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英语第一章阅读 game theory 原文及翻译

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2021-02-11 08:41
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2021年2月11日发(作者:萨拉查)


game theory is the science of strategy. It attempts to determine mathematically and logically the


actions that “players” should take to secure the best outcomes for themselves in a wide array of


“games.” The games it studies range from chess to child


rearing and from tennis to takeovers. But


the


games


all


share


the


common


feature


of


interdependence.


That


is,


the


outcome


for


each


participant depends on the choices (strategies) of all. In so-called zero-sum games the interests of


the players conflict tot


ally, so that one person’s gain always is another’s loss. More typical are


games with the potential for either mutual gain (positive sum) or mutual harm (negative sum), as


well as some conflict.



都具有相互依赖的共同特征。也就是说 ,每个参与者的结果取决于所有人的选择(策略)


。在所


谓的零 和游戏中,玩家的利益是完全冲突的博弈论是战略的科学。它试图从数学和逻辑上确定



玩家



应采取的行动,以确保他们在各 种



游戏



中 获得最佳成果。所研究的游戏包括从国际象


棋到儿童饲养,从网球到收购。但是这些游戏 ,所以一个人的收益总是另一个人的损失。更典


型的是有相互收益(正数)或相互伤害( 负数)的博弈,以及一些冲突。




Game theory was pioneered by Princeton mathematician john von Neumann. In the early years


the emphasis was on games of pure conflict (zero-sum games). Other games were considered in


a cooperative form. That is, the participants were supposed to choose and implement their actions


jointly. Recent research has focused on games that are neither zero sum nor purely cooperative.


In


these


games


the


players


choose


their


actions


separately,


but


their


links


to


others


involve


elements of both competition and cooperation.



博弈论由普林斯顿数学家约翰· 冯·诺曼先生开创。早期的重点是纯粹的冲突游戏(零和游戏)


。其他

< br>比赛以合作形式考虑。也就是说,参与者应该共同选择和实施他们的行动。最近的研究集中在既不


是零和也不是纯合作的游戏。在这些游戏中,玩家分别选择他们的行为,但他们与其他人的联系涉


及竞争与合作的要素。




Games are fundamentally different from decisions made in a neutral environment. To illustrate the


point, think of the difference between the decisions of a lumberjack and those of a general. When


the


lumberjack


decides


how


to


chop


wood,


he


does


not


expect


the


wood


to


fight


back;


his


environment


is


neutral.


But


when


the


general


tries


to


cut


down


the


enemy’s


army,


he


must


anticipate and overcome resistance to his plans. Like the general, a game player must recognize


his


interaction


with


other intelligent


and


purposive


people.


His


own


choice


must


allow


both


for


conflict and for possibilities for cooperation.



游戏与中性环境下的决策有着根本的区别。


为了说明这一点,< /p>


想一想伐木工人的决定与一般人的决定之间的区


别。当伐木工人决 定如何砍木头时,他并不指望木头能够反击


;


他的环境是中立 的。但是当将军试图削减敌人


的军队时,


他必须预见并克服对他 的计划的抵抗。


和一般人一样,


玩家必须认识到他与其他聪明和 有目的的人


的互动。他自己的选择必须同时允许冲突和合作的可能性。

< br>



The essence of a game is the interdependence of player strategies. There are two distinct types


of


strategic


interdependence:


sequential


and


simultaneous.


In


the


former


the


players


move


in


sequence, each


aware of the others’ previous actions. In the latter the players act at the same


time, each ignorant of the others’ actions.




游戏的本质是玩家策略的相互依赖性。战略相互依存有两种截 然不同的类型:顺序式和同时式。在前者中,球


员依次移动,每个人都意识到其他人以前 的行为。在后者中,参与者同时行动,每个人都无知其他人的行为。




A general principle


for a player in a sequential-move game is to look ahead


and reason back.


Each player should figure out how the other players will respond to his current move, how he will


respond in turn, and so on. The player anticipates where his initial decisions will ultimately lead


and uses this information to calculate his current best choice. When thinking about how others will


respond, he must put himself in their shoes and think as they would; he should not impose his


own reasoning on them.



玩家在顺序移动游戏中的一般原则是向前看,


回头看。


每个玩家都应该弄清楚其他玩家将如何回应他目前的行


动,他将如何反应,等等。玩家预期他最初的决定将最终导致并使用这些信息来计算他当前的最佳选择。 当想


到别人会如何回应时,他必须放下自己的想法,按照自己的想法去思考


;


他不应该对他们施加他自己的推理。




In


principle,


any


sequential


game


that


ends


after


a


finite


sequence


of


moves


can


be


“solved”


completely.


We


determine


each


player’s


best


strateg


y


by


looking


ahead


to


every


possible


outcome.


Simple


games,


such


as


tic-tac-toe,


can


be


solved


in


this


way


and


are


therefore


not


challenging. For many other games, such as chess, the calculations are too complex to perform in


practice



even


with


computers.


Therefore,


the


players


look


a


few


moves


ahead


and


try


to


evaluate the resulting positions on the basis of experience.



