Uniform Sampling of Fundamental Simplexes as Sets of Players' Mixed Strategies in the Finite Noncooperative Game for Finding Equilibrium Situations with Possible Concessions

2015 ◽  
Vol 47 (9) ◽  
pp. 76-85 ◽  
Author(s):  
Vadim V. Romanuke
2021 ◽  
Vol 46 (2) ◽  
pp. 173-197
Author(s):  
Vadim Romanuke

Abstract A problem of solving a continuous noncooperative game is considered, where the player’s pure strategies are sinusoidal functions of time. In order to reduce issues of practical computability, certainty, and realizability, a method of solving the game approximately is presented. The method is based on mapping the product of the functional spaces into a hyperparallelepiped of the players’ phase lags. The hyperparallelepiped is then substituted with a hypercubic grid due to a uniform sampling. Thus, the initial game is mapped into a finite one, in which the players’ payoff matrices are hypercubic. The approximation is an iterative procedure. The number of intervals along the player’s phase lag is gradually increased, and the respective finite games are solved until an acceptable solution of the finite game becomes sufficiently close to the same-type solutions at the preceding iterations. The sufficient closeness implies that the player’s strategies at the succeeding iterations should be not farther from each other than at the preceding iterations. In a more feasible form, it implies that the respective distance polylines are required to be decreasing on average once they are smoothed with respective polynomials of degree 2, where the parabolas must be having positive coefficients at the squared variable.


2018 ◽  
Vol 20 (04) ◽  
pp. 1850010
Author(s):  
Ahmad Nahhas ◽  
H. W. Corley

The mixed Berge equilibrium (MBE) is an extension of the Berge equilibrium (BE) to mixed strategies. The MBE models mutually support in a [Formula: see text]-person noncooperative game in normal form. An MBE is a mixed-strategy profile for the [Formula: see text] players in which every [Formula: see text] players have mixed strategies that maximize the expected payoff for the remaining player’s equilibrium strategy. In this paper, we study the computational complexity of determining whether an MBE exists in a [Formula: see text]-person normal-form game. For a two-person game, an MBE always exists and the problem of finding an MBE is PPAD-complete. In contrast to the mixed Nash equilibrium, the MBE is not guaranteed to exist in games with three or more players. Here we prove, when [Formula: see text], that the decision problem of asking whether an MBE exists for a [Formula: see text]-person normal-form game is NP-complete. Therefore, in the worst-case scenario there does not exist a polynomial algorithm that finds an MBE unless P=NP.


2015 ◽  
Vol 8 (1) ◽  
pp. 13-19 ◽  
Author(s):  
Vadim Romanuke

Abstract The paper suggests a method of obtaining an approximate solution of the infinite noncooperative game on the unit hypercube. The method is based on sampling uniformly the players’ payoff functions with the constant step along each of the hypercube dimensions. The author states the conditions for a sufficiently accurate sampling and suggests the method of reshaping the multidimensional matrix of the player’s payoff values, being the former player’s payoff function before its sampling, into a matrix with minimally possible number of dimensions, where also maintenance of one-to-one indexing has been provided. Requirements for finite NE-strategy from NE (Nash equilibrium) solution of the finite game as the initial infinite game approximation are given as definitions of the approximate solution consistency. The approximate solution consistency ensures its relative independence upon the sampling step within its minimal neighborhood or the minimally decreased sampling step. The ultimate reshaping of multidimensional matrices of players’ payoff values to the minimal number of dimensions, being equal to the number of players, stimulates shortened computations.


