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1.
In game theory, it is usually assumed that each player has only one payoff function and the strategy set of the game is composed of the topological product of individual players’ strategy sets. In real business and system design or control problems, however, players’ strategy sets may be interactive and each player may have more than one payoff function. This paper, investigates the more general situation of multiple payoff and multiple person games in a normal form. In this paper, each player has several payoff functions which are dominated by certain convex cones, and the feasible strategy set of each player may be interactive with those of the other players. This new model is applied to a classical example without requiring variational and quasi-variational inequalities, or point-to-set mappings.  相似文献   

2.
In this paper, a linear passive vehicle suspension model with eight DOF, including six vertical and two rotation motions is given. Considering road surface damage, and ride comfort, taking stiffness and damping of seat and suspension system as design variables; taking seat acceleration RMS, tire’s relative dynamic load and suspension’s maximum dynamic stroke as objective functions, it established a tri-objective optimization model; and it also gave a multi-objective method based on game theory, takes three design objectives as three players, by calculating the affecting factors of the design variables to objective functions and fuzzy clustering, the design variables are divided into different strategic spaces owned by each player. Bionic research on three kinds of male side-blotched lizard’s behavior and survival of multiply mechanism, it defines three lizards as opportunism, egoism and collectivism; sets the three behaviors as corresponding player, and takes self-adaptive function as objective as optimal mono-objective its own strategic spaces and obtains the best strategy to deal with the others. All the best strategies are combined as a game strategy set. By multi-gaming, the final solution meeting given convergence of criterion is obtained. Calculation results show the effectiveness and practicability of the proposed method.  相似文献   

3.
An optimization problem in a coalition-hierarchical game under uncertainty conditions is formulated. In the game, information assumptions are that the player of the high hierarchical level (controlling Center) and each low-level coalition estimates uncertainty in its own way. The Center constructs its strategy from the maximum condition for its own payoff function and its minimum in uncertainty. The relationships between coalitions are built upon the guaranteeing absolute active equilibrium understood in the sense of providing the players with guaranteed payoff under the actual uncertainty. The guaranteed uncertainty is obtained with the help of Slater principle. The total equilibrium in the game is called CH-equilibrium. For a quadratic game version, sufficient optimality conditions are obtained. A numerical procedure for solving the game is described and an example is given.  相似文献   

4.
针对合作行为的涌现与维持问题,基于演化博弈理论和网络理论,提出了一种促进合作的演化博弈模型。该模型同时将时间尺度、选择倾向性引入到演化博弈中。在初始化阶段,根据持有策略的时间尺度将个体分为两种类型:一种个体在每个时间步都进行策略更新;另一种个体在每一轮博弈后,以某种概率来决定是否进行策略更新。在策略更新阶段,模型用个体对周围邻居的贡献来表征他的声誉,并假设参与博弈的个体倾向于学习具有较好声誉邻居的策略。仿真实验结果表明,所提出的时间尺度与选择倾向性协同作用下的演化博弈模型中,合作行为能够在群体中维持;惰性个体的存在不利于合作的涌现,但是个体的非理性行为反而能够促进合作。  相似文献   

5.
The N-player iterated prisoner's dilemma (NIPD) game has been widely used to study the evolution of cooperation in social, economic and biological systems. This paper studies the impact of different payoff functions and local interactions on the NIPD game. The evolutionary approach is used to evolve game-playing strategies starting from a population of random strategies. The different payoff functions used in our study describe different behaviors of cooperation and defection among a group of players. Local interaction introduces neighborhoods into the NIPD game. A player does not play against every other player in a group any more. He only interacts with his neighbors. We investigate the impact of neighborhood size on the evolution of cooperation in the NIPD game and the generalization ability of evolved strategies. Received 18 August 1999 / Revised 27 February 2000 / Accepted 15 May 2000  相似文献   

