In this paper,we investigate the distributed Nash equilibrium(NE)seeking problem for aggregative games with multiple uncertain Euler–Lagrange(EL)systems over jointly connected and weight-balanced switching networks.T...In this paper,we investigate the distributed Nash equilibrium(NE)seeking problem for aggregative games with multiple uncertain Euler–Lagrange(EL)systems over jointly connected and weight-balanced switching networks.The designed distributed controller consists of two parts:a dynamic average consensus part that asymptotically reproduces the unknown NE,and an adaptive reference-tracking module responsible for steering EL systems’positions to track a desired trajectory.The generalized Barbalat’s Lemma is used to overcome the discontinuity of the closed-loop system caused by the switching networks.The proposed algorithm is illustrated by a sensor network deployment problem.展开更多
We study the influence of conformity on the evolution of cooperative behavior in games under the learning method of sampling on networks.A strategy update rule based on sampling is introduced into the stag hunt game,w...We study the influence of conformity on the evolution of cooperative behavior in games under the learning method of sampling on networks.A strategy update rule based on sampling is introduced into the stag hunt game,where agents draw samples from their neighbors and then update their strategies based on conformity or inference according to the situation in the sample.Based on these assumptions,we present the state transition equations in the dynamic evolution of population cooperation,conduct simulation analysis on lattice networks and scale-free networks,and discuss how this mechanism affects the evolution of cooperation and how cooperation evolves under different levels of conformity in the network.Our simulation results show that blindly imitating the strategies of neighbors does not necessarily lead to rapid consensus in the population.Instead,rational inference through samples can better promote the evolution of the same strategy among all agents in the population.Moreover,the simulation results also show that a smaller sample size cannot reflect the true situation of the neighbors,which has a large randomness,and the size of the benefits obtained in cooperation determines the direction of the entire population towards cooperation or defection.This work incorporates the conforming behavior of agents into the game,uses the method of sampling for strategy updates and enriches the theory of evolutionary games with a more realistic significance.展开更多
The real-time path optimization for heterogeneous vehicle fleets in large-scale road networks presents significant challenges due to conflicting traffic demands and imbalanced resource allocation.While existing vehicl...The real-time path optimization for heterogeneous vehicle fleets in large-scale road networks presents significant challenges due to conflicting traffic demands and imbalanced resource allocation.While existing vehicleto-infrastructure coordination frameworks partially address congestion mitigation,they often neglect priority-aware optimization and exhibit algorithmic bias toward dominant vehicle classes—critical limitations in mixed-priority scenarios involving emergency vehicles.To bridge this gap,this study proposes a preference game-theoretic coordination framework with adaptive strategy transfer protocol,explicitly balancing system-wide efficiency(measured by network throughput)with priority vehicle rights protection(quantified via time-sensitive utility functions).The approach innovatively combines(1)a multi-vehicle dynamic routing model with quantifiable preference weights,and(2)a distributed Nash equilibrium solver updated using replicator sub-dynamic models.The framework was evaluated on an urban road network containing 25 intersections with mixed priority ratios(10%–30%of vehicles with priority access demand),and the framework showed consistent benefits on four benchmarks(Social routing algorithm,Shortest path algorithm,The comprehensive path optimisation model,The emergency vehicle timing collaborative evolution path optimization method)showed consistent benefits.Results showthat across different traffic demand configurations,the proposed method reduces the average vehicle traveling time by at least 365 s,increases the road network throughput by 48.61%,and effectively balances the road loads.This approach successfully meets the diverse traffic demands of various vehicle types while optimizing road resource allocations.The proposed coordination paradigm advances theoretical foundations for fairness-aware traffic optimization while offering implementable strategies for next-generation cooperative vehicle-road systems,particularly in smart city deployments requiring mixed-priority mobility guarantees.展开更多
In this paper a comprehensive introduction for modeling and control of networked evolutionary games (NEGs) via semi-tensor product (STP) approach is presented. First, we review the mathematical model of an NEG, wh...In this paper a comprehensive introduction for modeling and control of networked evolutionary games (NEGs) via semi-tensor product (STP) approach is presented. First, we review the mathematical model of an NEG, which consists of three ingredients: network graph, fundamental network game, and strategy updating rule. Three kinds of network graphs are considered, which are i) undirected graph for symmetric games; ii) directed graph for asymmetric games, and iii) d-directed graph for symmetric games with partial neighborhood information. Three kinds of fundamental evolutionary games (FEGs) are discussed, which are i) two strategies and symmetric (S-2); ii) two strategies and asymmetric (A-2); and iii) three strategies and symmetric (S-3). Three strategy updating rules (SUR) are introduced, which are i) Unconditional Imitation (UI); ii) Fermi Rule(FR); iii) Myopic Best Response Adjustment Rule (MBRA). First, we review the fundamental evolutionary equation (FEE) and use it to construct network profile dynamics (NPD)of NEGs. To show how the dynamics of an NEG can be modeled as a discrete time dynamics within an algebraic state space, the fundamental evolutionary equation (FEE) of each player is discussed. Using FEEs, the network strategy profile dynamics (NSPD) is built by providing efficient algorithms. Finally, we consider three more complicated NEGs: i) NEG with different length historical information, ii) NEG with multi-species, and iii) NEG with time-varying payoffs. In all the cases, formulas are provided to construct the corresponding NSPDs. Using these NSPDs, certain properties are explored. Examples are presented to demonstrate the model constructing method, analysis and control design technique, and to reveal certain dynamic behaviors of NEGs.展开更多
