Search results for "Computer Science::Computer Science and Game Theory"

showing 10 items of 87 documents

Robust dynamic cooperative games

2009

Classical cooperative game theory is no longer a suitable tool for those situations where the values of coalitions are not known with certainty. Recent works address situations where the values of coalitions are modelled by random variables. In this work we still consider the values of coalitions as uncertain, but model them as unknown but bounded disturbances. We do not focus on solving a specific game, but rather consider a family of games described by a polyhedron: each point in the polyhedron is a vector of coalitions’ values and corresponds to a specific game. We consider a dynamic context where while we know with certainty the average value of each coalition on the long run, at each t…

Statistics and ProbabilityBondareva–Shapley theoremEconomics and EconometricsNon-cooperative gameComputer Science::Computer Science and Game TheoryMSC-91A12Sequential gameMSC-91A25Computer scienceCooperative games Dynamic games Joint replenishmentCombinatorial game theoryTheoryofComputation_GENERALCooperative game theoryMETIS-263773Computer Science::Multiagent SystemsMathematics (miscellaneous)Example of a game without a valueEWI-15215Repeated gameIR-62781Simultaneous gameStatistics Probability and UncertaintyMathematical economicsSocial Sciences (miscellaneous)International journal of game theory
researchProduct

A Neo2 bayesian foundation of the maxmin value for two-person zero-sum games

1994

A joint derivation of utility and value for two-person zero-sum games is obtained using a decision theoretic approach. Acts map states to consequences. The latter are lotteries over prizes, and the set of states is a product of two finite sets (m rows andn columns). Preferences over acts are complete, transitive, continuous, monotonie and certainty-independent (Gilboa and Schmeidler (1989)), and satisfy a new axiom which we introduce. These axioms are shown to characterize preferences such that (i) the induced preferences on consequences are represented by a von Neumann-Morgenstern utility function, and (ii) each act is ranked according to the maxmin value of the correspondingm × n utility …

Statistics and ProbabilityComputer Science::Computer Science and Game TheoryEconomics and EconometricsTransitive relationVon Neumann–Morgenstern utility theoremMathematics (miscellaneous)Zero-sum gameExample of a game without a valueCardinal utilityStatistics Probability and UncertaintyTransferable utilityMathematical economicsFinite setSocial Sciences (miscellaneous)AxiomMathematicsInternational Journal of Game Theory
researchProduct

Modeling the coupled return-spread high frequency dynamics of large tick assets

2015

Large tick assets, i.e. assets where one tick movement is a significant fraction of the price and bid-ask spread is almost always equal to one tick, display a dynamics in which price changes and spread are strongly coupled. We introduce a Markov-switching modeling approach for price change, where the latent Markov process is the transition between spreads. We then use a finite Markov mixture of logit regressions on past squared returns to describe the dependence of the probability of price changes. The model can thus be seen as a Double Chain Markov Model. We show that the model describes the shape of return distribution at different time aggregations, volatility clustering, and the anomalo…

Statistics and ProbabilityComputer Science::Computer Science and Game TheoryVolatility clusteringQuantitative Finance - Trading and Market MicrostructureMarkov chainLogitMarkov processStatistical and Nonlinear PhysicsMarkov modelmodels of financial markets nonlinear dynamics stochastic processesTrading and Market Microstructure (q-fin.TR)FOS: Economics and businesssymbols.namesakesymbolsEconometricsKurtosisFraction (mathematics)Almost surelyStatistics Probability and Uncertainty60J20Mathematics
researchProduct

Uniform measure density condition and game regularity for tug-of-war games

2018

We show that a uniform measure density condition implies game regularity for all 2 < p < ∞ in a stochastic game called “tug-of-war with noise”. The proof utilizes suitable choices of strategies combined with estimates for the associated stopping times and density estimates for the sum of independent and identically distributed random vectors. peerReviewed

Statistics and ProbabilityIndependent and identically distributed random variablesComputer Science::Computer Science and Game Theorygame regularitydensity estimate for the sum of i.i.d. random vectorsTug of war01 natural sciencesMeasure (mathematics)$p$-regularityMathematics - Analysis of PDEsFOS: MathematicsApplied mathematicspeliteoriastochastic games0101 mathematics91A15 60G50 35J92Mathematicsp-harmonic functionsstokastiset prosessit$p$-harmonic functionsosittaisdifferentiaaliyhtälöthitting probability010102 general mathematicsStochastic gametug-of-war gamesProbability (math.PR)uniform measure density condition010101 applied mathematicsNoiseuniform distribution in a ballMathematics - ProbabilityAnalysis of PDEs (math.AP)
researchProduct

Weighting Elementary Prices in Consumer Price Index Construction Using Spatial Autocorrelation

2013

The Consumer Price Indexes (CPI) are used in current economic systems to measure inflation. When constructing CPIs, however, official institutions have systematically overlooked the spatial dimension of elementary prices. Ignoring the fact that prices are collected at geographical locations implicitly implies considering prices as spatially independent, when in fact they are not. To solve this problem, this article proposes to weight basic price data by taking into account the spatial correlation they display. The weighted geometric and arithmetic means suggested generalize and improve the simple geometric and arithmetic means currently in use.

