From Incan Gold to Dominion: Unraveling Optimal Strategies in Unsolved Games
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PDL As a Multi-Agent Strategy Logic
PDL as a Multi-Agent Strategy Logic ∗ Extended Abstract Jan van Eijck CWI and ILLC Science Park 123 1098 XG Amsterdam, The Netherlands [email protected] ABSTRACT The logic we propose follows a suggestion made in Van Propositional Dynamic Logic or PDL was invented as a logic Benthem [4] (in [11]) to apply the general perspective of ac- for reasoning about regular programming constructs. We tion logic to reasoning about strategies in games, and links propose a new perspective on PDL as a multi-agent strategic up to propositional dynamic logic (PDL), viewed as a gen- logic (MASL). This logic for strategic reasoning has group eral logic of action [29, 19]. Van Benthem takes individual strategies as first class citizens, and brings game logic closer strategies as basic actions and proposes to view group strate- to standard modal logic. We demonstrate that MASL can gies as intersections of individual strategies (compare also express key notions of game theory, social choice theory and [1] for this perspective). We will turn this around: we take voting theory in a natural way, we give a sound and complete the full group strategies (or: full strategy profiles) as basic, proof system for MASL, and we show that MASL encodes and construct individual strategies from these by means of coalition logic. Next, we extend the language to epistemic strategy union. multi-agent strategic logic (EMASL), we give examples of A fragment of the logic we analyze in this paper was pro- what it can express, we propose to use it for posing new posed in [10] as a logic for strategic reasoning in voting (the questions in epistemic social choice theory, and we give a cal- system in [10] does not have current strategies). -
Norms, Repeated Games, and the Role of Law
Norms, Repeated Games, and the Role of Law Paul G. Mahoneyt & Chris William Sanchiricot TABLE OF CONTENTS Introduction ............................................................................................ 1283 I. Repeated Games, Norms, and the Third-Party Enforcement P rob lem ........................................................................................... 12 88 II. B eyond T it-for-Tat .......................................................................... 1291 A. Tit-for-Tat for More Than Two ................................................ 1291 B. The Trouble with Tit-for-Tat, However Defined ...................... 1292 1. Tw o-Player Tit-for-Tat ....................................................... 1293 2. M any-Player Tit-for-Tat ..................................................... 1294 III. An Improved Model of Third-Party Enforcement: "D ef-for-D ev". ................................................................................ 1295 A . D ef-for-D ev's Sim plicity .......................................................... 1297 B. Def-for-Dev's Credible Enforceability ..................................... 1297 C. Other Attractive Properties of Def-for-Dev .............................. 1298 IV. The Self-Contradictory Nature of Self-Enforcement ....................... 1299 A. The Counterfactual Problem ..................................................... 1300 B. Implications for the Self-Enforceability of Norms ................... 1301 C. Game-Theoretic Workarounds ................................................ -
Gradient Play in N-Cluster Games with Zero-Order Information
Gradient Play in n-Cluster Games with Zero-Order Information Tatiana Tatarenko, Jan Zimmermann, Jurgen¨ Adamy Abstract— We study a distributed approach for seeking a models, each agent intends to find a strategy to achieve a Nash equilibrium in n-cluster games with strictly monotone Nash equilibrium in the resulting n-cluster game, which is mappings. Each player within each cluster has access to the a stable state that minimizes the cluster’s cost functions in current value of her own smooth local cost function estimated by a zero-order oracle at some query point. We assume the response to the actions of the agents from other clusters. agents to be able to communicate with their neighbors in Continuous time algorithms for the distributed Nash equi- the same cluster over some undirected graph. The goal of libria seeking problem in multi-cluster games were proposed the agents in the cluster is to minimize their collective cost. in [17]–[19]. The paper [17] solves an unconstrained multi- This cost depends, however, on actions of agents from other cluster game by using gradient-based algorithms, whereas the clusters. Thus, a game between the clusters is to be solved. We present a distributed gradient play algorithm for determining works [18] and [19] propose a gradient-free algorithm, based a Nash equilibrium in this game. The algorithm takes into on zero-order information, for seeking Nash and generalized account the communication settings and zero-order information Nash equilibria respectively. In discrete time domain, the under consideration. We prove almost sure convergence of this work [5] presents a leader-follower based algorithm, which algorithm to a Nash equilibrium given appropriate estimations can solve unconstrained multi-cluster games in linear time. -
