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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 repeatedly. 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.
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 par
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
In this paper we introduce a novel flow representation for finite games in strategic form. This representation allows us to develop a canonical direct sum decomposition of an arbitrary game into three components, which we refer to as the potential, h
Cooperative interval game is a cooperative game in which every coalition gets assigned some closed real interval. This models uncertainty about how much the members of a coalition get for cooperating together. In this paper we study convexity, core
Network congestion games are a well-understood model of multi-agent strategic interactions. Despite their ubiquitous applications, it is not clear whether it is possible to design information structures to ameliorate the overall experience of the net