将博弈论分析扩展到复杂的现实世界场景的方法

William Neal Reilly, Leonard Eusebi
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引用次数: 0

摘要

在从军事交战到商业、政治到游戏等领域,竞争者采取行动以获得优于他人的优势。自20世纪50年代以来,博弈论被广泛用于分析这些领域,并获得对所有竞争者的最佳行动的见解。虽然博弈论是一种强大的分析工具,但在应用于现实世界的遭遇时,它往往存在不足。博弈论的方法过于简单化,假设每一方都是由试图最大化单值效用函数的理性行为者组成。即使有了这种简化,现实世界的场景通常也很难形式化为可解决的“游戏”,即使问题可以定义为游戏,计算每个参与者的最佳行动也是非常昂贵的。我们将展示扩展博弈论的研究,以包括每个参与者的多种形式的效用。这使我们能够重塑传统的,尽管简单的博弈论游戏,如囚徒困境和最后通牒游戏,当局限于传统的效用度量(即最小化监禁时间和最大化金钱)时,产生的结果与现实世界的期望不一致。通过增加像承诺和公平这样的效用度量,我们可以生成一组帕累托最优的解决方案,这些解决方案比传统的单一效用博弈论更能重现和解释现实世界的行为。在我们的公式中,行为者仍然是理性的,他们只是考虑了我们的多效用博弈论自然可以建模的更复杂的权衡。我们还将研究一种游戏表示方案,该方案允许场景建模者表达现实世界的动作对动作约束,如“启用”和“块”。这些约束支持关于操作排序的基本推理,而无需构建完整的搜索树或一般的时间推理。考虑到这些约束条件也大大减少了可能解决方案的空间,使得为某些类型的复杂场景找到精确的解决方案变得容易处理。最后,我们将呈现一个简化定义游戏和分析合理结果过程的软件工具包。模型构建工具帮助分析人员捕获每个参与者的目标和动机,可用的操作,以及这些操作如何影响目标或其他操作。使用这些模型,分析套件计算该场景中每个参与者的帕累托最优选择,并帮助分析人员导航合理的结果。有了这些工具,决策者可以评估他们的战略选择的价值,即使在对手可能选择传统博弈论认为不正确的行动的情况下。我们使用软件工具包创建和分析了几个模型,从石头剪刀布这样的简单游戏到现实世界的政治灰色地带冲突,包括3个民族国家、23种可能的行动、18种不同的动机和10^21种可能的解决方案。结果在几秒钟内计算出来,并与现实世界演员的行为保持一致。没有计算建模背景的政策分析师也可以使用该工具包创建历史情境的“回溯”模型。这些模型成功地解释了参与者的行为。这些评估表明,该工具包对于分析现实世界中的多参与者交互既有用又可用。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Approaches to Extending Game-Theoretic Analyses to Complex, Real-World Scenarios
In domains ranging from military engagements to business to politics to games, competitors take actions to gain an advantage over others. Game theory has been used extensively since the 1950s to analyze such domains and to gain insights into the best moves for all competitors. While it is a powerful tool for analysis, game theory often falls short when applied to real-world encounters. Game-theoretic approaches over-simplify by assuming each side is composed of rational actors that attempt to maximize a single-valued utility function. Even with that simplification, real-world scenarios are often difficult to formalize as a solvable “game,” and even when the problem can be defined as a game, it is computationally expensive to calculate the best actions for each actor.We will present research that extends game theory to include multiple forms of utility for each actor. This enables us to recast traditional, albeit simple game-theory games like the Prisoners’ Dilemma and the Ultimatum Game, which produce results at odds with real-world expectations when confined to traditional measures of utility (i.e., minimizing jail time and maximizing money). By adding utility measures like commitment and fairness, we can generate a Pareto-optimal set of solutions that are better at recreating and explaining real-world behavior than traditional single-utility game theory. In our formulation, the actors are still acting rationally, they are just factoring in a more complex set of tradeoffs that our multi-utility game theory can naturally model.We will also present research into a game representation scheme that lets the scenario modeler express real-world action-to-action constraints like “enables” and “blocks.” These constraints support basic reasoning about ordering of actions without having to build full search tress or reason about time generally. Accounting for these constraints also significantly reduces the space of possible solutions, making it tractable to find exact solutions for certain classes of complex scenarios.Finally, we will present a software toolkit that simplifies the process of defining a game and analyzing the plausible outcomes. The model building tool helps analysts capture the goals and motivations of each actor, the actions available, and how those actions affect goals or other actions. Using these models, the analysis suite calculates the Pareto-optimal choices for each actor in that scenario and helps analysts navigate the plausible outcomes. With these tools, decision makers can assess the value of their strategic options, even in cases where adversaries may choose actions traditional game theory would label incorrect.We have used the software toolkit to create and analyze several models, from simple games like rock-paper-scissors to a real-world political gray-zone conflict with 3 nation states, 23 possible actions, 18 different motivations, and 10^21 possible solutions. The results were computed in seconds and align with behavior of the real-world actors. Policy analysts without a background in computational modeling have also used the toolkit to create “backcasting” models of historical situations. These models successfully explained the behavior of the actors involved. These evaluations show that the toolkit is both useful and usable for analyzing real-world multi-actor interactions.
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