论文标题
竞标具有部分观察预算的图表游戏
Bidding Graph Games with Partially-Observable Budgets
论文作者
论文摘要
两人零和“图形游戏”是一种中心模型,如下所示。一个令牌放在图表的顶点上,两个玩家将其移动以产生无限的“ Play”,这决定了游戏的获胜者或回报。传统上,玩家交替扭转转移令牌。但是,在“竞标游戏”中,玩家都有预算,在每个回合中,拍卖(竞标)决定了哪个玩家移动令牌。到目前为止,竞标游戏仅作为全信息游戏进行了研究。在这项工作中,我们启动了部分信息投标游戏的研究:我们研究招标游戏,其中玩家的初始预算是从已知的概率分布中得出的。我们表明,尽管对于某些竞标机制和目标,但将结果从全信息设置中调整到部分信息设置是很简单的,但对于其他人来说,分析更具挑战性,需要新的技术,并带来有趣的结果。具体来说,我们研究具有“平均付款”目标的游戏,并结合“ Poorman”竞标。我们为针对完全信息的对手的部分知名玩家构建最佳策略。我们表明,有些令人惊讶的是,纯粹的策略下的“价值”不一定存在于这样的游戏中。
Two-player zero-sum "graph games" are a central model, which proceeds as follows. A token is placed on a vertex of a graph, and the two players move it to produce an infinite "play", which determines the winner or payoff of the game. Traditionally, the players alternate turns in moving the token. In "bidding games", however, the players have budgets and in each turn, an auction (bidding) determines which player moves the token. So far, bidding games have only been studied as full-information games. In this work we initiate the study of partial-information bidding games: we study bidding games in which a player's initial budget is drawn from a known probability distribution. We show that while for some bidding mechanisms and objectives, it is straightforward to adapt the results from the full-information setting to the partial-information setting, for others, the analysis is significantly more challenging, requires new techniques, and gives rise to interesting results. Specifically, we study games with "mean-payoff" objectives in combination with "poorman" bidding. We construct optimal strategies for a partially-informed player who plays against a fully-informed adversary. We show that, somewhat surprisingly, the "value" under pure strategies does not necessarily exist in such games.