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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.
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   

3.
Fictitious play is a simple learning algorithm for strategic games that proceeds in rounds. In each round, the players play a best response to a mixed strategy that is given by the empirical frequencies of actions played in previous rounds. There is a close relationship between fictitious play and the Nash equilibria of a game: if the empirical frequencies of fictitious play converge to a strategy profile, this strategy profile is a Nash equilibrium. While fictitious play does not converge in general, it is known to do so for certain restricted classes of games, such as constant-sum games, non-degenerate 2×n games, and potential games. We study the rate of convergence of fictitious play and show that, in all the classes of games mentioned above, fictitious play may require an exponential number of rounds (in the size of the representation of the game) before some equilibrium action is eventually played. In particular, we show the above statement for symmetric constant-sum win-lose-tie games.  相似文献   

4.
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   

5.
We study graphical games where the payoff function of each player satisfies one of four types of symmetry in the actions of his neighbors. We establish that deciding the existence of a pure Nash equilibrium is NP-hard in general for all four types. Using a characterization of games with pure equilibria in terms of even cycles in the neighborhood graph, as well as a connection to a generalized satisfiability problem, we identify tractable subclasses of the games satisfying the most restrictive type of symmetry. Hardness for a different subclass leads us to identify a satisfiability problem that remains NP-hard in the presence of a matching, a result that may be of independent interest. Finally, games with symmetries of two of the four types are shown to possess a symmetric mixed equilibrium which can be computed in polynomial time. We thus obtain a natural class of games where the pure equilibrium problem is computationally harder than the mixed equilibrium problem, unless P=NP.  相似文献   

6.
7.
First, we introduce pairwise-bargained consistency with a reference point, and use as reference points the maxmin and the minmax value within pure strategies of a certain constant-sum bimatrix game, and also the game value within mixed strategies of it. Second, we show that the pairwise-bargained consistency with reference point being the maxmin or the minmax value determines the nucleolus in some class of transferable utility games. (This result is known in the bankruptcy games and the pseudoconcave games with respect to supersets of the managers.) This class of games whose element we call a pseudoconcave game with respect to essential coalitions, of course, includes the bankruptcy games and the pseudoconcave games with respect to supersets of the managers. It is proved that this class of games is exactly the same as the class of games which have a nonempty core that is determined only by one-person and (n − 1)-person coalition constraints. And we give a sufficient condition which guarantees that the bargaining set coincides with the core in this class of games. Third, we interpret the τ-value of a quasibalanced transferable utility game by the pairwise-bargained consistency with reference point being the game value. Finally, by combining the second and the third results, if a transferable utility game in this class is also semiconvex, then the nucleolus and the τ-value are characterized by the pairwise-bargained consistency with different reference points which are given by the associated bimatrix game.  相似文献   

8.
Ranking games     
The outcomes of many strategic situations such as parlor games or competitive economic scenarios are rankings of the participants, with higher ranks generally at least as desirable as lower ranks. Here we define ranking games as a class of n-player normal-form games with a payoff structure reflecting the players' von Neumann-Morgenstern preferences over their individual ranks. We investigate the computational complexity of a variety of common game-theoretic solution concepts in ranking games and deliver hardness results for iterated weak dominance and mixed Nash equilibrium when there are more than two players, and for pure Nash equilibrium when the number of players is unbounded but the game is described succinctly. This dashes hope that multi-player ranking games can be solved efficiently, despite their profound structural restrictions. Based on these findings, we provide matching upper and lower bounds for three comparative ratios, each of which relates two different solution concepts: the price of cautiousness, the mediation value, and the enforcement value.  相似文献   

9.
Congestion games are a fundamental and widely studied model for selfish allocation problems like routing and load balancing. An intrinsic property of these games is that players allocate resources simultaneously and instantly. This is particularly unrealistic for many network routing scenarios, which are one of the prominent application scenarios of congestion games. In many networks, load travels along routes over time and allocation of edges happens sequentially. In this paper, we consider two frameworks that enhance network congestion games with a notion of time. We introduce temporal network congestion games that are based on coordination mechanisms — local policies that allow to sequentialize traffic on the edges. In addition, we consider congestion games with time-dependent costs, in which travel times are fixed but quality of service of transmission varies with load over time. We study existence and complexity properties of pure Nash equilibria and best-response strategies in both frameworks for the special case of linear latency functions. In some cases our results can be used to characterize convergence properties of various improvement dynamics, by which the population of players can reach equilibrium in a distributed fashion.  相似文献   

