20 research outputs found
Continuous-time integral dynamics for Aggregative Game equilibrium seeking
In this paper, we consider continuous-time semi-decentralized dynamics for
the equilibrium computation in a class of aggregative games. Specifically, we
propose a scheme where decentralized projected-gradient dynamics are driven by
an integral control law. To prove global exponential convergence of the
proposed dynamics to an aggregative equilibrium, we adopt a quadratic Lyapunov
function argument. We derive a sufficient condition for global convergence that
we position within the recent literature on aggregative games, and in
particular we show that it improves on established results
Incentive and stability in the Rock-Paper-Scissors game: an experimental investigation
In a two-person Rock-Paper-Scissors (RPS) game, if we set a loss worth
nothing and a tie worth 1, and the payoff of winning (the incentive a) as a
variable, this game is called as generalized RPS game. The generalized RPS game
is a representative mathematical model to illustrate the game dynamics,
appearing widely in textbook. However, how actual motions in these games depend
on the incentive has never been reported quantitatively. Using the data from 7
games with different incentives, including 84 groups of 6 subjects playing the
game in 300-round, with random-pair tournaments and local information recorded,
we find that, both on social and individual level, the actual motions are
changing continuously with the incentive. More expressively, some
representative findings are, (1) in social collective strategy transit views,
the forward transition vector field is more and more centripetal as the
stability of the system increasing; (2) In the individual behavior of strategy
transit view, there exists a phase transformation as the stability of the
systems increasing, and the phase transformation point being near the standard
RPS; (3) Conditional response behaviors are structurally changing accompanied
by the controlled incentive. As a whole, the best response behavior increases
and the win-stay lose-shift (WSLS) behavior declines with the incentive.
Further, the outcome of win, tie, and lose influence the best response behavior
and WSLS behavior. Both as the best response behavior, the win-stay behavior
declines with the incentive while the lose-left-shift behavior increase with
the incentive. And both as the WSLS behavior, the lose-left-shift behavior
increase with the incentive, but the lose-right-shift behaviors declines with
the incentive. We hope to learn which one in tens of learning models can
interpret the empirical observation above.Comment: 19 pages, 14 figures, Keywords: experimental economics, conditional
response, best response, win-stay-lose-shift, evolutionary game theory,
behavior economic
A Douglas-Rachford splitting for semi-decentralized equilibrium seeking in generalized aggregative games
We address the generalized aggregative equilibrium seeking problem for
noncooperative agents playing average aggregative games with affine coupling
constraints. First, we use operator theory to characterize the generalized
aggregative equilibria of the game as the zeros of a monotone set-valued
operator. Then, we massage the Douglas-Rachford splitting to solve the monotone
inclusion problem and derive a single layer, semi-decentralized algorithm whose
global convergence is guaranteed under mild assumptions. The potential of the
proposed Douglas-Rachford algorithm is shown on a simplified resource
allocation game, where we observe faster convergence with respect to
forward-backward algorithms.Comment: arXiv admin note: text overlap with arXiv:1803.1044
Projected-gradient algorithms for generalized equilibrium seeking in Aggregative Games are preconditioned Forward-Backward methods
We show that projected-gradient methods for the distributed computation of
generalized Nash equilibria in aggregative games are preconditioned
forward-backward splitting methods applied to the KKT operator of the game.
Specifically, we adopt the preconditioned forward-backward design, recently
conceived by Yi and Pavel in the manuscript "A distributed primal-dual
algorithm for computation of generalized Nash equilibria via operator splitting
methods" for generalized Nash equilibrium seeking in aggregative games.
