亚洲男人的天堂2018av,欧美草比,久久久久久免费视频精选,国色天香在线看免费,久久久久亚洲av成人片仓井空

The complex interactions between algorithmic trading agents can have a severe influence on the functioning of our economy, as witnessed by recent banking crises and trading anomalies. A common phenomenon in these situations are fire sales, a contagious process of asset sales that trigger further sales. We study the existence and structure of equilibria in a game-theoretic model of fire sales. We prove that for a wide parameter range (e.g., convex price impact functions), equilibria exist and form a complete lattice. This is contrasted with a non-existence result for concave price impact functions. Moreover, we study the convergence of best-response dynamics towards equilibria when they exist. In general, best-response dynamics may cycle. However, in many settings they are guaranteed to converge to the socially optimal equilibrium when starting from a natural initial state. Moreover, we discuss a simplified variant of the dynamics that is less informationally demanding and converges to the same equilibria. We compare the dynamics in terms of convergence speed.

相關內容

IFIP TC13 Conference on Human-Computer Interaction是人機交互領域的研究者和實踐者展示其工作的重要平臺。多年來,這些會議吸引了來自幾個國家和文化的研究人員。官網鏈接: · 訓練數據 · 模型評估 · MoDELS · 輸出 ·
2023 年 7 月 14 日

In uncertainty quantification, variance-based global sensitivity analysis quantitatively determines the effect of each input random variable on the output by partitioning the total output variance into contributions from each input. However, computing conditional expectations can be prohibitively costly when working with expensive-to-evaluate models. Surrogate models can accelerate this, yet their accuracy depends on the quality and quantity of training data, which is expensive to generate (experimentally or computationally) for complex engineering systems. Thus, methods that work with limited data are desirable. We propose a diffeomorphic modulation under observable response preserving homotopy (D-MORPH) regression to train a polynomial dimensional decomposition surrogate of the output that minimizes the number of training data. The new method first computes a sparse Lasso solution and uses it to define the cost function. A subsequent D-MORPH regression minimizes the difference between the D-MORPH and Lasso solution. The resulting D-MORPH surrogate is more robust to input variations and more accurate with limited training data. We illustrate the accuracy and computational efficiency of the new surrogate for global sensitivity analysis using mathematical functions and an expensive-to-simulate model of char combustion. The new method is highly efficient, requiring only 15% of the training data compared to conventional regression.

We study two natural problems about rational behaviors in multiplayer non-zero-sum sequential infinite duration games played on graphs: checking problems, that consist in deciding whether a strategy profile, defined by a Mealy machine, is rational; and rational verification, that consists in deciding whether all the rational answers to a given strategy satisfy some specification. We give the complexities of those problems for two major concepts of rationality: Nash equilibria and subgame-perfect equilibria, and for five major classes of payoff functions: parity, mean-payoff, quantitative reachability, energy, and discounted-sum.

We introduce a game model called "customer attraction game" to demonstrate the competition among online content providers. In this model, customers exhibit interest in various topics. Each content provider selects one topic and benefits from the attracted customers. We investigate both symmetric and asymmetric settings involving agents and customers. In the symmetric setting, the existence of pure Nash equilibrium (PNE) is guaranteed, but finding a PNE is PLS-complete. To address this, we propose a fully polynomial time approximation scheme to identify an approximate PNE. Moreover, the tight Price of Anarchy (PoA) is established. In the asymmetric setting, we show the nonexistence of PNE in certain instances and establish that determining its existence is NP-hard. Nevertheless, we prove the existence of an approximate PNE. Additionally, when agents select topics sequentially, we demonstrate that finding a subgame-perfect equilibrium is PSPACE-hard. Furthermore, we present the sequential PoA for the two-agent setting.

The coupling of deep reinforcement learning to numerical flow control problems has recently received a considerable attention, leading to groundbreaking results and opening new perspectives for the domain. Due to the usually high computational cost of fluid dynamics solvers, the use of parallel environments during the learning process represents an essential ingredient to attain efficient control in a reasonable time. Yet, most of the deep reinforcement learning literature for flow control relies on on-policy algorithms, for which the massively parallel transition collection may break theoretical assumptions and lead to suboptimal control models. To overcome this issue, we propose a parallelism pattern relying on partial-trajectory buffers terminated by a return bootstrapping step, allowing a flexible use of parallel environments while preserving the on-policiness of the updates. This approach is illustrated on a CPU-intensive continuous flow control problem from the literature.

