Game Theory Models For Communication Between Agents
Game Theory Models For Communication Between Agents
*Correspondence:
[email protected] Abstract
2
Computer Science In the real world, agents or entities are in a continuous state of interactions. These inter-
Department, COMSATS
Institute of IT, Islamabad, actions lead to various types of complexity dynamics. One key difficulty in the study
Pakistan of complex agent interactions is the difficulty of modeling agent communication on
Full list of author information the basis of rewards. Game theory offers a perspective of analysis and modeling these
is available at the end of the
article interactions. Previously, while a large amount of literature is available on game theory,
most of it is from specific domains and does not cater for the concepts from an agent-
based perspective. Here in this paper, we present a comprehensive multidisciplinary
state-of-the-art review and taxonomy of game theory models of complex interactions
between agents.
Keywords: Game theory applications, Agent-based approach, Complex adaptive
systems , Complex systems modeling , Complex networks, Economics
Background
In the real world, agents or entities are in a continuous state of interactions (Niazi et al.
2011). Examples of these include the continuously interacting agents in the stock mar-
ket (Bonabeau 2002). These agents and systems can be adaptive in nature and can also
evolve. Their current behavior can depend on the past so they often learn from history.
The interaction of agents leads to a wide variety of complexity dynamics (McDaniel
and Driebe 2001). Complexity arises due to non-linear agent interactions. The behav-
ior of such non-linear systems can be chaotic and unpredictable. Complex adaptive sys-
tems (CAS) in the natural world (Niazi et al. 2011) and complex physical systems (CPS)
(Winsberg 2001) in man-made systems are examples of such agent interactions.
One key difficulty faced by Complexity researchers is in the modeling of communi-
cation and complex agent interaction (Niazi and Hussain 2012). Modern communica-
tion systems are often composed of hierarchical complex systems. These systems can be
modeled as multiagent systems using agent-based modeling (ABM). Modeling CAS and
CPS using ABM not only allows for prediction of outcomes but also helps in terms of
gaining an understanding of the complex inter-connnections and interactions (Epstein
2008). However, a key issue in such models is to understand the dynamics of agent
interaction. Game Theory offers techniques and tools for modeling communication
problems among agents.
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indicate if changes were made.
Farooqui and Niazi Complex Adapt Syst Model (2016) 4:13 Page 2 of 31
Game theory offers a perspective of analysis and modeling of these interactions (Car-
michael 2005). It is a discipline that studies decision making of interactive entities (Dixit
and Skeath 1999). We can say that strategic thinking is perhaps the most recognized
essence of game theory.
Previously, while a large amount of literature is available on game theory, most of it
is focused on specific domains like Biology, Economics, and Computer Science (Sho-
ham and Leyton-Brown 2008). Game theory has also been used in business to model
interactions of stakeholders etc.
To the best of our knowledge, there is an absence of a state-of-the-art reviews of game
theoretical literature from the agent-based modeling perspective. This paper presents a
comprehensive review of game theory models and their applications. Additionally, a tax-
onomy of classes of games is also presented.
The paper is organized as follows: first, we give an overview of game theory and pre-
sent a taxonomy of games. This is followed by literature review in the next section. Then,
in the discussion we classify games and discuss open problems before concluding the
paper.
1
Literature usually considers cooperative and non-cooperative as conflicting and non-conflicting game theory. But we
are following definition of Shoham et al. that cooperative game theory focus on modeling set of players and non-cooper-
ative models individual player (Shoham and Leyton-Brown 2008).
Farooqui and Niazi Complex Adapt Syst Model (2016) 4:13 Page 3 of 31
Explanation
Game theory can be used to explain insights of a situation like why that happened, what
were the causes, Effects of that happening etc. We can do a complete case study by using
game theory.
Prediction
Game theory studies decision makers (autonomous agents) that have actions to take,
preferences that what they want, different options which they can choose etc. By analyz-
ing these actions, preferences, options etc we can predict different moves of agents on
different types of situation.
Prescription
If we can analyze agent actions, strategies etc to predict its moves, then we can definitely
give advice about different moves to agents. It means we can provide a sophisticated
model for future decision-makings.
Now let us consider basic concepts of game theory.
Basic concepts
Dixit and Nalebuff (1993) have defined Game theory as:
Game
Carmichael (2005) has defined games as:
Definition 4 A scenario or situation where for two or more individuals, their choice of
action or behavior has an impact on the other (or others).