Statistics and ProbabilityInflationComputer Science::Computer Science and Game TheorySpatial correlationmedia_common.quotation_subjectWeightingPrice indexStatisticsEconometricsConsumer price indexDimension (data warehouse)Spatial analysisArithmetic meanmedia_commonMathematicsCommunications in Statistics - Theory and Methods
researchProduct

Approachability in Population Games

2014

This paper reframes approachability theory within the context of population games. Thus, whilst one player aims at driving her average payoff to a predefined set, her opponent is not malevolent but rather extracted randomly from a population of individuals with given distribution on actions. First, convergence conditions are revisited based on the common prior on the population distribution, and we define the notion of \emph{1st-moment approachability}. Second, we develop a model of two coupled partial differential equations (PDEs) in the spirit of mean-field game theory: one describing the best-response of every player given the population distribution (this is a \emph{Hamilton-Jacobi-Bell…

Statistics and Probabilityeducation.field_of_studyComputer Science::Computer Science and Game TheoryMEAN-FIELD GAMESComputer scienceApproachabilityREGRETApplied MathematicsPopulationStochastic gameRegretContext (language use)91A13ApproachabilityEVOLUTIONComplete informationOptimization and Control (math.OC)Modeling and SimulationBest responseFOS: MathematicseducationMathematical economicsGame theoryMathematics - Optimization and Controlpopulation games
researchProduct

Convex semi-infinite games

1986

This paper introduces a generalization of semi-infinite games. The pure strategies for player I involve choosing one function from an infinite family of convex functions, while the set of mixed strategies for player II is a closed convex setC inRn. The minimax theorem applies under a condition which limits the directions of recession ofC. Player II always has optimal strategies. These are shown to exist for player I also if a certain infinite system verifies the property of Farkas-Minkowski. The paper also studies certain conditions that guarantee the finiteness of the value of the game and the existence of optimal pure strategies for player I.

TheoryofComputation_MISCELLANEOUSComputer Science::Computer Science and Game TheoryControl and OptimizationSemi-infiniteGeneralizationApplied MathematicsMinimax theoremComputingMilieux_PERSONALCOMPUTINGRegular polygonFunction (mathematics)Management Science and Operations ResearchBayesian gameConvex functionGame theoryMathematical economicsMathematicsJournal of Optimization Theory and Applications
researchProduct

Consensus in Noncooperative Dynamic Games: a Multi-Retailer Inventory Application

2008

We focus on Nash equilibria and Pareto optimal Nash equilibria for a finite horizon noncooperative dynamic game with a special structure of the stage cost. We study the existence of these solutions by proving that the game is a potential game. For the single-stage version of the game, we characterize the aforementioned solutions and derive a consensus protocol that makes the players converge to the unique Pareto optimal Nash equilibrium. Such an equilibrium guarantees the interests of the players and is also social optimal in the set of Nash equilibria. For the multistage version of the game, we present an algorithm that converges to Nash equilibria, unfortunately, not necessarily Pareto op…

TheoryofComputation_MISCELLANEOUSComputer Science::Computer Science and Game TheoryCorrelated equilibriumSequential gameComputer scienceDynamic programmingSubgame perfect equilibriumsymbols.namesakeCoordination gameElectrical and Electronic EngineeringRisk dominanceFolk theoremPrice of stabilityNon-credible threatGame theoryCentipede gameImplementation theoryNon-cooperative gameInventoryNormal-form gameStochastic gameComputingMilieux_PERSONALCOMPUTINGTheoryofComputation_GENERALComputer Science ApplicationsConsensus protocols; Dynamic programming; Game theory; InventoryConsensus protocolsZero-sum gameControl and Systems EngineeringNash equilibriumEquilibrium selectionBest responsesymbolsRepeated gameEpsilon-equilibriumConsensus protocols; Dynamic programming; Game theory; Inventory;Potential gameSolution conceptMathematical economicsGame theory
researchProduct

Identification of efficient equilibria in multiproduct trading with indivisibilities and non-monotonicity

2018

Abstract This paper focuses on multiproduct trading with indivisibilities and where a representative agent may have non-monotonic preferences. In this framework, the set of firms’ profits (which comes from efficient subgame perfect Nash equilibria) is the Pareto frontier of some projection of the core of the game. We show that under monotonicity efficient subgame perfect Nash equilibria are achieved by single offers and the equilibrium characterization is easy to obtain. When dealing with non-monotonic preferences the problem becomes more challenging. Then, we define a pair of primal–dual linear programming problems that fully identifies the core of the game. A set of modified versions of t…

TheoryofComputation_MISCELLANEOUSComputer Science::Computer Science and Game TheoryEconomics and Econometrics021103 operations researchLinear programmingComputer scienceApplied Mathematics05 social sciences0211 other engineering and technologiesPareto principleTheoryofComputation_GENERAL02 engineering and technologyRepresentative agentSubgame perfect equilibriumDual (category theory)symbols.namesakeCore (game theory)Strong Nash equilibriumNash equilibrium0502 economics and businesssymbolsMathematical economics050205 econometrics Journal of Mathematical Economics
researchProduct

A mixed 0-1 linear programming approach to the computation of all pure-strategy nash equilibria of a finite n -person game in normal form

2014

Published version of an article in the journal: Mathematical Problems in Engineering. Also available from the publisher at: http://dx.doi.org/10.1155/2014/640960 A main concern in applications of game theory is how to effectively select a Nash equilibrium, especially a pure-strategy Nash equilibrium for a finite n -person game in normal form. This selection process often requires the computation of all Nash equilibria. It is well known that determining whether a finite game has a pure-strategy Nash equilibrium is an NP-hard problem and it is difficult to solve by naive enumeration algorithms. By exploiting the properties of pure strategy and multilinear terms in the payoff functions, this p…

TheoryofComputation_MISCELLANEOUSComputer Science::Computer Science and Game TheoryEngineering (all)Article Subjectlcsh:TA1-2040lcsh:MathematicsVDP::Technology: 500::Mechanical engineering: 570Mathematics (all)TheoryofComputation_GENERALVDP::Technology: 500::Information and communication technology: 550lcsh:Engineering (General). Civil engineering (General)lcsh:QA1-939Mathematics (all); Engineering (all)
researchProduct