10.
We consider two-player zero-sum stochastic games on graphs with ω-regular winning conditions specified as parity objectives. These games have applications in the design and control of reactive systems. We survey the complexity results for the problem of deciding the winner in such games, and in classes of interest obtained as special cases, based on the information and the power of randomization available to the players, on the class of objectives and on the winning mode. On the basis of information, these games can be classified as follows: (a) partial-observation (both players have partial view of the game); (b) one-sided partial-observation (one player has partial-observation and the other player has complete-observation); and (c) complete-observation (both players have complete view of the game). The one-sided partial-observation games have two important subclasses: the one-player games, known as partial-observation Markov decision processes (POMDPs), and the blind one-player games, known as probabilistic automata. On the basis of randomization, (a) the players may not be allowed to use randomization (pure strategies), or (b) they may choose a probability distribution over actions but the actual random choice is external and not visible to the player (actions invisible), or (c) they may use full randomization. Finally, various classes of games are obtained by restricting the parity objective to a reachability, safety, Büchi, or coBüchi condition. We also consider several winning modes, such as sure-winning (i.e., all outcomes of a strategy have to satisfy the winning condition), almost-sure winning (i.e., winning with probability 1), limit-sure winning (i.e., winning with probability arbitrarily close to 1), and value-threshold winning (i.e., winning with probability at least ν, where ν is a given rational).  相似文献   

11.
We analyze the complexity of equilibria problems for a class of strategic zero-sum games, called angel-daemon games. Those games were introduced to asses the performance of the execution of a web orchestration on a moderate faulty or under stress environment. Angel-daemon games are a natural example of zero-sum games whose representation is naturally succinct. We show that the problems of deciding the existence of a pure Nash equilibrium or of a dominant strategy for a given player are ${\Sigma}^{p}_{2}$ -complete. Furthermore, computing the value of an angel-daemon game is EXP-complete. Thus, our results match the already known classification of the corresponding problems for the generic families of succinctly represented games with exponential number of actions.  相似文献   

12.
In this paper, we study path auction games in which multiple edges may be owned by the same agent. The edge costs and the set of edges owned by the same agent are privately known to the owner of the edges. In this setting, we show that, assuming that edges not on the winning path always get 0 payment, there is no individually rational, strategyproof mechanism in which only edge costs are reported. If the agents are asked to report costs as well as identity information, we show that there is no Pareto efficient mechanism that is false-name proof. We then study a first-price path auction in this model. We show that, in the special case of parallel-path graphs, there is always a Pareto efficient pure strategy ?-Nash equilibrium in bids. However, this result does not extend to general graph; we construct a graph in which there is no Pareto efficient pure strategy ?-Nash equilibrium.  相似文献   

13.
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   

14.
This paper describes the results of an analysis of the Nash equilibrium in randomly generated repeated games. We study two families of games: symmetric bimatrix games G(A, B) with B = A and nonsymmetric bimatrix games (the first includes the classical games of prisoner dilemma, battle of the sexes, and chickens). We use pure strategies, implemented by automata of size two, and different strategy domination criteria. We observe that, in this environment, the uniqueness and efficiency of equilibria outcomes is the typical result.  相似文献   

15.
Multi-dimensional mean-payoff and energy games provide the mathematical foundation for the quantitative study of reactive systems, and play a central role in the emerging quantitative theory of verification and synthesis. In this work, we study the strategy synthesis problem for games with such multi-dimensional objectives along with a parity condition, a canonical way to express $\omega $ -regular conditions. While in general, the winning strategies in such games may require infinite memory, for synthesis the most relevant problem is the construction of a finite-memory winning strategy (if one exists). Our main contributions are as follows. First, we show a tight exponential bound (matching upper and lower bounds) on the memory required for finite-memory winning strategies in both multi-dimensional mean-payoff and energy games along with parity objectives. This significantly improves the triple exponential upper bound for multi energy games (without parity) that could be derived from results in literature for games on vector addition systems with states. Second, we present an optimal symbolic and incremental algorithm to compute a finite-memory winning strategy (if one exists) in such games. Finally, we give a complete characterization of when finite memory of strategies can be traded off for randomness. In particular, we show that for one-dimension mean-payoff parity games, randomized memoryless strategies are as powerful as their pure finite-memory counterparts.  相似文献   