•• players
•• strategies (actions taken while interactions)
•• payoffs (utilities gained)
•• payoff function (calculates utility against each strategy)
•• and of course, game rules.
Game representation
There are mainly two ways to represent the game. Normal-form is simply a matrix that
describes strategies and payoffs of the games (Morrow 1994). Another representation is
extensive-form, which is a tree-like structure (Morrow 1994). Extensive-form contains
more information than normal-form like a sequence of player moves. However, there are
games that require richer representation such as infinite repeated games. To represent
such games we have Beyond Normal-Extensive form (Shoham and Leyton-Brown 2008).
Decision theorem
Game theory has two decision theorems known as maximin and minimax (Mazalov
2014). The minimax theorem minimizes the loss of a player. The maximin theorem used
to maximize the benefit gain by the player.
Farooqui and Niazi Complex Adapt Syst Model (2016) 4:13 Page 5 of 31
Games taxonomy
We saw different types of games in the literature review. These games were presented
using three types of game representations. Normal-form, extensive-form and beyond
normal and extensive-form games (Shoham and Leyton-Brown 2008). We proposed a
taxonomy of games based on these three game representation types. See Fig. 1.
The taxonomy mainly classifies games into three types, as there are three types of
representations. Then it further classifies games that are included in both normal-form
games and extensive-form games. Games included in both because a normal-form
representation can be derived from extensive-form games. Beyond normal and exten-
sive form includes those games that need richer representation. These games can be
infinite and undetermined. Therefore, that it is difficult to represent them in first two
representations.
These games have been discussed in literature according to game representation types
but is not presented as the taxonomy in this paper demonstrates. There are previously
given taxonomies, but these are specific to the two-player game. Kilgour and Fraser have
presented a taxonomy discussing ordinal games (Kilgour and Fraser 1988). Rapoport and
Guyer (1978) have presented another taxonomy considering 2 × 2 games. The taxonomy
given in this paper is not specific and is based on the type of game representation.
Normal‑form games
It is conceptually straightforward strategic representation (Morrow 1994). It describes
all observable and possible strategies and the utility against each strategy. It can repre-
sent all finite games and taken as a universal representation of games. It uses a matrix to
represent strategic interactions of players in a matrix form. It consists of
Fig. 1 Taxonomy of games. Games can be classified into three classes: games in normal form, games in
extensive form and games in beyond normal and extensive form. Normal and extensive form games are fur-
ther divided into zero-sum, non-zero-sum, perfect information, imperfect information games. Beyond normal
and extensive form games are further divided into repeated, stochastic, Bayesian and congestion games.
Finally repeated games are further divided into finite repeated games and infinite repeated games
Farooqui and Niazi Complex Adapt Syst Model (2016) 4:13 Page 6 of 31
Table 1 adapted from Morrow (1994) shows a normal form representation of Matching
Pennies game. If both P1 and P2 get heads, P1 will take both coins else P2 will win and
take both coins. The numbers 1 and −1 shows the utility gained or loosed by players.
Extensive‑form games
It is an alternative way of representing games in a tree-like structure. It defines differ-
ent stages of the game. Moves, choices, and actions defined according to each stage. We
can derive a normal-form representation from extensive representation. Morrow (1994)
described Matching pennies game in extensive form representation. See Fig. 2.
•• Repeated games: These are also called stage games. Players play these games multiple
times (Aumann and Maschler 1995).
•• Stochastic games: These are also called Markov games. There are stages in the game.
Every stage represents the state of a game from a finite set of game states. The player
has a set of actions that consists of many finite actions (Mertens and Neyman 1981).
•• Bayesian games: These are games of incomplete information. Players select their
strategies according to Bayes’ Rule (Böge and Eisele 1979).
•• Congestion games: These games are the class of non-conflicting games (Rosenthal
1973). In these games, all the players have same strategy set. The result of every
player relies upon the strategy it picks and all other players picking the same strategy.
Table 1 Matching pennies: game in normal-form (This table is adapted from Morrow
(1994))
P1 P2
H T
Fig. 2 The boxes represent the player currently playing and the number 1 represents player 1 and number 2
represents player 2. The tree shows that player 1 can show head or tail. Next player 2 has turn who can show
head or tail against player 1 options. Finally in parenthesis the payoffs are shown according to each option of
players. This figure is adapted from Morrow (1994)
Agent‑based computing
Agent-based computing is a wide domain (Niazi and Hussain 2011). The agent here can
simply a software providing any service. Or it can be fully autonomous agent whose
behavior based on artificial intelligence. Agent-based computing should not be confused
with other terms in artificial intelligence. Such terms are agent-oriented programming,
multi-agent oriented programming, and agent-based modeling. These all are actually
collected together in agent-based computing.
