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Ranking games that have competitiveness-based strategies

机译:对具有基于竞争力的策略的游戏进行排名

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An extensive literature in economics and social science addresses contests, in which players compete to outperform each other on some measurable criterion, often referred to as a player's score, or output. Players incur costs that are an increasing function of score, but receive prizes for obtaining higher score than their competitors. In this paper we study finite games that are discretized contests, and the problems of computing exact and approximate Nash equilibria. Our motivation is the worst-case hardness of Nash equilibrium computation, and the resulting interest in important classes of games that admit polynomial-time algorithms. For games that have a tie-breaking rule for players' scores, we present a polynomial-time algorithm for computing an exact equilibrium in the 2-player case, and for multiple players, a characterization of Nash equilibria that shows an interesting parallel between these games and unrestricted 2-player games in normal form. When ties are allowed, via a reduction from these games to a subclass of anonymous games, we give approximation schemes for two special cases: constant-sized set of strategies, and constant number of players.
机译:经济学和社会科学领域的大量文献谈到了比赛,在比赛中,选手竞争以某种可衡量的标准(通常称为选手的得分或产出)互相超越。玩家产生的成本是分数的增加功能,但由于获得比其竞争对手更高的分数而获得奖励。在本文中,我们研究了离散比赛的有限博弈,以及计算精确和近似纳什均衡的问题。我们的动机是Nash平衡计算的最坏情况下的硬度,以及对允许多项式时间算法的重要游戏类别的关注。对于具有分数限制规则的游戏,我们提供了多项式时间算法来计算2人游戏中的精确平衡,而对于多个玩家,则展示了纳什均衡的特征,这显示了两者之间有趣的相似之处游戏和普通形式的无限制2人游戏。当允许平局时,通过从这些游戏减少到一个匿名游戏的子类,我们给出两种特殊情况的近似方案:不变大小的策略集和不变数量的玩家。

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