Difference between revisions of "Quasi-informational extension"
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− | + | ''of a non-cooperative game $ \Gamma = \langle J , \{ S _ {i} \} _ {i \in J } , \{ H _ {i} \} _ {i \in J } \rangle $'' | |
− | + | A [[Non-cooperative game|non-cooperative game]] $ \widetilde \Gamma = \langle J , \{ \widetilde{S} {} _ {i} \} _ {i \in J } , \{ \widetilde{H} {} _ {i} \} _ {i \in J } \rangle $ | |
+ | for which mappings $ \pi : \widetilde{S} \rightarrow S $ | ||
+ | and $ c _ {i} : S _ {i} \rightarrow \widetilde{S} _ {i} $, | ||
+ | , | ||
+ | are given that satisfy the following conditions for all i \in J , | ||
+ | s _ {i} \in S _ {i} , | ||
+ | \widetilde{s} \in \widetilde{S} : | ||
+ | 1) \widetilde{H} _ {i} = H _ {i} \circ \pi ; | ||
+ | and 2) $ \pi _ {i} ( \widetilde{s} \| c _ {i} ( s _ {i} ) ) = s _ {i} $, | ||
+ | where \pi _ {i} | ||
+ | is the composite of \pi | ||
+ | and the projection S \rightarrow S _ {i} . | ||
+ | A quasi-informational extension of the game \Gamma | ||
+ | can be interpreted as the result of setting up the above scheme of interaction of players in the choice process for their strategies s _ {i} | ||
+ | in \Gamma . | ||
+ | The strategies s _ {i} | ||
+ | correspond to the rules determining the behaviour of player i | ||
+ | in any situation that he or she may encounter. The mapping \pi | ||
+ | associates the rule of behaviour of the players with a realization of them, that is, with the set of strategies s _ {i} , | ||
+ | i \in J , | ||
+ | that will be chosen by the players adhering to the given rules. Condition 1) of the definition of a quasi-informational extension is then the definition of the pay-off function of the new game \widetilde \Gamma , | ||
+ | while condition 2) expresses the preservation by each player of the old strategies s _ {i} \in S _ {i} . | ||
− | The notion of a quasi-informational extension is particularly widely used in the theory of games with a hierarchy structure (cf. [[Game with a hierarchy structure|Game with a hierarchy structure]]), where the informal problem of optimizing an informational scheme is transformed into the problem of constructing a quasi-informational extension of a given game providing the first player with an optimum result. One also considers classes of quasi-informational extensions satisfying conditions that express some or other restrictions on the information available to the players. For example, if | + | A situation s ^ {*} |
+ | of \Gamma | ||
+ | is the image of the equilibrium situation of some quasi-informational extension \widetilde \Gamma | ||
+ | of \Gamma | ||
+ | under the corresponding mapping \pi | ||
+ | if and only if for any i \in J | ||
+ | and \overline{s}\; _ {i} \in S _ {i} | ||
+ | there is a situation s \in S | ||
+ | such that | ||
+ | |||
+ | $$ | ||
+ | H _ {i} ( s ^ {*} ) \geq H _ {i} ( s \| \overline{s}\; _ {i} ) . | ||
+ | $$ | ||
+ | |||
+ | The notion of a quasi-informational extension is particularly widely used in the theory of games with a hierarchy structure (cf. [[Game with a hierarchy structure|Game with a hierarchy structure]]), where the informal problem of optimizing an informational scheme is transformed into the problem of constructing a quasi-informational extension of a given game providing the first player with an optimum result. One also considers classes of quasi-informational extensions satisfying conditions that express some or other restrictions on the information available to the players. For example, if \Gamma | ||
+ | is a 2 - | ||
+ | person game $ ( J = \{ 1 , 2 \} ) $, | ||
+ | then one says that in the quasi-informational extension player 1 does not possess (proper) information about the strategy s _ {2} | ||
+ | if for each \widetilde{s} _ {1} \in \widetilde{S} _ {1} | ||
+ | there is an s _ {1} \in S _ {1} | ||
+ | such that \pi ( \widetilde{s} _ {1} , \widetilde{S} _ {2} ) \supseteq \{ s _ {1} \} \times S _ {2} . | ||
+ | The best of the quasi-informational extensions satisfying this condition is, for example, "game G3" , whereas the best of the quasi-informational extension is "game G2" . | ||