Now in the next section, we will present a review on available game theoretic literature.
Review
In the previous section, we gave an overview of game theory and presented a taxonomy
of games. In this section, we will explore available game theoretic literature.
these game theoretic models can be seen in different fields like network security (Perea
and Puerto 2013) and resource allocation (Zhou et al. 2011). There are also different
types of games. Such as zero-sum games with incomplete information and large Zero-
sum games.
Al-Tamimi et al. (2007) have discussed Q-learning designs for the zero-sum game. By
using a model-free approach they obtained a solution for the game. Autopilot design for
the F-16 plane is performed that shows productiveness of method.
Daskalakis et al. (2015) have proposed no-regret algorithm. This zero-sum game theo-
retic algorithm achieves regret when applying against an adversary. After using the algo-
rithm, quadratic improvement can be identified on convergence rate to game value. The
lower bound for all distributed dynamics is optimal. This happens when payoff matrix
information is unknown to both players. But if they know they can compute minimax
strategies privately.
Bopardikar et al. (2013) have studied larger zero-sum games. In these games, players
have a large number of options. It proposes two algorithms. The Sampled Security Policy
algorithm is to compute optimal policies. Then Sampled Security Value algorithm com-
putes the level of confidence on the given policy.
Moulin and Vial (1978) have proposed a class of games called strategically zero-sum
games. These games have special payoff structure. The mixed equilibrium of these games
cannot be improved. The properties of games via a large body of correlation scheme is
also described.
Sorin (2011) have worked on repeated zero-sum games. They described current
advancement in these games especially together with differential games. They first define
models of repeated games and differential games. Then they discuss issues related to
these models.
Seo and Lee (2007) have considered conflicting zero-sum game that involves decision-
making process. This is an experimental study on trained monkeys. Monkeys take binary
choices in the computer-simulated conflicting game. The study described the decision-
making process adaptive in both human and animals.
Zoroa et al. (2012) have modeled a perimeter patrol problem. They used Zero-sum
discrete search games as a framework for their study. They studied problem occurred
in cylindrical surface. The problem in the linear set having cyclic order is also studied.
Optimal strategies are found via computer code.
Xu and Mizukami (1994) have studied systems of state space. They obtained saddle-
point by a constructive method. It describes that there can be several saddle-point solu-
tions for the system. When several saddle-points exist, this universal system differs from
the state space system. They found possible conditions for the existence of saddle-point.
Ponssard and Sorin (1980) have discussed zero-sum games with incomplete informa-
tion. They discussed two ways to determine information of states. It can be obtained via
independent chance moves or the unique one. Unique moves cause dependence in state
information. Thus, it is complicated to analyze. Several results acquired in the independ-
ent case have their equivalent in dependent one.
Chen and Larbani (2006) have proposed undetermined utility matrix game. They
worked for the solution of decision-making problem (MADM). This decision making
deals with prioritization of alternatives considering several attributes. Here weights of an
Farooqui and Niazi Complex Adapt Syst Model (2016) 4:13 Page 9 of 31
MADM problem obtained with a fuzzy decision matrix. Finally, equilibrium solution is
also obtained.
Li and Cruz (2009) have studied deception. They used a zero-sum game model with
an asymmetrical structure. This paper considers the relationship between information
and decision-making to understand deception. In these games, the first player gets extra
information. Whereas the second player has the power to inject deception. The paper
also classifies deception into active deception and passive deception.
Ponssard (1975) have worked on the zero-sum game in the normal form. They
described that these games are equal to a linear program (LP). In these games, the play-
er’s behavioral strategies are represented in variables. In normal form game variables are
used to represent the player’s mixed strategies.
Wang and Chen (2013) have obtained feedback saddle-point for the zero-sum differ-
ential game. The game is between counter-terror measure and economic growth. It uses
Hamilton-Jacobi-Isaac’s equation to obtain saddle-point. The saddle-point obtained,
strengthens the government counter-terror and weakens the terrorist organizations.
