36,157 research outputs found
Consensus as a Nash Equilibrium of a Dynamic Game
Consensus formation in a social network is modeled by a dynamic game of a
prescribed duration played by members of the network. Each member independently
minimizes a cost function that represents his/her motive. An integral cost
function penalizes a member's differences of opinion from the others as well as
from his/her own initial opinion, weighted by influence and stubbornness
parameters. Each member uses its rate of change of opinion as a control input.
This defines a dynamic non-cooperative game that turns out to have a unique
Nash equilibrium. Analytic explicit expressions are derived for the opinion
trajectory of each member for two representative cases obtained by suitable
assumptions on the graph topology of the network. These trajectories are then
examined under different assumptions on the relative sizes of the influence and
stubbornness parameters that appear in the cost functions.Comment: 7 pages, 9 figure, Pre-print from the Proceedings of the 12th
International Conference on Signal Image Technology and Internet-based
Systems (SITIS), 201
Generalized Opinion Dynamics from Local Optimization Rules
We study generalizations of the Hegselmann-Krause (HK) model for opinion
dynamics, incorporating features and parameters that are natural components of
observed social systems. The first generalization is one where the strength of
influence depends on the distance of the agents' opinions. Under this setup, we
identify conditions under which the opinions converge in finite time, and
provide a qualitative characterization of the equilibrium. We interpret the HK
model opinion update rule as a quadratic cost-minimization rule. This enables a
second generalization: a family of update rules which possess different
equilibrium properties. Subsequently, we investigate models in which a external
force can behave strategically to modulate/influence user updates. We consider
cases where this external force can introduce additional agents and cases where
they can modify the cost structures for other agents. We describe and analyze
some strategies through which such modulation may be possible in an
order-optimal manner. Our simulations demonstrate that generalized dynamics
differ qualitatively and quantitatively from traditional HK dynamics.Comment: 20 pages, under revie
Collective states in social systems with interacting learning agents
We consider a social system of interacting heterogeneous agents with learning
abilities, a model close to Random Field Ising Models, where the random field
corresponds to the idiosyncratic willingness to pay. Given a fixed price,
agents decide repeatedly whether to buy or not a unit of a good, so as to
maximize their expected utilities. We show that the equilibrium reached by the
system depends on the nature of the information agents use to estimate their
expected utilities.Comment: 18 pages, 26 figure
Crises and collective socio-economic phenomena: simple models and challenges
Financial and economic history is strewn with bubbles and crashes, booms and
busts, crises and upheavals of all sorts. Understanding the origin of these
events is arguably one of the most important problems in economic theory. In
this paper, we review recent efforts to include heterogeneities and
interactions in models of decision. We argue that the Random Field Ising model
(RFIM) indeed provides a unifying framework to account for many collective
socio-economic phenomena that lead to sudden ruptures and crises. We discuss
different models that can capture potentially destabilising self-referential
feedback loops, induced either by herding, i.e. reference to peers, or
trending, i.e. reference to the past, and account for some of the phenomenology
missing in the standard models. We discuss some empirically testable
predictions of these models, for example robust signatures of RFIM-like herding
effects, or the logarithmic decay of spatial correlations of voting patterns.
One of the most striking result, inspired by statistical physics methods, is
that Adam Smith's invisible hand can badly fail at solving simple coordination
problems. We also insist on the issue of time-scales, that can be extremely
long in some cases, and prevent socially optimal equilibria to be reached. As a
theoretical challenge, the study of so-called "detailed-balance" violating
decision rules is needed to decide whether conclusions based on current models
(that all assume detailed-balance) are indeed robust and generic.Comment: Review paper accepted for a special issue of J Stat Phys; several
minor improvements along reviewers' comment
Mean-Field-Type Games in Engineering
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
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