Lecture Notes
Chapter 12 Repeated Games In real life, most games are played within a larger context, and actions in a given situation affect not only the present situation but also the future situations that may arise. When a player acts in a given situation, he takes into account not only the implications of his actions for the current situation but also their implications for the future. If the players arepatient andthe current actionshavesignificant implications for the future, then the considerations about the future may take over. This may lead to a rich set of behavior that may seem to be irrational when one considers the current situation alone. Such ideas are captured in the repeated games, in which a "stage game" is played repeatedly. The stage game is repeated regardless of what has been played in the previous games. This chapter explores the basic ideas in the theory of repeated games and applies them in a variety of economic problems. As it turns out, it is important whether the game is repeated finitely or infinitely many times. 12.1 Finitely-repeated games Let = 0 1 be the set of all possible dates. Consider a game in which at each { } players play a "stage game" , knowing what each player has played in the past. ∈ Assume that the payoff of each player in this larger game is the sum of the payoffsthat he obtains in the stage games. Denote the larger game by . Note that a player simply cares about the sum of his payoffs at the stage games. Most importantly, at the beginning of each repetition each player recalls what each player has 199 200 CHAPTER 12. -
Prisoner's Dilemma: Pavlov Versus Generous Tit-For-Tat
Proc. Natl. Acad. Sci. USA Vol. 93, pp. 2686-2689, April 1996 Evolution Human cooperation in the simultaneous and the alternating Prisoner's Dilemma: Pavlov versus Generous Tit-for-Tat CLAUS WEDEKIND AND MANFRED MILINSKI Abteilung Verhaltensokologie, Zoologisches Institut, Universitat Bern, CH-3032 Hinterkappelen, Switzerland Communicated by Robert M. May, University of Oxford, Oxford, United Kingdom, November 9, 1995 (received for review August 7, 1995) ABSTRACT The iterated Prisoner's Dilemma has become Opponent the paradigm for the evolution of cooperation among egoists. Since Axelrod's classic computer tournaments and Nowak and C D Sigmund's extensive simulations of evolution, we know that natural selection can favor cooperative strategies in the C 3 0 Prisoner's Dilemma. According to recent developments of Player theory the last champion strategy of "win-stay, lose-shift" D 4 1 ("Pavlov") is the winner only ifthe players act simultaneously. In the more natural situation of the roles players alternating FIG. 1. Payoff matrix of the game showing the payoffs to the player. of donor and recipient a strategy of "Generous Tit-for-Tat" Each player can either cooperate (C) or defect (D). In the simulta- wins computer simulations of short-term memory strategies. neous game this payoff matrix could be used directly; in the alternating We show here by experiments with humans that cooperation game it had to be translated: if a player plays C, she gets 4 and the dominated in both the simultaneous and the alternating opponent 3 points. If she plays D, she gets 5 points and the opponent Prisoner's Dilemma. -
Game Playing
Game Playing Philipp Koehn 29 September 2015 Philipp Koehn Artificial Intelligence: Game Playing 29 September 2015 Outline 1 ● Games ● Perfect play – minimax decisions – α–β pruning ● Resource limits and approximate evaluation ● Games of chance ● Games of imperfect information Philipp Koehn Artificial Intelligence: Game Playing 29 September 2015 2 games Philipp Koehn Artificial Intelligence: Game Playing 29 September 2015 Games vs. Search Problems 3 ● “Unpredictable” opponent ⇒ solution is a strategy specifying a move for every possible opponent reply ● Time limits ⇒ unlikely to find goal, must approximate ● Plan of attack: – computer considers possible lines of play (Babbage, 1846) – algorithm for perfect play (Zermelo, 1912; Von Neumann, 1944) – finite horizon, approximate evaluation (Zuse, 1945; Wiener, 1948; Shannon, 1950) – first Chess program (Turing, 1951) – machine learning to improve evaluation accuracy (Samuel, 1952–57) – pruning to allow deeper search (McCarthy, 1956) Philipp Koehn Artificial Intelligence: Game Playing 29 September 2015 Types of Games 4 deterministic chance perfect Chess Backgammon information Checkers Monopoly Go Othello imperfect battleships Bridge information Blind Tic Tac Toe Poker Scrabble Philipp Koehn Artificial Intelligence: Game Playing 29 September 2015 Game Tree (2-player, Deterministic, Turns) 5 Philipp Koehn Artificial Intelligence: Game Playing 29 September 2015 Simple Game Tree 6 ● 2 player game ● Each player has one move ● You move first ● Goal: optimize your payoff (utility) Start Your move Opponent -
Tic-Tac-Toe and Machine Learning David Holmstedt Davho304 729G43
