Search results for "ComputingMilieux_PERSONALCOMPUTING"

showing 10 items of 256 documents

Consensus in inventory games

2008

This paper studies design, convergence, stability and optimality of a distributed consensus protocol for n-player repeated non cooperative games under incomplete information. Information available to each player concerning the other players' strategies evolves in time. At each stage (time period), the players select myopically their best binary strategy on the basis of a payoff, defined on a single stage, monotonically decreasing with the number of active players. The game is specialized to an inventory application, where fixed costs are shared among all retailers, interested in reordering or not from a common warehouse. As information evolves in time, the number of active players changes t…

TheoryofComputation_MISCELLANEOUSComputer Science::Computer Science and Game TheoryInventoryMulti-agent systemsStochastic gameComputingMilieux_PERSONALCOMPUTINGTheoryofComputation_GENERALConsensus protocols; Game theory; Inventory; Multi-agent systemsOutcome (game theory)Consensus protocolssymbols.namesakeBayesian gameNash equilibriumBest responsesymbolsRepeated gameEconomicsCoordination gameMathematical economicsGame theoryGame theoryProceedings of the 3rd International Conference on Performance Evaluation Methodologies and Tools
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Negative results in the theory of games with lexicographic utilities

2003

When players may have lexicographic utilities, there are: (i) extensive games having a non-empty set of equilibria but empty sets of sequentially rational, sequential and perfect equilibria (ii) normal form games having a non-empty set of equilibria but an empty set of proper equilibria and no stable set of equilibria and (iii) two extensive games having the same normal form representation and disjoint sets of sequential equilibria.

TheoryofComputation_MISCELLANEOUSComputer Science::Computer Science and Game TheoryTheoryofComputation_MATHEMATICALLOGICANDFORMALLANGUAGESComputer Science::Logic in Computer ScienceComputingMethodologies_SYMBOLICANDALGEBRAICMANIPULATIONComputingMilieux_PERSONALCOMPUTINGTheoryofComputation_GENERALlexicographic expected utilityComputer Science::Formal Languages and Automata Theoryjel:C7Economics Bulletin
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Heterogeneous network games: Conflicting preferences

2013

Proceeding at: 2nd Annual UECE Lisbon Meeting: Game Theory and Applications, took place 2010, November, 4-6, in Lisbon (Portugal). The event Web site http://pascal.iseg.utl.pt/~uece/lisbonmeetings2010/ In many economic situations, a player pursues coordination or anti-coordination with her neighbors on a network, but she also has intrinsic preferences among the available options. We here introduce a model which allows to analyze this issue by means of a simple framework in which players endowed with an idiosyncratic identity interact on a social network through strategic complements or substitutes. We classify the possible types of Nash equilibria under complete information, finding two thr…

TheoryofComputation_MISCELLANEOUSComputer Science::Computer Science and Game Theoryjel:Z13Economics and EconometricsMatemáticasjel:D85Heterogeneity Networks Nash Equilibrium StabilitySocial networksjel:D03MicroeconomicsCOMPLEMENTARITIESsymbols.namesakeBayesian gameEconomicsCoordination gameStrategic complementsjel:C72ComputingMilieux_PERSONALCOMPUTINGTheoryofComputation_GENERALNetwork formationNash equilibriumEquilibrium selectionBest responsejel:L14Bayesian equilibriumsymbolsHeterogeneityEpsilon-equilibriumMathematical economicsFinanceIncomplete informationGames and Economic Behavior
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Noncooperative dynamic games for inventory applications: A consensus approach

2008

We focus on a finite horizon noncooperative dynamic game where the stage cost of a single player associated to a decision is a monotonically nonincreasing function of the total number of players making the same decision. For the single-stage version of the game, we characterize Nash equilibria 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 multi-stage version of the game, we present an algorithm that converges to Nash equilibria, unfortunately not necessarily Pareto optimal. The algorithm returns a seque…

