Search results for "Normal-form game"

showing 7 items of 7 documents

A saturated strategy robustly ensures stability of the cooperative equilibrium for Prisoner's dilemma

2016

We study diffusion of cooperation in a two-population game in continuous time. At each instant, the game involves two random individuals, one from each population. The game has the structure of a Prisoner's dilemma where each player can choose either to cooperate (c) or to defect (d), and is reframed within the field of approachability in two-player repeated game with vector payoffs. We turn the game into a dynamical system, which is positive, and propose a saturated strategy that ensures local asymptotic stability of the equilibrium (c, c) for any possible choice of the payoff matrix. We show that there exists a rectangle, in the space of payoffs, which is positively invariant for the syst…

Computer Science::Computer Science and Game Theory0209 industrial biotechnologyControl and OptimizationSymmetric gameNormal-form gameStochastic gameSymmetric equilibrium02 engineering and technologyPrisoner's dilemma01 natural sciences010104 statistics & probability020901 industrial engineering & automationStrategySettore ING-INF/04 - AutomaticaArtificial IntelligenceRepeated gameDecision Sciences (miscellaneous)Simultaneous gameSettore MAT/09 - Ricerca Operativa0101 mathematicsMathematical economicsGames Sociology Statistics Trajectory Asymptotic stability Jacobian matricesArtificial Intelligence; Decision Sciences (miscellaneous); Control and OptimizationMathematics2016 IEEE 55th Conference on Decision and Control (CDC)
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Novel threat-based AI strategies that incorporate adaptive data structures for multi-player board games

2016

This paper considers the problem of designing novel techniques for multi-player game playing, in a range of board games and configurations. Compared to the well-known case of two-player game playing, multi-player game playing is a more complex problem with unique requirements. To address the unique challenges of this domain, we examine the potential of employing techniques inspired by Adaptive Data Structures (ADSs) to rank opponents based on their relative threats, and using this information to achieve gains in move ordering and tree pruning. We name our new technique the Threat-ADS heuristic. We examine the Threat-ADS’ performance within a range of game models, employing a number of diffe…

Game mechanicsNon-cooperative gameSequential gamebusiness.industryComputer scienceNormal-form gameComputingMilieux_PERSONALCOMPUTINGCombinatorial game theory020207 software engineeringScreening game02 engineering and technologyExtensive-form gameWin-win gameGame designArtificial IntelligenceSimulations and games in economics education0202 electrical engineering electronic engineering information engineeringRepeated game020201 artificial intelligence & image processingArtificial intelligencebusinessGame treeMetagamingApplied Intelligence
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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
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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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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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A two-point boundary value formulation of a mean-field crowd-averse game

2014

Abstract We consider a population of “crowd-averse” dynamic agents controlling their states towards regions of low density. This represents a typical dissensus behavior in opinion dynamics. Assuming a quadratic density distribution, we first introduce a mean-field game formulation of the problem, and then we turn the game into a two-point boundary value problem. Such a result has a value in that it turns a set of coupled partial differential equations into ordinary differential equations.

education.field_of_studyMathematical optimizationPartial differential equationExample of a game without a valueOrdinary differential equationNormal-form gamePopulationApplied mathematicsBoundary value problemeducationGame theoryImplementation theoryMathematicsIFAC Proceedings Volumes
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Large Networks of Dynamic Agents: Consensus under Adversarial Disturbances

2012

This paper studies interactions among homogeneous social groups within the framework of large population games. Each group is represented by a network and the behavior described by a two-player repeated game. The contribution is three-fold. Beyond the idea of providing a novel two-level model with repeated games at a lower level and population games at a higher level, we also establish a mean field equilibrium and study state feedback best-response strategies as well as worst-case adversarial disturbances in that context.

education.field_of_studyTheoretical computer scienceSequential gameGame Theory; optimization; controlDistributed computingStochastic gamePopulationNormal-form gameComputingMilieux_PERSONALCOMPUTINGCombinatorial game theoryBayesian gameGame TheoryRepeated gameeducationGame theoryoptimizationcontrolMathematics
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