Using the semi-tensor product method, this paper investigates the modeling and analysis of networked evolutionary games(NEGs) with finite memories, and presents a number of new results. Firstly, a kind of algebraic ex...Using the semi-tensor product method, this paper investigates the modeling and analysis of networked evolutionary games(NEGs) with finite memories, and presents a number of new results. Firstly, a kind of algebraic expression is formulated for the networked evolutionary games with finite memories, based on which the behavior of the corresponding evolutionary game is analyzed. Secondly, under a proper assumption, the existence of Nash equilibrium of the given networked evolutionary games is proved and a free-type strategy sequence is designed for the convergence to the Nash equilibrium. Finally, an illustrative example is worked out to support the obtained new results.展开更多
This paper is concerned with anti-disturbance Nash equilibrium seeking for games with partial information.First,reduced-order disturbance observer-based algorithms are proposed to achieve Nash equilibrium seeking for ...This paper is concerned with anti-disturbance Nash equilibrium seeking for games with partial information.First,reduced-order disturbance observer-based algorithms are proposed to achieve Nash equilibrium seeking for games with firstorder and second-order players,respectively.In the developed algorithms,the observed disturbance values are included in control signals to eliminate the influence of disturbances,based on which a gradient-like optimization method is implemented for each player.Second,a signum function based distributed algorithm is proposed to attenuate disturbances for games with secondorder integrator-type players.To be more specific,a signum function is involved in the proposed seeking strategy to dominate disturbances,based on which the feedback of the velocity-like states and the gradients of the functions associated with players achieves stabilization of system dynamics and optimization of players'objective functions.Through Lyapunov stability analysis,it is proven that the players'actions can approach a small region around the Nash equilibrium by utilizing disturbance observerbased strategies with appropriate control gains.Moreover,exponential(asymptotic)convergence can be achieved when the signum function based control strategy(with an adaptive control gain)is employed.The performance of the proposed algorithms is tested by utilizing an integrated simulation platform of virtual robot experimentation platform(V-REP)and MATLAB.展开更多
This paper considers the modeling and convergence of hyper-networked evolutionary games (HNEGs). In an HNEG the network graph is a hypergraph, which allows the fundamental network game to be a multi-player one. Usin...This paper considers the modeling and convergence of hyper-networked evolutionary games (HNEGs). In an HNEG the network graph is a hypergraph, which allows the fundamental network game to be a multi-player one. Using semi-tensor product of matrices and the fundamental evolutionary equation, the dynamics of an HNEG is obtained and we extend the results about the networked evolutionary games to show whether an HNEG is potential and how to calculate the potential. Then we propose a new strategy updating rule, called the cascading myopic best response adjustment rule (MBRAR), and prove that under the cascading MBRAR the strategies of an HNEG will converge to a pure Nash equilibrium. An example is presented and discussed in detail to demonstrate the theoretical and numerical results.展开更多
With so many sports becoming increasingly popular,sports have come to play an important role in promoting the process of globalization and formatting the world city network(WCN).Previous studies have constructed the W...With so many sports becoming increasingly popular,sports have come to play an important role in promoting the process of globalization and formatting the world city network(WCN).Previous studies have constructed the WCN based on the distribution of international sport federations(ISFs)and the sites of international sport events(ISEs),but there is still a lack of systematic research on the intercity connections caused by ISEs.Taking three most recent Olympic Games as cases,this paper explores intercity connections and WCN based on ISEs.The results show that(1)the Olympic WCN has city nodes around the world except in Antarctica,and the number and activity values of the cities in host countries may increase intensively during the Olympic Games.(2)A hierarchical city system with four tiers(global central cities,specialized central cities,national central cities and specialized cities)is formed by the intercity connections caused by the Olympic Games.(3)The WCN based on the Olympic Games,is made up of many subnetworks,while many differences occur due to the diverse decisions made by the Organizing Committee for the Olympic Games(OCOG),host cities or even host countries in the events associated with sponsorship activity and publicity activity.This study not only broadens the relevant fields of sports culture-oriented WCN research but also explores the instability of the WCN,which makes it an effective reference for WCN research based on ISEs.展开更多
This paper studies the continuous prisoner's dilemma games (CPDG) on Barabasi-Albert (BA) networks.In the model,each agent on a vertex of the networks makes an investment and interacts with all of his neighboring ...This paper studies the continuous prisoner's dilemma games (CPDG) on Barabasi-Albert (BA) networks.In the model,each agent on a vertex of the networks makes an investment and interacts with all of his neighboring agents.Making an investment is costly,but which benefits its neighboring agents,where benefit and cost depend on the level of investment made.The payoff of each agent is given by the sum of payoffs it receives in its interactions with all its neighbors.Not only payoff,individual's guilty emotion in the games has also been considered.The negative guilty emotion produced in comparing with its neighbors can reduce the utility of individuals directly.We assume that the reduction amount depends on the individual's degree and a baseline level parameter.The group's cooperative level is characterized by the average investment of the population.Each player makes his investment in the next step based on a convex combination of the investment of his best neighbors in the last step,his best history strategies in the latest steps which number is controlled by a memory length parameter,and a uniformly distributed random number.Simulation results show that this degree-dependent guilt mechanism can promote the evolution of cooperation dramatically comparing with degree-independent guilt or no guilt cases.Imitation,memory,uncertainty coefficients and network structure also play determinant roles in the cooperation level of the population.All our results may shed some new light on studying the evolution of cooperation based on network reciprocity mechanisms.展开更多
