Equilibrium stacks for a non-cooperative game defined on a product of staircase-function continuous and finite strategy spaces

Vadim Romanuke
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Abstract

A method of finite uniform approximation of 3-person games played with staircase-function strategies is presented. A continuous staircase 3-person game is approximated to a staircase trimatrix game by sampling the player’s pure strategy value set. The set is sampled uniformly so that the resulting staircase trimatrix game is cubic. An equilibrium of the staircase trimatrix game is obtained by stacking the equilibria of the subinterval trimatrix games, each defined on an interval where the pure strategy value is constant. The stack is an approximate solution to the initial staircase game. The (weak) consistency, equivalent to the approximate solution acceptability, is studied by how much the players’ payoff and equilibrium strategy change as the sampling density minimally increases. The consistency includes the payoff, equilibrium strategy support cardinality, equilibrium strategy sampling density, and support probability consistency. The most important parts are the payoff consistency and equilibrium strategy support cardinality (weak) consistency, which are checked in the quickest and easiest way. However, it is practically reasonable to consider a relaxed payoff consistency, by which the player’s payoff change in an appropriate approximation may grow at most by epsilon as the sampling density minimally increases. The weak consistency itself is a relaxation to the consistency, where the minimal decrement of the sampling density is ignored. An example is presented to show how the approximation is fulfilled for a case of when every subinterval trimatrix game has pure strategy equilibria.
定义在阶梯函数连续和有限策略空间乘积上的非合作博弈的均衡堆栈
本文提出了一种对使用阶梯函数策略的三人博弈进行有限均匀逼近的方法。通过对棋手的纯策略值集进行取样,将连续阶梯式三人博弈近似为阶梯式三矩阵博弈。该集合的取样是均匀的,因此得到的阶梯三矩阵博弈是立方的。通过堆叠子区间三矩阵博弈的均衡点,可以得到阶梯三矩阵博弈的均衡点,每个均衡点都定义在纯策略值恒定的区间上。堆叠是初始阶梯博弈的近似解。弱)一致性等同于近似解的可接受性,它是通过博弈者的收益和均衡策略在采样密度最小增加时的变化程度来研究的。一致性包括收益、均衡策略支持心率、均衡策略抽样密度和支持概率一致性。其中最重要的部分是报酬一致性和均衡策略支持心数(弱)一致性,这两个部分的检验是最快速、最简单的。然而,考虑放宽的报酬一致性实际上也是合理的,根据这种一致性,随着采样密度的最小增加,棋手的报酬变化在适当的近似值中最多只能增长ε。弱一致性本身就是对一致性的一种放松,其中忽略了采样密度的最小递减。本文举例说明了在每个子区间三矩阵博弈都有纯策略均衡点的情况下如何实现近似。
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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