连续空间中非合作二人对策的有限逼近

V. Romanuke
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引用次数: 0

摘要

阶梯函数连续空间非合作二人博弈的有限逼近有一种已知的近似连续非合作二人博弈的方法,其中近似解(均衡情况)被认为是可以接受的,如果它通过最小限度地改变采样步骤而改变最小。然而,该方法不能直接应用于使用楼梯函数策略的二人博弈。此外,还应考虑玩家采样步长选择的独立性。目标。目标是通过考虑到玩家可能独立采样他们的纯策略集,开发一种在阶梯函数连续空间中进行的二人博弈的有限逼近方法。方法。为了实现上述目标,我们将一款2人游戏形式化,其中玩家的策略是时间的阶梯函数。在这样的游戏中,玩家的纯策略集合是时间阶梯函数的连续体,时间被认为是离散的。对玩家纯策略的可能值集合进行采样的条件被陈述,这样游戏就被定义在阶梯函数有限空间的乘积上。通常,每个参与者的采样步长是不同的,采样点(函数策略值)的分布是不均匀的。结果。给出了阶梯函数连续空间中二人对策的有限逼近方法。该方法包括不规则采样玩家的纯策略值集,在“较小的”双矩阵博弈中找到最佳均衡,每个博弈都定义在纯策略值恒定的子区间上,如果均衡情况一致,则将其堆叠起来。“较小”双矩阵博弈均衡的堆栈是初始阶梯博弈的近似均衡。近似平衡的(弱)一致性研究了多少回报和平衡状况变化采样密度最低限度增加抽样增量的三种方式:只有第一个玩家的增量,只有第二个玩家的增量,这两个球员的增量。将一致性分解为收益、均衡策略支持度基数、均衡策略抽样密度和支持度概率一致性。考虑宽松的收益一致性实际上是合理的。结论。对于阶梯式2人博弈的有限逼近方法包括独立采样,在合理的时间跨度内解决“较小”的双矩阵博弈,如果它们的解是一致的,则将它们的解堆叠起来。如果至少各自的近似(堆叠)均衡是收益一致的,则认为有限近似是合适的。关键词:博弈论;支付功能;staircase-function策略;bimatrix游戏;不规则采样;近似平衡一致性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
FINITE APPROXIMATION OF NONCOOPERATIVE 2-PERSON GAMES PLAYED IN STAIRCASE-FUNCTION CONTINUOUS SPACES
V. Romanuke Finite approximation of noncooperative 2-person games played in staircase-function continuous spaces Background. There is a known method of approximating continuous noncooperative 2-person games, wherein an approximate solution (an equilibrium situation) is considered acceptable if it changes minimally by changing the sampling step minimally. However, the method cannot be applied straightforwardly to a 2-person game played with staircase-function strategies. Besides, the independence of the player’s sampling step selection should be taken into account. Objective. The objective is to develop a method of finite approximation of 2-person games played in staircase-function continuous spaces by taking into account that the players are likely to independently sample their pure strategy sets. Methods. To achieve the said objective, a 2-person game, in which the players’ strategies are staircase functions of time, is formalized. In such a game, the set of the player’s pure strategies is a continuum of staircase functions of time, and the time is thought of as it is discrete. The conditions of sampling the set of possible values of the player’s pure strategy are stated so that the game becomes defined on a product of staircase-function finite spaces. In general, the sampling step is different at each player and the distribution of the sampled points (function-strategy values) is non-uniform. Results. A method of finite approximation of 2-person games played in staircase-function continuous spaces is presented. The method consists in irregularly sampling the player’s pure strategy value set, finding the best equilibria in “smaller” bimatrix games, each defined on a subinterval where the pure strategy value is constant, and stacking the equilibrium situations if they are consistent. The stack of the “smaller” bimatrix game equilibria is an approximate equilibrium in the initial staircase game. The (weak) consistency of the approximate equilibrium is studied by how much the payoff and equilibrium situation change as the sampling density minimally increases by the three ways of the sampling increment: only the first player’s increment, only the second player’s increment, both the players’ increment. The consistency is decomposed into the payoff, equilibrium strategy support cardinality, equilibrium strategy sampling density, and support probability consistency. It is practically reasonable to consider a relaxed payoff consistency. Conclusions. The suggested method of finite approximation of staircase 2-person games consists in the independent samplings, solving “smaller” bimatrix games in a reasonable time span, and stacking their solutions if they are consistent. The finite approximation is regarded appropriate if at least the respective approximate (stacked) equilibrium is -payoff consistent. Keywords: game theory; payoff functional; staircase-function strategy; bimatrix game; irregular sampling; approximate equilibrium consistency.
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