Van Zandt and Zhang (2011) have studied equilibrium value for Bayesian zero-sum
games. The conditions are characterized for equilibrium value and strategies. These
games have a parameter to obtain payoff function and strategies for every player. The
information of every player is modeled as a sub- σ -field to obtain optimal strategies.
Marlow and Peart (2014) have studied soil acidification. They described a zero-sum
game between a sugar maple and American beech. The negative impact of soil acidifica-
tion on sugar maple supports beech in the game. The model lay down the findings of this
study and other evidence of soil acidification. The results suggest re-examining the cost-
effectiveness of chemical remediation.
it. This study held to facilitate this minimax problem. The optimal strategy has obtained
an order of state trajectories and Riccati differential equations. Finally, the simulation
shows successful results of this iterative method.
Gensbittel (2014) has worked on zero-sum incomplete information games. The author
extended the CAV (U) Theorem of Aumaan–Maschler (Aumann et al. 1995). In this
paper, the presented results are for infinite repeated games. Finally, the paper provides
optimal strategies for players in 2-players game having length n.
Bettiol et al. (2006) have considered Zero-sum state constrained differential games.
The study proves bolza problem for two-player differential games. It shows that lower
semi-continuous value function exists in differential games. The optimal strategy is cre-
ated and the value function is characterized by viscosity solutions.
Decision theorems
Sauder and Geraniotis (1994) have worked on maximin and minimax theorems. They
formulated signal detection process as two-players zero-sum game. The two-players are
the detector designer and the signal designer. The signal detection problem arises when
analyzing the signal is genuine or deceptive. Finally, results are validated via simulation.
Hellman (2013) have focused on rational belief system. The study got the basis from
the work of Aumann and Dreze. They described that players have common knowledge of
rationality. Whereas in this article, it is argued that there is no need of common rational-
ity. Finally, it is shown that the expected payoff in the game is only the minimax value.
Ponssard (1976) have discussed minimax strategies. These are prohibited to give par-
ticular solutions in optimal zero-sum game play. This study finds a strategy to be used
after the mistake carries out in play. There are two approaches proposed to get opti-
mal strategies. The first approach arrived from perturbed games. The second approach
established on the basis of the lexicographic application. If the opponent ignores mis-
takes, the strategy will remain optimal as it does not turn to give a loss.
Gawlitza et al. (2012) have proposed two strategy improvement algorithms for static
program analysis. One is max-strategy and the other is min-strategy for static program
analysis. These algorithms perform within a common general framework to solve v-cam
cave equations.
Farooqui and Niazi Complex Adapt Syst Model (2016) 4:13 Page 11 of 31
Cake cutting
Cake cutting is a simple child game. See Fig. 4. In this game, the first player has to cut the
cake and then the second player has to choose the piece. The first player has to cut pieces
Fig. 3 Rock paper scissors is a three strategic 2-player game. According to game rules rock beats scissors,
scissors beat paper and paper beats rock. The game will draw if both players show same options
Farooqui and Niazi Complex Adapt Syst Model (2016) 4:13 Page 12 of 31
equally. Otherwise, the second player has the choice to choose either the bigger piece or
the smaller one. This is to accomplish honesty in the game.
Procaccia (2013) have discussed cake cutting game. They described that it is a power-
ful tool to divide heterogeneous goods and resources. Cake cutting algorithm looks for
formal fairness in the division of heterogeneous divisible goods. But the design of these
algorithms is a complex task for computer scientists.
Edmonds and Pruhs (2006) have proposed a randomized algorithm that considers
cake cutting algorithm. It equally allocates resources between n numbers of players. This
algorithm needs honesty of players.
Matching penny
Matching penny is also a zero-sum 2-player game. Both players secretly turn their coins
and then compare with each other. If both are heads or tails then the first player will win
else player 2 will win both coins. See Fig. 5.
McCabe et al. (2000) have studied three-person matching pennies game. It examines
knowledge of player about other player’s payoffs and actions. The Naive Bayesian learn-
ing and sophisticated Bayesian learning are studied in this context. These approaches
examine that estimated mixed strategies can be played or not. Results showed that play-
ers do not use sophisticated Bayesian learning to obtain Nash equilibrium.
Stein et al. (2010) have studied mixed extension of matching pennies, a zero-sum
game. This study constructs examples to support polynomial games. Here Nash equilib-
ria are representable as finitely moments. Whereas polynomial games cannot be repre-
sented as finitely moments.
