-
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,
p>
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.
p>
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
p>
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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