原则上,


在有限的一系列动作之后结束的任何连续游戏都可以完全



解决




我们通过展望 每一个可能的结果来


确定每个玩家的最佳策略。简单的游戏,如井字游戏,可以用这种方 式解决,因此不具有挑战性。对于许多其


他游戏,


如国际象棋,


计算过于复杂,


无法在实践中执行



-


即使使用计算机。


因此,


球员们会看到前进的几步,


并尝试根据经验评估所得到的位置。




In


contrast


to


the


linear


chain


of


reasoning


for


sequential


games,


a


game


with


simultaneous


moves involves a logical circle. Although the players act at the same time, in ignorance of the


others’ current actions, each must be


aware that there are other players who are similarly aware,


and


so


on.


The


thinking


goes:


“I


think


that


he


thinks


that


I


think . . .”


Therefore,


each


must


figuratively put himself in the shoes of all and try to calculate the outcome. His own best action is


an integral part of this overall calculation.



与连续游戏的线性推理链不同,


具有 同时移动的游戏涉及逻辑循环。


虽然玩家同时行动,


但无视别人 目前的行


为,每个人都必须意识到还有其他玩家同样意识到,等等。这个想法是:



我认为他认为我想。




因此,每个


人都必须形象地把 自己置于所有人的脚下,并试图计算结果。他自己的最佳行为是整体计算的一个组成部分。




This logical circle is squared (the circular reasoning is brought to a conclusion) using a concept of


equilibrium developed by the Princeton mathematician john nash. We look for a set of choices,


one for each player, such that each person’s strategy is best for him when all others are playing


their stipulated best strategies. In other words, each picks his best response to what the others


do.


使用普林斯顿数学家约翰纳什开发的均衡概念,


将这个逻辑圆平方< /p>


(圆形推理得出结论)



我们寻找


一套选择,每个选手都有一个选择,这样当其他人都在玩他们规定的最佳策略时,每个人的策略 对


他来说都是最好的。换句话说,每个人都会对他人所做的最好的回应。



Sometimes one person’s best choice is the same no matter


what the others do. This is called a


“dominant


strategy”


for


that


player.


At


other


times,


one


player


has


a


uniformly


bad


choice—


a


“dominated strategy”—


in the sense that some other choice is better for him no matter what the


others


do.


The


search


for


an


equilibrium


should


begin


by


looking


for


dominant


strategies


and


eliminating dominated ones.



无论别人做什么,有时一个人的最佳选择是一样 的。这被称为该球员的“主导战略”



在其他时候,一


个球员有一个统一的不好的选择



-


一个“主导策略”


-


在某种意义上 ,无论别人怎么做,其他选择对


他都更好。寻求均衡应首先寻找主导策略并消除主导策略 。




When


we


say


that


an


outcome


is


an


equilibriu


m,


there


is


no


presumption


that


each


person’s


privately best choice will lead to a collectively optimal result. Indeed, there are notorious examples,


such as the prisoners’ dilemma (see below), where the players are drawn into a bad outcome by


each following his best private interests.



当我们说结果是一种均衡时,并不假设每个人的私人最佳选择将导致集体最优结果。事实 上,有一


些臭名昭着的例子,


比如囚徒困境

(见下文)



在这些情况下,


玩家 被各自追求最好的私人利益而陷


入糟糕的结局。




Nash’s notion of equilibrium remains an incomplete solution to the problem of circular reasoning in


simultaneous-move games. Some games have many such equilibria while others have none. And


the dynamic process that can lead to an equilibrium is left unspecified. But in spite of these flaws,


the concept has proved extremely useful in analyzing many strategic interactions.



纳什的 均衡概念仍然是解决同步移动游戏中循环推理问题的不完全解决方案。一些游戏有很多这样


的均衡,而其他游戏则没有。并且可以导致均衡的动态过程未指定。但是,尽管存在这些缺陷,但


这一概念在分析许多战略互动中证明是非常有用的。




It is often thought that the application of game theory requires all players to be hyperrational. The


theory


makes


no


such


claims.


Players


may


be


spiteful


or


envious


as


well


as


charitable


and


empathetic.


Recall


George


Bernard


Shaw’s


amendment


to


the


Golden


Rule:


“Do


not


do


unto


others as you would have them do unto you. Their tastes may be different.” In addition to different


motivations,


other


players


may


have


different


information.


When


calculating


an


equilibrium


or


anticipating the response to your move, you always have to take the other players as they are, not


as you are.



人们经常认为,博弈论的应用要求所有参与者都是超理性的。这个理论没有提出这样的说法。玩家


可能是恶毒或嫉妒,


以及慈善和同情。


回想 萧伯纳对黄金法则的修正案:


“不要像别人那样对待他人。


他们 的口味可能不同。


“除了不同的动机外,其他玩家可能会有不同的信息。当计算均衡或预 测对你


的举动的反应时,你总是必须让其他玩家保持原样,而不是像现在这样。




The


following


examples


of


strategic


interaction


illustrate


some


of


the


fundamentals


of


game

-


-


-


-


-


-


-


-



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