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Repeated games for multiagent systems: a survey

Published online by Cambridge University Press:  18 March 2013

Andriy Burkov
Affiliation:
Department of Computer Science and Software Engineering, Université Laval, Québec, QC G1V OA 6, Canada; e-mail: burkov@damas.ift.ulaval.ca, chaib@ift.ulaval.ca
Brahim Chaib-Draa
Affiliation:
Department of Computer Science and Software Engineering, Université Laval, Québec, QC G1V OA 6, Canada; e-mail: burkov@damas.ift.ulaval.ca, chaib@ift.ulaval.ca
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Abstract

Repeated games are an important mathematical formalism to model and study long-term economic interactions between multiple self-interested parties (individuals or groups of individuals). They open attractive perspectives in modeling long-term multiagent interactions. This overview paper discusses the most important results that actually exist for repeated games. These results arise from both economics and computer science. Contrary to a number of existing surveys of repeated games, most of which originated from the economic research community, we are first to pay a special attention to a number of important distinctive features proper to artificial agents. More precisely, artificial agents, as opposed to the human agents mainly aimed by the economic research, are usually bounded whether in terms of memory or performance. Therefore, their decisions have to be based on the strategies defined using finite representations. Furthermore, these strategies have to be efficiently computed or approximated using a limited computational resource usually available to artificial agents.

Information

Type
Articles
Copyright
Copyright © Cambridge University Press 2013 
Figure 0

Figure 1 The payoff matrix of Prisoner's Dilemma

Figure 1

Figure 2 The sets F, F†, F†*, and F†+ in the Prisoner's Dilemma from Figure 1. The set F includes four bold dots denoted as r(C, D), r(C, C), r(D, C), and r(D, D). The set F† is the whole diamond-shaped area formed by the four dots and the bold lines that connects them. The set F†* is shown as the shaded sector inside this diamond-shaped area including the bounds. The set F†+ is a subset of F†* that excludes the axes

Figure 2

Figure 3 A game in which a profile of two grim trigger strategies is not a subgame-perfect equilibrium

Figure 3

Figure 4 An example of an automaton implementing a profile of two grim trigger strategies. The circles are the states of the automaton; they are labeled with the action profiles prescribed by the profiles of decision functions. The arrows are the transitions between the corresponding states; they are labeled with outcomes

Figure 4

Figure 5 A generic stage-game

Figure 5

Figure 6 An augmented game for the generic stage-game from Figure 5

Figure 6

Figure 7 An augmented game for Prisoner's Dilemma from Figure 1

Figure 7

Figure 8 An augmented game for Prisoner's Dilemma from Figure 1

Figure 8

Figure 9 Payoff matrix of both players in the Duopoly

Figure 9

Figure 10 A finite automaton representing a carrot-and-stick based subgame-perfect equilibrium strategy for Player 1 in the Duopoly game from Figure 9