18 research outputs found

    Higher Order Game Dynamics

    Full text link
    Continuous-time game dynamics are typically first order systems where payoffs determine the growth rate of the players' strategy shares. In this paper, we investigate what happens beyond first order by viewing payoffs as higher order forces of change, specifying e.g. the acceleration of the players' evolution instead of its velocity (a viewpoint which emerges naturally when it comes to aggregating empirical data of past instances of play). To that end, we derive a wide class of higher order game dynamics, generalizing first order imitative dynamics, and, in particular, the replicator dynamics. We show that strictly dominated strategies become extinct in n-th order payoff-monotonic dynamics n orders as fast as in the corresponding first order dynamics; furthermore, in stark contrast to first order, weakly dominated strategies also become extinct for n>1. All in all, higher order payoff-monotonic dynamics lead to the elimination of weakly dominated strategies, followed by the iterated deletion of strictly dominated strategies, thus providing a dynamic justification of the well-known epistemic rationalizability process of Dekel and Fudenberg (1990). Finally, we also establish a higher order analogue of the folk theorem of evolutionary game theory, and we show that con- vergence to strict equilibria in n-th order dynamics is n orders as fast as in first order.Comment: 32 pages, 6 figures; to appear in the Journal of Economic Theory. Updated material on the microfoundations of the dynamic

    Higher Order Games Dynamics

    Get PDF
    Le PDF est la version auteurContinuous-time game dynamics are typically first order systems where payoffs determine the growth rate of the playersʼ strategy shares. In this paper, we investigate what happens beyond first order by viewing payoffs as higher order forces of change, specifying e.g. the acceleration of the playersʼ evolution instead of its velocity (a viewpoint which emerges naturally when it comes to aggregating empirical data of past instances of play). To that end, we derive a wide class of higher order game dynamics, generalizing first order imitative dynamics, and, in particular, the replicator dynamics. We show that strictly dominated strategies become extinct in n-th order payoff-monotonic dynamics n orders as fast as in the corresponding first order dynamics; furthermore, in stark contrast to first order, weakly dominated strategies also become extinct for n⩾2. All in all, higher order payoff-monotonic dynamics lead to the elimination of weakly dominated strategies, followed by the iterated deletion of strictly dominated strategies, thus providing a dynamic justification of the well-known epistemic rationalizability process of Dekel and Fudenberg [7]. Finally, we also establish a higher order analogue of the folk theorem of evolutionary game theory, and we show that convergence to strict equilibria in n-th order dynamics is n orders as fast as in first order

    Inertial game dynamics and applications to constrained optimization

    Get PDF
    Aiming to provide a new class of game dynamics with good long-term rationality properties, we derive a second-order inertial system that builds on the widely studied "heavy ball with friction" optimization method. By exploiting a well-known link between the replicator dynamics and the Shahshahani geometry on the space of mixed strategies, the dynamics are stated in a Riemannian geometric framework where trajectories are accelerated by the players' unilateral payoff gradients and they slow down near Nash equilibria. Surprisingly (and in stark contrast to another second-order variant of the replicator dynamics), the inertial replicator dynamics are not well-posed; on the other hand, it is possible to obtain a well-posed system by endowing the mixed strategy space with a different Hessian-Riemannian (HR) metric structure, and we characterize those HR geometries that do so. In the single-agent version of the dynamics (corresponding to constrained optimization over simplex-like objects), we show that regular maximum points of smooth functions attract all nearby solution orbits with low initial speed. More generally, we establish an inertial variant of the so-called "folk theorem" of evolutionary game theory and we show that strict equilibria are attracting in asymmetric (multi-population) games - provided of course that the dynamics are well-posed. A similar asymptotic stability result is obtained for evolutionarily stable strategies in symmetric (single- population) games.Comment: 30 pages, 4 figures; significantly revised paper structure and added new material on Euclidean embeddings and evolutionarily stable strategie

    Penalty-regulated dynamics and robust learning procedures in games

    Get PDF
    Starting from a heuristic learning scheme for N-person games, we derive a new class of continuous-time learning dynamics consisting of a replicator-like drift adjusted by a penalty term that renders the boundary of the game's strategy space repelling. These penalty-regulated dynamics are equivalent to players keeping an exponentially discounted aggregate of their on-going payoffs and then using a smooth best response to pick an action based on these performance scores. Owing to this inherent duality, the proposed dynamics satisfy a variant of the folk theorem of evolutionary game theory and they converge to (arbitrarily precise) approximations of Nash equilibria in potential games. Motivated by applications to traffic engineering, we exploit this duality further to design a discrete-time, payoff-based learning algorithm which retains these convergence properties and only requires players to observe their in-game payoffs: moreover, the algorithm remains robust in the presence of stochastic perturbations and observation errors, and it does not require any synchronization between players.Comment: 33 pages, 3 figure

    Distributed strategy-updating rules for aggregative games of multi-integrator systems with coupled constraints

    Full text link
    In this paper, we explore aggregative games over networks of multi-integrator agents with coupled constraints. To reach the general Nash equilibrium of an aggregative game, a distributed strategy-updating rule is proposed by a combination of the coordination of Lagrange multipliers and the estimation of the aggregator. Each player has only access to partial-decision information and communicates with his neighbors in a weight-balanced digraph which characterizes players' preferences as to the values of information received from neighbors. We first consider networks of double-integrator agents and then focus on multi-integrator agents. The effectiveness of the proposed strategy-updating rules is demonstrated by analyzing the convergence of corresponding dynamical systems via the Lyapunov stability theory, singular perturbation theory and passive theory. Numerical examples are given to illustrate our results.Comment: 9 pages, 4 figure

    Imitation Dynamics with Payoff Shocks

    Get PDF
    We investigate the impact of payoff shocks on the evolution of large populations of myopic players that employ simple strategy revision protocols such as the "imitation of success". In the noiseless case, this process is governed by the standard (deterministic) replicator dynamics; in the presence of noise however, the induced stochastic dynamics are different from previous versions of the stochastic replicator dynamics (such as the aggregate-shocks model of Fudenberg and Harris, 1992). In this context, we show that strict equilibria are always stochastically asymptotically stable, irrespective of the magnitude of the shocks; on the other hand, in the high-noise regime, non-equilibrium states may also become stochastically asymptotically stable and dominated strategies may survive in perpetuity (they become extinct if the noise is low). Such behavior is eliminated if players are less myopic and revise their strategies based on their cumulative payoffs. In this case, we obtain a second order stochastic dynamical system whose attracting states coincide with the game's strict equilibria and where dominated strategies become extinct (a.s.), no matter the noise level.Comment: 25 page
    corecore