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The paper studies the highly prototypical Fictitious Play (FP) algorithm, as well as a broad class of learning processes based on best-response dynamics, that we refer to as FP-type algorithms. A well-known shortcoming of FP is that, while players may learn an equilibrium strategy in some abstract sense, there are no guarantees that the period-by-period strategies generated by the algorithm actually converge to equilibrium themselves. This issue is fundamentally related to the discontinuous nature of the best response correspondence and is inherited by many FP-type algorithms. Not only does it cause problems in the interpretation of such algorithms as a mechanism for economic and social learning, but it also greatly diminishes the practical value of these algorithms for use in distributed control. We refer to forms of learning in which players learn equilibria in some abstract sense only (to be defined more precisely in the paper) as weak learning, and we refer to forms of learning where players period-by-period strategies converge to equilibrium as strong learning. An approach is presented for modifying an FP-type algorithm that achieves weak learning in order to construct a variant that achieves strong learning. Theoretical convergence results are proved.
The paper is concerned with distributed learning in large-scale games. The well-known fictitious play (FP) algorithm is addressed, which, despite theoretical convergence results, might be impractical to implement in large-scale settings due to intens
The paper is concerned with distributed learning and optimization in large-scale settings. The well-known Fictitious Play (FP) algorithm has been shown to achieve Nash equilibrium learning in certain classes of multi-agent games. However, FP can be c
Stochastic differential games have been used extensively to model agents competitions in Finance, for instance, in P2P lending platforms from the Fintech industry, the banking system for systemic risk, and insurance markets. The recently proposed mac
Empirical Centroid Fictitious Play (ECFP) is a generalization of the well-known Fictitious Play (FP) algorithm designed for implementation in large-scale games. In ECFP, the set of players is subdivided into equivalence classes with players in the sa
Securing networked infrastructures is important in the real world. The problem of deploying security resources to protect against an attacker in networked domains can be modeled as Network Security Games (NSGs). Unfortunately, existing approaches, in