Among complex network models,the hierarchical network model is the one most close to such real networks as world trade web,metabolic network,WWW,actor network,and so on.It has not only the property of power-law degree...Among complex network models,the hierarchical network model is the one most close to such real networks as world trade web,metabolic network,WWW,actor network,and so on.It has not only the property of power-law degree distribution,but also the scaling clustering coefficient property which Barabási-Albert(BA)model does not have.BA model is a model of network growth based on growth and preferential attachment,showing the scale-free degree distribution property.In this paper,we study the evolution of cooperation on a hierarchical network model,adopting the prisoner's dilemma(PD)game and snowdrift game(SG)as metaphors of the interplay between connected nodes.BA model provides a unifying framework for the emergence of cooperation.But interestingly,we found that on hierarchical model,there is no sign of cooperation for PD game,while the fre-quency of cooperation decreases as the common benefit decreases for SG.By comparing the scaling clustering coefficient prop-erties of the hierarchical network model with that of BA model,we found that the former amplifies the effect of hubs.Considering different performances of PD game and SG on complex network,we also found that common benefit leads to cooperation in the evolution.Thus our study may shed light on the emergence of cooperation in both natural and social environments.展开更多
Networked noncooperative games are investigated,where each player(or agent) plays with all other players in its neighborhood. Assume the evolution is based on the fact that each player uses its neighbors current infor...Networked noncooperative games are investigated,where each player(or agent) plays with all other players in its neighborhood. Assume the evolution is based on the fact that each player uses its neighbors current information to decide its next strategy. By using sub-neighborhood, the dynamics of the evolution is obtained. Then a method for calculating Nash equilibriums from mixed strategies of multi-players is proposed.The relationship between local Nash equilibriums based on individual neighborhoods and global Nash equilibriums of overall network is revealed. Then a technique is proposed to construct Nash equilibriums of an evolutionary game from its one step static Nash equilibriums. The basic tool of this approach is the semi-tensor product of matrices, which converts strategies into logical matrices and payoffs into pseudo-Boolean functions, then networked evolutionary games become discrete time dynamic systems.展开更多
With the rapid advancement of satellite communication technologies,space information networks(SINs)have become essential infrastructure for complex service delivery and cross-domain task coordination,facilitating the ...With the rapid advancement of satellite communication technologies,space information networks(SINs)have become essential infrastructure for complex service delivery and cross-domain task coordination,facilitating the transition toward an intent-driven task-oriented coordination paradigm across the space,ground,and user segments.This study presents a novel intent-driven task-oriented network(IDTN)framework to address task scheduling and resource allocation challenges in SINs.The scheduling problem is formulated as a three-sided matching game that incorporates the preference attributes of entities across all network segments.To manage the variability of random task arrivals and dynamic resources,a context-aware linear upper-confidence-bound online learning mechanism is integrated to reduce decision-making uncertainty.Simulation results demonstrate the effectiveness of the proposed IDTN framework.Compared with conventional baseline methods,the framework achieves significant performance improvements,including a 4.4%-28.9%increase in average system reward,a 6.2%-34.5%improvement in resource utilization,and a 5.6%-35.7%enhancement in user satisfaction.The proposed framework is expected to facilitate the integration and orchestration of space-based platforms.展开更多
This paper investigates the problem of optimal secure control for networked control systems under hybrid attacks.A control strategy based on the Stackelberg game framework is proposed,which differs from conventional m...This paper investigates the problem of optimal secure control for networked control systems under hybrid attacks.A control strategy based on the Stackelberg game framework is proposed,which differs from conventional methods by considering both denial-of-service(DoS)and false data injection(FDI)attacks simultaneously.Additionally,the stability conditions for the system under these hybrid attacks are established.It is technically challenging to design the control strategy by predicting attacker actions based on Stcakelberg game to ensure the system stability under hybrid attacks.Another technical difficulty lies in establishing the conditions for mean-square asymptotic stability due to the complexity of the attack scenarios Finally,simulations on an unstable batch reactor system under hybrid attacks demonstrate the effectiveness of the proposed strategy.展开更多
Game theory-based models and design tools have gained substantial prominence for controlling and optimizing behavior within distributed engineering systems due to the inherent distribution of decisions among individua...Game theory-based models and design tools have gained substantial prominence for controlling and optimizing behavior within distributed engineering systems due to the inherent distribution of decisions among individuals.In non-cooperative settings,aggregative games serve as a mathematical framework model for the interdependent optimal decision-making problem among a group of non-cooperative players.In such scenarios,each player's decision is influenced by an aggregation of all players'decisions.Nash equilibrium(NE)seeking in aggregative games has emerged as a vibrant topic driven by applications that harness the aggregation property.This paper presents a comprehensive overview of the current research on aggregative games with a focus on communication topology.A systematic classification is conducted on distributed algorithm research based on communication topologies such as undirected networks,directed networks,and time-varying networks.Furthermore,it sorts out the challenges and compares the algorithms'convergence performance.It also delves into real-world applications of distributed optimization techniques grounded in aggregative games.Finally,it proposes several challenges that can guide future research directions.展开更多
