Analyzing Games with Ambiguous Player Types using the ${\rm MINthenMAX}$ Decision Model
In many common interactive scenarios, participants lack information about other participants, and specifically about the preferences of other participants. In this work, we model an extreme case of incomplete information, which we term games with type ambiguity, where a participant lacks even information enabling him to form a belief on the preferences of others. Under type ambiguity, one cannot analyze the scenario using the commonly used Bayesian framework, and therefore he needs to model the participants using a different decision model. In this work, we present the ${\rm MINthenMAX}$ decision model under ambiguity. This model is a refinement of Wald's MiniMax principle, which we show to be too coarse for games with type ambiguity. We characterize ${\rm MINthenMAX}$ as the finest refinement of the MiniMax principle that satisfies three properties we claim are necessary for games with type ambiguity. This prior-less approach we present her also follows the common practice in computer science of worst-case analysis. Finally, we define and analyze the corresponding equilibrium concept assuming all players follow ${\rm MINthenMAX}$. We demonstrate this equilibrium by applying it to two common economic scenarios: coordination games and bilateral trade. We show that in both scenarios, an equilibrium in pure strategies always exists and we analyze the equilibria.
Code (0)
등록된 구현이 없습니다.
Tasks
Vocal Bursts Type PredictionSimilar Papers 제목 키워드 기반
A Tutor Agent for MOBA Games
Digital games have become a key player in the entertainment industry, attracting millions of new players each year. In spite of that, novice players may have a hard time when playing certain types of games, such as MOBAs…
Strategic Ambiguity in Global Games
In games with incomplete and ambiguous information, rational behavior depends not only on fundamental ambiguity (ambiguity about states) but also on strategic ambiguity (ambiguity about others' actions), which further in…
Mean field teams and games with correlated types
Mean field games have traditionally been defined~[1,2] as a model of large scale interaction of players where each player has a private type that is independent across the players. In this paper, we introduce a new model…
Rapid Skill Capture in a First-Person Shooter
Various aspects of computer game design, including adaptive elements of game levels, characteristics of 'bot' behavior, and player matching in multiplayer games, would ideally be sensitive to a player's skill level. Yet,…
Game DesignLocation analysis of players in UEFA EURO 2020 and 2022 using generalized valuation of defense by estimating probabilities
Analyzing defenses in team sports is generally challenging because of the limited event data. Researchers have previously proposed methods to evaluate football team defense by predicting the events of ball gain and being…
All