347 research outputs found
Fall Back Equilibrium
Fall back equilibrium is a refinement of the Nash equilibrium concept. In the underly- ing thought experiment each player faces the possibility that, after all players decided on their action, his chosen action turns out to be blocked. Therefore, each player has to decide beforehand on a back-up action, which he plays in case he is unable to play his primary action. In this paper we introduce the concept of fall back equilibrium and show that the set of fall back equilibria is a non-empty and closed subset of the set of Nash equilibria. We discuss the relations with other equilibrium concepts, and among other results it is shown that each robust equilibrium is fall back and for bimatrix games also each proper equilibrium is a fall back equilibrium. Furthermore, we show that for bimatrix games the set of fall back equilibria is the union of finitely many polytopes, and that the notions of fall back equilibrium and strictly fall back equilibrium coincide. Finally, we allow multiple actions to be blocked, resulting in the notion of complete fall back equilibrium. We show that the set of complete fall back equilibria is a non-empty and closed subset of the set of proper equilibria.strategic game;equilibrium refinement;blocked action;fall back equilibrium
Efficient Equilibria in Polymatrix Coordination Games
We consider polymatrix coordination games with individual preferences where
every player corresponds to a node in a graph who plays with each neighbor a
separate bimatrix game with non-negative symmetric payoffs. In this paper, we
study -approximate -equilibria of these games, i.e., outcomes where
no group of at most players can deviate such that each member increases his
payoff by at least a factor . We prove that for these
games have the finite coalitional improvement property (and thus
-approximate -equilibria exist), while for this
property does not hold. Further, we derive an almost tight bound of
on the price of anarchy, where is the number of
players; in particular, it scales from unbounded for pure Nash equilibria ( to for strong equilibria (). We also settle the complexity
of several problems related to the verification and existence of these
equilibria. Finally, we investigate natural means to reduce the inefficiency of
Nash equilibria. Most promisingly, we show that by fixing the strategies of
players the price of anarchy can be reduced to (and this bound is tight)
Informationally Robust Equlibria
Informationally Robust Equilibria (IRE) are introduced in Robson (1994) as a refinement of Nash equilibria for e.g. bimatrix games, i.e. mixed extensions of two person finite games.Similar to the concept of perfect equilibria, basically the idea is that an IRE is a limit of some sequence of equilibria of perturbed games.Here, the perturbation has to do with the hypothetical possibility that the action of one the players is revealed to his fellow player before the fellow player has to decide on his own action.Whereas Robson models these perturbations in extensive form and uses subgame perfection to solve these games, we model the perturbations in strategic form, thus remaining in the class of bimatrix games. Moreover, within the perturbations we impose two possible types of tie breaking rules, which leads to the notions optimistic and pessimistic IRE.The paper provides motivation on IRE and its definition.Several properties will be discussed.In particular, we have that IRE is a strict concept, and that IRE components are faces of Nash components.Specific results from potential gamesnash equilibria;game theory;information
The Structure of the Set of Equilibria for Two Person Multicriteria Games
In this paper the structure of the set of equilibria for two person multicriteria games is analysed. It turns out that the classical result for the set of equilibria for bimatrix games, that it is a finite union of polytopes, is only valid for multicriteria games if one of the players only has two pure strategies. A full polyhedral description of these polytopes can be derived when the player with an arbitrary number of pure strategies has one criterion.game theory;equilibrium theory
Payoff Performance of Fictitious Play
We investigate how well continuous-time fictitious play in two-player games
performs in terms of average payoff, particularly compared to Nash equilibrium
payoff. We show that in many games, fictitious play outperforms Nash
equilibrium on average or even at all times, and moreover that any game is
linearly equivalent to one in which this is the case. Conversely, we provide
conditions under which Nash equilibrium payoff dominates fictitious play
payoff. A key step in our analysis is to show that fictitious play dynamics
asymptotically converges the set of coarse correlated equilibria (a fact which
is implicit in the literature).Comment: 16 pages, 4 figure
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