5,976 research outputs found

    Coordination Failures under Incomplete Information and Global Games

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    Carlsson and van Damme (1991, 93) presented a notion of a global game, which is an incomplete information game where the actual payoff structure is affected by a realization of a common shock and where each player gets noisy private information of the shock. For n -person symmetric games with two possible actions characterized by strategic complementarity, they showed that equilibrium play in a global game with vanishing noise is uniquely determined. The concept of global games is important not only as a theory of the most refined notion of equilibrium but also as a theory of coordination failures under private information. From this viewpoint, this paper makes the theory of global games more general and more applicable to such problems. The implications of the theory of global games are investigated in two specific models: a speculative attack model and a network externality model. It is shown that both the monetary authority in the speculative attack model and the central planner in the network externality model will prefer the equilibrium in a global game with small noise to the worst equilibrium in the corresponding complete information game. Therefore, they will welcome the existence of small noise, if they apply mini-max principle to multiple equilibrium problems.global game, coordination failure, speculative attack, network externality

    Processes, Roles and Their Interactions

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    Taking an interaction network oriented perspective in informatics raises the challenge to describe deterministic finite systems which take part in networks of nondeterministic interactions. The traditional approach to describe processes as stepwise executable activities which are not based on the ordinarily nondeterministic interaction shows strong centralization tendencies. As suggested in this article, viewing processes and their interactions as complementary can circumvent these centralization tendencies. The description of both, processes and their interactions is based on the same building blocks, namely finite input output automata (or transducers). Processes are viewed as finite systems that take part in multiple, ordinarily nondeterministic interactions. The interactions between processes are described as protocols. The effects of communication between processes as well as the necessary coordination of different interactions within a processes are both based on the restriction of the transition relation of product automata. The channel based outer coupling represents the causal relation between the output and the input of different systems. The coordination condition based inner coupling represents the causal relation between the input and output of a single system. All steps are illustrated with the example of a network of resource administration processes which is supposed to provide requesting user processes exclusive access to a single resource.Comment: In Proceedings IWIGP 2012, arXiv:1202.422

    Dynamic Behavior in Minimum Effort Coordination Games - Some Theory of Group Size and Inter-Group Competition as Coordination Devices

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    This paper presents a model of individual behavior in minimum effort coordination games, focusing primarily on the effects of the number of players and the introduction of inter-group competition. It is shown that independent of the number of players and the number of competing groups, the most inefficient equilibrium is always the stochastically stable one. Yet, it turns out that the `security' of more efficient equilibria increases with a decrease of the number of players and with an increase of the number of competing groups.Minimum Effort Coordination, Group Competition, Stochastic Stability, Dynamic Games

    Joint Channel Selection and Power Control in Infrastructureless Wireless Networks: A Multi-Player Multi-Armed Bandit Framework

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    This paper deals with the problem of efficient resource allocation in dynamic infrastructureless wireless networks. Assuming a reactive interference-limited scenario, each transmitter is allowed to select one frequency channel (from a common pool) together with a power level at each transmission trial; hence, for all transmitters, not only the fading gain, but also the number of interfering transmissions and their transmit powers are varying over time. Due to the absence of a central controller and time-varying network characteristics, it is highly inefficient for transmitters to acquire global channel and network knowledge. Therefore a reasonable assumption is that transmitters have no knowledge of fading gains, interference, and network topology. Each transmitting node selfishly aims at maximizing its average reward (or minimizing its average cost), which is a function of the action of that specific transmitter as well as those of all other transmitters. This scenario is modeled as a multi-player multi-armed adversarial bandit game, in which multiple players receive an a priori unknown reward with an arbitrarily time-varying distribution by sequentially pulling an arm, selected from a known and finite set of arms. Since players do not know the arm with the highest average reward in advance, they attempt to minimize their so-called regret, determined by the set of players' actions, while attempting to achieve equilibrium in some sense. To this end, we design in this paper two joint power level and channel selection strategies. We prove that the gap between the average reward achieved by our approaches and that based on the best fixed strategy converges to zero asymptotically. Moreover, the empirical joint frequencies of the game converge to the set of correlated equilibria. We further characterize this set for two special cases of our designed game

