FINITE APPROXIMATION OF NONCOOPERATIVE 2-PERSON GAMES PLAYED IN STAIRCASE-FUNCTION CONTINUOUS SPACES
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ІНФОРМАЦІЙНІ ТЕХНОЛОГІЇ, СИСТЕМНИЙ АНАЛІЗ ТА КЕРУВАННЯ
DOI: 10.20535/kpisn.2023.1-2.270281
UDC 519.833+519.833.3
V. V. Romanuke
Polish Naval Academy, Gdynia, Poland
FINITE APPROXIMATION OF NON-COOPERATIVE 2-PERSON GAMES PLAYED
IN STAIRCASE-FUNCTION CONTINUOUS SPACES
Background. There is a known method of approximating continuous non-cooperative 2-person games, wherein an
approximate solution (an equilibrium situation) is considered acceptable if it changes minimally by changing the sampling step minimally. However, the method cannot be applied straightforwardly to a 2-person game played with staircase-function strategies. Besides, the independence of the player’s sampling step selection should be taken into account.
Objective. The objective is to develop a method of finite approximation of 2-person games played in staircase-function
continuous spaces by taking into account that the players are likely to independently sample their pure strategy sets.
Methods. To achieve the said objective, a 2-person game, in which the players’ strategies are staircase functions of time,
is formalized. In such a game, the set of the player’s pure strategies is a continuum of staircase functions of time, and
the time is thought of as it is discrete. The conditions of sampling the set of possible values of the player’s pure strategy
are stated so that the game becomes defined on a product of staircase-function finite spaces. In general, the sampling
step is different at each player and the distribution of the sampled points (function-strategy values) is non-uniform.
Results. A method of finite approximation of 2-person games played in staircase-function continuous spaces is presented. The method consists in irregularly sampling the player’s pure strategy value set, finding the best equilibria in
“smaller” bimatrix games, each defined on a subinterval where the pure strategy value is constant, and stacking the
equilibrium situations if they are consistent. The stack of the “smaller” bimatrix game equilibria is an approximate
equilibrium in the initial staircase game. The (weak) consistency of the approximate equilibrium is studied by how
much the payoff and equilibrium situation change as the sampling density minimally increases by the three ways of the
sampling increment: only the first player’s increment, only the second player’s increment, both the players’ increment.
The consistency is decomposed into the payoff, equilibrium strategy support cardinality, equilibrium strategy sampling
density, and support probability consistency. It is practically reasonable to consider a relaxed payoff consistency.
Conclusions. The suggested method of finite approximation of staircase 2-person games consists in the independent
samplings, solving “smaller” bimatrix games in a reasonable time span, and stacking their solutions if they are consistent. The finite approximation is regarded appropriate if at least the respective approximate (stacked) equilibrium is
e-payoff consistent.
Keywords: game theory; payoff functional; staircase-function strategy; bimatrix game; irregular sampling; approximate
equilibrium consistency.
Introduction
Non-cooperative 2-person games model processes where two sides referred to as persons or
players struggle for optimizing the limited resources
distribution implying as real-world resources, facilities, tools, funds, energy, etc., as well as more
abstract objects whose utility is assessed as the player’s payoff [1, 2]. A possible action of the player is
called its (pure) strategy used to receive closely the
best possible payoff under conditions of uncertainty
generated by actions of the other player [3, 4]. The
strategy can be as a simple (point) action, as well
as a process consisting of an order of simple actions [1, 5, 6]. In the simplest case, the player’s pure
strategy is a short action whose duration is negligible. This negligible-duration action is represented as
just a time point. In a more complicated case, the
player’s pure strategy is a function of time [4, 7, 8],
so the player’s action is a complex process [6, 9].
Пропозиція для цитування цієї статті: В. В. Романюк, “Скінченна апроксимація безкоаліційних ігор двох осіб,
що розігруються у неперервних просторах сходинкових функцій”, Наукові вісті КПІ, 1–4, с. 16–44, 2023.
doi: 10.20535/kpisn.2023.1-2.270281
Offer a citation for this article: Vadim V. Romanuke, “Finite approximation of non-cooperative 2-person games played in staircase-function continuous spaces”, KPI Science News, no. 1–4, pp. 16–44, 2023.
doi: 10.20535/kpisn.2023.1-2.270281
© The Autor(s).
The article is distributed under the terms of the license CC BY 4.0
ІНФОРМАЦІЙНІ ТЕХНОЛОГІЇ, СИСТЕМНИЙ АНАЛІЗ ТА КЕРУВАННЯ
Such strategies are used in multistage optimization
[10], planning and control processes [11], scheduling [12], multistage corrective action processes [13],
etc., modelled under uncertainties and influence of
other competitive factors [5, 6, 9].
Whichever the pure strategy form is, the simplest 2-person game is a bimatrix game. Any bimatrix
game has an equilibrium – a finite number or continuum of equilibria, either in pure or mixed strategies [1, 2]. Infinite or continuous 2-person games,
where the players’ payoff functions are meshes or
surfaces of two variables defined on finite-dimensional compact Euclidean subspaces, are far more
complicated [1, 2, 7, 14]. A simple example of the
subspace is a unit square [2, 15]. Even if the surfaces do not have a discontinuity, the equilibrium
is not always determinable as opposed to bimatrix
games [2]. Moreover, 2-person games defined on
open (or half-open) subspaces (e. g., open square)
may not have an equilibrium at all [2, 16, 17].
Therefore, rendering a 2-person game to a bimatrix
one is a crucial task in game modelling as it allows
assuredly having a game solution (equilibrium point)
as a pair of the players’ best strategies. Without rendering, a 2-person game may have an intractable
equilibrium (if any), when the equilibrium strategy
support is infinite or continuous (e. g., see the examples in [1, 7, 16, 17]).
A 2-person game, in which the player’s strategy
is a function (e. g., of time), is a far more complicated case. In such games, the payoff kernel must be
a functional mapping every pair of functions (pure
strategies of the players) into a real value [7, 8,
18, 19]. A game played with such function-strategies
is rendered down to a bimatrix game only when each
of the players possesses a finite set of one’s function-strategies. Obviously, the rendering is theoretically impossible if the set of the player’s strategies
is infinite.
The question of rendering an infinite game to
a finite one was studied in [14, 20]. Regardless of
antagonism of the players’ interests, it consists in
approximating the infinite game so that the approximated game would not lose the properties of the
initial game. There are two fundamental conditions
in the game approximation core that allow rendering
a (...truncated)