Related papers: Population Monotonicity in Matching Games
In repeated interactions between individuals, we do not expect that exactly the same situation will occur from one time to another. Contrary to what is common in models of repeated games in the literature, most real situations may differ a…
The Naming Game is a model of non-equilibrium dynamics for the self-organized emergence of a linguistic convention or a communication system in a population of agents with pairwise local interactions. We present an extensive study of its…
An active line of research has considered games played on networks in which payoffs depend on both a player's individual decision and also the decisions of her neighbors. Such games have been used to model issues including the formation of…
We consider clustering games in which the players are embedded in a network and want to coordinate (or anti-coordinate) their strategy with their neighbors. The goal of a player is to choose a strategy that maximizes her utility given the…
We study the problem of checking for the existence of constrained pure Nash equilibria in a subclass of polymatrix games defined on weighted directed graphs. The payoff of a player is defined as the sum of nonnegative rational weights on…
Distributed Nash equilibrium (NE) seeking problem for multi-coalition games has attracted increasing attention in recent years, but the research mainly focuses on the case without agreement demand within coalitions. This paper considers a…
The probability that the frequency of a particular trait will eventually become unity, the so-called fixation probability, is a central issue in the study of population evolution. Its computation, once we are given a stochastic finite…
This paper investigates the long-term behavior of an interacting particle system of interest in the hot topic of evolutionary game theory. Each site of the $d$-dimensional integer lattice is occupied by a player who is characterized by one…
In this work we propose a game theoretic model for document clustering. Each document to be clustered is represented as a player and each cluster as a strategy. The players receive a reward interacting with other players that they try to…
We study the problem of designing multiwinner voting rules that are candidate monotone and proportional. We show that the set of committees satisfying the proportionality axiom of proportionality for solid coalitions is candidate monotone.…
The mean field games (MFG) paradigm was introduced to provide tractable approximations of games involving very large populations. The theory typically rests on two key assumptions: homogeneity, meaning that all players share the same…
This work introduces the concept of Variable Size Game Theory (VSGT), in which the number of players in a game is a strategic decision made by the players themselves. We start by discussing the main examples in game theory: dominance,…
Models in evolutionary game theory traditionally assume symmetric interactions in homogeneous environments. Here, we consider populations evolving in a heterogeneous environment, which consists of patches of different qualities that are…
An important task in the analysis of multiagent systems is to understand how groups of selfish players can form coalitions, i.e., work together in teams. In this paper, we study the dynamics of coalition formation under bounded rationality.…
Fractional hedonic games are coalition formation games where a player's utility is determined by the average value they assign to the members of their coalition. These games are a variation of graph hedonic games, which are a class of…
In a graph where vertices have preferences over their neighbors, a matching is called popular if it does not lose a head-to-head election against any other matching when the vertices vote between the matchings. Popular matchings can be seen…
We develop a theory of combinatorial games that is appropriate for describing positions in Hex and other monotone set coloring games. We consider two natural conditions on such games: a game is monotone if all moves available to both…
In a multi-objective game, each individual's payoff is a \emph{vector-valued} function of everyone's actions. Under such vectorial payoffs, Pareto-efficiency is used to formulate each individual's best-response condition, inducing…
In this paper we introduce a new class of cooperative games that arise from production-inventory problems. Several agents have to cover their demand over a finite time horizon and shortages are allowed. Each agent has its own unit…
We consider multiplayer stochastic games in which the payoff of each player is a bounded and Borel-measurable function of the infinite play. By using a generalization of the technique of Martin (1998) and Maitra and Sudderth (1998), we show…