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Computational Results for Extensive-Form Adversarial Team Games

机译:广泛的对抗性团队游戏的计算结果

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摘要

We provide, to the best of our knowledge, the first computational study of extensive-form adversarial team games. These games are sequential, zero-sum games in which a team of players, sharing the same utility function, faces an adversary. We define three different scenarios according to the communication capabilities of the team. In the first, the teammates can communicate and correlate their actions both before and during the play. In the second, they can only communicate before the play. In the third, no communication is possible at all. We define the most suitable solution concepts, and we study the inefficiency caused by partial or null communication, showing that the inefficiency can be arbitrarily large in the size of the game tree. Furthermore, we study the computational complexity of the equilibrium-finding problem in the three scenarios mentioned above, and we provide, for each of the three scenarios, an exact algorithm. Finally, we empirically evaluate the scalability of the algorithms in random games and the inefficiency caused by partial or null communication.
机译:我们提供了我们所知,对广泛的对抗队比赛的第一个计算研究。这些游戏是顺序的,零和游戏,其中一个球员团队,共享相同的实用程序功能,面临对手。根据团队的通信功能,我们定义了三种不同的方案。首先,队友可以在比赛之前和期间进行沟通和关联他们的行为。在第二中,他们只能在戏剧之前进行沟通。在第三个中,根本没有沟通。我们定义了最合适的解决方案概念,我们研究了部分或空沟通引起的低效率,表明效率低于游戏树的大小。此外,我们研究了上面提到的三种场景中的均衡发现问题的计算复杂性,并且我们提供了三个场景中的每一个精确的算法。最后,我们经验评估随机游戏中算法的可扩展性以及由部分或空沟通引起的效率。

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