ترغب بنشر مسار تعليمي؟ اضغط هنا

Value of information in noncooperative games

293   0   0.0 ( 0 )
 نشر من قبل Nils Bertschinger
 تاريخ النشر 2013
  مجال البحث الهندسة المعلوماتية
والبحث باللغة English




اسأل ChatGPT حول البحث

In some games, additional information hurts a player, e.g., in games with first-mover advantage, the second-mover is hurt by seeing the first-movers move. What properties of a game determine whether it has such negative value of information for a particular player? Can a game have negative value of information for all players? To answer such questions, we generalize the definition of marginal utility of a good to define the marginal utility of a parameter vector specifying a game. So rather than analyze the global structure of the relationship between a games parameter vector and player behavior, as in previous work, we focus on the local structure of that relationship. This allows us to prove that generically, every game can have negative marginal value of information, unless one imposes a priori constraints on allowed changes to the games parameter vector. We demonstrate these and related results numerically, and discuss their implications.



قيم البحث

اقرأ أيضاً

We adapt the method used by Jaynes to derive the equilibria of statistical physics to instead derive equilibria of bounded rational game theory. We analyze the dependence of these equilibria on the parameters of the underlying game, focusing on hyste resis effects. In particular, we show that by gradually imposing individual-specific tax rates on the players of the game, and then gradually removing those taxes, the players move from a poor equilibrium to one that is better for all of them.
We analyze in this paper finite horizon hierarchical signaling games between (information provider) senders and (decision maker) receivers in a dynamic environment. The underlying information evolves in time while sender and receiver interact repeate dly. Different from the classical communication (control) models, however, the sender (sensor) and the receiver (controller) have different objectives and there is a hierarchy between the players such that the sender leads the game by announcing his policies beforehand. He needs to anticipate the reaction of the receiver and the impact of the actions on the horizon while controlling the transparency of the disclosed information at each interaction. With quadratic cost functions and multivariate Gaussian processes, evolving according to first order auto-regressive models, we show that memoryless linear sender signaling rules are optimal (in the sense of game-theoretic hierarchical equilibrium) within the general class of measurable policies in the noncooperative communication context. In the noncooperative control context, we also analyze the hierarchical equilibrium for linear signaling rules and provide an algorithm to compute the optimal linear signaling rules numerically with global optimality guarantees.
We define the notion of Bayes correlated Wardrop equilibrium for general nonatomic games with anonymous players and incomplete information. Bayes correlated Wardrop equilibria describe the set of equilibrium outcomes when a mediator, such as a traffi c information system, provides information to the players. We relate this notion to Bayes Wardrop equilibrium. Then, we provide conditions -- existence of a convex potential and complete information -- under which mediation does not improve equilibrium outcomes. We then study full implementation and, finally, information design in anonymous games with a finite set of players, when the number of players tends to infinity.
Search has played a fundamental role in computer game research since the very beginning. And while online search has been commonly used in perfect information games such as Chess and Go, online search methods for imperfect information games have only been introduced relatively recently. This paper addresses the question of what is a sound online algorithm in an imperfect information setting of two-player zero-sum games. We argue that the~fixed-strategy~definitions of exploitability and $epsilon$-Nash equilibria are ill-suited to measure an online algorithms worst-case performance. We thus formalize $epsilon$-soundness, a concept that connects the worst-case performance of an online algorithm to the performance of an $epsilon$-Nash equilibrium. As $epsilon$-soundness can be difficult to compute in general, we introduce a consistency framework -- a hierarchy that connects an online algorithms behavior to a Nash equilibrium. These multiple levels of consistency describe in what sense an online algorithm plays just like a fixed Nash equilibrium. These notions further illustrate the difference between perfect and imperfect information settings, as the same consistency guarantees have different worst-case online performance in perfect and imperfect information games. The definitions of soundness and the consistency hierarchy finally provide appropriate tools to analyze online algorithms in repeated imperfect information games. We thus inspect some of the previous online algorithms in a new light, bringing new insights into their worst-case performance guarantees.
We consider a game-theoretic model of information retrieval with strategic authors. We examine two different utility schemes: authors who aim at maximizing exposure and authors who want to maximize active selection of their content (i.e. the number o f clicks). We introduce the study of author learning dynamics in such contexts. We prove that under the probability ranking principle (PRP), which forms the basis of the current state of the art ranking methods, any better-response learning dynamics converges to a pure Nash equilibrium. We also show that other ranking methods induce a strategic environment under which such a convergence may not occur.
التعليقات
جاري جلب التعليقات جاري جلب التعليقات
سجل دخول لتتمكن من متابعة معايير البحث التي قمت باختيارها
mircosoft-partner

هل ترغب بارسال اشعارات عن اخر التحديثات في شمرا-اكاديميا