Tic-Tac-Toe and machine learning David Holmstedt Davho304 729G43 Table of Contents Introduction ............................................................................................................................... 1 What is tic-tac-toe.................................................................................................................. 1 Tic-tac-toe Strategies ............................................................................................................. 1 Search-Algorithms .................................................................................................................. 1 Machine learning ................................................................................................................... 2 Weights .............................................................................................................................. 2 Training data ...................................................................................................................... 3 Bringing them together ...................................................................................................... 3 Implementation ......................................................................................................................... 4 Overview ................................................................................................................................ 4 UI ....................................................................................................................................... -
Graph Ramsey Games
TECHNICAL R EPORT INSTITUT FUR¨ INFORMATIONSSYSTEME ABTEILUNG DATENBANKEN UND ARTIFICIAL INTELLIGENCE Graph Ramsey games DBAI-TR-99-34 Wolfgang Slany arXiv:cs/9911004v1 [cs.CC] 10 Nov 1999 DBAI TECHNICAL REPORT Institut f¨ur Informationssysteme NOVEMBER 5, 1999 Abteilung Datenbanken und Artificial Intelligence Technische Universit¨at Wien Favoritenstr. 9 A-1040 Vienna, Austria Tel: +43-1-58801-18403 Fax: +43-1-58801-18492 [email protected] http://www.dbai.tuwien.ac.at/ DBAI TECHNICAL REPORT DBAI-TR-99-34, NOVEMBER 5, 1999 Graph Ramsey games Wolfgang Slany1 Abstract. We consider combinatorial avoidance and achievement games based on graph Ramsey theory: The players take turns in coloring still uncolored edges of a graph G, each player being assigned a distinct color, choosing one edge per move. In avoidance games, completing a monochromatic subgraph isomorphic to another graph A leads to immedi- ate defeat or is forbidden and the first player that cannot move loses. In the avoidance+ variants, both players are free to choose more than one edge per move. In achievement games, the first player that completes a monochromatic subgraph isomorphic to A wins. Erd˝os & Selfridge [16] were the first to identify some tractable subcases of these games, followed by a large number of further studies. We complete these investigations by settling the complexity of all unrestricted cases: We prove that general graph Ramsey avoidance, avoidance+, and achievement games and several variants thereof are PSPACE-complete. We ultra-strongly solve some nontrivial instances of graph Ramsey avoidance games that are based on symmetric binary Ramsey numbers and provide strong evidence that all other cases based on symmetric binary Ramsey numbers are effectively intractable. -
Introduction to Game Theory: a Discovery Approach
Linfield University DigitalCommons@Linfield Linfield Authors Book Gallery Faculty Scholarship & Creative Works 2020 Introduction to Game Theory: A Discovery Approach Jennifer Firkins Nordstrom Linfield College Follow this and additional works at: https://digitalcommons.linfield.edu/linfauth Part of the Logic and Foundations Commons, Set Theory Commons, and the Statistics and Probability Commons Recommended Citation Nordstrom, Jennifer Firkins, "Introduction to Game Theory: A Discovery Approach" (2020). Linfield Authors Book Gallery. 83. https://digitalcommons.linfield.edu/linfauth/83 This Book is protected by copyright and/or related rights. It is brought to you for free via open access, courtesy of DigitalCommons@Linfield, with permission from the rights-holder(s). Your use of this Book must comply with the Terms of Use for material posted in DigitalCommons@Linfield, or with other stated terms (such as a Creative Commons license) indicated in the record and/or on the work itself. For more information, or if you have questions about permitted uses, please contact [email protected]. Introduction to Game Theory a Discovery Approach Jennifer Firkins Nordstrom Linfield College McMinnville, OR January 4, 2020 Version 4, January 2020 ©2020 Jennifer Firkins Nordstrom This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License. Preface Many colleges and universities are offering courses in quantitative reasoning for all students. One model for a quantitative reasoning course is to provide students with a single cohesive topic. Ideally, such a topic can pique the curios- ity of students with wide ranging academic interests and limited mathematical background. This text is intended for use in such a course. -
Bittorrent Is an Auction: Analyzing and Improving Bittorrent’S Incentives
