83,487 research outputs found

    Dynamic Non-Bayesian Decision Making

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    The model of a non-Bayesian agent who faces a repeated game with incomplete information against Nature is an appropriate tool for modeling general agent-environment interactions. In such a model the environment state (controlled by Nature) may change arbitrarily, and the feedback/reward function is initially unknown. The agent is not Bayesian, that is he does not form a prior probability neither on the state selection strategy of Nature, nor on his reward function. A policy for the agent is a function which assigns an action to every history of observations and actions. Two basic feedback structures are considered. In one of them -- the perfect monitoring case -- the agent is able to observe the previous environment state as part of his feedback, while in the other -- the imperfect monitoring case -- all that is available to the agent is the reward obtained. Both of these settings refer to partially observable processes, where the current environment state is unknown. Our main result refers to the competitive ratio criterion in the perfect monitoring case. We prove the existence of an efficient stochastic policy that ensures that the competitive ratio is obtained at almost all stages with an arbitrarily high probability, where efficiency is measured in terms of rate of convergence. It is further shown that such an optimal policy does not exist in the imperfect monitoring case. Moreover, it is proved that in the perfect monitoring case there does not exist a deterministic policy that satisfies our long run optimality criterion. In addition, we discuss the maxmin criterion and prove that a deterministic efficient optimal strategy does exist in the imperfect monitoring case under this criterion. Finally we show that our approach to long-run optimality can be viewed as qualitative, which distinguishes it from previous work in this area.Comment: See http://www.jair.org/ for any accompanying file

    Applications of Repeated Games in Wireless Networks: A Survey

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    A repeated game is an effective tool to model interactions and conflicts for players aiming to achieve their objectives in a long-term basis. Contrary to static noncooperative games that model an interaction among players in only one period, in repeated games, interactions of players repeat for multiple periods; and thus the players become aware of other players' past behaviors and their future benefits, and will adapt their behavior accordingly. In wireless networks, conflicts among wireless nodes can lead to selfish behaviors, resulting in poor network performances and detrimental individual payoffs. In this paper, we survey the applications of repeated games in different wireless networks. The main goal is to demonstrate the use of repeated games to encourage wireless nodes to cooperate, thereby improving network performances and avoiding network disruption due to selfish behaviors. Furthermore, various problems in wireless networks and variations of repeated game models together with the corresponding solutions are discussed in this survey. Finally, we outline some open issues and future research directions.Comment: 32 pages, 15 figures, 5 tables, 168 reference

    Learning an Unknown Network State in Routing Games

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    We study learning dynamics induced by myopic travelers who repeatedly play a routing game on a transportation network with an unknown state. The state impacts cost functions of one or more edges of the network. In each stage, travelers choose their routes according to Wardrop equilibrium based on public belief of the state. This belief is broadcast by an information system that observes the edge loads and realized costs on the used edges, and performs a Bayesian update to the prior stage's belief. We show that the sequence of public beliefs and edge load vectors generated by the repeated play converge almost surely. In any rest point, travelers have no incentive to deviate from the chosen routes and accurately learn the true costs on the used edges. However, the costs on edges that are not used may not be accurately learned. Thus, learning can be incomplete in that the edge load vectors at rest point and complete information equilibrium can be different. We present some conditions for complete learning and illustrate situations when such an outcome is not guaranteed

    A comparative study of game theoretic and evolutionary models for software agents

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    Most of the existing work in the study of bargaining behaviour uses techniques from game theory. Game theoretic models for bargaining assume that players are perfectly rational and that this rationality in common knowledge. However, the perfect rationality assumption does not hold for real-life bargaining scenarios with humans as players, since results from experimental economics show that humans find their way to the best strategy through trial and error, and not typically by means of rational deliberation. Such players are said to be boundedly rational. In playing a game against an opponent with bounded rationality, the most effective strategy of a player is not the equilibrium strategy but the one that is the best reply to the opponent's strategy. The evolutionary model provides a means for studying the bargaining behaviour of boundedly rational players. This paper provides a comprehensive comparison of the game theoretic and evolutionary approaches to bargaining by examining their assumptions, goals, and limitations. We then study the implications of these differences from the perspective of the software agent developer

    Theories of Fairness and Reciprocity

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    Most economic models are based on the self-interest hypothesis that assumes that all people are exclusively motivated by their material self-interest. In recent years experimental economists have gathered overwhelming evidence that systematically refutes the self-interest hypothesis and suggests that many people are strongly motivated by concerns for fairness and reciprocity. Moreover, several theoretical papers have been written showing that the observed phenomena can be explained in a rigorous and tractable manner. These theories in turn induced a new wave of experimental research offering additional exciting insights into the nature of preferences and into the relative performance of competing theories of fairness. The purpose of this paper is to review these recent developments, to point out open questions, and to suggest avenues for future research
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