In game theory, a non-atomic game (NAG) is a generalization of the normal-form game to a situation in which there are so many players so that they can be considered as a continuum. NAG-s were introduced by David Schmeidler;[1] he extended the theorem on existence of a Nash equilibrium, which John Nash originally proved for finite games, to NAG-s.
Schmeidler motivates the study of NAG-s as follows:[1]
"Nonatomic games enable us to analyze a conflict situation where the single player has no influence on the situation but the aggregative behavior of "large" sets of players can change the payoffs. The examples are numerous: Elections, many small buyers from a few competing firms, drivers that can choose among several roads, and so on."
Definitions
In a standard ("atomic") game, the set of players is a finite set. In a NAG, the set of players is an infinite and continuous set , which can be modeled e.g. by the unit interval . There is a Lebesgue measure defined on the set of players, which represents how many players of each "type" there are.
Each player can choose one of actions ("pure strategies"). Note that the set of actions, in contrast to the set of players, remains finite as in standard games. Players can also choose a mixed strategy - a probability distribution over actions. A strategy profile is a measurable function from the set of players to the set of probability distributions on actions; the function assigns to each point in a probability distribution ; it represents the fact that the infinitesimal player has chosen the mixed strategy .
Let be a strategy profile. The choice of an infinitesimal player has no effect on the general outcome, but affects his own payoff. Specifically, for each pure action in there is a function that maps each player in and each strategy profile to the utility that player receives when he plays and all the other players play as in . As player plays a mixed strategy , his payoff is the inner product .
Theorem 2. If, in addition to the above conditions, depends only on (the integral of over [clarification needed]), then a pure-strategy equilibrium exists.
The proof uses a theorem by Robert Aumann. The additional condition in Theorem 2 is essential: there is an example of a game satisfying the conditions of Theorem 1, with no pure-strategy equilibrium. David Schmeidler also showed that Nash's equilibrium theorem follows as a corollary from Theorem 2. Specifically, given a finite normal-form game with players, one can construct a non-atomic game such that each player in corresponds to an sub-interval of of length . The utility function is defined in a way that satisfies the conditions of Theorem 2. A pure-strategy equilibrium in corresponds to a Nash equilibrium (with possibly mixed strategies) in .
Finite number of types
A special case of the general model is that there is a finite set of player types. Each player type is represented by a sub-interval of of the set of players . The length of the sub-interval represents the amount of players of that type. For example, it is possible that the players are of type , are of type , and are of type . Players of the same type have the same utility function, but they may choose different strategies.
Nonatomic congestion games
A special sub-class of nonatomic games contains the nonatomic variants of congestion games (NCG). This special case can be described as follows.
There is a finite set of congestible elements (e.g. roads or resources).
There are types of players. For each type there is a number , representing the amount of players of that type (the rate of traffic for that type).
For each type there is a set of possible strategies (possible subsets of ).
Different players of the same type may choose different strategies. For every strategy in , let denote the fraction of players in type using strategy . By definition, . We denote
For each element in , the load on is defined as the sum of fractions of players using , that is, . The delay experienced by players using is defined by a delay function . This function must be monotone, positive, and continuous.
The total disutility of each player choosing strategy is the sum of delays on all edges in the subset : .
A strategy profile is an equilibrium if for every player type , and for every two strategies in , if , then . That is: if a positive measure of players of type choose , then no other possible strategy would give them a strictly lower delay.
NCG-s were first studied by Milchtaich,[2] Friedman[3] and Blonsky.[4] Roughgarden and Tardos[5] studied the price of anarchy in NCG-s.
Computing an equilibrium in an NCG can be rephrased as a convex optimization problem, and thus can be solved in wealky-polynomial time (e.g. by the ellipsoid method). Fabrikant, Papadimitriou and Talwar[6] presented a strongly-polytime algorithm for finding a PNE in the special case of network NCG-s. In this special case there is a graph ; for each type there are two nodes and from ; and the set of strategies available to type is the set of all paths from to . If the utility functions of all players are Lipschitz continuous with constant , then their algorithm computes an -approximate PNE in strongly-polynomial time - polynomial in , and .
Generalizations
The two theorems of Schmeidler can be generalized in several ways:[1]:Final remarks
In Theorem 2, instead of requiring that depends only on , one can require that depends only on , where are Lebesgue-measureable subsets of .
In Theorem 1, instead of requiring that each player's strategy space is a simplex, it is sufficient to require that each player's strategy space is a compact convex subset of . If the additional assumption of Theorem 2 holds, then there exists an equilibrium in which the strategy of almost every player is an extreme point of the strategy space of .
See also
Continuous game - a game with finitely many players, but a continuously large set of strategies.
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