In repeated zero-sum games,instead of constantly playing an equilibrium strategy of the stage game,learning to exploit the opponent given historical interactions could typically obtain a higher utility.However,when pl...In repeated zero-sum games,instead of constantly playing an equilibrium strategy of the stage game,learning to exploit the opponent given historical interactions could typically obtain a higher utility.However,when playing against a fully adaptive opponent,one would have dificulty identifying the opponent's adaptive dynamics and further exploiting its potential weakness.In this paper,we study the problem of optimizing against the adaptive opponent who uses no-regret learning.No-regret learning is a classic and widely-used branch of adaptive learning algorithms.We propose a general framework for online modeling no-regret opponents and exploiting their weakness.With this framework,one could approximate the opponent's no-regret learning dynamics and then develop a response plan to obtain a significant profit based on the inferences of the opponent's strategies.We employ two system identification architectures,including the recurrent neural network(RNN)and the nonlinear autoregressive exogenous model,and adopt an efficient greedy response plan within the framework.Theoretically,we prove the approximation capability of our RNN architecture at approximating specific no-regret dynamics.Empirically,we demonstrate that during interactions at a low level of non-stationarity,our architectures could approximate the dynamics with a low error,and the derived policies could exploit the no-regret opponent to obtain a decent utility.展开更多
An evolutionary prisoner's dilemma game is investigated on two-layered complex networks respectively representing interaction and learning networks in one and two dimensions. A parameter q is introduced to denote the...An evolutionary prisoner's dilemma game is investigated on two-layered complex networks respectively representing interaction and learning networks in one and two dimensions. A parameter q is introduced to denote the correlation degree between the two-layered networks. Using Monte Carlo simulations we studied the effects of the correlation degree on cooperative behaviour and found that the cooperator density nontrivially changes with q for different payoff parameter values depending on the detailed strategy updating and network dimension. An explanation for the obtained results is provided.展开更多
In January 2010,the State Council of China decided to speed up the convergence of the telecommunications network,cable network and Internet network.That means the government-led practical exploration of the networks c...In January 2010,the State Council of China decided to speed up the convergence of the telecommunications network,cable network and Internet network.That means the government-led practical exploration of the networks convergence.The convergence is related to the entities in the fields of telecommunications,broadcasting and the Internet industry.The authors apply the static game theory to analyze the games among the players in the fields of telecommunications and broadcasting,and point out that the games would strengthen the network infrastructures,promote the development of related industries,and profoundly influence and change the ways of thinking and social management in China.At last,the paper puts forward some policy recommendations.展开更多
In this paper, we carry out QoE (Quality of Experience) assessment of fairness between players in a networked balloon bursting game with olfactory and haptic senses. We also make a comparison of the fairness among dif...In this paper, we carry out QoE (Quality of Experience) assessment of fairness between players in a networked balloon bursting game with olfactory and haptic senses. We also make a comparison of the fairness among different types of networked games with olfactory and haptic senses in the assessment. Then, we clarify the differences owing to usage of olfactory and haptic senses among the games. As a result, we illustrate that the fairness is largely affected by the delay difference, and we also demonstrate that the allowable range depends on the type of games, type of senses which are employed in the games, and the play methods.展开更多
This paper introduces a two-layer UDP datagram-based communication framework for developing networked mobile games. The framework consists of a physical layer and a data-link layer with a unified interface as a networ...This paper introduces a two-layer UDP datagram-based communication framework for developing networked mobile games. The framework consists of a physical layer and a data-link layer with a unified interface as a network communication mechanism. A standalone two-player mobile game, such as a chess game and the like, can be easily plugged on to the communication framework to become a corresponding networked mobile game.展开更多
We study evolutionary games in two-layer networks by introducing the correlation between two layers through the C-dominance or the D-dominance. We assume that individuals play prisoner's dilemma game (PDG) in one l...We study evolutionary games in two-layer networks by introducing the correlation between two layers through the C-dominance or the D-dominance. We assume that individuals play prisoner's dilemma game (PDG) in one layer and snowdrift game (SDG) in the other. We explore the dependences of the fraction of the strategy cooperation in different layers on the game parameter and initial conditions. The results on two-layer square lattices show that, when cooperation is the dominant strategy, initial conditions strongly influence cooperation in the PDG layer while have no impact in the SDG layer. Moreover, in contrast to the result for PDG in single-layer square lattices, the parameter regime where cooperation could be maintained expands significantly in the PDG layer. We also investigate the effects of mutation and network topology. We find that different mutation rates do not change the cooperation behaviors. Moreover, similar behaviors on cooperation could be found in two-layer random networks.展开更多
基金supported by the Research Grants Council of the Hong Kong Special Administration Region under the Grant No.14201621。
文摘In this paper,we investigate the distributed Nash equilibrium(NE)seeking problem for aggregative games with multiple uncertain Euler–Lagrange(EL)systems over jointly connected and weight-balanced switching networks.The designed distributed controller consists of two parts:a dynamic average consensus part that asymptotically reproduces the unknown NE,and an adaptive reference-tracking module responsible for steering EL systems’positions to track a desired trajectory.The generalized Barbalat’s Lemma is used to overcome the discontinuity of the closed-loop system caused by the switching networks.The proposed algorithm is illustrated by a sensor network deployment problem.
