiency of schedules by defining a local scheduling policy on each machine. The scheduling policies induce a game among the jobs and each job prefers to be scheduled on a machine so that its completion time is minimum given the assignments of the other jobs. We consider the maximum completion time among all jobs as the measure of the efficiency of schedules. The approximation ratio of a coordination mechanism quantifies the efficiency of pure Nash equilibria (price of anarchy) of the induced game. Our mechanisms are deterministic, local, and preemptive in the sense that the scheduling policy does not necessarily process the jobs in an uninterrupted way and may introduce some idle time. Our first coordination mechanism has approximation ratio Θ(logm) and always guarantees that the induced game has pure Nash equilibria to which the system converges in at most n rounds. This result improves a bound of O(log2 m) due to Azar, Jain, and Mirrokni and, similarly to their mechanism, our mechanism uses a global ordering of the jobs according to their distinct IDs. Next we study the intriguing scenario where jobs are anonymous, i.e., they have no IDs. In this case, coordination mechanisms can only distinguish between jobs that have different load characteristics. Our second mechanism handles anonymous jobs and has approximation ratio $O(\frac{\log m}{\log\log m})$ although the game induced is not a potential game and, hence, the existence of pure Nash equilibria is not guaranteed by potential function arguments. However, it provides evidence that the known lower bounds for non-preemptive coordination mechanisms could be beaten using preemptive scheduling policies. Our third coordination mechanism also handles anonymous jobs and has a nice “cost-revealing” potential function. We use this potential function in order, not only to prove the existence of equilibria, but also to upper-bound the price of stability of the induced game by O(logm) and the price of anarchy by O(log2 m). Our third coordination mechanism is the first that handles anonymous jobs and simultaneously guarantees that the induced game is a potential game and has bounded price of anarchy. In order to obtain the above bounds, our coordination mechanisms use m as a parameter. Slight variations of these mechanisms in which this information is not necessary achieve approximation ratios of O(m ? ), for any constant ?>0.  相似文献   

15.
We present an approach to compute a smooth, interpolating skin of an ordered set of 3D balls. By construction, the skin is constrained to be C1 continuous, and for each ball, it is tangent to the ball along a circle of contact. Using an energy formulation, we derive differential equations that are designed to minimize the skin’s surface area, mean curvature, or convex combination of both. Given an initial skin, we update the skin’s parametric representation using the differential equations until convergence occurs. We demonstrate the method’s usefulness in generating interpolating skins of balls of different sizes and in various configurations.  相似文献   

16.
MGRS: A multi-granulation rough set   总被引:4,自引:0,他引:4  
The original rough set model was developed by Pawlak, which is mainly concerned with the approximation of sets described by a single binary relation on the universe. In the view of granular computing, the classical rough set theory is established through a single granulation. This paper extends Pawlak’s rough set model to a multi-granulation rough set model (MGRS), where the set approximations are defined by using multi equivalence relations on the universe. A number of important properties of MGRS are obtained. It is shown that some of the properties of Pawlak’s rough set theory are special instances of those of MGRS.Moreover, several important measures, such as accuracy measureα, quality of approximationγ and precision of approximationπ, are presented, which are re-interpreted in terms of a classic measure based on sets, the Marczewski-Steinhaus metric and the inclusion degree measure. A concept of approximation reduct is introduced to describe the smallest attribute subset that preserves the lower approximation and upper approximation of all decision classes in MGRS as well. Finally, we discuss how to extract decision rules using MGRS. Unlike the decision rules (“AND” rules) from Pawlak’s rough set model, the form of decision rules in MGRS is “OR”. Several pivotal algorithms are also designed, which are helpful for applying this theory to practical issues. The multi-granulation rough set model provides an effective approach for problem solving in the context of multi granulations.  相似文献   

17.
In [N. Alon, M. Feldman, A.D. Procaccia, M. Tennenholtz, A note on competitive diffusion through social networks, Inform. Process. Lett. 110 (2010) 221–225], the authors introduced a game-theoretic model of diffusion process through a network. They showed a relation between the diameter of a given network and existence of pure Nash equilibria in the game. Theorem 1 of their paper says that a pure Nash equilibrium exists if the diameter is at most two. However, we have an example which does not admit a pure Nash equilibrium even if the diameter is two. Hence we correct the statement of Theorem 1 of their paper.  相似文献   

18.
Theory of Computing Systems - We investigate pure Nash equilibria in generalized graphk-coloring games where we are given an edge-weighted undirected graph together with a set of k colors. Nodes...  相似文献   

19.
研究由两个产品制造商和上游碳配额供应商所组成的供应链系统的生产和交易决策问题.通过建立经济主体的主从博弈模型,得到它们之间互为反应函数的纳什均衡解,并在此基础上设定其为产品碳排放量和排放上限的函数.分析表明,产品碳排放量和政府排放上限对两制造商和碳配额供应商最优变量以及利润值的影响呈反向关系;在两制造商严格控制排放量和政府科学制定排放上限的前提下,两级主体可通过某种契约进一步提高各自的利润值.  相似文献   

20.
In this paper, we discuss infinite-horizon soft-constrained stochastic Nash games involving state-dependent noise in weakly coupled large-scale systems. First, we formulate linear quadratic differential games in which robustness is attained against model uncertainty. It is noteworthy that this is the first time conditions for the existence of robust equilibria have been derived based on the solutions of sets of cross-coupled stochastic algebraic Riccati equations (CSAREs). After establishing an asymptotic structure with positive definiteness for CSAREs solutions, we derive a recursive algorithm by means of Newton’s method so that it can be used to obtain solutions for CSAREs. As another important feature, we propose a high-order approximate Nash strategy based on iterative solutions. Finally, we provide a numerical example to verify the efficiency of the proposed algorithms.  相似文献   

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