48 research outputs found

    On Nash-Solvability of Finite Two-Person Tight Vector Game Forms

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    We consider finite two-person normal form games. The following four properties of their game forms are equivalent: (i) Nash-solvability, (ii) zero-sum-solvability, (iii) win-lose-solvability, and (iv) tightness. For (ii, iii, iv) this was shown by Edmonds and Fulkerson in 1970. Then, in 1975, (i) was added to this list and it was also shown that these results cannot be generalized for nn-person case with n>2n > 2. In 1990, tightness was extended to vector game forms (vv-forms) and it was shown that such vv-tightness and zero-sum-solvability are still equivalent, yet, do not imply Nash-solvability. These results are applicable to several classes of stochastic games with perfect information. Here we suggest one more extension of tightness introducing v+v^+-tight vector game forms (v+v^+-forms). We show that such v+v^+-tightness and Nash-solvability are equivalent in case of weakly rectangular game forms and positive cost functions. This result allows us to reduce the so-called bi-shortest path conjecture to v+v^+-tightness of v+v^+-forms. However, both (equivalent) statements remain open

    More on discrete convexity

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    In several recent papers some concepts of convex analysis were extended to discrete sets. This paper is one more step in this direction. It is well known that a local minimum of a convex function is always its global minimum. We study some discrete objects that share this property and provide several examples of convex families related to graphs and to two-person games in normal form

    Mean-Field games with absorption and singular controls

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    The first part of the work is devoted to mean-field games with absorption, a class of games that can be viewed as natural limits of symmetric stochastic differential games with a large number of players who, interacting through a mean-field, leave the game as soon as their private states hit a given boundary. In most of the literature on mean-field games, all players stay in the game until the end of the period, while in many applications, especially in economics and finance, it is natural to have a mechanism deciding when a player has to leave. Such a mechanism can be modelled by introducing an absorbing boundary for the state space. The second part of the thesis, deals with mean-field games of finite-fuel capacity expansion with singular controls. While singular control problems with finite (and infinite) fuel find numerous applications in the economic literature and originated from the engineering literature in the late 60\u2019s, many-player game versions of these problems have only very recently been introduced. They are a natural extension of the single agent set-up and allow to model numerous applied situations. In our work in particular, we make assumptions on the structure of the interaction across players that are suitable to model the so-called goodwill problem. Altogether, the original contribution to the mean-field games literature of the present work is threefold. First, it contributes to the development of mean-field games with absorption, continuing the work of Campi and Fischer (2018) and considerably generalizing the original model by relaxing the assumptions and setting it into a more abstract, infinite-dimensional, framework. Second, it introduces a new set of tools to deal with mean-field games with singular controls, extending the well-known connection between singular stochastic control and optimal stopping to mean-field games. Finally, it also contributes to the numerical literature on mean-field games, by proposing a numerical scheme to approximate the solutions of mean-field games with singular controls with a constructive approach. Overall, this thesis focuses on newly introduced branches of the theory of meanfield games that display a high potential for economic and financial applications, contributing to the literature not only by further developing the existing theory but also by working in directions that make the these models more suitable to application

    Complexity results for some classes of strategic games

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    Game theory is a branch of applied mathematics studying the interaction of self-interested entities, so-called agents. Its central objects of study are games, mathematical models of real-world interaction, and solution concepts that single out certain outcomes of a game that are meaningful in some way. The solutions thus produced can then be viewed both from a descriptive and from a normative perspective. The rise of the Internet as a computational platform where a substantial part of today's strategic interaction takes place has spurred additional interest in game theory as an analytical tool, and has brought it to the attention of a wider audience in computer science. An important aspect of real-world decision-making, and one that has received only little attention in the early days of game theory, is that agents may be subject to resource constraints. The young field of algorithmic game theory has set out to address this shortcoming using techniques from computer science, and in particular from computational complexity theory. One of the defining problems of algorithmic game theory concerns the computation of solution concepts. Finding a Nash equilibrium, for example, i.e., an outcome where no single agent can gain by changing his strategy, was considered one of the most important problems on the boundary of P, the complexity class commonly associated with efficient computation, until it was recently shown complete for the class PPAD. This rather negative result for general games has not settled the question, however, but immediately raises several new ones: First, can Nash equilibria be approximated, i.e., is it possible to efficiently find a solution such that the potential gain from a unilateral deviation is small? Second, are there interesting classes of games that do allow for an exact solution to be computed efficiently? Third, are there alternative solution concepts that are computationally tractable, and how does the value of solutions selected by these concepts compare to those selected by established solution concepts? The work reported in this thesis is part of the effort to answer the latter two questions. We study the complexity of well-known solution concepts, like Nash equilibrium and iterated dominance, in various classes of games that are both natural and practically relevant: ranking games, where outcomes are rankings of the players; anonymous games, where players do not distinguish between the other players in the game; and graphical games, where the well-being of any particular player depends only on the actions of a small group other players. In ranking games, we further compare the payoffs obtainable in Nash equilibrium outcomes with those of alternative solution concepts that are easy to compute. We finally study, in general games, solution concepts that try to remedy some of the shortcomings associated with Nash equilibrium, like the need for randomization to achieve a stable outcome

    Total tightness implies Nash-solvability for three-person game forms

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    AbstractIt was recently shown that every totally tight two-person game form is acyclic, dominance-solvable, and hence, Nash-solvable too. In this paper, we exhibit an example showing that the first two implications fail for the three-person (n=3) game forms. Yet, we show that the last one (total tightness implies Nash-solvability) still holds for n=3 leaving the case n>3 open

    Topics in Stochastic Analysis and Control

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    In this dissertation, problems in stochastic analysis and control are investigated, which include mathematical finance, online learning, and mean field game. For math- ematical finance, 1) a martingale optimal transport problem with bounded volatility is studied, which allows to calibrate not only current observation (option prices) but also historical data (stock prices); see Chapter II, 2) the embedding problem in multi-dimension is solved via excursion theory in probability; see Chapter III, 3) size of most stable subgraphs of random graphs, k-core, is determined by using branching processes; see Chapter IV. For online learning, 1) an unprecedented solution to the 4-expert problem with finite stopping is provided, via an explicit construction of the solution to a nonlinear partial differential equation; see Chapter V 2) prediction prob- lems with a limited adversary are studied using partial differential equation tools; see Chapter VI and VII. For mean field game, 1) the convergence phenomenon of N + 1- player Nash equilibrium is studied by the entropy solution to scalar conservative laws; see Chapter VIII, 2) infinite horizon mean field type control and game are solved via McKean-Vlasov forward backward stochastic differential equations; see Chapter IX.PHDMathematicsUniversity of Michigan, Horace H. Rackham School of Graduate Studieshttp://deepblue.lib.umich.edu/bitstream/2027.42/167918/1/zxmars_1.pd
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