3,293 research outputs found

    Mean Field Equilibrium in Dynamic Games with Complementarities

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    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

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    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

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    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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