Noncooperative Game Theory

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.

1999 ◽  
Vol 37 (3) ◽  
pp. 1067-1082 ◽  
Author(s):  
Roger B Myerson

John Nash's formulation of noncooperative game theory was one of the great breakthroughs in the history of social science. Nash's work in this area is reviewed in its historical context to better understand how the fundamental ideas of noncooperative game theory were developed and how they changed the course of economic theory.


2015 ◽  
Vol 2015 ◽  
pp. 1-9 ◽  
Author(s):  
Wenzao Li ◽  
Feng Lin ◽  
Jiliu Zhou ◽  
Yan Wang

The performance of delay tolerant networks (DTNs) can be influenced by movement model in different application environments. The existing routing algorithms of DTNs do not meet the current city environments due to the large differences in node densities, social characteristics, and limited energy. The key indicators of DTNs such as success delivery ratio, average delivery latency, network lifetime, and network overhead ratio can influence the performances of civil DTNs applications. Aiming to improve the key indicators of DTNs in city environments, this paper presents a fixed sink station based structure and a more proper routing algorithm named Game Theory Based Decision Making (GTDM). GTDM shows decision-making process for neighborhood selection and packet delivering strategy which is based on the noncooperative game theory method and city environment characteristics. GTDM performance is evaluated using numerical simulations under Working Day Movement (WDM) model and the results suggested that GTDM outperforms other traditional DTNs routing approaches, such as Epidemic and Prophet algorithms.


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