基金Project supported by the National Natural Science Foundation of China(Grant No.72031009)the National Social Science Foundation of China(Grant No.20&ZD058)。
文摘We study the influence of conformity on the evolution of cooperative behavior in games under the learning method of sampling on networks.A strategy update rule based on sampling is introduced into the stag hunt game,where agents draw samples from their neighbors and then update their strategies based on conformity or inference according to the situation in the sample.Based on these assumptions,we present the state transition equations in the dynamic evolution of population cooperation,conduct simulation analysis on lattice networks and scale-free networks,and discuss how this mechanism affects the evolution of cooperation and how cooperation evolves under different levels of conformity in the network.Our simulation results show that blindly imitating the strategies of neighbors does not necessarily lead to rapid consensus in the population.Instead,rational inference through samples can better promote the evolution of the same strategy among all agents in the population.Moreover,the simulation results also show that a smaller sample size cannot reflect the true situation of the neighbors,which has a large randomness,and the size of the benefits obtained in cooperation determines the direction of the entire population towards cooperation or defection.This work incorporates the conforming behavior of agents into the game,uses the method of sampling for strategy updates and enriches the theory of evolutionary games with a more realistic significance.
基金funded by the National Key Research and Development Program Project 2022YFB4300404.
文摘The real-time path optimization for heterogeneous vehicle fleets in large-scale road networks presents significant challenges due to conflicting traffic demands and imbalanced resource allocation.While existing vehicleto-infrastructure coordination frameworks partially address congestion mitigation,they often neglect priority-aware optimization and exhibit algorithmic bias toward dominant vehicle classes—critical limitations in mixed-priority scenarios involving emergency vehicles.To bridge this gap,this study proposes a preference game-theoretic coordination framework with adaptive strategy transfer protocol,explicitly balancing system-wide efficiency(measured by network throughput)with priority vehicle rights protection(quantified via time-sensitive utility functions).The approach innovatively combines(1)a multi-vehicle dynamic routing model with quantifiable preference weights,and(2)a distributed Nash equilibrium solver updated using replicator sub-dynamic models.The framework was evaluated on an urban road network containing 25 intersections with mixed priority ratios(10%–30%of vehicles with priority access demand),and the framework showed consistent benefits on four benchmarks(Social routing algorithm,Shortest path algorithm,The comprehensive path optimisation model,The emergency vehicle timing collaborative evolution path optimization method)showed consistent benefits.Results showthat across different traffic demand configurations,the proposed method reduces the average vehicle traveling time by at least 365 s,increases the road network throughput by 48.61%,and effectively balances the road loads.This approach successfully meets the diverse traffic demands of various vehicle types while optimizing road resource allocations.The proposed coordination paradigm advances theoretical foundations for fairness-aware traffic optimization while offering implementable strategies for next-generation cooperative vehicle-road systems,particularly in smart city deployments requiring mixed-priority mobility guarantees.
基金This work was partially supported by National Natural Science Foundation of China (Nos. 61273013, 61333001, 61104065, 61322307).
文摘In this paper a comprehensive introduction for modeling and control of networked evolutionary games (NEGs) via semi-tensor product (STP) approach is presented. First, we review the mathematical model of an NEG, which consists of three ingredients: network graph, fundamental network game, and strategy updating rule. Three kinds of network graphs are considered, which are i) undirected graph for symmetric games; ii) directed graph for asymmetric games, and iii) d-directed graph for symmetric games with partial neighborhood information. Three kinds of fundamental evolutionary games (FEGs) are discussed, which are i) two strategies and symmetric (S-2); ii) two strategies and asymmetric (A-2); and iii) three strategies and symmetric (S-3). Three strategy updating rules (SUR) are introduced, which are i) Unconditional Imitation (UI); ii) Fermi Rule(FR); iii) Myopic Best Response Adjustment Rule (MBRA). First, we review the fundamental evolutionary equation (FEE) and use it to construct network profile dynamics (NPD)of NEGs. To show how the dynamics of an NEG can be modeled as a discrete time dynamics within an algebraic state space, the fundamental evolutionary equation (FEE) of each player is discussed. Using FEEs, the network strategy profile dynamics (NSPD) is built by providing efficient algorithms. Finally, we consider three more complicated NEGs: i) NEG with different length historical information, ii) NEG with multi-species, and iii) NEG with time-varying payoffs. In all the cases, formulas are provided to construct the corresponding NSPDs. Using these NSPDs, certain properties are explored. Examples are presented to demonstrate the model constructing method, analysis and control design technique, and to reveal certain dynamic behaviors of NEGs.
