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Towards Network Games with Social Preferences

机译:走向具有社交偏好的网络游戏

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Many distributed systems can be modeled as network games: a collection of selfish players that communicate in order to maximize their individual utilities. The performance of such games can be evaluated through the costs of the system equilibria: the system states in which no player can increase her utility by unilaterally changing her behavior. However, assuming that all players are selfish and in particular that all players have the same utility function may not always be appropriate. Hence, several extensions to incorporate also altruistic and malicious behavior in addition to selfishness have been proposed over the last years. In this paper, we seek to go one step further and study arbitrary relationships between participants. In particular, we introduce the notion of the social range matrix and explore the effects of the social range matrix on the equilibria in a network game. In order to derive concrete results, we propose a simplistic network creation game that captures the effect of social relationships among players.
机译:许多分布式系统可以被建模为网络游戏:一群自私的玩家进行交流,以最大化其各自的效用。可以通过系统平衡的成本来评估此类游戏的性能:系统指出,没有玩家可以通过单方面改变其行为来增加其效用。但是,假设所有玩家都是自私的,尤其是假设所有玩家都具有相同的效用功能可能并不总是合适的。因此,在过去的几年中,已经提出了一些扩展,除了自私之外还包含利他行为和恶意行为。在本文中,我们试图更进一步,研究参与者之间的任意关系。特别是,我们介绍了社交范围矩阵的概念,并探讨了社交范围矩阵对网络游戏中均衡的影响。为了得出具体结果,我们提出了一个简单的网络创建游戏,该游戏捕获了玩家之间社交关系的影响。

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