Preference at First Sight

Chanjuan Liu
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引用次数: 1

Abstract

We consider decision-making and game scenarios in which an agent is limited by his/her computational ability to foresee all the available moves towards the future - that is, we study scenarios with short sight. We focus on how short sight affects the logical properties of decision making in multi-agent settings. We start with single-agent sequential decision making (SSDM) processes, modeling them by a new structure of "preference-sight trees". Using this model, we first explore the relation between a new natural solution concept of Sight-Compatible Backward Induction (SCBI) and the histories produced by classical Backward Induction (BI). In particular, we find necessary and sufficient conditions for the two analyses to be equivalent. Next, we study whether larger sight always contributes to better outcomes. Then we develop a simple logical special-purpose language to formally express some key properties of our preference-sight models. Lastly, we show how short-sight SSDM scenarios call for substantial enrichments of existing fixed-point logics that have been developed for the classical BI solution concept. We also discuss changes in earlier modal logics expressing "surface reasoning" about best actions in the presence of short sight. Our analysis may point the way to logical and computational analysis of more realistic game models.
一见钟情
我们考虑决策和博弈场景,在这些场景中,智能体受限于他/她的计算能力,无法预见所有可能走向未来的行动——也就是说,我们研究具有短视的场景。我们关注的是短视如何影响多智能体环境下决策的逻辑属性。我们从单智能体顺序决策(SSDM)过程开始,通过一种新的“偏好-视觉树”结构对它们进行建模。利用该模型,我们首先探索了视觉相容逆向归纳(SCBI)的一个新的自然解概念与经典逆向归纳(BI)产生的历史之间的关系。特别地,我们找到了两种分析等价的充分必要条件。接下来,我们将研究更大的视野是否总是有助于更好的结果。然后,我们开发了一种简单的逻辑专用语言来正式表达我们的偏好视觉模型的一些关键属性。最后,我们展示了短视的SSDM场景如何需要大量丰富现有的定点逻辑,这些逻辑是为经典BI解决方案概念开发的。我们还讨论了早期模态逻辑的变化,表达了在短视情况下最佳行为的“表面推理”。我们的分析可能为更现实的游戏模型的逻辑和计算分析指明了道路。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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