基金supported by the National Natural Science Foundation of China(61503225)the Natural Science Foundation of Shandong Province(ZR2015FQ003,ZR201709260273)
文摘Using the semi-tensor product method, this paper investigates the modeling and analysis of networked evolutionary games(NEGs) with finite memories, and presents a number of new results. Firstly, a kind of algebraic expression is formulated for the networked evolutionary games with finite memories, based on which the behavior of the corresponding evolutionary game is analyzed. Secondly, under a proper assumption, the existence of Nash equilibrium of the given networked evolutionary games is proved and a free-type strategy sequence is designed for the convergence to the Nash equilibrium. Finally, an illustrative example is worked out to support the obtained new results.
基金supported by the National Natural Science Foundation of China(NSFC)(62222308,62173181,62073171,62221004)the Natural Science Foundation of Jiangsu Province(BK20200744,BK20220139)+3 种基金Jiangsu Specially-Appointed Professor(RK043STP19001)1311 Talent Plan of Nanjing University of Posts and Telecommunicationsthe Young Elite Scientists SponsorshipProgram by CAST(2021QNRC001)the Fundamental Research Funds for the Central Universities(30920032203)。
文摘This paper is concerned with anti-disturbance Nash equilibrium seeking for games with partial information.First,reduced-order disturbance observer-based algorithms are proposed to achieve Nash equilibrium seeking for games with firstorder and second-order players,respectively.In the developed algorithms,the observed disturbance values are included in control signals to eliminate the influence of disturbances,based on which a gradient-like optimization method is implemented for each player.Second,a signum function based distributed algorithm is proposed to attenuate disturbances for games with secondorder integrator-type players.To be more specific,a signum function is involved in the proposed seeking strategy to dominate disturbances,based on which the feedback of the velocity-like states and the gradients of the functions associated with players achieves stabilization of system dynamics and optimization of players'objective functions.Through Lyapunov stability analysis,it is proven that the players'actions can approach a small region around the Nash equilibrium by utilizing disturbance observerbased strategies with appropriate control gains.Moreover,exponential(asymptotic)convergence can be achieved when the signum function based control strategy(with an adaptive control gain)is employed.The performance of the proposed algorithms is tested by utilizing an integrated simulation platform of virtual robot experimentation platform(V-REP)and MATLAB.
基金supported partly by National Natural Science Foundation of China(Nos.61074114 and 61273013)
文摘This paper considers the modeling and convergence of hyper-networked evolutionary games (HNEGs). In an HNEG the network graph is a hypergraph, which allows the fundamental network game to be a multi-player one. Using semi-tensor product of matrices and the fundamental evolutionary equation, the dynamics of an HNEG is obtained and we extend the results about the networked evolutionary games to show whether an HNEG is potential and how to calculate the potential. Then we propose a new strategy updating rule, called the cascading myopic best response adjustment rule (MBRAR), and prove that under the cascading MBRAR the strategies of an HNEG will converge to a pure Nash equilibrium. An example is presented and discussed in detail to demonstrate the theoretical and numerical results.
基金National Natural Science Foundation of China,No.41930646。
文摘With so many sports becoming increasingly popular,sports have come to play an important role in promoting the process of globalization and formatting the world city network(WCN).Previous studies have constructed the WCN based on the distribution of international sport federations(ISFs)and the sites of international sport events(ISEs),but there is still a lack of systematic research on the intercity connections caused by ISEs.Taking three most recent Olympic Games as cases,this paper explores intercity connections and WCN based on ISEs.The results show that(1)the Olympic WCN has city nodes around the world except in Antarctica,and the number and activity values of the cities in host countries may increase intensively during the Olympic Games.(2)A hierarchical city system with four tiers(global central cities,specialized central cities,national central cities and specialized cities)is formed by the intercity connections caused by the Olympic Games.(3)The WCN based on the Olympic Games,is made up of many subnetworks,while many differences occur due to the diverse decisions made by the Organizing Committee for the Olympic Games(OCOG),host cities or even host countries in the events associated with sponsorship activity and publicity activity.This study not only broadens the relevant fields of sports culture-oriented WCN research but also explores the instability of the WCN,which makes it an effective reference for WCN research based on ISEs.
