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Under what conditions do the behaviors of players, who play a game repeatedly, converge to a Nash equilibrium? If one assumes that the players’ behavior is a discrete-time or continuous-time rule whereby the current mixed strategy profile is mapped to the next, this becomes a problem in the theory of dynamical systems. We apply this theory, and in particular the concepts of chain recurrence, attractors, and the Conley index, to prove a general impossibility result: There exist games for which any dynamics will fail to converge, from certain initial conditions, to the set of Nash equilibria. The games which help prove this impossibility result are degenerate, but we conjecture that an analogous result holds, under complexity assumptions, for nondegenerate games. We also prove a stronger result for approximate Nash equilibria: For a set of games of positive measure, there are no game dynamics that converge to the set of approximate Nash equilibria for some substantial approximation bound. These impossibility results also apply to dynamics with memory. We argue that these results further weaken the appeal of the Nash equilibrium as the solution concept of choice in game theory, and discuss alternatives suggested by the dynamics point of view.
This article explores phenomenological open graphic notation as an effective scoring method for instrumentalists engaging with chaotic systems in interactive electroacoustic music. Open graphic notation has long provided composers with a means of fostering interpretative freedom in musical performance. The subjective nature of open graphic scores establishes a dynamic relationship between the score and the performer that parallels the interactions between musicians and chaotic systems in interactive electroacoustic music. Chaotic systems, characterised by their non-linear and unpredictable behaviour, often necessitate improvisatory approaches rather than reliance on fixed notation. However, notation can serve as a structural framework, affording composers greater formal control while supporting performers who may be less accustomed to improvisation. How, then, might notation be used with chaotic systems in interactive electroacoustic music? Drawing on phenomenological concepts such as the lived body, embodied action and Gestalt perception, this notational approach can provide a structured yet flexible means of guiding performer–system interactions. The author presents three recent compositions as case studies, demonstrating how phenomenological open graphic notation can shape and mediate the performer’s engagement with chaotic systems in interactive electroacoustic music.
This chapter introduces the three contributions that constitute Part III, “Population Dynamics, Learning, and Biology.” These contributions discuss biology and population dynamics in game theory. The chapters concern models of strategy adaptation: process models. Such models have refined our understanding of Nash and other equilibrium concepts, and the evolution of population shares through time is itself an object of interest from the perspectives of biological reproduction and of learning human (and artificial) agents.
Chapter 3 presents the other side of the coin, namely AI risks and harms. Automated decision systems, chatbots, recommender systems, and other AI-powered software and platforms have been found to cause potential risks or actual harms to affected persons and communities. Such risks and harms include bias and discrimination, surveillance, inaccurate, incorrect and unreliable output, disinformation, misinformation or manipulation, harm to life, livelihood and wellbeing, privacy violations, decline in product and service quality, political polarization, online radicalization and algorithmic censorship, and job replacement. Some of these harms, such as bias and discrimination, have already been experienced frequently, while others, like job replacement, point to future risks. It is also worth noting that AI risks and harms often aggravate existing social and political problems. For example, political polarization and radicalization, while exacerbated by algorithmic curation, appear to have origins in societal divisions. Finally, AI is criticized for causing system-level harm in the form of environmental degradation, exploitation of labor, and market concentration.
This chapter tells how von Neumann and Morgenstern were brought together to write the “Theory of Games and Economic Behavior.” It discusses von Neumann’s early involvement in games before his emigration, Morgenstern’s curious career in interwar Vienna, their unlikely collaboration as exiles at Princeton during World War II, and the effect of war and the Cold War on the reception of their research.
This chapter gives an extensive overview of techniques and algorithms for representing and solving large imperfect-information extensive-form games and reports on recent breakthroughs that have been achieved for the game of poker. These breakthroughs were made possible by advances in three key areas: (1) game abstraction (i.e., the systematic construction of significantly smaller extensive-form games that are strategically similar to the original game), (2) equilibrium-finding algorithms, and (3) solving subgames during game play in much finer abstractions than would be possible in advance. A new proposal put forward is to reason about games whose rules are modeled via a programming language.
The success of modern product design often relies on the thoughtful selection of next-generation technologies. However, common systems engineering methodologies tend to treat new technologies as risks to be minimized rather than as opportunities to enhance system capabilities. To bridge this gap, this study presents a new framework called PoLaRis for comprehensive technology infusion concepts assessment based on three parameters: Leap Potential, Learning and Risk. The introduction of Learning as a decision-making criterion complements Risk and Leap Potential, embedding an organizational learning perspective that values the knowledge gained through technology infusion. These three main parameters can be evaluated through expert feedback or a numerical approach. In the numerical approach, rooted in DSM analysis, Risk is quantified based on the maturity of the technology components and a system integration risk metric, while Learning is estimated from the structural complexity of the architectural changes. Leap Potential is quantified using the Technology Leap Potential (TLP) metric, which captures a technology’s contribution to product value from the user’s perspective and applies to both incremental and disruptive innovations. Two case studies were conducted to evaluate three smartwatch concepts featuring an AI power-saving chip and innovative stress detection methods. The first case study relied on 11 expert evaluations, while the second applied the numerical approach. The results showed alignment between expert and numerical assessments, indicating the internal consistency between the selected mathematical measures and expert opinions. Taken together, the Leap–Learning–Risk profiles visualize each option’s benefits and trade-offs, facilitating comparison and informed decision making.
Under the hood of the game metatheorem are the iterated true-stage systems. They proved a way of approximating Simga-alpha information in a way that is combinatorially clean. As an application we prove the tree-of-structures theorem, that requires the full power of an iterated true-stage system and cannot be proved with the game metatheorem.
This chapter points to a fundamental difficulty associated with the formal study of dynamic adjustment processes toward a Nash equilibrium in the context of social and economic problems (i.e., for human players). This difficulty has created an unfortunate dichotomy of researchers and has hindered progress in this area of research. It suggests, with a couple of examples, that a promising way to overcome this problem is to strengthen the empirical side of research on adjustment dynamics.
This chapter introduces the six contributions in Part IV, “Computer Science.” The main focus is on topics in algorithmic game theory, algorithmic mechanism design, and computational social choice.