2,990 research outputs found

    Consciousness

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    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.

    American Law Reports: Yesterday and Today

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    When All is Said and Done, How Should You Play and What Should You Expect?

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    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.

    Where to With Stare Decisis?

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    Correlated Equilibria of Classical Strategic Games with Quantum Signals

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    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

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    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?

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    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 nn-stage repeated version of the game exist if and only if both players have Ω(n)\Omega(n) random bits. In contrast, we show that there exists a class of games for which no equilibrium exists in pure strategies, yet the nn-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 Ω(n)\Omega(n) random bits remain necessary for equilibria to exist
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