基金Supported by the National Natural Science Foundation of China under Grant Nos.71071119 and 60574071supported by Hubei Province Key Laboratory of Systems Science in Metallurgical Process (Wuhan University of Science and Technology)
文摘This paper studies the continuous prisoner's dilemma games (CPDG) on Barabasi-Albert (BA) networks.In the model,each agent on a vertex of the networks makes an investment and interacts with all of his neighboring agents.Making an investment is costly,but which benefits its neighboring agents,where benefit and cost depend on the level of investment made.The payoff of each agent is given by the sum of payoffs it receives in its interactions with all its neighbors.Not only payoff,individual's guilty emotion in the games has also been considered.The negative guilty emotion produced in comparing with its neighbors can reduce the utility of individuals directly.We assume that the reduction amount depends on the individual's degree and a baseline level parameter.The group's cooperative level is characterized by the average investment of the population.Each player makes his investment in the next step based on a convex combination of the investment of his best neighbors in the last step,his best history strategies in the latest steps which number is controlled by a memory length parameter,and a uniformly distributed random number.Simulation results show that this degree-dependent guilt mechanism can promote the evolution of cooperation dramatically comparing with degree-independent guilt or no guilt cases.Imitation,memory,uncertainty coefficients and network structure also play determinant roles in the cooperation level of the population.All our results may shed some new light on studying the evolution of cooperation based on network reciprocity mechanisms.
基金Project supported by the Natural Science Foundation of ZhejiangProvince, China (No. Y105697)the Ningbo Natural ScienceFoundation,China (No. 2005A610004)
文摘Among complex network models,the hierarchical network model is the one most close to such real networks as world trade web,metabolic network,WWW,actor network,and so on.It has not only the property of power-law degree distribution,but also the scaling clustering coefficient property which Barabási-Albert(BA)model does not have.BA model is a model of network growth based on growth and preferential attachment,showing the scale-free degree distribution property.In this paper,we study the evolution of cooperation on a hierarchical network model,adopting the prisoner's dilemma(PD)game and snowdrift game(SG)as metaphors of the interplay between connected nodes.BA model provides a unifying framework for the emergence of cooperation.But interestingly,we found that on hierarchical model,there is no sign of cooperation for PD game,while the fre-quency of cooperation decreases as the common benefit decreases for SG.By comparing the scaling clustering coefficient prop-erties of the hierarchical network model with that of BA model,we found that the former amplifies the effect of hubs.Considering different performances of PD game and SG on complex network,we also found that common benefit leads to cooperation in the evolution.Thus our study may shed light on the emergence of cooperation in both natural and social environments.
文摘Networked noncooperative games are investigated,where each player(or agent) plays with all other players in its neighborhood. Assume the evolution is based on the fact that each player uses its neighbors current information to decide its next strategy. By using sub-neighborhood, the dynamics of the evolution is obtained. Then a method for calculating Nash equilibriums from mixed strategies of multi-players is proposed.The relationship between local Nash equilibriums based on individual neighborhoods and global Nash equilibriums of overall network is revealed. Then a technique is proposed to construct Nash equilibriums of an evolutionary game from its one step static Nash equilibriums. The basic tool of this approach is the semi-tensor product of matrices, which converts strategies into logical matrices and payoffs into pseudo-Boolean functions, then networked evolutionary games become discrete time dynamic systems.
基金supported by the National Key Research and Development Program of China(2020YFB1807700)Innovation Capability Support Program of Shaanxi(2024RS-CXTD-01).
文摘With the rapid advancement of satellite communication technologies,space information networks(SINs)have become essential infrastructure for complex service delivery and cross-domain task coordination,facilitating the transition toward an intent-driven task-oriented coordination paradigm across the space,ground,and user segments.This study presents a novel intent-driven task-oriented network(IDTN)framework to address task scheduling and resource allocation challenges in SINs.The scheduling problem is formulated as a three-sided matching game that incorporates the preference attributes of entities across all network segments.To manage the variability of random task arrivals and dynamic resources,a context-aware linear upper-confidence-bound online learning mechanism is integrated to reduce decision-making uncertainty.Simulation results demonstrate the effectiveness of the proposed IDTN framework.Compared with conventional baseline methods,the framework achieves significant performance improvements,including a 4.4%-28.9%increase in average system reward,a 6.2%-34.5%improvement in resource utilization,and a 5.6%-35.7%enhancement in user satisfaction.The proposed framework is expected to facilitate the integration and orchestration of space-based platforms.
基金supported in part by Shanghai Rising-Star Program,China under grant 22QA1409400in part by National Natural Science Foundation of China under grant 62473287 and 62088101in part by Shanghai Municipal Science and Technology Major Project under grant 2021SHZDZX0100.
文摘This paper investigates the problem of optimal secure control for networked control systems under hybrid attacks.A control strategy based on the Stackelberg game framework is proposed,which differs from conventional methods by considering both denial-of-service(DoS)and false data injection(FDI)attacks simultaneously.Additionally,the stability conditions for the system under these hybrid attacks are established.It is technically challenging to design the control strategy by predicting attacker actions based on Stcakelberg game to ensure the system stability under hybrid attacks.Another technical difficulty lies in establishing the conditions for mean-square asymptotic stability due to the complexity of the attack scenarios Finally,simulations on an unstable batch reactor system under hybrid attacks demonstrate the effectiveness of the proposed strategy.
