451 research outputs found

    The Kolkata Paise Restaurant Problem and Resource Utilization

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    We study the dynamics of the "Kolkata Paise Restaurant problem". The problem is the following: In each period, N agents have to choose between N restaurants. Agents have a common ranking of the restaurants. Restaurants can only serve one customer. When more than one customer arrives at the same restaurant, one customer is chosen at random and is served; the others do not get the service. We first introduce the one-shot versions of the Kolkata Paise Restaurant problem which we call one-shot KPR games. We then study the dynamics of the Kolkata Paise Restaurant problem (which is a repeated game version of any given one shot KPR game) for large N. For statistical analysis, we explore the long time steady state behavior. In many such models with myopic agents we get under-utilization of resources, that is, we get a lower aggregate payoff compared to the social optimum. We study a number of myopic strategies, focusing on the average occupation fraction of restaurants.Comment: revtex4, 8 pages, 3 figs, accepted in Physica

    Spartan Daily, May 24, 1935

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    Volume 23, Issue 142https://scholarworks.sjsu.edu/spartandaily/2319/thumbnail.jp

    Absorption paths and equilibria in quitting games

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    We study quitting games and introduce an alternative notion of strategy profiles—absorption paths. An absorption path is parametrized by the total probability of absorption in past play rather than by time, and it accommodates both discrete-time aspects and continuous-time aspects. We then define the concept of sequentially 0-perfect absorption paths, which are shown to be limits of ε-equilibrium strategy profiles as ε goes to 0. We establish that all quitting games that do not have simple equilibria (that is, an equilibrium where the game terminates in the first period or one where the game never terminates) have a sequentially 0-perfect absorption path. Finally, we prove the existence of sequentially 0-perfect absorption paths in a new class of quitting games

    A competitive search game with a moving target

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    We introduce a discrete-time search game, in which two players compete to find an invisible object first. The object moves according to a time-varying Markov chain on finitely many states. The players are active in turns. At each period, the active player chooses a state. If the object is there then he finds the object and wins. Otherwise the object moves and the game enters the next period. We show that this game admits a value, and for any error-term epsilon > 0 , each player has a pure (subgame-perfect) epsilon-optimal strategy. Interestingly, a 0-optimal strategy does not always exist. We derive results on the analytic and structural properties of the value and the epsilon-optimal strategies. We devote special attention to the important timehomogeneous case, where we show that (subgame-perfect) optimal strategies exist if the Markov chain is irreducible and aperiodic

    The Kruskal Count

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    The Kruskal Count is a card trick invented by Martin D. Kruskal (who is well known for his work on solitons) which is described in Fulves and Gardner (1975) and Gardner (1978, 1988). In this card trick a magician “guesses” one card in a deck of cards which is determined by a subject using a special counting procedure that we call Kruskal's counting procedure. The magician has a strategy which with high probability will identify the correct card, explained below. Kruskal's counting procedure goes as follows. The subject shuffles a deck of cards as many times as he likes. He mentally chooses a (secret) number between one and ten. The subject turns the cards of the deck face up one at a time, slowly, and places them in a pile. As he turns up each card he decreases his secret number by one and he continues to count this way till he reaches zero. The card just turned up at the point when the count reaches zero is called the first key card and its value is called the first key number. Here the value of an Ace is one, face cards are assigned the value five, and all other cards take their numerical value. The subject now starts the count over, using the first key number to determine where to stop the count at the second key card. He continues in this fashion, obtaining successive key cards until the deck is exhausted. The last key card encountered, which we call the tapped card, is the card to be “guessed” by the magician

    Borel Stochastic Games with Limsup Payoff

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    1 online resource (PDF, 35 pages

    Dynamics and collective phenomena of social systems

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    This thesis focuses on the study of social systems through methods of theoretical physics, in particular proceedings of statistical physics and complex systems, as well as mathematical tools like game theory and complex networks. There already ex- ists predictive and analysis methods to address these problems in sociology, but the contribution of physics provides new perspectives and complementary and powerful tools. This approach is particularly useful in problems involving stochastic aspects and nonlinear dynamics. The contribution of physics to social systems provides not only prediction procedures, but new insights, especially in the study of emergent properties that arise from holistic approaches. We study social systems by introducing different agent-based models (ABM). When possible, the models are analyzed using mathematical methods of physics, in order to achieve analytical solutions. In addition to a theoretical approach, experi- mental treatment is performed via computer simulations both through Monte Carlo methods and deterministic or mixed procedures. This working method has proved very fruitful for the study of several open problems. The book is structured as follows. This introduction presents the mathematical formalisms used in the investigations, which are structured in two parts: in part I we deal with the emergence of cooperation, while in part II we analyze cultural dynamics under the perspective of tolerance
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