2016 ◽  
Vol 40 (1) ◽  
pp. 105-143
Author(s):  
Vadim Romanuke

In finite noncooperative game, a method for finding approximate Nash equilibrium situations is developed. The method is prior-based on sampling fundamental simplexes being the sets of players’ mixed strategies. Whereas the sampling is exercised, the sets of players’ mixed strategies are mapped into finite lattices. Sampling steps are envisaged dissimilar. Thus, each player within every dimension of its simplex selects and controls one’s sampling individually. For preventing approximation low quality, however, sampling steps are restricted. According to the restricted sampling steps, a player acting singly with minimal spacing over its lattice cannot change payoff of any player more than by some predetermined magnitude, being specific for each player. The finite lattice is explicitly built by the represented routine, where the player’s mixed strategies are calculated and arranged. The product of all the players’ finite lattices approximates the product of continuous fundamental simplexes. This re-defines the finite noncooperative game in its finite mixed extension on the finite lattices’ product. In such a finite-mixed-extension-defined game, the set of Nash equilibrium situations may be empty. Therefore, approximate Nash equilibrium situations are defined by the introduced possible payoff concessions. A routine for finding approximate equilibrium situations is represented. Approximate strong Nash equilibria with possible concessions are defined, and a routine for finding them is represented as well. Acceleration of finding approximate equilibria is argued also. Finally, the developed method is discussed to be a basis in stating a universal approach for the finite noncooperative game solution approximation implying unification of the game solvability, applicability, realizability, and adaptability.


Author(s):  
João P. Hespanha

This book is aimed at students interested in using game theory as a design methodology for solving problems in engineering and computer science. The book shows that such design challenges can be analyzed through game theoretical perspectives that help to pinpoint each problem's essence: Who are the players? What are their goals? Will the solution to “the game” solve the original design problem? Using the fundamentals of game theory, the book explores these issues and more. The use of game theory in technology design is a recent development arising from the intrinsic limitations of classical optimization-based designs. In optimization, one attempts to find values for parameters that minimize suitably defined criteria—such as monetary cost, energy consumption, or heat generated. However, in most engineering applications, there is always some uncertainty as to how the selected parameters will affect the final objective. Through a sequential and easy-to-understand discussion, the book examines how to make sure that the selection leads to acceptable performance, even in the presence of uncertainty—the unforgiving variable that can wreck engineering designs. The book looks at such standard topics as zero-sum, non-zero-sum, and dynamic games and includes a MATLAB guide to coding. This book offers students a fresh way of approaching engineering and computer science applications.


Author(s):  
Anna G. Matveeva ◽  
Victoria N. Syryamina ◽  
Vyacheslav M. Nekrasov ◽  
Michael K. Bowman

Non-uniform schemes for collection of pulse dipole spectroscopy data can decrease and redistribute noise in the distance spectrum for increased sensitivity and throughput.


2020 ◽  
Vol 11 (1) ◽  
pp. 127-134
Author(s):  
Konstantin Kudryavtsev ◽  
Ustav Malkov

AbstractThe paper proposes the concept of a weak Berge equilibrium. Unlike the Berge equilibrium, the moral basis of this equilibrium is the Hippocratic Oath “First do no harm”. On the other hand, any Berge equilibrium is a weak Berge equilibrium. But, there are weak Berge equilibria, which are not the Berge equilibria. The properties of the weak Berge equilibrium have been investigated. The existence of the weak Berge equilibrium in mixed strategies has been established for finite games. The weak Berge equilibria for finite three-person non-cooperative games are computed.


Mathematics ◽  
2021 ◽  
Vol 9 (11) ◽  
pp. 1262
Author(s):  
Sunil Kumar Mishra ◽  
Amitkumar V. Jha ◽  
Vijay Kumar Verma ◽  
Bhargav Appasani ◽  
Almoataz Y. Abdelaziz ◽  
...  

This paper presents an optimized algorithm for event-triggered control (ETC) of networked control systems (NCS). Initially, the traditional backstepping controller is designed for a generalized nonlinear plant in strict-feedback form that is subsequently extended to the ETC. In the NCS, the controller and the plant communicate with each other using a communication network. In order to minimize the bandwidth required, the number of samples to be sent over the communication channel should be reduced. This can be achieved using the non-uniform sampling of data. However, the implementation of non-uniform sampling without a proper event triggering rule might lead the closed-loop system towards instability. Therefore, an optimized event triggering algorithm has been designed such that the system states are always forced to remain in stable trajectory. Additionally, the effect of ETC on the stability of backstepping control has been analyzed using the Lyapunov stability theory. Two case studies on an inverted pendulum system and single-link robot system have been carried out to demonstrate the effectiveness of the proposed ETC in terms of system states, control effort and inter-event execution time.


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