6.
We discuss the evolution of strategies in a spatial iterated prisoner's dilemma (IPD) game in which each player is located in a cell of a two-dimensional grid-world. Following the concept of structured demes, two neighborhood structures are used. One is for the interaction among players through the IPD game. A player in each cell plays against its neighbors defined by this neighborhood structure. The other is for mating strategies by genetic operations. A new strategy for a player is generated by genetic operations from a pair of parent strings, which are selected from its neighboring cells defined by the second neighborhood structure. After examining the effect of the two neighborhood structures on the evolution of cooperative behavior with standard pairing in game-playing, we introduce a random pairing scheme in which each player plays against a different randomly chosen neighbor at every round (i.e., every iteration) of the game. Through computer simulations, we demonstrate that small neighborhood structures facilitate the evolution of cooperative behavior under random pairing in game-playing.  相似文献   

7.
在无线移动自组网中,每个节点都独立进行决定,不可能完全自发合作。针对该问题,基于移动自组网的特殊性,将节点间的信息传递看作二人博弈,提出一个约束协议,使节点只有在合作时才能到达各自的收益最大,且使网络性能最优。同时分析网络传输失败原因是网络噪声干扰还是参与者的恶意行为。  相似文献   

8.
We study uncertainties surrounding competition on business networks and board games. We investigate these uncertainties using concepts of fuzzy logic and game theory. We investigate how the payoff of the players is affected by a number of factors. These include the level of connectivity or number of links, the number of competitors, possible constraints on the networks and on the boards, as well as choice of strategy adopted by competitors. We introduce one fuzzy player in the game. This player uses fuzzy rules to make strategic decisions. We introduce learning to train and analyze how the fuzzy player adapts over time during the game.  相似文献   

9.
The design and analysis of an adaptive strategy for N-person averaged constrained stochastic repeated game are addressed. Each player is modeled by a stochastic variable-structure learning automaton. Some constraints are imposed on some functions of the probabilities governing the selection of the player's actions. After each stage, the payoff to each player as well as the constraints are random variables. No information concerning the parameters of the game is a priori available. The "diagonal concavity" conditions are assumed to be fulfilled to guarantee the existence and uniqueness of the Nash equilibrium. The suggested adaptive strategy which uses only the current realizations (outcomes and constraints) of the game is based on the Bush-Mosteller reinforcement scheme in connection with a normalization procedure. The Lagrange multipliers approach with a regularization is used. The asymptotic properties of this algorithm are analyzed. Simulation results illustrate the feasibility and the performance of this adaptive strategy.  相似文献   

10.
In a matrix game, the interactions among players are based on the assumption that each player has accurate information about the payoffs of their interactions and the other players are rationally self‐interested. As a result, the players should definitely take Nash equilibrium strategies. However, in real‐life, when choosing their optimal strategies, sometimes the players have to face missing, imprecise (i.e., interval), ambiguous lottery payoffs of pure strategy profiles and even compound strategy profile, which means that it is hard to determine a Nash equilibrium. To address this issue, in this paper we introduce a new solution concept, called ambiguous Nash equilibrium, which extends the concept of Nash equilibrium to the one that can handle these types of ambiguous payoff. Moreover, we will reveal some properties of matrix games of this kind. In particular, we show that a Nash equilibrium is a special case of ambiguous Nash equilibrium if the players have accurate information of each player's payoff sets. Finally, we give an example to illustrate how our approach deals with real‐life game theory problems.  相似文献   

11.
针对多目标决策问题,提出一种基于多种群进化算法的多目标并行博弈设计方法,利用Fortran语言编制了相应计算程序.将多目标设计问题描述为博弈问题,在博弈分析中,根据各博弈方在博弈次序和过程上具有同时性和独立性,采用并行计算技术.在以MPI为平台的集群环境中实现数值算例、补偿滑轮组变幅机构、拱型结构的多目标并行博弈设计.计算分析结果显示:该方法的计算精度高、收敛速度快、可以防止早熟、有较好的平衡负载能力,可有效求解多目标问题.  相似文献   

