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EN
A method of solving a non-cooperative game defined on a product of staircase-function strategy spaces is presented. The spaces can be finite and continuous as well. The method is based on stacking equilibria of “short” non-cooperative games, each defined on an interval where the pure strategy value is constant. In the case of finite non-cooperative games, which factually are multidimensional-matrix games, the equilibria are considered in general terms, so they can be in mixed strategies as well. The stack is any combination (succession) of the respective equilibria of the “short” multidimensional-matrix games. Apart from the stack, there are no other equilibria in this “long” (staircase-function) multidimensional-matrix game. An example of staircase-function quadmatrix game is presented to show how the stacking is fulfilled for a case of when every “short” quadmatrix game has a single pure-strategy equilibrium. The presented method, further “breaking” the initial staircase-function game into a succession of “short” games, is far more tractable than a straightforward approach to solving directly the “long” non-cooperative game would be.
EN
A computationally efficient and tractable method is presented to find the best equilibrium in a finite 2-person game played with staircase-function strategies. The method is based on stacking equilibria of smaller-sized bimatrix games, each defined on a time unit where the pure strategy value is constant. Every pure strategy is a staircase function defined on a time interval consisting of an integer number of time units (subintervals). If a time-unit shifting happens, where the initial time interval is narrowed by an integer number of time units, the respective equilibrium solution of any “narrower” subgame can be taken from the “wider” game equilibrium. If the game is uncountably infinite, i. e. a set of pure strategy possible values is uncountably infinite, and all time-unit equilibria exist, stacking equilibria of smaller-sized 2-person games defined on a rectangle works as well.
EN
A method of solving a three-person game defined on a product of staircase-function strategy spaces is presented. The spaces can be finite and continuous. The method is based on stacking equilibria of “short” three-person games, each defined on an interval where the pure strategy value is constant. In the case of finite three-person games, which factually are trimatrix games, the equilibria are considered in general terms, so they can be in mixed strategies as well. The stack is any interval-wise combination (succession) of the respective equilibria of the “short” trimatrix games. Apart from the stack, there are no other equilibria in this “long” trimatrix game. An example is presented to show how the stacking is fulfilled for a case of when every “short” trimatrix game has a pure-strategy equilibrium. The presented method, further “breaking” the initial “long” game defined on a product of staircase-function finite spaces, is far more tractable than a straightforward approach to solving directly the “long” trimatrix game would be.
EN
A tractable method of solving zero-sum games defined on a product of staircase-function finite spaces is presented. The method is based on stacking solutions of “smaller” matrix games, each defined on an interval where the pure strategy value is constant. The stack is always possible, even when only time is discrete, so the set of pure strategy possible values can be continuous. Any combination of the solutions of the “smaller” matrix games is a solution of the initial zero-sum game.
EN
A problem of solving a continuous noncooperative game is considered, where the player’s pure strategies are sinusoidal functions of time. In order to reduce issues of practical computability, certainty, and realizability, a method of solving the game approximately is presented. The method is based on mapping the product of the functional spaces into a hyperparallelepiped of the players’ phase lags. The hyperparallelepiped is then substituted with a hypercubic grid due to a uniform sampling. Thus, the initial game is mapped into a finite one, in which the players’ payoff matrices are hypercubic. The approximation is an iterative procedure. The number of intervals along the player’s phase lag is gradually increased, and the respective finite games are solved until an acceptable solution of the finite game becomes sufficiently close to the same-type solutions at the preceding iterations. The sufficient closeness implies that the player’s strategies at the succeeding iterations should be not farther from each other than at the preceding iterations. In a more feasible form, it implies that the respective distance polylines are required to be decreasing on average once they are smoothed with respective polynomials of degree 2, where the parabolas must be having positive coefficients at the squared variable.
EN
A method of the finite approximation of continuous non-cooperative two-person games is presented. The method is based on sampling the functional spaces, which serve as the sets of pure strategies of the players. The pure strategy is a linear function of time, in which the trend-defining coefficient is variable. The spaces of the players’ pure strategies are sampled uniformly so that the resulting finite game is a bimatrix game whose payoff matrices are square. The approximation procedure starts with not a great number of intervals. Then this number is gradually increased, and new, bigger, bimatrix games are solved until an acceptable solution of the bimatrix game becomes sufficiently close to the same-type solutions at the preceding iterations. The closeness is expressed as the absolute difference between the trend-defining coefficients of the strategies from the neighboring solutions. These distances should be decreasing once they are smoothed with respective polynomials of degree 2.
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