405,499 research outputs found
Bertrand-Edgeworth games under oligopoly with a complete characterization for the triopoly
The paper extends the analysis of price competition among capacity-constrained sellers beyond the cases of duopoly and symmetric oligopoly. We first provide some general results for the oligopoly and then focus on the triopoly, providing a complete characterization of the mixed strategy equilibrium of the price game. The region of the capacity space where the equilibrium is mixed is partitioned according to the features of the mixed strategy equilibrium arising in each subregion. Then computing the mixed strategy equilibrium becomes a quite simple task. The analysis reveals features of the mixed strategy equilibrium which do not arise in the duopoly (some of them have also been discovered by Hirata (2008)).Bertrand-Edgeworth; Price game; Oligopoly; Triopoly; Mixed strategy equilibrium
Statics and dynamics of selfish interactions in distributed service systems
We study a class of games which model the competition among agents to access
some service provided by distributed service units and which exhibit congestion
and frustration phenomena when service units have limited capacity. We propose
a technique, based on the cavity method of statistical physics, to characterize
the full spectrum of Nash equilibria of the game. The analysis reveals a large
variety of equilibria, with very different statistical properties. Natural
selfish dynamics, such as best-response, usually tend to large-utility
equilibria, even though those of smaller utility are exponentially more
numerous. Interestingly, the latter actually can be reached by selecting the
initial conditions of the best-response dynamics close to the saturation limit
of the service unit capacities. We also study a more realistic stochastic
variant of the game by means of a simple and effective approximation of the
average over the random parameters, showing that the properties of the
average-case Nash equilibria are qualitatively similar to the deterministic
ones.Comment: 30 pages, 10 figure
Derivation of a mathematical structure for market-based transmission augmentation in oligopoly electricity markets using multilevel programming
In this paper, we derive and evaluate a new mathematical structure for market-based augmentation of the transmission system. The closed-form mathematical structure can capture both the efficiency benefit and competition benefit of the transmission capacity. The Nash solution concept is employed to model the price-quantity game among GenCos. The multiple Nash equilibria of the game are located through a characterisation of the problem in terms of minima of the R function. The worst Nash equilibrium is used in the mechanism of transmission augmentation. The worst Nash equilibrium is defined as the one which maximises the social cost, total generation cost + total value of lost load. Thorough analysis of a simple three-node network is presented to clearly highlight the mechanism of the derived mathematical structure from different perspectives
Mean-Field Games of Finite-Fuel Capacity Expansion with Singular Controls
We study Nash equilibria for a sequence of symmetric -player stochastic
games of finite-fuel capacity expansion with singular controls and their
mean-field game (MFG) counterpart. We construct a solution of the MFG via a
simple iterative scheme that produces an optimal control in terms of a
Skorokhod reflection at a (state-dependent) surface that splits the state space
into action and inaction regions. We then show that a solution of the MFG of
capacity expansion induces approximate Nash equilibria for the -player games
with approximation error going to zero as tends to infinity.
Our analysis relies entirely on probabilistic methods and extends the
well-known connection between singular stochastic control and optimal stopping
to a mean-field framework
On the Saddle-point Solution and the Large-Coalition Asymptotics of Fingerprinting Games
We study a fingerprinting game in which the number of colluders and the
collusion channel are unknown. The encoder embeds fingerprints into a host
sequence and provides the decoder with the capability to trace back pirated
copies to the colluders.
Fingerprinting capacity has recently been derived as the limit value of a
sequence of maximin games with mutual information as their payoff functions.
However, these games generally do not admit saddle-point solutions and are very
hard to solve numerically. Here under the so-called Boneh-Shaw marking
assumption, we reformulate the capacity as the value of a single two-person
zero-sum game, and show that it is achieved by a saddle-point solution.
If the maximal coalition size is k and the fingerprinting alphabet is binary,
we show that capacity decays quadratically with k. Furthermore, we prove
rigorously that the asymptotic capacity is 1/(k^2 2ln2) and we confirm our
earlier conjecture that Tardos' choice of the arcsine distribution
asymptotically maximizes the mutual information payoff function while the
interleaving attack minimizes it. Along with the asymptotic behavior, numerical
solutions to the game for small k are also presented.Comment: submitted to IEEE Trans. on Information Forensics and Securit
Capacities and Capacity-Achieving Decoders for Various Fingerprinting Games
Combining an information-theoretic approach to fingerprinting with a more
constructive, statistical approach, we derive new results on the fingerprinting
capacities for various informed settings, as well as new log-likelihood
decoders with provable code lengths that asymptotically match these capacities.
The simple decoder built against the interleaving attack is further shown to
achieve the simple capacity for unknown attacks, and is argued to be an
improved version of the recently proposed decoder of Oosterwijk et al. With
this new universal decoder, cut-offs on the bias distribution function can
finally be dismissed.
Besides the application of these results to fingerprinting, a direct
consequence of our results to group testing is that (i) a simple decoder
asymptotically requires a factor 1.44 more tests to find defectives than a
joint decoder, and (ii) the simple decoder presented in this paper provably
achieves this bound.Comment: 13 pages, 2 figure
Small games and long memories promote cooperation
Complex social behaviors lie at the heart of many of the challenges facing
evolutionary biology, sociology, economics, and beyond. For evolutionary
biologists in particular the question is often how such behaviors can arise
\textit{de novo} in a simple evolving system. How can group behaviors such as
collective action, or decision making that accounts for memories of past
experience, emerge and persist? Evolutionary game theory provides a framework
for formalizing these questions and admitting them to rigorous study. Here we
develop such a framework to study the evolution of sustained collective action
in multi-player public-goods games, in which players have arbitrarily long
memories of prior rounds of play and can react to their experience in an
arbitrary way. To study this problem we construct a coordinate system for
memory- strategies in iterated -player games that permits us to
characterize all the cooperative strategies that resist invasion by any mutant
strategy, and thus stabilize cooperative behavior. We show that while larger
games inevitably make cooperation harder to evolve, there nevertheless always
exists a positive volume of strategies that stabilize cooperation provided the
population size is large enough. We also show that, when games are small,
longer-memory strategies make cooperation easier to evolve, by increasing the
number of ways to stabilize cooperation. Finally we explore the co-evolution of
behavior and memory capacity, and we find that longer-memory strategies tend to
evolve in small games, which in turn drives the evolution of cooperation even
when the benefits for cooperation are low
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