70 research outputs found
Self-stabilizing uncoupled dynamics
Dynamics in a distributed system are self-stabilizing if they are guaranteed
to reach a stable state regardless of how the system is initialized. Game
dynamics are uncoupled if each player's behavior is independent of the other
players' preferences. Recognizing an equilibrium in this setting is a
distributed computational task. Self-stabilizing uncoupled dynamics, then, have
both resilience to arbitrary initial states and distribution of knowledge. We
study these dynamics by analyzing their behavior in a bounded-recall
synchronous environment. We determine, for every "size" of game, the minimum
number of periods of play that stochastic (randomized) players must recall in
order for uncoupled dynamics to be self-stabilizing. We also do this for the
special case when the game is guaranteed to have unique best replies. For
deterministic players, we demonstrate two self-stabilizing uncoupled protocols.
One applies to all games and uses three steps of recall. The other uses two
steps of recall and applies to games where each player has at least four
available actions. For uncoupled deterministic players, we prove that a single
step of recall is insufficient to achieve self-stabilization, regardless of the
number of available actions
Stochastic uncoupled dynamics and Nash equilibrium
In this paper we consider dynamic processes, in repeated games, that are subject to the natural informational restriction of uncoupledness. We study the almost sure convergence to Nash equilibria, and present a number of possibility and impossibility results. Basically, we show that if in addition to random moves some recall is introduced, then successful search procedures that are uncoupled can be devised. In particular, to get almost sure convergence to pure Nash equilibria when these exist, it su±ces to recall the last two periods of play.Uncoupled, Nash equilibrium, stochastic dynamics, bounded recall
The Query Complexity of Correlated Equilibria
We consider the complexity of finding a correlated equilibrium of an
-player game in a model that allows the algorithm to make queries on
players' payoffs at pure strategy profiles. Randomized regret-based dynamics
are known to yield an approximate correlated equilibrium efficiently, namely,
in time that is polynomial in the number of players . Here we show that both
randomization and approximation are necessary: no efficient deterministic
algorithm can reach even an approximate correlated equilibrium, and no
efficient randomized algorithm can reach an exact correlated equilibrium. The
results are obtained by bounding from below the number of payoff queries that
are needed
Fashion, Cooperation, and Social Interactions
Fashion plays such a crucial rule in the evolution of culture and society
that it is regarded as a second nature to the human being. Also, its impact on
economy is quite nontrivial. On what is fashionable, interestingly, there are
two viewpoints that are both extremely widespread but almost opposite:
conformists think that what is popular is fashionable, while rebels believe
that being different is the essence. Fashion color is fashionable in the first
sense, and Lady Gaga in the second. We investigate a model where the population
consists of the afore-mentioned two groups of people that are located on social
networks (a spatial cellular automata network and small-world networks). This
model captures two fundamental kinds of social interactions (coordination and
anti-coordination) simultaneously, and also has its own interest to game
theory: it is a hybrid model of pure competition and pure cooperation. This is
true because when a conformist meets a rebel, they play the zero sum matching
pennies game, which is pure competition. When two conformists (rebels) meet,
they play the (anti-) coordination game, which is pure cooperation. Simulation
shows that simple social interactions greatly promote cooperation: in most
cases people can reach an extraordinarily high level of cooperation, through a
selfish, myopic, naive, and local interacting dynamic (the best response
dynamic). We find that degree of synchronization also plays a critical role,
but mostly on the negative side. Four indices, namely cooperation degree,
average satisfaction degree, equilibrium ratio and complete ratio, are defined
and applied to measure people's cooperation levels from various angles. Phase
transition, as well as emergence of many interesting geographic patterns in the
cellular automata network, is also observed.Comment: 21 pages, 12 figure
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