Van Zuylen et al. [35] introduced the notion of a popular ranking in a voting context, where each voter submits a strict ranking of all candidates. A popular ranking $\pi$ of the candidates is at least as good as any other ranking $\sigma$ in the following sense: if we compare $\pi$ to $\sigma$, at least half of all voters will always weakly prefer $\pi$. Whether a voter prefers one ranking to another is calculated based on the Kendall distance. A more traditional definition of popularity -- as applied to popular matchings, a well-established topic in computational social choice -- is stricter, because it requires at least half of the voters who are not indifferent between $\pi$ and $\sigma$ to prefer $\pi$. In this paper, we derive structural and algorithmic results in both settings, also improving upon the results in [35]. We also point out connections to the famous open problem of finding a Kemeny consensus with three voters.

In social choice theory, anonymity (all agents being treated equally) and neutrality (all alternatives being treated equally) are widely regarded as ``minimal demands'' and ``uncontroversial'' axioms of equity and fairness. However, the ANR impossibility -- there is no voting rule that satisfies anonymity, neutrality, and resolvability (always choosing one winner) -- holds even in the simple setting of two alternatives and two agents. How to design voting rules that optimally satisfy anonymity, neutrality, and resolvability remains an open question. We address the optimal design question for a wide range of preferences and decisions that include ranked lists and committees. Our conceptual contribution is a novel and strong notion of most equitable refinements that optimally preserves anonymity and neutrality for any irresolute rule that satisfies the two axioms. Our technical contributions are twofold. First, we characterize the conditions for the ANR impossibility to hold under general settings, especially when the number of agents is large. Second, we propose the most-favorable-permutation (MFP) tie-breaking to compute a most equitable refinement and design a polynomial-time algorithm to compute MFP when agents' preferences are full rankings.

The number of modes in a probability density function is representative of the model's complexity and can also be viewed as the number of existing subpopulations. Despite its relevance, little research has been devoted to its estimation. Focusing on the univariate setting, we propose a novel approach targeting prediction accuracy inspired by some overlooked aspects of the problem. We argue for the need for structure in the solutions, the subjective and uncertain nature of modes, and the convenience of a holistic view blending global and local density properties. Our method builds upon a combination of flexible kernel estimators and parsimonious compositional splines. Feature exploration, model selection and mode testing are implemented in the Bayesian inference paradigm, providing soft solutions and allowing to incorporate expert judgement in the process. The usefulness of our proposal is illustrated through a case study in sports analytics, showcasing multiple companion visualisation tools. A thorough simulation study demonstrates that traditional modality-driven approaches paradoxically struggle to provide accurate results. In this context, our method emerges as a top-tier alternative offering innovative solutions for analysts.

Game theory has by now found numerous applications in various fields, including economics, industry, jurisprudence, and artificial intelligence, where each player only cares about its own interest in a noncooperative or cooperative manner, but without obvious malice to other players. However, in many practical applications, such as poker, chess, evader pursuing, drug interdiction, coast guard, cyber-security, and national defense, players often have apparently adversarial stances, that is, selfish actions of each player inevitably or intentionally inflict loss or wreak havoc on other players. Along this line, this paper provides a systematic survey on three main game models widely employed in adversarial games, i.e., zero-sum normal-form and extensive-form games, Stackelberg (security) games, zero-sum differential games, from an array of perspectives, including basic knowledge of game models, (approximate) equilibrium concepts, problem classifications, research frontiers, (approximate) optimal strategy seeking techniques, prevailing algorithms, and practical applications. Finally, promising future research directions are also discussed for relevant adversarial games.

Multi-agent influence diagrams (MAIDs) are a popular form of graphical model that, for certain classes of games, have been shown to offer key complexity and explainability advantages over traditional extensive form game (EFG) representations. In this paper, we extend previous work on MAIDs by introducing the concept of a MAID subgame, as well as subgame perfect and trembling hand perfect equilibrium refinements. We then prove several equivalence results between MAIDs and EFGs. Finally, we describe an open source implementation for reasoning about MAIDs and computing their equilibria.

Exploration-exploitation is a powerful and practical tool in multi-agent learning (MAL), however, its effects are far from understood. To make progress in this direction, we study a smooth analogue of Q-learning. We start by showing that our learning model has strong theoretical justification as an optimal model for studying exploration-exploitation. Specifically, we prove that smooth Q-learning has bounded regret in arbitrary games for a cost model that explicitly captures the balance between game and exploration costs and that it always converges to the set of quantal-response equilibria (QRE), the standard solution concept for games under bounded rationality, in weighted potential games with heterogeneous learning agents. In our main task, we then turn to measure the effect of exploration in collective system performance. We characterize the geometry of the QRE surface in low-dimensional MAL systems and link our findings with catastrophe (bifurcation) theory. In particular, as the exploration hyperparameter evolves over-time, the system undergoes phase transitions where the number and stability of equilibria can change radically given an infinitesimal change to the exploration parameter. Based on this, we provide a formal theoretical treatment of how tuning the exploration parameter can provably lead to equilibrium selection with both positive as well as negative (and potentially unbounded) effects to system performance.

北京阿比特科技有限公司