12.
We consider a two-person nonantagonistic positional differential game (NPDG) whose dynamics is described by an ordinary nonlinear vector differential equation. Constraints on values of players’ controls are geometric. Final time of the game is fixed. Payoff functionals of both players are terminal. The formalization of positional strategies in an NPDG is based on the formalization and results of the general theory of antagonistic positional differential games (APDGs) (see monographs by N.N. Krasovskii and A.I. Subbotin [3, 4]). Additionally, in the present paper we assume that each player, together with the usual, normal (nor), type of behavior aimed at maximizing his own functional, can use other behavior types introduced in [2, 5]. In particular, these may be altruistic (alt), aggressive (agg), and paradoxical (par) types. It is assumed that in the course of the game players can switch their behavior from one type to another. Using the possibility of such switches in a repeated bimatrix 2 × 2 game in [5, 6] allowed to obtain new solutions of this game. In the present paper, extension of this approach to NPDGs leads to a new formulation of the problem. In particular, of interest is the question of how players’ outcomes at Nash solutions are transformed. An urgent problem is minimizing the time of “abnormal” behavior while achieving a good result. The paper proposes a formalization of an NPDG with behavior types (NPDGwBT). It is assumed that in an NPDGwBT each player, simultaneously with choosing a positional strategy, chooses also his own indicator function defined on the whole game horizon and taking values in the set {normal, altruistic, aggressive, paradoxical}. The indicator function of a player shows the dynamics of changes in the behavior type demonstrated by the player. Thus, in this NPDGwBT each player controls the choice of a pair {positional strategy, indicator function}. We define the notion of a BT-solution of such a game. It is expected that using behavior types in the NPDGwBT which differ from the normal one (so-called abnormal types) in some cases may lead to more favorable outcomes for the players than in the NPDG. We consider two examples of an NPDGwBT with simple dynamics in the plane in each of which one player keeps to altruistic behavior type over some time period. It is shown that in the first example payoffs of both players increase on a BT-solution as compared to the game with the normal behavior type, and in the second example, the sum of players’ payoffs is increased.  相似文献   

13.
14.
Computer team games have attracted many players in recent years. Most of them are rule‐based systems because they are simple and easy to implement. However, they usually cause a game agent to be inflexible, and it may repeat a failure. Some studies investigated the learning of a single game agent, and its learning capability has been improved. However, each agent in a team is independent and it does not cooperate with others in a multiplayer game. This article explores an evolution strategy for a computer team game based on Quake III Arena. The Particle Swarm Optimization (PSO) algorithm will be applied to evolve a non‐player character (NPC) team in Quake III to be more efficient and intelligent. The evolution of a single NPC, which accommodates to its team and, moreover, the team has learning and cooperating abilities, will be discussed. An efficient team is composed of various members with their own specialties, and the leader is capable of evaluating the performance of a member and assigning it a proper job. Furthermore, the leader of an intelligent team will adapt a strategy appropriate for various circumstances and obtain the team's best performance. Instead of considering the tactic of an individual bot, this article takes the strategy of a team into account.  相似文献   

15.
Consensus theory and noncooperative game theory respectively deal with cooperative and noncooperative interactions among multiple players/agents. They provide a natural framework for road pricing design, since each motorist may myopically optimize his or her own utility as a function of road price and collectively communicate with his or her friends and neighbors on traffic situation at the same time. This paper considers the road pricing design by using game theory and consensus theory. For the case where a system supervisor broadcasts information on the overall system to each agent, we present a variant of standard fictitious play called average strategy fictitious play (ASFP) for large-scale repeated congestion games. Only a weighted running average of all other players' actions is assumed to be available to each player. The ASFP reduces the burden of both information gathering and information processing for each player. Compared to the joint strategy fictitious play (JSFP) studied in the literature, the updating process of utility functions for each player is avoided. We prove that there exists at least one pure strategy Nash equilibrium for the congestion game under investigation, and the players' actions generated by the ASFP with inertia (players' reluctance to change their previous actions) converge to a Nash equilibrium almost surely. For the case without broadcasting, a consensus protocol is introduced for individual agents to estimate the percentage of players choosing each resource, and the convergence property of players' action profile is still ensured. The results are applied to road pricing design to achieve socially local optimal trip timing. Simulation results are provided based on the real traffic data for the Singapore case study.   相似文献   

