3,293 research outputs found
Mean Field Equilibrium in Dynamic Games with Complementarities
We study a class of stochastic dynamic games that exhibit strategic
complementarities between players; formally, in the games we consider, the
payoff of a player has increasing differences between her own state and the
empirical distribution of the states of other players. Such games can be used
to model a diverse set of applications, including network security models,
recommender systems, and dynamic search in markets. Stochastic games are
generally difficult to analyze, and these difficulties are only exacerbated
when the number of players is large (as might be the case in the preceding
examples).
We consider an approximation methodology called mean field equilibrium to
study these games. In such an equilibrium, each player reacts to only the long
run average state of other players. We find necessary conditions for the
existence of a mean field equilibrium in such games. Furthermore, as a simple
consequence of this existence theorem, we obtain several natural monotonicity
properties. We show that there exist a "largest" and a "smallest" equilibrium
among all those where the equilibrium strategy used by a player is
nondecreasing, and we also show that players converge to each of these
equilibria via natural myopic learning dynamics; as we argue, these dynamics
are more reasonable than the standard best response dynamics. We also provide
sensitivity results, where we quantify how the equilibria of such games move in
response to changes in parameters of the game (e.g., the introduction of
incentives to players).Comment: 56 pages, 5 figure
Mean-Field-Type Games in Engineering
A mean-field-type game is a game in which the instantaneous payoffs and/or
the state dynamics functions involve not only the state and the action profile
but also the joint distributions of state-action pairs. This article presents
some engineering applications of mean-field-type games including road traffic
networks, multi-level building evacuation, millimeter wave wireless
communications, distributed power networks, virus spread over networks, virtual
machine resource management in cloud networks, synchronization of oscillators,
energy-efficient buildings, online meeting and mobile crowdsensing.Comment: 84 pages, 24 figures, 183 references. to appear in AIMS 201
Quadratic Multi-Dimensional Signaling Games and Affine Equilibria
This paper studies the decentralized quadratic cheap talk and signaling game
problems when an encoder and a decoder, viewed as two decision makers, have
misaligned objective functions. The main contributions of this study are the
extension of Crawford and Sobel's cheap talk formulation to multi-dimensional
sources and to noisy channel setups. We consider both (simultaneous) Nash
equilibria and (sequential) Stackelberg equilibria. We show that for arbitrary
scalar sources, in the presence of misalignment, the quantized nature of all
equilibrium policies holds for Nash equilibria in the sense that all Nash
equilibria are equivalent to those achieved by quantized encoder policies. On
the other hand, all Stackelberg equilibria policies are fully informative. For
multi-dimensional setups, unlike the scalar case, Nash equilibrium policies may
be of non-quantized nature, and even linear. In the noisy setup, a Gaussian
source is to be transmitted over an additive Gaussian channel. The goals of the
encoder and the decoder are misaligned by a bias term and encoder's cost also
includes a penalty term on signal power. Conditions for the existence of affine
Nash equilibria as well as general informative equilibria are presented. For
the noisy setup, the only Stackelberg equilibrium is the linear equilibrium
when the variables are scalar. Our findings provide further conditions on when
affine policies may be optimal in decentralized multi-criteria control problems
and lead to conditions for the presence of active information transmission in
strategic environments.Comment: 15 pages, 4 figure
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