Related papers: Value of information in noncooperative games
We present a new tool for the study of multiplayer stochastic games, namely the modified game, which is a normal-form game that depends on the discount factor, the initial state, and for every player a partition of the set of states and a…
For drivers in ride-hailing companies, allocation within the city is paramount to get matched with rides. This decision depends on many factors, where some of them (such as demand and allocation of others) are unknown for the drivers, but…
In this paper, we study a game called ``Mafia,'' in which different players have different types of information, communication and functionality. The players communicate and function in a way that resembles some real-life situations. We…
We consider discrete time partially observable zero-sum stochastic game with average payoff criterion. We study the game using an equivalent completely observable game. We show that the game has a value and also we come up with a pair of…
The transitivity of preferences is one of the basic assumptions used in the theory of games and decisions. It is often equated with rationality of choice and is considered useful in building rankings. Intransitive preferences are considered…
In settings with incomplete information, players can find it difficult to coordinate to find states with good social welfare. For example, in financial settings, if a collection of financial firms have limited information about each other's…
We investigate zero-sum turn-based two-player stochastic games in which the objective of one player is to maximize the amount of rewards obtained during a play, while the other aims at minimizing it. We focus on games in which the minimizer…
The maintenance of cooperation in the presence of spatial restrictions has been studied extensively. It is well-established that the underlying graph topology can significantly influence the outcome of games on graphs. Maintenance of…
Using the Minority Game model we study a broad spectrum of problems of market mechanism. We study the role of different types of agents: producers, speculators as well as noise traders. The central issue here is the information flow :…
How to take multiple factors into account when evaluating a Game with a Purpose? How is player behaviour or participation influenced by different incentives? How does player engagement impact their accuracy in solving tasks? In this paper,…
We demonstrate that a ubiquitous feature of network games, bilateral strategic interactions, is equivalent to having player utilities that are additively separable across opponents. We distinguish two formal notions of bilateral strategic…
In a zero-sum stochastic game with signals, at each stage, two adversary players take decisions and receive a stage payoff determined by these decisions and a variable called state. The state follows a Markov chain, that is controlled by…
In repeated games, cooperation is possible in equilibrium only if players are sufficiently patient, and long-term gains from cooperation outweigh short-term gains from deviation. What happens if the players have incomplete information…
In social and online media, influencers have traditionally been understood as highly visible individuals. Recent outcomes suggest that people are likely to mimic influencers' behavior, which can be exploited, for instance, in marketing…
A weak value is an effective description of the influence of a pre and post-selected 'principal' system on another 'meter' system to which it is weakly coupled. Weak values can describe anomalously large deflections of the meter, and…
Players (people, firms, states, etc.) have privacy concerns that may affect their choice of actions in strategic settings. We use a variant of signaling games to model this effect and study its relation to pooling behavior,…
We explore a specific parametric example of a regime change game in which a policymaker defends the status quo against a continuum of atomistic agents who seek to overthrow it. At the start of the game, the policymaker can initiate a policy…
We investigate the manipulation of power indices in TU-cooperative games by stimulating (subject to a budget constraint) changes in the propensity of other players to participate to the game. We display several algorithms that show that the…
We investigate quantum games in which the information is asymmetrically distributed among the players, and find the possibility of the quantum game outperforming its classical counterpart depends strongly on not only the entanglement, but…
We study how individuals trade off outcome ("what") and process ("how") utility in high-stakes strategic decisions, namely professional tennis. Using optimality conditions and the second-service rule, we derive a sufficient condition for…