TheoryofComputation_MISCELLANEOUSDynamic gamesComputer Science::Computer Science and Game TheoryMathematical optimizationCorrelated equilibriumSequential gameConsensus ProtocolsComputer scienceA-priori; Consensus protocols; Dynamic games; Finite horizons; Inventory; Inventory systems; Joint decisions; Multi stages; Nash equilibrium; Pareto-optimal; Single stages; Unilateral improvementsSymmetric equilibriumOutcome (game theory)Joint decisionsNash equilibriumFinite horizonsMulti stagessymbols.namesakeBayesian gameSettore ING-INF/04 - AutomaticaPareto-optimalA-prioriCoordination gameFolk theoremPrice of stabilityRisk dominanceNon-credible threatConsensus Protocols Dynamic Programming Game Theory InventoryInventory systemsTraveler's dilemmaNormal-form gameStochastic gameInventoryComputingMilieux_PERSONALCOMPUTINGTheoryofComputation_GENERALMinimaxConsensus protocolsEquilibrium selectionNash equilibriumBest responseSingle stagesRepeated gamesymbolsEpsilon-equilibriumSettore MAT/09 - Ricerca OperativaSolution conceptDynamic Programming Game TheoryUnilateral improvementsMathematical economicsGame theoryConsensus Protocols; Dynamic Programming Game Theory; Inventory
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Bounded Computational Capacity Equilibrium

2010

We study repeated games played by players with bounded computational power, where, in contrast to Abreu and Rubisntein (1988), the memory is costly. We prove a folk theorem: the limit set of equilibrium payoffs in mixed strategies, as the cost of memory goes to 0, includes the set of feasible and individually rational payoffs. This result stands in sharp contrast to Abreu and Rubisntein (1988), who proved that when memory is free, the set of equilibrium payoffs in repeated games played by players with bounded computational power is a strict subset of the set of feasible and individually rational payoffs. Our result emphasizes the role of memory cost and of mixing when players have bounded c…

TheoryofComputation_MISCELLANEOUSEconomics and EconometricsComputer Science::Computer Science and Game TheoryBounded rationality automata complexity infnitely repeated games equilibrium.EconomiaOutcome (game theory)Set (abstract data type)Lexicographic preferences0502 economics and businessFOS: MathematicsFolk theoremMathematics - Optimization and ControlMathematicsFinite-state machine05 social sciencesProbability (math.PR)ComputingMilieux_PERSONALCOMPUTING050301 educationTheoryofComputation_GENERALBounded rationalityOptimization and Control (math.OC)Bounded functionRepeated game050206 economic theory0503 educationMathematical economicsMathematics - Probability
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Mean Field Linear Quadratic Games with Set Up Costs

2013

This paper studies linear quadratic games with set up costs monotonic on the number of active players, namely, players whose action is non-null. Such games arise naturally in joint replenishment inventory systems. Building upon a preliminary analysis of the properties of the best response strategies and Nash equilibria for the given game, the main contribution is the study of the same game under large population. We also analyze the influence of an additional disturbance in the spirit of the literature on H∞ control. Numerical illustrations are provided. © 2012 Springer Science+Business Media New York.

TheoryofComputation_MISCELLANEOUSStatistics and ProbabilityComputer Science::Computer Science and Game TheoryEconomics and EconometricsMathematical optimizationSequential gamedifferential games game theory control and optimizationJoint-replenishmentOutcome (game theory)symbols.namesakeMean field gamesGame theoryMathematicsMean field games; Linear quadratic differential games; Joint-replenishment[INFO.INFO-NI] Computer Science [cs]/Networking and Internet Architecture [cs.NI]Applied MathematicsNormal-form gameComputingMilieux_PERSONALCOMPUTINGoperational researchTheoryofComputation_GENERALScreening gameComputer Graphics and Computer-Aided DesignComputer Science ApplicationsComputational MathematicsComputational Theory and MathematicsNash equilibriumBest responseRepeated gamesymbolsLinear quadratic differential gamesSettore MAT/09 - Ricerca OperativaoptimizationGame theoryMathematical economicsDynamic Games and Applications
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Introspection and equilibrium selection in 2 � 2 matrix games