BitTorrent is an Auction: Analyzing and Improving BitTorrent’s Incentives Dave Levin Katrina LaCurts Neil Spring Bobby Bhattacharjee University of Maryland University of Maryland University of Maryland University of Maryland [email protected] [email protected] [email protected] [email protected] ABSTRACT 1. INTRODUCTION Incentives play a crucial role in BitTorrent, motivating users to up- BitTorrent [2] is a remarkably successful decentralized system load to others to achieve fast download times for all peers. Though that allows many users to download a file from an otherwise under- long believed to be robust to strategic manipulation, recent work provisioned server. To ensure quick download times and scalabil- has empirically shown that BitTorrent does not provide its users ity, BitTorrent relies upon those downloading a file to cooperatively incentive to follow the protocol. We propose an auction-based trade portions, or pieces, of the file with one another [5]. Incentives model to study and improve upon BitTorrent’s incentives. The play an inherently crucial role in such a system; users generally insight behind our model is that BitTorrent uses, not tit-for-tat as wish to download their files as quickly as possible, and since Bit- widely believed, but an auction to decide which peers to serve. Our Torrent is decentralized, there is no global “BitTorrent police” to model not only captures known, performance-improving strategies, govern their actions. Users are therefore free to attempt to strate- it shapes our thinking toward new, effective strategies. For exam- gically manipulate others into helping them download faster. The ple, our analysis demonstrates, counter-intuitively, that BitTorrent role of incentives in BitTorrent is to motivate users to contribute peers have incentive to intelligently under-report what pieces of their resources to others so as to achieve desirable global system the file they have to their neighbors. -
The Success of TIT for TAT in Computer Tournaments
The Success of TIT FOR TAT in Computer Tournaments Robert Axelrod, 1984 “THE EVOLUTION OF COOPERATION” Presenter: M. Q. Azhar (Sumon) ALIFE Prof. SKLAR FALL 2005 Topics to be discussed Some background Author Prisoner’s dilemma Motivation of work Iterated Prisoner’s Dilemma The Computer Tournament The Results of the tournaments Comments on the results Conclusion. About the Author and his work: Robert Axelrod and “The emergence of Cooperation” • Robert Axelrod is a political scientist and a mathematician. • Distinguished University Professor of Political Science and Public Policy at the University of Michigan. • He is best known for his interdisciplinary work on the evolution of cooperation which has been cited in more than five hundred books and four thousand articles. • His current research interests include complexity theory (especially agent based modeling) and International security. • To find out more about the author go t0 – Robert Axelrod’s homepage – http://www-personal.umich.edu/~axe/ What is Prisoner’s Dilemma? • Where does it all start? – The prisoner's dilemma is a game invented at Princeton's Institute of Advanced Science in the 1950's. • What is Prisoner’s Dilemma? – The prisoner's dilemma is a type of non-zero-sum game (game in the sense of Game Theory). Non-zero sum game means the total score distributed among the players depends on the action chosen. In this game, as in many others, it is assumed that each individual player ("prisoner") is trying to maximize his own advantage, without concern for the well-being of the other players. • The heart of the Dilemma: – In equilibrium, each prisoner chooses to defect even though the joint payoff would be higher by cooperating. -
Cooperation in a Repeated Public Goods Game with a Probabilistic Endpoint
W&M ScholarWorks Undergraduate Honors Theses Theses, Dissertations, & Master Projects 5-2014 Cooperation in a Repeated Public Goods Game with a Probabilistic Endpoint Daniel M. Carlen College of William and Mary Follow this and additional works at: https://scholarworks.wm.edu/honorstheses Part of the Behavioral Economics Commons, Econometrics Commons, Economic History Commons, Economic Theory Commons, Other Economics Commons, Political Economy Commons, and the Social Statistics Commons Recommended Citation Carlen, Daniel M., "Cooperation in a Repeated Public Goods Game with a Probabilistic Endpoint" (2014). Undergraduate Honors Theses. Paper 34. https://scholarworks.wm.edu/honorstheses/34 This Honors Thesis is brought to you for free and open access by the Theses, Dissertations, & Master Projects at W&M ScholarWorks. It has been accepted for inclusion in Undergraduate Honors Theses by an authorized administrator of W&M ScholarWorks. For more information, please contact [email protected]. Carlen 1 Cooperation in a Repeated Public Goods Game with a Probabilistic Endpoint A thesis submitted in partial fulfillment of the requirement for the degree of Bachelor of Arts in the Department of Economics from The College of William and Mary by Daniel Marc Carlen Accepted for __________________________________ (Honors) ________________________________________ Lisa Anderson (Economics), Co-Advisor ________________________________________ Rob Hicks (Economics) Co-Advisor ________________________________________ Christopher Freiman (Philosophy) Williamsburg, VA April 11, 2014 Carlen 2 Acknowledgements Professor Lisa Anderson, the single most important person throughout this project and my academic career. She is the most helpful and insightful thesis advisor that I could have ever expected to have at William and Mary, going far beyond the call of duty and always offering a helping hand.