finite games
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Author(s):  
Joseph Abdou ◽  
Nikolaos Pnevmatikos ◽  
Marco Scarsini ◽  
Xavier Venel

Orthogonal direct-sum decompositions of finite games into potential, harmonic and nonstrategic components exist in the literature. In this paper we study the issue of decomposing games that are strategically equivalent from a game-theoretical point of view, for instance games obtained via transformations such as duplications of strategies or positive affine mappings of the payoffs. We show the need to define classes of decompositions to achieve commutativity of game transformations and decompositions.


2021 ◽  
Vol 34 (5) ◽  
pp. 1666-1680
Author(s):  
Daizhan Cheng ◽  
Yuhu Wu ◽  
Guodong Zhao ◽  
Shihua Fu

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.


2021 ◽  
Author(s):  
Ali Yekkehkhany ◽  
Timothy Murray ◽  
Rakesh Nagi

The definition of best response for a player in the Nash equilibrium is based on maximizing the expected utility given the strategy of the rest of the players in a game. In this work, we consider stochastic games, that is, games with random payoffs, in which a finite number of players engage only once or at most a limited number of times. In such games, players may choose to deviate from maximizing their expected utility. This is because maximizing expected utility strategy does not address the uncertainty in payoffs. We instead define a new notion of a stochastic superiority best response. This notion of best response results in a stochastic superiority equilibrium in which players choose to play the strategy that maximizes the probability of them being rewarded the most in a single round of the game rather than maximizing the expected received reward, subject to the actions of other players. We prove the stochastic superiority equilibrium to exist in all finite games, that is, games with a finite number of players and actions, and numerically compare its performance to Nash equilibrium in finite-time stochastic games. In certain cases, we show the payoff under the stochastic superiority equilibrium is 70% likely to be higher than the payoff under Nash equilibrium.


Author(s):  
Ben Amiet ◽  
Andrea Collevecchio ◽  
Marco Scarsini ◽  
Ziwen Zhong

In finite games, mixed Nash equilibria always exist, but pure equilibria may fail to exist. To assess the relevance of this nonexistence, we consider games where the payoffs are drawn at random. In particular, we focus on games where a large number of players can each choose one of two possible strategies and the payoffs are independent and identically distributed with the possibility of ties. We provide asymptotic results about the random number of pure Nash equilibria, such as fast growth and a central limit theorem, with bounds for the approximation error. Moreover, by using a new link between percolation models and game theory, we describe in detail the geometry of pure Nash equilibria and show that, when the probability of ties is small, a best-response dynamics reaches a pure Nash equilibrium with a probability that quickly approaches one as the number of players grows. We show that various phase transitions depend only on a single parameter of the model, that is, the probability of having ties.


2021 ◽  
pp. 372-386
Author(s):  
Yury Nikulin ◽  
Vladimir Emelichev

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