Coalition-proof Nash equilibrium | |
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Solution concept in game theory | |
Relationship | |
Subset of | Nash Equilibrium |
Superset of | Strong Nash equilibrium |
Significance |
The concept of coalition-proof Nash equilibrium applies to certain "noncooperative" environments in which players can freely discuss their strategies but cannot make binding commitments. [1] It emphasizes the immunization to deviations that are self-enforcing. While the best-response property in Nash equilibrium is necessary for self-enforceability, it is not generally sufficient when players can jointly deviate in a way that is mutually beneficial.
The Strong Nash equilibrium is criticized as too "strong" in that the environment allows for unlimited private communication. [1] In the coalition-proof Nash equilibrium the private communication is limited. [1]
Informally: At first all players are in a room deliberating their strategies. Then one by one, they leave the room fixing their strategy and only those left are allowed to change their strategies, both individually and together.
Formal definition: [1]
The coalition-proof Nash equilibrium refines the Nash equilibrium by adopting a stronger notion of self-enforceability that allows multilateral deviations.
Parallel to the idea of correlated equilibrium as an extension to Nash equilibrium when public signalling device is allowed, coalition-proof equilibrium is defined by Diego Moreno and John Wooders. [2]
In game theory, the Nash equilibrium is the most commonly-used solution concept for non-cooperative games. A Nash equilibrium is a situation where no player could gain by changing their own strategy. The idea of Nash equilibrium dates back to the time of Cournot, who in 1838 applied it to his model of competition in an oligopoly.
In game theory, the best response is the strategy which produces the most favorable outcome for a player, taking other players' strategies as given. The concept of a best response is central to John Nash's best-known contribution, the Nash equilibrium, the point at which each player in a game has selected the best response to the other players' strategies.
In game theory, the centipede game, first introduced by Robert Rosenthal in 1981, is an extensive form game in which two players take turns choosing either to take a slightly larger share of an increasing pot, or to pass the pot to the other player. The payoffs are arranged so that if one passes the pot to one's opponent and the opponent takes the pot on the next round, one receives slightly less than if one had taken the pot on this round, but after an additional switch the potential payoff will be higher. Therefore, although at each round a player has an incentive to take the pot, it would be better for them to wait. Although the traditional centipede game had a limit of 100 rounds, any game with this structure but a different number of rounds is called a centipede game.
Game theory is the branch of mathematics in which games are studied: that is, models describing human behaviour. This is a glossary of some terms of the subject.
In game theory, grim trigger is a trigger strategy for a repeated game.
In game theory, a solution concept is a formal rule for predicting how a game will be played. These predictions are called "solutions", and describe which strategies will be adopted by players and, therefore, the result of the game. The most commonly used solution concepts are equilibrium concepts, most famously Nash equilibrium.
In game theory, an extensive-form game is a specification of a game allowing for the explicit representation of a number of key aspects, like the sequencing of players' possible moves, their choices at every decision point, the information each player has about the other player's moves when they make a decision, and their payoffs for all possible game outcomes. Extensive-form games also allow for the representation of incomplete information in the form of chance events modeled as "moves by nature". Extensive-form representations differ from normal-form in that they provide a more complete description of the game in question, whereas normal-form simply boils down the game into a payoff matrix.
Backward induction is the process of determining a sequence of optimal choices by reasoning from the endpoint of a problem or situation back to its beginning using individual events or actions. Backward induction involves examining the final point in a series of decisions and identifying the optimal process or action required to arrive at that point. This process continues backward until the best action for every possible point along the sequence is determined. Backward induction was first utilized in 1875 by Arthur Cayley, who discovered the method while attempting to solve the secretary problem.
In game theory, folk theorems are a class of theorems describing an abundance of Nash equilibrium payoff profiles in repeated games. The original Folk Theorem concerned the payoffs of all the Nash equilibria of an infinitely repeated game. This result was called the Folk Theorem because it was widely known among game theorists in the 1950s, even though no one had published it. Friedman's (1971) Theorem concerns the payoffs of certain subgame-perfect Nash equilibria (SPE) of an infinitely repeated game, and so strengthens the original Folk Theorem by using a stronger equilibrium concept: subgame-perfect Nash equilibria rather than Nash equilibria.