====References==== | ====References==== | ||
<table><TR><TD valign="top">[1]</TD> <TD valign="top"> Yu.B. Germeier, "Non-antagonistic games" , Reidel (1986) (Translated from Russian)</TD></TR><TR><TD valign="top">[2]</TD> <TD valign="top"> N.S. Kukushkin, V.V. Morozov, "The theory of non-antagonistic games" , Moscow (1977) pp. Chapt. 2 (In Russian)</TD></TR></table> | <table><TR><TD valign="top">[1]</TD> <TD valign="top"> Yu.B. Germeier, "Non-antagonistic games" , Reidel (1986) (Translated from Russian)</TD></TR><TR><TD valign="top">[2]</TD> <TD valign="top"> N.S. Kukushkin, V.V. Morozov, "The theory of non-antagonistic games" , Moscow (1977) pp. Chapt. 2 (In Russian)</TD></TR></table> |
Latest revision as of 08:09, 6 June 2020
of a non-cooperative game \Gamma = \langle J , \{ S _ {i} \} _ {i \in J } , \{ H _ {i} \} _ {i \in J } \rangle
A non-cooperative game \widetilde \Gamma = \langle J , \{ \widetilde{S} {} _ {i} \} _ {i \in J } , \{ \widetilde{H} {} _ {i} \} _ {i \in J } \rangle for which mappings \pi : \widetilde{S} \rightarrow S and c _ {i} : S _ {i} \rightarrow \widetilde{S} _ {i} , i \in J , are given that satisfy the following conditions for all i \in J , s _ {i} \in S _ {i} , \widetilde{s} \in \widetilde{S} : 1) \widetilde{H} _ {i} = H _ {i} \circ \pi ; and 2) \pi _ {i} ( \widetilde{s} \| c _ {i} ( s _ {i} ) ) = s _ {i} , where \pi _ {i} is the composite of \pi and the projection S \rightarrow S _ {i} . A quasi-informational extension of the game \Gamma can be interpreted as the result of setting up the above scheme of interaction of players in the choice process for their strategies s _ {i} in \Gamma . The strategies s _ {i} correspond to the rules determining the behaviour of player i in any situation that he or she may encounter. The mapping \pi associates the rule of behaviour of the players with a realization of them, that is, with the set of strategies s _ {i} , i \in J , that will be chosen by the players adhering to the given rules. Condition 1) of the definition of a quasi-informational extension is then the definition of the pay-off function of the new game \widetilde \Gamma , while condition 2) expresses the preservation by each player of the old strategies s _ {i} \in S _ {i} .
A situation s ^ {*} of \Gamma is the image of the equilibrium situation of some quasi-informational extension \widetilde \Gamma of \Gamma under the corresponding mapping \pi if and only if for any i \in J and \overline{s}\; _ {i} \in S _ {i} there is a situation s \in S such that
H _ {i} ( s ^ {*} ) \geq H _ {i} ( s \| \overline{s}\; _ {i} ) .
The notion of a quasi-informational extension is particularly widely used in the theory of games with a hierarchy structure (cf. Game with a hierarchy structure), where the informal problem of optimizing an informational scheme is transformed into the problem of constructing a quasi-informational extension of a given game providing the first player with an optimum result. One also considers classes of quasi-informational extensions satisfying conditions that express some or other restrictions on the information available to the players. For example, if \Gamma is a 2 - person game ( J = \{ 1 , 2 \} ) , then one says that in the quasi-informational extension player 1 does not possess (proper) information about the strategy s _ {2} if for each \widetilde{s} _ {1} \in \widetilde{S} _ {1} there is an s _ {1} \in S _ {1} such that \pi ( \widetilde{s} _ {1} , \widetilde{S} _ {2} ) \supseteq \{ s _ {1} \} \times S _ {2} . The best of the quasi-informational extensions satisfying this condition is, for example, "game G3" , whereas the best of the quasi-informational extension is "game G2" .
References
[1] | Yu.B. Germeier, "Non-antagonistic games" , Reidel (1986) (Translated from Russian) |
[2] | N.S. Kukushkin, V.V. Morozov, "The theory of non-antagonistic games" , Moscow (1977) pp. Chapt. 2 (In Russian) |
Quasi-informational extension. Encyclopedia of Mathematics. URL: http://encyclopediaofmath.org/index.php?title=Quasi-informational_extension&oldid=13056