1994

Game theory lacks an explanation of how players' beliefs are formed and why they are in equilibrium. This is the reason why it has failed to make significant advances with the problem of equilibrium selection even for quite siniple games, as 2x2 games with two strict Nash equilibria. Our paper models the introspection process by which the selected equilibrium is achieved in this class of games. Players begin their analysis with imprecise priors, obtained under weak restrictions formulated as Axioms. For a large class of reasoning dynamics we obtain as the solution the risk dominant Nash equilibrium.

TheoryofComputation_MISCELLANEOUSStatistics and ProbabilityComputer Science::Computer Science and Game TheoryEconomics and EconometricsSequential equilibriumMathematical optimizationComputingMilieux_PERSONALCOMPUTINGSymmetric equilibriumTrembling hand perfect equilibriumTheoryofComputation_GENERALsymbols.namesakeMathematics (miscellaneous)Nash equilibriumEquilibrium selectionBest responseEconomicssymbolsStatistics Probability and UncertaintyEpsilon-equilibriumSolution conceptMathematical economicsSocial Sciences (miscellaneous)International Journal of Game Theory
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The genesis of data-driven decision-making in the world of soccer tactics : deciphering the potential of big data

2021

Master's thesis in Information systems (IS501) Arguably, soccer is a more fluid sport than other popular sports such as baseball, American football, and cricket, which explicitly require more discrete ‘plays.’ Moreover, with twenty-two players always committed, it has more moving elements than basketball or ice hockey. From a mathematical perspective, this signifies that soccer has more degrees of freedom than these other sports, making it difficult to evaluate the game using one or a small number of metrics. Over time, this challenge has been made exceedingly more difficult within the soccer community. The availability of data has increased much more rapidly than the scientific advancement…

VDP::Matematikk og Naturvitenskap: 400::Informasjons- og kommunikasjonsvitenskap: 420::Algoritmer og beregnbarhetsteori: 422ComputingMilieux_PERSONALCOMPUTINGIS501
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Finding Optimal Rush Attacks in Real Time Strategy (RTS) Games

2008

Masteroppgave i informasjons- og kommunikasjonsteknologi 2008 – Universitetet i Agder, Grimstad What will you fell when play with an unchangeable AI in RTS game? Of cause, it is boring. You can beat them easily and that’s no fun. In this research, we will try to design an AI with learning-ability and return the fun to players. We firstly abstract a simple AI mode, and then implement a suitable learning method . Due to some developing problems, we simulate the system (ORTS). Finally, we establish a new learning system for RTS AI. It’s an advanced point system based on the conception of the evaluation system in commercial RTS game . Decision making processes could depend on the points of each…

VDP::Mathematics and natural science: 400::Information and communication science: 420::Knowledge based systems: 425IKT590ComputingMilieux_PERSONALCOMPUTING
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Educational Games for eHealth : Using Games as a Tool to Teach Disease Precautions

2021

Master's thesis in Multimedia and educational technology (MM506) This master thesis investigated how an educational game could affect the ability to remember infectious disease precautions, guidelines, and hygiene rules over time in students and young adults in Norway. It also compared the ability to remember and implement these precautions taught in an educational game to the digital course “Training in Protective Measures” at the University of Agder. A high-fidelity digital prototype of an educational game was created for the purpose of this thesis project, with learning materials based on the teachings in the course. Qualitative research methods have been used for the evaluation of the p…

VDP::Medisinske Fag: 700::Helsefag: 800ComputingMilieux_COMPUTERSANDEDUCATIONComputingMilieux_PERSONALCOMPUTINGMM506VDP::Teknologi: 500::Informasjons- og kommunikasjonsteknologi: 550
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