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In Game Theory, No Clear Path to Equilibrium

97 点作者 algui91将近 8 年前

5 条评论

notthemessiah将近 8 年前
This shouldn&#x27;t be surprising to anyone who knows that Kakutani&#x2F;Brouwer&#x27;s fixed-point theorem (the basis of Nash&#x27;s formulation of game theory and General Equilibrium Theory in neoclassical economics) was proved non-constructively. It assumes that there&#x27;s a continuous endomorphism in a convex space with no fixed points, and shows that you can use such a function to retract to the boundary of that space [1][2]. However, the boundary itself is full of fixed points, and this shows by contradiction that fixed points must exist for continuous endomorphisms. By presuming the non-existence of the fixed points in such a proof, you can&#x27;t use it to arrive at any fixed point. Nash uses a clever argument to show these fixed-point equilibrium strategies exist in games, and Debreu and Arrow use a similar argument in the space of preferences to find equilibrium prices. [3] Unfortunately, these theories have been used to promote the myth that markets are self-regulating despite all evidence to the contrary. [4][5]<p>[1] Lawvere - Conceptual Mathematics<p>[2] <a href="https:&#x2F;&#x2F;en.wikipedia.org&#x2F;wiki&#x2F;Brouwer_fixed-point_theorem#A_proof_using_homology" rel="nofollow">https:&#x2F;&#x2F;en.wikipedia.org&#x2F;wiki&#x2F;Brouwer_fixed-point_theorem#A_...</a><p>[3] <a href="https:&#x2F;&#x2F;en.wikipedia.org&#x2F;wiki&#x2F;Arrow%E2%80%93Debreu_model" rel="nofollow">https:&#x2F;&#x2F;en.wikipedia.org&#x2F;wiki&#x2F;Arrow%E2%80%93Debreu_model</a><p>[4] <a href="http:&#x2F;&#x2F;coin.wne.uw.edu.pl&#x2F;mbrzezinski&#x2F;teaching&#x2F;HE4&#x2F;BlaugFormalistRevolution.pdf" rel="nofollow">http:&#x2F;&#x2F;coin.wne.uw.edu.pl&#x2F;mbrzezinski&#x2F;teaching&#x2F;HE4&#x2F;BlaugForm...</a><p>[5] Weintraub. Stabilizing Dynamics: Constructing Economic Knowledge
ucaetano将近 8 年前
A more precise title for article would be: <i>&quot;In Game Theory, No Clear, Universal, Fast Path to Equilibrium&quot;</i>.<p>And I&#x27;m not an expert in either field, but the article seems go steer pretty close to P=?NP. The article seems to acknowledge that &quot;brute force&quot; communications is a generic, universal way to solve every game, which could “take longer than the age of the universe”, thus being “completely useless, of course.”<p>On the other hand, a lot of games have &quot;additional structure that greatly reduces the amount of information each player must communicate&quot;, so you can apply simplifications to solve them. In other words, use heuristics.
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andrewprock将近 8 年前
TL:DR, if you don&#x27;t know the rules of the game, you cannot solve it.<p>A bit more detail: Most games make use of some form of utility function. A utility function generates numeric values for a given outcome. Utility functions are one of the sticky human aspects of games that are difficult to accurately model. This is often papered over by making assumptions that a players utility functions are linear, monotonic, or identical.<p>For example, where applicable, the monetary value of an outcome is often used in place of a players utility function. However, it is well documented that people&#x27;s utility functions with respect to money are usually both non-linear, and non-monotonic.<p>If you don&#x27;t know enough about the utility function of a player in a given game, there is very little you can infer about the structure of optimal strategies.
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hamilyon2将近 8 年前
This is more of practical importance than it looks on yhe first glance. Take software development, for example. End users, marketing, sales, stakeholders and tech people are all playing a complicated game. Let&#x27;s assume everyone knows what he wants. Virtually no one is interested in withholding information, but communicating it somewhat efficiently is next to impossible. If a mediator-based equilibrium was more archievable in short timeframe (and you could prove that), it will benefit everyone.
lisa_henderson将近 8 年前
On a similar note, recently a lot of research has looked at the extent to which utility functions fail to explore a space, and how the introduction of novelty is a crucial new strategy:<p>&quot;Novelty search is a recent algorithm geared toward exploring search spaces without regard to objectives. When the presence of constraints divides a search space into feasible space and infeasible space, interesting implications arise regarding how novelty search explores such spaces. &quot;<p><a href="http:&#x2F;&#x2F;ieeexplore.ieee.org&#x2F;document&#x2F;7061317&#x2F;?reload=true" rel="nofollow">http:&#x2F;&#x2F;ieeexplore.ieee.org&#x2F;document&#x2F;7061317&#x2F;?reload=true</a>
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