Fictitious Play Property for Games with Identical Interests

1996 ◽  
Vol 68 (1) ◽  
pp. 258-265 ◽  
Author(s):  
Dov Monderer ◽  
Lloyd S. Shapley
Keyword(s):  
2018 ◽  
Vol 109 ◽  
pp. 401-412
Author(s):  
Zifan Li ◽  
Ambuj Tewari
Keyword(s):  

Author(s):  
Alexander Nikolaev ◽  
Alexander Semenov ◽  
Eduardo L. Pasiliao
Keyword(s):  

2013 ◽  
Vol 7 (3) ◽  
pp. 473-491 ◽  
Author(s):  
Yi Luo ◽  
Ferenc Szidarovszky ◽  
Youssif Al-Nashif ◽  
Salim Hariri

Author(s):  
Diana G. Ramí ◽  
N.A. rez ◽  
Julio Mario Daza Escorcia ◽  
Javier Visbal Martinez ◽  
Carlos D. Paternina Arboleda ◽  
...  

Author(s):  
Khaled Elbassioni ◽  
Kazuhisa Makino ◽  
Kurt Mehlhorn ◽  
Fahimeh Ramezani

Author(s):  
João P. Hespanha

This chapter discusses several classes of potential games that are common in the literature and how to derive the Nash equilibrium for such games. It first considers identical interests games and dummy games before turning to decoupled games and bilateral symmetric games. It then describes congestion games, in which all players are equal, in the sense that the cost associated with each resource only depends on the total number of players using that resource and not on which players use it. It also presents other potential games, including the Sudoku puzzle, and goes on to analyze the distributed resource allocation problem, the computation of Nash equilibria for potential games, and fictitious play. It concludes with practice exercises and their corresponding solutions, along with additional exercises.


Games ◽  
2020 ◽  
Vol 11 (3) ◽  
pp. 34 ◽  
Author(s):  
Julian Jamison

Intuitively, we expect that players who are allowed to engage in costless communication before playing a game would be foolish to agree on an inefficient outcome amongst the set of equilibria. At the same time, however, such preplay communication has been suggested as a rationale for expecting Nash equilibria in general. This paper presents a plausible formal model of cheap talk that distinguishes and resolves these possibilities. Players are assumed to have an unlimited opportunity to send messages before playing an arbitrary game. Using an extension of fictitious play beliefs, minimal assumptions are made concerning which messages about future actions are credible and hence contribute to final beliefs. In this environment, it is shown that meaningful communication among players leads to a Nash equilibrium (NE) of the action game. Within the set of NE, efficiency then turns out to be a consequence of imposing optimality on the cheap talk portion of the extended game. This finding contrasts with previous “babbling” results.


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