An Aggregation Method for Large-Scale Dynamic Games

C. Santos
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引用次数: 2

Abstract

It is a well known fact that many dynamic games are subject to the curse of dimensionality, limiting the ability to use them in the study of real-world problems. I propose a new method to solve complex large-scale dynamic games using aggregation as an approximate solution. I obtain two fundamental characterization results. First, approximations with small within-state variation in the primitives have a smaller maximum error bound. I provide numerical results which compare the exact errors and the bound. Second, I find that for monotone games, order preserving aggregation is a necessary condition of any optimal aggregation. I suggest using quantiles as a straightforward implementation of an order preserving aggregation architecture for industry distributions. I conclude with an illustration, by solving and estimating a stylized dynamic reputation game for the hotel industry. Simulation results show maximal errors between the exact and approximated solutions below 6%, with average errors below 1%.
大规模动态博弈的一种聚合方法
众所周知,许多动态游戏都受到维度的诅咒,这限制了它们在现实世界问题研究中的使用能力。我提出了一种新的方法来解决复杂的大规模动态博弈使用聚合作为近似解。我得到了两个基本的表征结果。首先,基元状态内变化较小的近似具有较小的最大误差界。我提供了数值结果来比较精确误差和边界。其次,我发现对于单调对策,保序聚合是任何最优聚合的必要条件。我建议使用分位数作为行业分布的保序聚合架构的直接实现。我通过解决和估计一个酒店行业的风格化动态声誉博弈,用一个例子来结束我的研究。仿真结果表明,精确解与近似解之间的最大误差小于6%,平均误差小于1%。
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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