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Simultaneous games

Thus we ought also to study the iterated Prisoner s Dilemma when the players have to take turns. The slight modification in such an alternating Prisoner s Dilemma game can affect the interaction to a considerable extent. For instance, if two Tit For Tat players engage in a Prisoner s Dilemma of the usual simultaneous kind, and if one of them defects by mistake, both players will subsequently cooperate and defect in turns. On the other hand, if two Tit For Tat players engage in an alternating Prisoner s Dilemma, and a unilateral defection occurs inadvertently, then the outcome will be an unbroken sequence of mutual defections. [Pg.72]

As I listen, then, I can hear in that one voice the simultaneous presence of all the levels of man s history, as of all the stages of life before man. Every step in the game becomes as clear as the rings in a severed tree.. .. I, as an adult, am also back there alone in the dark, just as the primordial howl is still present beneath the sublime modulations of the chant.. .. Down and at last out—out of the cosmic maze. .., I feel, with a peace so deep that it sings to be shared with all the world, that at last I belong, that I have returned to the home beyond home.. .. The sure foundation upon which I had sought to stand has turned out to be the center from which I seek. (p. 39)... [Pg.219]

The Prisoner dilemma (PD) game is one of the standard protocols used to study cooperative behaviour. However, it only involves the option of either cooperation or deflection which is too simple to account for complex human social interactions. A modified version of the Prisoner Dilemma game called the mixed motive game (MMG) has been developed (Hokanson et al., 1980). It allows more choices in the continuum from cooperation to deflection, including ingratiation, punitive moves without self-gain, cooperation and deflection. Furthermore, differently from the PD, the MMG requires participants to select their options in a sequential rather than in a simultaneous manner. [Pg.52]

This can be cumbersome, but Commodore feels that you ll probably stay in one mode or the other, a reasonable assumption. This scheme does let you have two simultaneous displays. Perhaps one screen could show color graphics, while your program listing is displayed on another. One can envision dual-perspective games with players having their own independent screens. [Pg.5]

It is clear that these thermal criteria for stabihty are given in terms of steady-state values no transients need be calculated. Since the problem may be formulated in terms of a linear matrix, it is easily generalized to chemical reactions involving n species, in either simultaneous or sequential kinetic schemes. While probably obvious, it is worth remarking that there is very Kttle that is intuitive about the criteria of equations (6-38). One cannot rely on a guessing game for such rules. [Pg.412]

Spatiotemporal acctiracy—Required by tasks which place considerable demand on attainment of simultaneous spatial and temporal accuracy. This includes paced positional tasks such as tracking, driving a vehicle, ball games and sports, and video games. It should be stressed, however, that most of the above self-paced tasks also involve a considerable interrelationship between space and time. [Pg.1264]

In non-cooperative static games the players choose strategies simultaneously and are thereafter committed to their chosen strategies, i.e., these are simultaneous move, one-shot games. Non-cooperative GT seeks a rational... [Pg.14]

Intuitively, the first player chooses the best possible point on the second player s best response function. Clearly, the first player can choose a NE, so the leader is always at least as well off as he would be in NE. Hence, if a player were allowed to choose between making moves simultaneously or being a leader in a game with complete information he would always prefer to be the leader. However, if new information is revealed after the leader makes a play, then it is not always advantageous to be the leader. [Pg.40]

The open-loop strategy implies that each players control is only a function of time, Ui = Ui t). A feedback strategy implies that each players control is also a function of state variables, ui = Ui t Xi t) Xj(t)). As in the static games, NE is obtained as a fixed point of the best response mapping by simultaneously solving a system of first-order optimality conditions for the players. Recall that to find the optimal control we first need to form a Hamiltonian. If we were to solve two individual non-competitive optimization problems, the Hamiltonians would be Hi = fi XiQi, i = 1,2, where Xi t) is an adjoint multiplier. However, with two players we also have to account for the state variable of the opponent so that the Hamiltonian becomes... [Pg.47]

In this setting the firms that have the private information (the retailers) choose their actions simultaneously. Therefore, there is no information exchange among the firms. Even the supplier s capacity is fixed before the game starts, so the supplier is unable to use any information learned from the re-... [Pg.57]

Krishna, V. and Rosenthal, R. (1996). Simultaneous auctions with synergies. Games and Economic Behavior, 17 1-31. [Pg.244]

The difficulty is to ensure that a dual solution exists such that, simultaneously, each Xj variable takes on the value of the corresponding agent s marginal product. Bikhchandani and Ostroy [12] characterized precisely when this would occur. The proof follows from the coincidence of the co-operative game defined in section 5.2 and the set of optimal solutions to (DP3). [Pg.271]


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