Search results for "games"
showing 10 items of 429 documents
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…
Dynamic Demand and Mean-Field Games
2017
Within the realm of smart buildings and smart cities,\ud dynamic response management is playing an ever-increasing\ud role thus attracting the attention of scientists from different\ud disciplines. Dynamic demand response management involves a\ud set of operations aiming at decentralizing the control of loads\ud in large and complex power networks. Each single appliance\ud is fully responsive and readjusts its energy demand to the\ud overall network load. A main issue is related to mains frequency\ud oscillations resulting from an unbalance between supply and\ud demand. In a nutshell, this paper contributes to the topic by\ud equipping each signal consumer with strategic insight. In particu…
Robust linear quadratic mean-field games in crowd-seeking social networks.
2013
We consider a social network where opinions evolve following a stochastic averaging process under the influence of adversarial disturbances. We provide a robust mean-field game model in the spirit of H∞-optimal control, establish existence of a mean-field equilibrium, and analyze its stochastic stability.
Introduction to Expanding Universes : Exploring Games and Transmedial Ways of World-building
2018
Transmedia is a wide concept, as by definition, it is a network of various media forms. It includes also games, both digital and more traditional forms of games. Transmedia productions are often built around a certain television series, but in some cases a digital game has been the core production as well. Games, however, have not been looked at in detail in their role as a part of a transmedia whole. It is important to pay attention to the specificity of games as a media form, to their product-audience relation, and to the way how they incorporate playfulness into that relation. Even in cases where games are just a minor part of the production, the playfulness involved in transmedia user p…
Dall’alterità alla città. Regalità, sessualità e agricoltura in Gilgameš, Enkidu e gli Inferi
2021
Analisi antropologica del componimento mitologico sumerico Gilgamesh, Enkidu e gli Inferi
Ringetteä ajatellen ja ymmärtäen : pelikäsitystä painottavan opetuksen tutkimus koululiikunnassa
2008
Wyjątkowość doświadczenia śmierci w artystycznych grach wideo
2015
Video games present different meanings of death than those conditioned by social and cultural contexts. Most games treat the motif of death instrumentally. Therefore, death is usually a norm and a rule in typical video games. However, art games present a different sense of death, one that defies its conventional meanings. The article analyses the different presentations of death in three art games: "Passage" (Rohrer, 2007), "The Graveyard" (Tale of Tales, 2008) and "Queers in Love at the End of the World" (Anthropy, 2013). These productions prove that video games are an excellent medium to offer players a deep emotional experience, which can also encourage taking a fundamental and more prof…
Strategic interactions on differentiated markets and public policies
2017
In economy, the competition analysis among firms have a significance importance because of the complexity of some elements. This thesis examines the strategic interactions on differentiated markets in general equilibrium while proposing the public policies to reduce the distortions due to the imperfect behaviors. This thesis takes into account the differentiation of products in order to obtain the new conclusions and/or to extend those existing. We thus pursues two objectives. Fisrt, the construction of a model of imperfect competition on differentiated markets in a general equilibrium framework. Second, the evaluation of the consequences of the model in terms of economic policies. At begin…
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…
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…