Finding Core Members of Cooperative Games using Agent-Based Modeling

Daniele Vernon-Bido, Andrew J. Collins
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引用次数: 9

Abstract

Agent-based modeling (ABM) is a powerful paradigm to gain insight into social phenomena. One area that ABM has rarely been applied is coalition formation. Traditionally, coalition formation is modeled using cooperative game theory. In this paper, a heuristic algorithm is developed that can be embedded into an ABM to allow the agents to find coalition. The resultant coalition structures are comparable to those found by cooperative game theory solution approaches, specifically, the core. A heuristic approach is required due to the computational complexity of finding a cooperative game theory solution which limits its application to about only a score of agents. The ABM paradigm provides a platform in which simple rules and interactions between agents can produce a macro-level effect without the large computational requirements. As such, it can be an effective means for approximating cooperative game solutions for large numbers of agents. Our heuristic algorithm combines agent-based modeling and cooperative game theory to help find agent partitions that are members of a games' core solution. The accuracy of our heuristic algorithm can be determined by comparing its outcomes to the actual core solutions. This comparison achieved by developing an experiment that uses a specific example of a cooperative game called the glove game. The glove game is a type of exchange economy game. Finding the traditional cooperative game theory solutions is computationally intensive for large numbers of players because each possible partition must be compared to each possible coalition to determine the core set; hence our experiment only considers games of up to nine players. The results indicate that our heuristic approach achieves a core solution over 90% of the time for the games considered in our experiment.
利用基于代理的模型寻找合作游戏的核心成员
基于智能体的建模(ABM)是一种深入了解社会现象的强大范式。ABM很少应用的一个领域是联盟的形成。传统上,联盟的形成是用合作博弈论来建模的。本文开发了一种启发式算法,该算法可以嵌入到ABM中,使agent能够找到联盟。由此产生的联盟结构可与合作博弈论解决方法所发现的联盟结构相媲美,特别是核心。由于寻找合作博弈论解决方案的计算复杂性限制了其应用范围,因此需要启发式方法。ABM范式提供了一个平台,在这个平台中,代理之间的简单规则和交互可以产生宏观层面的效果,而不需要大量的计算需求。因此,它可以成为近似大量代理的合作博弈解决方案的有效手段。我们的启发式算法结合了基于代理的建模和合作博弈论,以帮助找到作为游戏核心解决方案成员的代理分区。我们的启发式算法的准确性可以通过将其结果与实际的核心解决方案进行比较来确定。这种对比是通过开发一个实验来实现的,这个实验使用了一个叫做手套游戏的合作游戏的特定例子。手套游戏是一种交换经济游戏。由于每个可能的分区必须与每个可能的联盟进行比较,以确定核心集,因此寻找传统的合作博弈论解决方案对于大量参与者来说是计算密集型的;因此我们的实验只考虑最多9名玩家的游戏。结果表明,我们的启发式方法在90%以上的时间内为实验中考虑的游戏实现了核心解决方案。
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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