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Not Just an Empty Threat: Subgame-Perfect Equilibrium in Repeated Games Played by Computationally Bounded Players

机译:不仅仅是空荡荡的威胁:受计算限制的玩家在重复游戏中的子游戏完美平衡

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We study the problem of finding a subgame-perfect equilibrium in repeated games. In earlier work [Halpern, Pass and Seeman 2014], we showed how to efficiently find an (approximate) Nash equilibrium if assuming that players are computationally bounded (and making standard cryptographic hardness assumptions); in contrast, as demonstrated in the work of Borgs et al. [2010], unless we restrict to computationally bounded players, the problem is PPAD-hard. But it is well-known that for extensive-form games (such as repeated games), Nash equilibrium is a weak solution concept. In this work, we define and study an appropriate notion of a subgame-perfect equilibrium for computationally bounded players, and show how to efficiently find such an equilibrium in repeated games (again, making standard cryptographic hardness assumptions). As we show in the full paper, our algorithm works not only for games with a finite number of players, but also for constant-degree graphical games.
机译:我们研究了在重复博弈中找到亚博弈完美平衡的问题。在较早的工作中(Halpern,Pass和Seeman,2014年),我们展示了如何在假设玩家受到计算限制的情况下(并进行标准的密码学硬度假设)有效地找到一个(近似)纳什均衡。相反,正如Borgs等人的工作所证明的。 [2010],除非我们仅限于计算受限的参与者,否则问题将是PPAD难以解决的。但是众所周知,对于广泛形式的博弈(例如重复博弈),纳什均衡是一个弱解概念。在这项工作中,我们为受计算限制的玩家定义和研究了子博弈完美均衡的适当概念,并展示了如何在重复博弈中有效地找到这样的均衡(再次,建立了标准的密码学硬度假设)。正如我们在全文中所显示的,我们的算法不仅适用于玩家数量有限的游戏,而且适用于恒定度的图形游戏。

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