808,800 research outputs found
Synthesising Strategy Improvement and Recursive Algorithms for Solving 2.5 Player Parity Games
2.5 player parity games combine the challenges posed by 2.5 player
reachability games and the qualitative analysis of parity games. These two
types of problems are best approached with different types of algorithms:
strategy improvement algorithms for 2.5 player reachability games and recursive
algorithms for the qualitative analysis of parity games. We present a method
that - in contrast to existing techniques - tackles both aspects with the best
suited approach and works exclusively on the 2.5 player game itself. The
resulting technique is powerful enough to handle games with several million
states
Discrete--time ratchets, the Fokker--Planck equation and Parrondo's paradox
Parrondo's games manifest the apparent paradox where losing strategies can be
combined to win and have generated significant multidisciplinary interest in
the literature. Here we review two recent approaches, based on the
Fokker-Planck equation, that rigorously establish the connection between
Parrondo's games and a physical model known as the flashing Brownian ratchet.
This gives rise to a new set of Parrondo's games, of which the original games
are a special case. For the first time, we perform a complete analysis of the
new games via a discrete-time Markov chain (DTMC) analysis, producing winning
rate equations and an exploration of the parameter space where the paradoxical
behaviour occurs.Comment: 17 pages, 5 figure
Navigating the Topology of 2x2 Games: An Introductory Note on Payoff Families, Normalization, and Natural Order
The Robinson-Goforth topology of swaps in adjoining payoffs elegantly
arranges 2x2 ordinal games in accordance with important properties including
symmetry, number of dominant strategies and Nash Equilibria, and alignment of
interests. Adding payoff families based on Nash Equilibria illustrates an
additional aspect of this order and aids visualization of the topology. Making
ties through half-swaps not only creates simpler games within the topology,
but, in reverse, breaking ties shows the evolution of preferences, yielding a
natural ordering for the topology of 2x2 games with ties. An ordinal game not
only represents an equivalence class of games with real values, but also a
discrete equivalent of the normalized version of those games. The topology
provides coordinates which could be used to identify related games in a
semantic web ontology and facilitate comparative analysis of agent-based
simulations and other research in game theory, as well as charting
relationships and potential moves between games as a tool for institutional
analysis and design.Comment: 8 pages including 4 figures in text and 4 plate
Automated analysis of weighted voting games
Weighted voting games (WVGs) are an important mechanism for modeling scenarios where a group of agents must reach agreement on some issue over which they have different preferences. However, for such games to be effective, they must be well designed. Thus, a key concern for a mechanism designer is to structure games so that they have certain desirable properties. In this context, two such properties are PROPER and STRONG. A game is PROPER if for every coalition that is winning, its complement is not. A game is STRONG if for every coalition that is losing, its complement is not. In most cases, a mechanism designer wants games that are both PROPER and STRONG. To this end, we first show that the problem of determining whether a game is PROPER or STRONG is, in general, NP-hard. Then we determine those conditions (that can be evaluated in polynomial time) under which a given WVG is PROPER and those under which it is STRONG. Finally, for the general NP-hard case, we discuss two different approaches for overcoming the complexity: a deterministic approximation scheme and a randomized approximation method
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