197,296 research outputs found
The use of multiplayer game theory in the modeling of biological populations
The use of game theory in modeling the natural world is widespread. However, this modeling mainly involves two player games only, or "playing the field" games where an individual plays against an entire (infinite) population. Game-theoretic models are common in economics as well, but in this case the use of multiplayer games has not been neglected. This article outlines where multiplayer games have been used in evolutionary modeling and the merits and limitations of these games. Finally, we discuss why there has been so little use of multiplayer games in the biological setting and what developments might be useful
Structure in the Value Function of Two-Player Zero-Sum Games of Incomplete Information
Zero-sum stochastic games provide a rich model for competitive decision
making. However, under general forms of state uncertainty as considered in the
Partially Observable Stochastic Game (POSG), such decision making problems are
still not very well understood. This paper makes a contribution to the theory
of zero-sum POSGs by characterizing structure in their value function. In
particular, we introduce a new formulation of the value function for zs-POSGs
as a function of the "plan-time sufficient statistics" (roughly speaking the
information distribution in the POSG), which has the potential to enable
generalization over such information distributions. We further delineate this
generalization capability by proving a structural result on the shape of value
function: it exhibits concavity and convexity with respect to appropriately
chosen marginals of the statistic space. This result is a key pre-cursor for
developing solution methods that may be able to exploit such structure.
Finally, we show how these results allow us to reduce a zs-POSG to a
"centralized" model with shared observations, thereby transferring results for
the latter, narrower class, to games with individual (private) observations
"Illusion of control" in Minority and Parrondo Games
Human beings like to believe they are in control of their destiny. This
ubiquitous trait seems to increase motivation and persistence, and is probably
evolutionarily adaptive. But how good really is our ability to control? How
successful is our track record in these areas? There is little understanding of
when and under what circumstances we may over-estimate or even lose our ability
to control and optimize outcomes, especially when they are the result of
aggregations of individual optimization processes. Here, we demonstrate
analytically using the theory of Markov Chains and by numerical simulations in
two classes of games, the Minority game and the Parrondo Games, that agents who
optimize their strategy based on past information actually perform worse than
non-optimizing agents. In other words, low-entropy (more informative)
strategies under-perform high-entropy (or random) strategies. This provides a
precise definition of the "illusion of control" in set-ups a priori defined to
emphasize the importance of optimization.Comment: 17 pages, four figures, 1 tabl
A Linear Category of Polynomial Diagrams
We present a categorical model for intuitionistic linear logic where objects
are polynomial diagrams and morphisms are simulation diagrams. The
multiplicative structure (tensor product and its adjoint) can be defined in any
locally cartesian closed category, whereas the additive (product and coproduct)
and exponential Tensor-comonoid comonad) structures require additional
properties and are only developed in the category Set, where the objects and
morphisms have natural interpretations in terms of games, simulation and
strategies.Comment: 20 page
Morphisms of open games
We define a notion of morphisms between open games, exploiting a surprising
connection between lenses in computer science and compositional game theory.
This extends the more intuitively obvious definition of globular morphisms as
mappings between strategy profiles that preserve best responses, and hence in
particular preserve Nash equilibria. We construct a symmetric monoidal double
category in which the horizontal 1-cells are open games, vertical 1-morphisms
are lenses, and 2-cells are morphisms of open games. States (morphisms out of
the monoidal unit) in the vertical category give a flexible solution concept
that includes both Nash and subgame perfect equilibria. Products in the
vertical category give an external choice operator that is reminiscent of
products in game semantics, and is useful in practical examples. We illustrate
the above two features with a simple worked example from microeconomics, the
market entry game
Unawareness in Dynamic Psychological Games
Building on Battigalli and Dufwenberg (2009)'s framework of dynamic psychological games and the recent progress in the modeling of dynamic unawareness, we provide a general framework that allows for `unawareness' in the strategic interaction of players motivated by belief-dependent psychological preferences like reciprocity and guilt. We show that unawareness has a pervasive impact on the strategic interaction of psychologically motivated players. Intuitively, unawareness influences players' beliefs concerning, for example, the intentions and expectations of others which in turn impacts their behavior. Moreover, we highlight the strategic role of communication concerning feasible paths of play in these environments.unawareness; extensive-form games; communication; belief-dependent preferences; sequential equilibrium
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