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Subgames within Large Games and the Heuristic of Imitation

机译:大型游戏中的子游戏和模仿启发法

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We study repeated normal form games where the number of players is large. We argue that it is interesting to look at such games as being divided into subgames, each of which we call a neighbourhood. The structure of such a game is given by a graph G whose nodes are players and edges denote visibility. The neighbourhoods are maximal cliques in G. The game proceeds in rounds where in each round the players of every clique X of G play a strategic form game among each other. A player at a node v strategises based on what she can observe, i.e., the strategies and the outcomes in the previous round of the players at vertices adjacent to v. Based on this, the player may switch strategies in the same neighbourhood, or migrate to another neighbourhood. We are interested in addressing questions regarding the eventual stability of such games. We incrementally impose constraints on the 'types' of the players. First, we look at players who are unconstrained in their strategising abilities, in that, players who may use unbounded memory. We then consider the case of memoryless players. We show that in both these cases the eventual stability of the game can be characterised in terms of potentials. We then introduce a simple modal logic in which the types of the players can be specified. We show that when the players play according to these specified types, it can be effectively decided whether the game stabilises. Finally, we look at the important heuristic of imitation. Simple imitative strategies can be specified in the logic introduced by us. We show that in a population of optimisers and imitators, we can decide how 'worse-off' the imitators are by playing imitative strategies rather than optimal ones.
机译:我们研究玩家人数众多的重复正常形式游戏。我们认为将这样的游戏分为子游戏是有趣的,每个子游戏我们都称为一个邻居。这种游戏的结构由图G给出,图G的节点是玩家,边缘表示可见性。邻里是G中的最大派系。游戏每回合进行,在每个回合中,G的每个派系X的玩家之间都要进行策略性的形式游戏。节点v上的玩家根据自己可以观察到的内容进行策略,即,与v相邻的顶点处的上一轮玩家的策略和结果。基于此,玩家可以在同一邻域中切换策略或迁移到另一个街区。我们有兴趣解决有关此类游戏最终稳定性的问题。我们逐步对玩家的“类型”施加约束。首先,我们研究那些在战略制定能力方面不受限制的玩家,因为他们可能会使用无限的记忆力。然后,我们考虑无记忆播放器的情况。我们证明,在这两种情况下,游戏的最终稳定性都可以用潜力来表征。然后,我们介绍一个简单的模态逻辑,在其中可以指定播放器的类型。我们证明,当玩家根据这些指定的类型进行游戏时,可以有效地确定游戏是否稳定。最后,我们看一下重要的模仿启发法。可以在我们介绍的逻辑中指定简单的模仿策略。我们证明,在一群优化者和模仿者中,我们可以通过扮演模仿策略而不是最优策略来决定模仿者的“差劲”。

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