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When Can Limited Randomness Be Used in Repeated Games?

机译:什么时候可以在重复的游戏中使用有限的随机性?

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The central result of classical game theory states that every finite normal form game has a Nash equilibrium, provided that players are allowed to use randomized (mixed) strategies. However, in practice, humans are known to be bad at generating random-like sequences, and true random bits may be unavailable. Even if the players have access to enough random bits for a single instance of the game their randomness might be insufficient if the game is played many times. In this work, we ask whether randomness is necessary for equilibria to exist in finitely repeated games. We show that for a large class of games containing arbitrary two-player zero-sum games, approximate Nash equilibria of the n-stage repeated version of the game exist if and only if both players have Ω(n) random bits. In contrast, we show that there exists a class of games for which no equilibrium exists in pure strategies, yet the n-stage repeated version of the game has an exact Nash equilibrium in which each player uses only a constant number of random bits. When the players are assumed to be computationally bounded, if cryptographic pseudorandom generators (or, equivalently, one-way functions) exist, then the players can base their strategies on "random-like" sequences derived from only a small number of truly random bits. We show that, in contrast, in repeated two-player zero-sum games, if pseudorandom generators do not exist, then Ω(n) random bits remain necessary for equilibria to exist.
机译:古典博弈论的中心结果指出,每个有限的正常形式游戏都有纳什均衡,只要允许玩家使用随机(混合)策略。然而,在实践中,已知人类在生成随机样序列时是不好的,并且真正的随机比特可能不可用。即使玩家可以访问足够的随机比特,对于游戏的单个实例,如果游戏播放多次,则随机性可能不足。在这项工作中,我们询问有限重复的游戏中是否存在随机性。我们表明,对于一大类含有任意双人零和游戏的大类游戏,如果两个玩家都有ω(n)随机位,则存在N-Stage重复版本的N-Step重复版本的近似NASH均衡。相比之下,我们表明存在一类纯策略中没有平衡的游戏,但游戏的N-阶段重复版本具有精确的纳什平衡,其中每个玩家仅使用恒定数量的随机比特。当假定玩家被计算有界界时,如果存在加密伪随机生成器(或等效,单向函数),则玩家可以将其策略基于从少量真正的随机位衍生的“随机状”序列上。我们表明,相比之下,在重复的两个玩家零和游戏中,如果伪随机发生器不存在,则ω(n)随机位仍然需要均衡。

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