3,241 research outputs found

    Evolutionary games on graphs

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    Game theory is one of the key paradigms behind many scientific disciplines from biology to behavioral sciences to economics. In its evolutionary form and especially when the interacting agents are linked in a specific social network the underlying solution concepts and methods are very similar to those applied in non-equilibrium statistical physics. This review gives a tutorial-type overview of the field for physicists. The first three sections introduce the necessary background in classical and evolutionary game theory from the basic definitions to the most important results. The fourth section surveys the topological complications implied by non-mean-field-type social network structures in general. The last three sections discuss in detail the dynamic behavior of three prominent classes of models: the Prisoner's Dilemma, the Rock-Scissors-Paper game, and Competing Associations. The major theme of the review is in what sense and how the graph structure of interactions can modify and enrich the picture of long term behavioral patterns emerging in evolutionary games.Comment: Review, final version, 133 pages, 65 figure

    Continuous-time integral dynamics for Aggregative Game equilibrium seeking

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    In this paper, we consider continuous-time semi-decentralized dynamics for the equilibrium computation in a class of aggregative games. Specifically, we propose a scheme where decentralized projected-gradient dynamics are driven by an integral control law. To prove global exponential convergence of the proposed dynamics to an aggregative equilibrium, we adopt a quadratic Lyapunov function argument. We derive a sufficient condition for global convergence that we position within the recent literature on aggregative games, and in particular we show that it improves on established results

    An Extended Mean Field Game for Storage in Smart Grids

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    We consider a stylized model for a power network with distributed local power generation and storage. This system is modeled as network connection a large number of nodes, where each node is characterized by a local electricity consumption, has a local electricity production (e.g. photovoltaic panels), and manages a local storage device. Depending on its instantaneous consumption and production rates as well as its storage management decision, each node may either buy or sell electricity, impacting the electricity spot price. The objective at each node is to minimize energy and storage costs by optimally controlling the storage device. In a non-cooperative game setting, we are led to the analysis of a non-zero sum stochastic game with NN players where the interaction takes place through the spot price mechanism. For an infinite number of agents, our model corresponds to an Extended Mean-Field Game (EMFG). In a linear quadratic setting, we obtain and explicit solution to the EMFG, we show that it provides an approximate Nash-equilibrium for NN-player game, and we compare this solution to the optimal strategy of a central planner.Comment: 27 pages, 5 figures. arXiv admin note: text overlap with arXiv:1607.02130 by other author

    Penalty-regulated dynamics and robust learning procedures in games

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    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

    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

    On the convergence problem in Mean Field Games: a two state model without uniqueness

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    We consider N-player and mean field games in continuous time over a finite horizon, where the position of each agent belongs to {-1,1}. If there is uniqueness of mean field game solutions, e.g. under monotonicity assumptions, then the master equation possesses a smooth solution which can be used to prove convergence of the value functions and of the feedback Nash equilibria of the N-player game, as well as a propagation of chaos property for the associated optimal trajectories. We study here an example with anti-monotonous costs, and show that the mean field game has exactly three solutions. We prove that the value functions converge to the entropy solution of the master equation, which in this case can be written as a scalar conservation law in one space dimension, and that the optimal trajectories admit a limit: they select one mean field game soution, so there is propagation of chaos. Moreover, viewing the mean field game system as the necessary conditions for optimality of a deterministic control problem, we show that the N-player game selects the optimizer of this problem
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