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In game theory, an epsilon-equilibrium, or near-Nash equilibrium, is a strategy profile that approximately satisfies the condition of Nash equilibrium. In a Nash equilibrium, no player has an incentive to change his behavior. In an approximate Nash equilibrium, this requirement is weakened to allow the possibility that a player may have a small incentive to do something different. This may still be considered an adequate solution concept, assuming for example status quo bias. This solution concept may be preferred to Nash equilibrium due to being easier to compute, or alternatively due to the possibility that in games of more than 2 players, the probabilities involved in an exact Nash equilibrium need not be rational numbers.
In game theory, a stochastic game, introduced by Lloyd Shapley in the early 1950s, is a repeated game with probabilistic transitions played by one or more players. The game is played in a sequence of stages. At the beginning of each stage the game is in some state. The players select actions and each player receives a payoff that depends on the current state and the chosen actions. The game then moves to a new random state whose distribution depends on the previous state and the actions chosen by the players. The procedure is repeated at the new state and play continues for a finite or infinite number of stages. The total payoff to a player is often taken to be the discounted sum of the stage payoffs or the limit inferior of the averages of the stage payoffs.
In game theory, a strong Nash equilibrium(SNE) is a combination of actions of the different players, in which no coalition of players can cooperatively deviate in a way that strictly benefits all of its members, given that the actions of the other players remain fixed. This is in contrast to simple Nash equilibrium, which considers only deviations by individual players. The concept was introduced by Israel Aumann in 1959. SNE is particularly useful in areas such as the study of voting systems, in which there are typically many more players than possible outcomes, and so plain Nash equilibria are far too abundant.
The Price of Anarchy (PoA) is a concept in economics and game theory that measures how the efficiency of a system degrades due to selfish behavior of its agents. It is a general notion that can be extended to diverse systems and notions of efficiency. For example, consider the system of transportation of a city and many agents trying to go from some initial location to a destination. Here, efficiency means the average time for an agent to reach the destination. In the 'centralized' solution, a central authority can tell each agent which path to take in order to minimize the average travel time. In the 'decentralized' version, each agent chooses its own path. The Price of Anarchy measures the ratio between average travel time in the two cases.
In the mathematical subject of group theory, the Grushko theorem or the Grushko–Neumann theorem is a theorem stating that the rank of a free product of two groups is equal to the sum of the ranks of the two free factors. The theorem was first obtained in a 1940 article of Grushko and then, independently, in a 1943 article of Neumann.
Congestion games (CG) are a class of games in game theory. They represent situations which commonly occur in roads, communication networks, oligopoly markets and natural habitats. There is a set of resources ; there are several players who need resources ; each player chooses a subset of these resources ; the delay in each resource is determined by the number of players choosing a subset that contains this resource. The cost of each player is the sum of delays among all resources he chooses. Naturally, each player wants to minimize his own delay; however, each player's choices impose a negative externality on the other players, which may lead to inefficient outcomes.
The one-shot deviation principle is the principle of optimality of dynamic programming applied to game theory. It says that a strategy profile of a finite multi-stage extensive-form game with observed actions is a subgame perfect equilibrium (SPE) if and only if there exist no profitable single deviation for each subgame and every player. In simpler terms, if no player can increase their expected payoff by deviating from their original strategy via a single action, then the strategy profile is an SPE. In other words, no player can profit by deviating from the strategy in one period and then reverting to the strategy.
The Berge equilibrium is a game theory solution concept named after the mathematician Claude Berge. It is similar to the standard Nash equilibrium, except that it aims to capture a type of altruism rather than purely non-cooperative play. Whereas a Nash equilibrium is a situation in which each player of a strategic game ensures that they personally will receive the highest payoff given other players' strategies, in a Berge equilibrium every player ensures that all other players will receive the highest payoff possible. Although Berge introduced the intuition for this equilibrium notion in 1957, it was only formally defined by Vladislav Iosifovich Zhukovskii in 1985, and it was not in widespread use until half a century after Berge originally developed it.
In game theory, a Bayes correlated equilibrium is a solution concept for static games of incomplete information. It is both a generalization of the correlated equilibrium perfect information solution concept to bayesian games, and also a broader solution concept than the usual Bayesian Nash equilibrium thereof. Additionally, it can be seen as a generalized multi-player solution of the Bayesian persuasion information design problem.