16.
A voter model of the spatial prisoner's dilemma   总被引:1,自引:0,他引:1  
The prisoner's dilemma (PD) involves contests between two players and may naturally be played on a spatial grid using voter model rules. In the model of spatial PD discussed here, the sites of a two-dimensional lattice are occupied by strategies. At each time step, a site is chosen to play a PD game with one of its neighbors. The strategy of the chosen site then invades its neighbor with a probability that is proportional to the payoff from the game. Using results from the analysis of voter models, it is shown that with simple linear strategies, this scenario results in the long-term survival of only one strategy. If three nonlinear strategies have a cyclic dominance relation between one another, then it is possible for relatively cooperative strategies to persist indefinitely. With the voter model dynamics, however, the average level of cooperation decreases with time if mutation of the strategies is included. Spatial effects are not in themselves sufficient to lead to the maintenance of cooperation  相似文献   

17.
The physical space and the cyber space are deeply coupled in Cyber-Physical Systems (CPS). The traffic flows are constrained by heterogeneous delay constraints. In order to provide real-time and predictable communication, the paper combines the distributed scheduling algorithm with game theory. A non-cooperative game is proposed to form the scheduling set in the contention-based multiple-access scenario. In the game, each player only has its delay knowledge and makes decision without the information of other competing players. The payoff function is designed to encourage players to give the transmission chance to the player with urgent packets. Simulation results demonstrate that the game-theoretic scheduling approach can improve the real-time performance compared with the existing scheduling algorithms under different scenarios.  相似文献   

18.
We consider an infinite-horizon differential game played by two direct marketers. Each player controls the number of emails sent to potential customers at each moment in time. There is a cost associated to the messages sent, as well as a potential reward. The latter is assumed to depend on the state variable defined as the level of the representative consumer's attention. Two features are included in the model, namely, marginal decreasing returns and bounded rationality. By the latter, we mean that the representative consumer has a limited capacity for processing the information received. The evolution of this capacity depends on its level, as well as on the emails sent by both players. This provides environmental flavour where, usually, one player's pollution emissions (here emails) also affect the payoff of the other player by damaging the common environment (here, the stock of consumer attention).We characterize competitive equilibria for different scenarios based on each player's type, i.e., whether the player is a spammer or not. We define a spammer as a myopic player, i.e., a player who cares only about short-term payoff and ignores the impact of her action on the state dynamics. In all scenarios, the game turns out to be of the linear-quadratic variety. Feedback Nash equilibria for the different scenarios are characterized and the equilibrium strategies and outcomes are compared.Finally, we analyze the game in normal form, where each player has the option of choosing between being a spammer or not, and we characterize Nash equilibria.  相似文献   

19.
Stackelberg games are a classic example of bilevel optimization problems, which are often encountered in game theory and economics. These are complex problems with a hierarchical structure, where one optimization task is nested within the other. Despite a number of studies on handling bilevel optimization problems, these problems still remain a challenging territory, and existing methodologies are able to handle only simple problems with few variables under assumptions of continuity and differentiability. In this paper, we consider a special case of a multi-period multi-leader–follower Stackelberg competition model with non-linear cost and demand functions and discrete production variables. The model has potential applications, for instance in aircraft manufacturing industry, which is an oligopoly where a few giant firms enjoy a tremendous commitment power over the other smaller players. We solve cases with different number of leaders and followers, and show how the entrance or exit of a player affects the profits of the other players. In the presence of various model complexities, we use a computationally intensive nested evolutionary strategy to find an optimal solution for the model. The strategy is evaluated on a test-suite of bilevel problems, and it has been shown that the method is successful in handling difficult bilevel problems.  相似文献   

20.
广义Nash平衡点和切换控制在对策论中的应用   总被引:2,自引:2,他引:0  
通过把平衡点和决策者的动机耦合的方法,提出了广义纳什平衡点这一新概念.决策者的动机通常有两类:一是最大化自己的利益,另一则是最大化对手的利益.如果每一个决策者的动机都是第一类,一个理性的群体就会形成,整个系统最终会达到第一类平衡点(也就是经典的纳什平衡点).如果每一个决策者的动机都是第二类,一个有智慧的群体就会形成,整个系统最终会达到第二类平衡点.同时,切换控制被用来帮助决策者确定他们的动机.  相似文献   

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