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Algorithms for Playing Games with Limited Randomness

机译:具有有限随机性的游戏玩法

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We study multiplayer games in which the participants have access to only limited randomness. This constrains both the algorithms used to compute equilibria (they should use little or no randomness) as well as the mixed strategies that the participants are capable of playing (these should be sparse). We frame algorithmic questions that naturally arise in this setting, and resolve several of them. We give deterministic algorithms that can be used to find sparse e-equilibria in zero-sum and non-zero-sum games, and a randomness-efficient method for playing repeated zero-sum games. These results apply ideas from derandomization (expander walks, and δ-independent sample spaces) to the algorithms of Lipton, Markakis, and Mehta [LMM03], and the online algorithm of Freund and Schapire [FS99]. Subsequently, we consider a large class of games in which sparse equilibria are known to exist (and are therefore amenable to randomness-limited players), namely games of small rank. We give the first "fixed-parameter" algorithms for obtaining approximate equilibria in these games. For rank-k games, we give a deterministic algorithm to find (k + 1)-sparse e-equilibria in time polynomial in the input size n and some function f(k, 1/∈). In a similar setting Kannan and Theobald [KT07] gave an algorithm whose run-time is n~(O(k)). Our algorithm works for a slightly different notion of a game's "rank," but is fixed parameter tractable in the above sense, and extends easily to the multi-player case.
机译:我们研究多人游戏,其中参与者只能访问有限的随机性。这既限制了用于计算平衡的算法(他们应该使用很少或没有随机性),也限制了参与者能够玩的混合策略(这些应该是稀疏的)。我们对在这种情况下自然产生的算法问题进行框架化,并解决其中的几个问题。我们提供了可用于在零和和非零和游戏中查找稀疏电子均衡的确定性算法,以及用于重复零和游戏的随机有效方法。这些结果将来自非随机化(扩展器遍历和独立于δ的样本空间)的思想应用于Lipton,Markakis和Mehta [LMM03]的算法,以及Freund和Schapire的在线算法[FS99]。随后,我们考虑一类大型游戏,其中已知存在稀疏平衡(因此适合随机性受限的玩家),即小等级游戏。我们给出了第一个“固定参数”算法来获得这些游戏中的近似平衡。对于等级为k的游戏,我们给出一种确定性算法,以在输入大小n和某些函数f(k,1 /∈)中找到(k +1)稀疏的时间多项式的时间均衡。在类似的设置中,Kannan和Theobald [KT07]给出了一种运行时间为n〜(O(k))的算法。我们的算法适用于游戏“等级”的稍有不同的概念,但是从上述意义上讲,它是固定的易于处理的参数,并且很容易扩展到多玩家情况。

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