Consequently, we notice that two projected-gradient methods recently proposed
in the literature are preconditioned forward-backward methods. More generally,
we provide a unifying operator-theoretic ground to design projected-gradient
methods for generalized equilibrium seeking in aggregative games
Cournot tatonnement and Nash equilibrium in binary status games
We study a rather simplified game model of competition for status. Each player chooses a scalar variable (say, the level of conspicuous consumption), and then those who chose the highest level obtain the "high" status, while everybody else remains with the "low" status. Each player strictly prefers the high status, but they also have intrinsic preferences over their choices. The set of all feasible choices may be continuous or discrete, whereas the strategy sets of different players can only differ in their upper and lower bounds. The resulting strategic game with discontinuous utilities does not satisfy the assumptions of any general theorem known as of today. Nonetheless, the existence of a (pure strategy) Nash equilibrium, as well as the "finite best response improvement property," are established
Decentralized Convergence to Nash Equilibria in Constrained Deterministic Mean Field Control
This paper considers decentralized control and optimization methodologies for
large populations of systems, consisting of several agents with different
individual behaviors, constraints and interests, and affected by the aggregate
behavior of the overall population. For such large-scale systems, the theory of
aggregative and mean field games has been established and successfully applied
in various scientific disciplines. While the existing literature addresses the
case of unconstrained agents, we formulate deterministic mean field control
problems in the presence of heterogeneous convex constraints for the individual
agents, for instance arising from agents with linear dynamics subject to convex
state and control constraints. We propose several model-free feedback
iterations to compute in a decentralized fashion a mean field Nash equilibrium
in the limit of infinite population size. We apply our methods to the
constrained linear quadratic deterministic mean field control problem and to
the constrained mean field charging control problem for large populations of
plug-in electric vehicles.Comment: IEEE Trans. on Automatic Control (cond. accepted
Cournot tatonnement and Nash equilibrium in binary status games
We study a rather simplified game model of competition for status. Each player chooses a scalar variable (say, the level of conspicuous consumption), and then those who chose the highest level obtain the "high" status, while everybody else remains with the "low" status. Each player strictly prefers the high status, but they also have intrinsic preferences over their choices. The set of all feasible choices may be continuous or discrete, whereas the strategy sets of different players can only differ in their upper and lower bounds. The resulting strategic game with discontinuous utilities does not satisfy the assumptions of any general theorem known as of today. Nonetheless, the existence of a (pure strategy) Nash equilibrium, as well as the "finite best response improvement property," are established
Enabling Privacy in a Distributed Game-Theoretical Scheduling System for Domestic Appliances
Demand side management (DSM) makes it possible to adjust the load experienced by the power grid while reducing the consumers' bill. Game-theoretic DSM is an appealing decentralized approach for collaboratively scheduling the usage of domestic electrical appliances within a set of households while meeting the users' preferences about the usage time. The drawback of distributed DSM protocols is that they require each user to communicate his/her own energy consumption patterns, which may leak sensitive information regarding private habits. This paper proposes a distributed privacy-friendly DSM system that preserves users' privacy by integrating data aggregation and perturbation techniques: users decide their schedule according to aggregated consumption measurements perturbed by means of additive white Gaussian noise. We evaluate the noise power and the number of users required to achieve a given privacy level, quantified by means of the increase of the information entropy of the aggregated energy consumption pattern. The performance of our proposed DSM system is compared to the one of a benchmark system that does not support privacy preservation in terms of total bill, peak demand, and convergence time. Results show that privacy can be improved at the cost of increasing the peak demand and the number of game iterations, whereas the total bill is only marginally incremented
POTENTIAL GAMES WITH AGGREGATION IN NON-COOPERATIVE GENERAL INSURANCE MARKETS
AbstractIn the global insurance market, the number of product-specific policies from different companies has increased significantly, and strong market competition has boosted the demand for a competitive premium. Thus, in the present paper, by considering the competition between each pair of insurers, an N-player game is formulated to investigate the optimal pricing strategy by calculating the Nash equilibrium in an insurance market. Under that framework, each insurer is assumed to maximise its utility of wealth over the unit time interval. With the purpose of solving a game of N-players, the best-response potential game with non-linear aggregation is implemented. The existence of a Nash equilibrium is proved by finding a potential function of all insurers' payoff functions. A 12-player insurance game illustrates the theoretical findings under the framework in which the best-response selection premium strategies always provide the global maximum value of the corresponding payoff function.</jats:p