    The Evolution of Coordination under Inertia

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    This paper models the phenomenon of inertia driven by individual strategy switching costs in a stochastic evolutionary context. Kandori, Mailath, and Rob's (1993) model of a finite population of agents repeatedly playing a 2x2 symmetric coordination game is extended to allow for such inertia. Taking noise to the limit, a number of new short- to medium-run equilibria emerge, centred around the mixed-strategy equilibrium. Thus, unusually, an evolutionary model is seen to provide some justification for the controversial concept of mixed-strategy equilibrium. However, Kandori, Mailath, and Rob's long-run selection of the risk-dominant equilibrium continues to hold, both under fixed-rate mutations and under state-dependent mutations driven by stochastic switching costs. The key to this is the satisfaction of Blume's (1999) "skew-symmetry" of the noise process, which is shown to be crucial even under simultaneous strategy revisions. In fact, the presence of the new short-run equilibria can under certain conditions serve to reduce the expected waiting time before the risk-dominant equilibrium is reached - an instance of Ellison's (2000) idea that evolution is more rapid when it can proceed via a series of small "steps" between extremes. This suggests inertia to be a surprisingly efficient phenomenon, and also serves to moderate the force of the Ellison (1993) critique of excessively long transition times in models with vanishing noise.

    Digging Deeper into Egocentric Gaze Prediction

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    This paper digs deeper into factors that influence egocentric gaze. Instead of training deep models for this purpose in a blind manner, we propose to inspect factors that contribute to gaze guidance during daily tasks. Bottom-up saliency and optical flow are assessed versus strong spatial prior baselines. Task-specific cues such as vanishing point, manipulation point, and hand regions are analyzed as representatives of top-down information. We also look into the contribution of these factors by investigating a simple recurrent neural model for ego-centric gaze prediction. First, deep features are extracted for all input video frames. Then, a gated recurrent unit is employed to integrate information over time and to predict the next fixation. We also propose an integrated model that combines the recurrent model with several top-down and bottom-up cues. Extensive experiments over multiple datasets reveal that (1) spatial biases are strong in egocentric videos, (2) bottom-up saliency models perform poorly in predicting gaze and underperform spatial biases, (3) deep features perform better compared to traditional features, (4) as opposed to hand regions, the manipulation point is a strong influential cue for gaze prediction, (5) combining the proposed recurrent model with bottom-up cues, vanishing points and, in particular, manipulation point results in the best gaze prediction accuracy over egocentric videos, (6) the knowledge transfer works best for cases where the tasks or sequences are similar, and (7) task and activity recognition can benefit from gaze prediction. Our findings suggest that (1) there should be more emphasis on hand-object interaction and (2) the egocentric vision community should consider larger datasets including diverse stimuli and more subjects.Comment: presented at WACV 201

    Zero Error Coordination

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    In this paper, we consider a zero error coordination problem wherein the nodes of a network exchange messages to be able to perfectly coordinate their actions with the individual observations of each other. While previous works on coordination commonly assume an asymptotically vanishing error, we assume exact, zero error coordination. Furthermore, unlike previous works that employ the empirical or strong notions of coordination, we define and use a notion of set coordination. This notion of coordination bears similarities with the empirical notion of coordination. We observe that set coordination, in its special case of two nodes with a one-way communication link is equivalent with the "Hide and Seek" source coding problem of McEliece and Posner. The Hide and Seek problem has known intimate connections with graph entropy, rate distortion theory, Renyi mutual information and even error exponents. Other special cases of the set coordination problem relate to Witsenhausen's zero error rate and the distributed computation problem. These connections motivate a better understanding of set coordination, its connections with empirical coordination, and its study in more general setups. This paper takes a first step in this direction by proving new results for two node networks

    Coordination Failures under Incomplete Information and Global Games

    Get PDF
    Carlsson and van Damme (1991, 93) presented a notion of a global game, which is an incomplete information game where the actual payoff structure is affected by a realization of a common shock and where each player gets noisy private information of the shock. For n -person symmetric games with two possible actions characterized by strategic complementarity, they showed that equilibrium play in a global game with vanishing noise is uniquely determined. The concept of global games is important not only as a theory of the most refined notion of equilibrium but also as a theory of coordination failures under private information. From this viewpoint, this paper makes the theory of global games more general and more applicable to such problems. The implications of the theory of global games are investigated in two specific models: a peculative attack model and a network externality model. It is shown that both the monetary authority in the speculative attack model and the central planner in the network externality model will prefer the equilibrium in a global game with small noise to the worst equilibrium in the corresponding complete information game. Therefore, they will welcome the existence of small noise, if they apply mini-max principle to multiple equilibrium problems.
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