16.
17.
Semi-tensor product approach to networked evolutionary games   总被引:1,自引:0,他引:1  
In this paper a comprehensive introduction for modeling and control of networked evolutionary games (NEGs) via semi-tensor product (STP) approach is presented. First, we review the mathematical model of an NEG, which consists of three ingredients: network graph, fundamental network game, and strategy updating rule. Three kinds of network graphs are considered, which are i) undirected graph for symmetric games; ii) directed graph for asymmetric games, and iii) d-directed graph for symmetric games with partial neighborhood information. Three kinds of fundamental evolutionary games (FEGs) are discussed, which are i) two strategies and symmetric (S-2); ii) two strategies and asymmetric (A-2); and iii) three strategies and symmetric (S-3). Three strategy updating rules (SUR) are introduced, which are i) Unconditional Imitation (UI); ii) Fermi Rule(FR); iii) Myopic Best Response Adjustment Rule (MBRA). First, we review the fundamental evolutionary equation (FEE) and use it to construct network profile dynamics (NPD)of NEGs.
To show how the dynamics of an NEG can be modeled as a discrete time dynamics within an algebraic state space, the fundamental evolutionary equation (FEE) of each player is discussed. Using FEEs, the network strategy profile dynamics (NSPD) is built by providing efficient algorithms. Finally, we consider three more complicated NEGs: i) NEG with different length historical information, ii) NEG with multi-species, and iii) NEG with time-varying payoffs. In all the cases, formulas are provided to construct the corresponding NSPDs. Using these NSPDs, certain properties are explored. Examples are presented to demonstrate the model constructing method, analysis and control design technique, and to reveal certain dynamic behaviors of NEGs.  相似文献   

18.
In non-cooperative games played on highly decentralized networks the assumption that each player knows the strategy adopted by any other player may be too optimistic or even infeasible. In such situations, the set of players of which each player knows the chosen strategy can be modeled by means of a social knowledge graph in which nodes represent players and there is an edge from i to j if i knows j. Following the framework introduced in [7], we study the impact of social knowledge graphs on the fundamental multicast cost sharing game in which all the players want to receive the same communication from a given source in an undirected network. In the classical complete information case, such a game is known to be highly inefficient, since its price of anarchy can be as high as the total number of players ρ. We first show that, under our incomplete information setting, pure Nash equilibria always exist only if the social knowledge graph is directed acyclic (DAG). We then prove that the price of stability of any DAG is at least and provide a DAG lowering the classical price of anarchy to a value between and log2ρ. If specific instances of the game are concerned, that is if the social knowledge graph can be selected as a function of the instance, we show that the price of stability is at least , and that the same bound holds also for the price of anarchy of any social knowledge graph (not only DAGs). Moreover, we provide a nearly matching upper bound by proving that, for any fixed instance, there always exists a DAG yielding a price of anarchy less than 4. Our results open a new window on how the performances of non-cooperative systems may benefit from the lack of total knowledge among players.  相似文献   

19.
It is shown that continuous-kernel nonzero-sum games with compact strategy spaces could admit both pure and mixed Stackelberg equilibrium solutions, if the cost function of each player is either nonquadratic or nonconvex in his own decision variable. In such a case, the mixed Stackelberg strategy will yield a lower average cost for the leader than the pure Stackelberg strategy. It is also verified that, if the cost functions of the players are quadratic and strictly convex, then only pure Stackelberg strategies can exist.  相似文献   

20.
The goal of this work is to provide a comprehensive review of different Game Theory applications that have been recently used to predict the behavior of non-rational agents in interaction situations arising from computational biology.In the first part of the paper, we focus on evolutionary games and their application to modelling the evolution of virulence. Here, the notion of Evolutionary Stable Strategy (ESS) plays an important role in modelling mutation mechanisms, whereas selection mechanisms are explained by means of the concept of replicator dynamics.In the second part, we describe a couple of applications concerning cooperative games in coalitional form, namely microarray games and Multi-perturbation Shapley value Analysis (MSA), for the analysis of genetic data. In both of the approaches, the Shapley value is used to assess the power of genes in complex regulatory pathways.  相似文献   

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