2,990 research outputs found
Consciousness
Consciousness is the last great frontier of science. Here we discuss what it is, how it differs fundamentally from other scientific phenomena, what adaptive function it serves, and the difficulties in trying to explain how it works. The emphasis is on the adaptive function.
When All is Said and Done, How Should You Play and What Should You Expect?
Modern game theory was born in 1928, when John von Neumann published his Minimax Theorem. This theorem ascribes to all two-person zero-sum games a value–what rational players may expect–and optimal strategies–how they should play to achieve that expectation. Seventyseven years later, strategic game theory has not gotten beyond that initial point, insofar as the basic questions of value and optimal strategies are concerned. Equilibrium theories do not tell players how to play and what to expect; even when there is a unique Nash equilibrium, it it is not at all clear that the players “should” play this equilibrium, nor that they should expect its payoff. Here, we return to square one: abandon all ideas of equilibrium and simply ask, how should rational players play, and what should they expect. We provide answers to both questions, for all n-person games in strategic form.
Correlated Equilibria of Classical Strategic Games with Quantum Signals
Correlated equilibria are sometimes more efficient than the Nash equilibria
of a game without signals. We investigate whether the availability of quantum
signals in the context of a classical strategic game may allow the players to
achieve even better efficiency than in any correlated equilibrium with
classical signals, and find the answer to be positive.Comment: 8 pages, LaTe
On the Shapley-like Payoff Mechanisms in Peer-Assisted Services with Multiple Content Providers
This paper studies an incentive structure for cooperation and its stability
in peer-assisted services when there exist multiple content providers, using a
coalition game theoretic approach. We first consider a generalized coalition
structure consisting of multiple providers with many assisting peers, where
peers assist providers to reduce the operational cost in content distribution.
To distribute the profit from cost reduction to players (i.e., providers and
peers), we then establish a generalized formula for individual payoffs when a
"Shapley-like" payoff mechanism is adopted. We show that the grand coalition is
unstable, even when the operational cost functions are concave, which is in
sharp contrast to the recently studied case of a single provider where the
grand coalition is stable. We also show that irrespective of stability of the
grand coalition, there always exist coalition structures which are not
convergent to the grand coalition. Our results give us an important insight
that a provider does not tend to cooperate with other providers in
peer-assisted services, and be separated from them. To further study the case
of the separated providers, three examples are presented; (i) underpaid peers,
(ii) service monopoly, and (iii) oscillatory coalition structure. Our study
opens many new questions such as realistic and efficient incentive structures
and the tradeoffs between fairness and individual providers' competition in
peer-assisted services.Comment: 13 pages, 4 figures, an extended version of the paper to be presented
in ICST GameNets 2011, Shanghai, China, April 201
When Can Limited Randomness Be Used in Repeated Games?
The central result of classical game theory states that every finite normal
form game has a Nash equilibrium, provided that players are allowed to use
randomized (mixed) strategies. However, in practice, humans are known to be bad
at generating random-like sequences, and true random bits may be unavailable.
Even if the players have access to enough random bits for a single instance of
the game their randomness might be insufficient if the game is played many
times.
In this work, we ask whether randomness is necessary for equilibria to exist
in finitely repeated games. We show that for a large class of games containing
arbitrary two-player zero-sum games, approximate Nash equilibria of the
-stage repeated version of the game exist if and only if both players have
random bits. In contrast, we show that there exists a class of
games for which no equilibrium exists in pure strategies, yet the -stage
repeated version of the game has an exact Nash equilibrium in which each player
uses only a constant number of random bits.
When the players are assumed to be computationally bounded, if cryptographic
pseudorandom generators (or, equivalently, one-way functions) exist, then the
players can base their strategies on "random-like" sequences derived from only
a small number of truly random bits. We show that, in contrast, in repeated
two-player zero-sum games, if pseudorandom generators \emph{do not} exist, then
random bits remain necessary for equilibria to exist
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