基金supported in part by the Fundamental Research Funds for the Central Universities(SWU-XDJH202312)the National Natural Science Foundation of China(62173278)the Chongqing Science Fund for Distinguished Young Scholars(2024NSCQJQX0103).
文摘Game theory-based models and design tools have gained substantial prominence for controlling and optimizing behavior within distributed engineering systems due to the inherent distribution of decisions among individuals.In non-cooperative settings,aggregative games serve as a mathematical framework model for the interdependent optimal decision-making problem among a group of non-cooperative players.In such scenarios,each player's decision is influenced by an aggregation of all players'decisions.Nash equilibrium(NE)seeking in aggregative games has emerged as a vibrant topic driven by applications that harness the aggregation property.This paper presents a comprehensive overview of the current research on aggregative games with a focus on communication topology.A systematic classification is conducted on distributed algorithm research based on communication topologies such as undirected networks,directed networks,and time-varying networks.Furthermore,it sorts out the challenges and compares the algorithms'convergence performance.It also delves into real-world applications of distributed optimization techniques grounded in aggregative games.Finally,it proposes several challenges that can guide future research directions.
基金the Science and Technology Innovation 2030-"New Generation Artificial Intelligence"Major Project(No.2018AAA0100901)。
文摘In repeated zero-sum games,instead of constantly playing an equilibrium strategy of the stage game,learning to exploit the opponent given historical interactions could typically obtain a higher utility.However,when playing against a fully adaptive opponent,one would have dificulty identifying the opponent's adaptive dynamics and further exploiting its potential weakness.In this paper,we study the problem of optimizing against the adaptive opponent who uses no-regret learning.No-regret learning is a classic and widely-used branch of adaptive learning algorithms.We propose a general framework for online modeling no-regret opponents and exploiting their weakness.With this framework,one could approximate the opponent's no-regret learning dynamics and then develop a response plan to obtain a significant profit based on the inferences of the opponent's strategies.We employ two system identification architectures,including the recurrent neural network(RNN)and the nonlinear autoregressive exogenous model,and adopt an efficient greedy response plan within the framework.Theoretically,we prove the approximation capability of our RNN architecture at approximating specific no-regret dynamics.Empirically,we demonstrate that during interactions at a low level of non-stationarity,our architectures could approximate the dynamics with a low error,and the derived policies could exploit the no-regret opponent to obtain a decent utility.
基金supported by the National Natural Science Foundation of China (Grant No. 10775060)
文摘An evolutionary prisoner's dilemma game is investigated on two-layered complex networks respectively representing interaction and learning networks in one and two dimensions. A parameter q is introduced to denote the correlation degree between the two-layered networks. Using Monte Carlo simulations we studied the effects of the correlation degree on cooperative behaviour and found that the cooperator density nontrivially changes with q for different payoff parameter values depending on the detailed strategy updating and network dimension. An explanation for the obtained results is provided.
文摘In January 2010,the State Council of China decided to speed up the convergence of the telecommunications network,cable network and Internet network.That means the government-led practical exploration of the networks convergence.The convergence is related to the entities in the fields of telecommunications,broadcasting and the Internet industry.The authors apply the static game theory to analyze the games among the players in the fields of telecommunications and broadcasting,and point out that the games would strengthen the network infrastructures,promote the development of related industries,and profoundly influence and change the ways of thinking and social management in China.At last,the paper puts forward some policy recommendations.
文摘In this paper, we carry out QoE (Quality of Experience) assessment of fairness between players in a networked balloon bursting game with olfactory and haptic senses. We also make a comparison of the fairness among different types of networked games with olfactory and haptic senses in the assessment. Then, we clarify the differences owing to usage of olfactory and haptic senses among the games. As a result, we illustrate that the fairness is largely affected by the delay difference, and we also demonstrate that the allowable range depends on the type of games, type of senses which are employed in the games, and the play methods.
文摘This paper introduces a two-layer UDP datagram-based communication framework for developing networked mobile games. The framework consists of a physical layer and a data-link layer with a unified interface as a network communication mechanism. A standalone two-player mobile game, such as a chess game and the like, can be easily plugged on to the communication framework to become a corresponding networked mobile game.
基金Supported by the National Natural Science Foundation of China under Grant Nos 11575036,71301012,and 11505016
文摘We study evolutionary games in two-layer networks by introducing the correlation between two layers through the C-dominance or the D-dominance. We assume that individuals play prisoner's dilemma game (PDG) in one layer and snowdrift game (SDG) in the other. We explore the dependences of the fraction of the strategy cooperation in different layers on the game parameter and initial conditions. The results on two-layer square lattices show that, when cooperation is the dominant strategy, initial conditions strongly influence cooperation in the PDG layer while have no impact in the SDG layer. Moreover, in contrast to the result for PDG in single-layer square lattices, the parameter regime where cooperation could be maintained expands significantly in the PDG layer. We also investigate the effects of mutation and network topology. We find that different mutation rates do not change the cooperation behaviors. Moreover, similar behaviors on cooperation could be found in two-layer random networks.