Colonel Blotto
Colonel Blotto is a universal game providing a way for resource allocation. See Fig. 6.
The two colonels simultaneously distribute resources over battlefields. The player devot-
ing the most resources wins that battlefield. The payoff is equal to the total number of
battlefields won.
Fig. 4 Cake cutting is a simple game in which first player has to cut the cake and second player will then
choose any piece. This is game of fairness as if player cuts unequal pieces then other player has the option to
choose either the bigger or smaller piece. Otherwise both players will get equal pieces
Farooqui and Niazi Complex Adapt Syst Model (2016) 4:13 Page 13 of 31
Fig. 5 Matching pennies is a simple zero-sum 2-player game. Both players turn their coins secretly and then
show. If both coins are of same side (c, d) first player will win else second player will win both coins (a, b)
Roberson (2006) described the remarkable equilibrium payoffs in the Colonel Blotto
game. It considers both symmetric and asymmetric cases of the zero-sum game. The
proportion of won battlefields is the payoff of player.
Hart (2008) have studied Discrete Colonel Blotto game. This is a Zero-sum game with
the symmetric case for which optimal strategy is obtained. Both of these games deal with
the conflicting environment.
Kuhn Poker
Kuhn Poker is a simplified form of Poker developed by Harold W. Kuhn (Tucker 1959).
In this 2-player game, the deck includes only three cards. One card is distributed to each
player. The first player has to bet or pass then the second player may bet or pass. On a
bet, the next player must bet also. When both players pass or bet then the player with
the highest card will win the pot.
Southey et al. (2009) have studied Kuhn Poker game. There main concern is opponent
modeling in the game. They studied two algorithms, expert and parameter estimation.
Their experiment showed that learning methods do not give good results in the small
game.
Princess Monster
Rufus Isaac formulated a game Princess Monster in his book “Differential Games”
(Isaaks 1952). This is a Zero-sum game between two players, Princess and Monster. The
game played on 2-D search set. See Fig. 7. When the distance between both players is
less than r then Princess got captured and Monster wins.
Wilson (1972) has developed this game on a circle. Princess and Monster move on a
circle either clockwise or anti-clockwise. If both players move in the same direction, the
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Fig. 6 Colonel Blotto is a resource allocation game. In this game the two colonels simultaneously distribute
limited resources over several objects (or battlefields). The player devoting the most resources wins that bat-
tlefield, and the payoff is equal to the total number of battlefields won
game state does not change. But if they move in opposite directions then there will be
a point on the circle on which both reach at the same time. At that point, Princess got
captured and Monster wins.
Solution concepts
We have discussed before that game describes strategic interactions. In game theory,
the solution concept is like a rule by which game theorists seeks how the game will be
played. The Nash equilibrium, Pareto optimality, and Shapley values are different known
solution concepts. These concepts are used to formally predict that how the game will be
played.
Table 2 Payoff table of battle of sexes (Adapted from Shah et al. (2012))
Husband Wife
Football Music
Pareto optimality
Pareto optimality introduced by Vilfredo Pareto (Yeung 2006). In Pareto optimal game,
there exists a strategy that increases player’s gain without damaging others. For exam-
ple, when Economy is competitive perfectly then it is Pareto optimal. This is because no
changes in the Economy can make better the gain of one person and can make worse the
gain of another person at the same time.
Feldman (1973) has discussed Pareto Optimality in bilateral barter. The proved the
constraints under which trade moves go on to pairwise optimal allocation. Then this
paper discussed some general conditions by which these allocations are Pareto optimal.
Kacem et al. (2002) have solved the flexible job-shop scheduling problem.by using
hybrid Pareto approach. Their proposed approach combines Fuzzy logic and evolution-
ary algorithms. This combination minimizes machine workloads and completion time.
Guesnerie (1975) have discussed insights of non-convex economics. The paper charac-
terizes Pareto-optimal states. Then analyze how to achieve them in distributed economy.
The focus of this paper mainly concerns with conditions needed for optimality, marginal
cost pricing rules, and decentralized non-convex economy.
Shapley values
There is a Shapley value another solution concept used in cooperative game theory
(Shapely 1953). It allocates a distribution to all players in a game. The distribution is
unique and the game value depends on some desirable abstract characteristics. In simple
words, Shapley value assigns credit among a group of cooperating players. For example,
there are three red, blue and green players. The red player cooperates more than blue
and green players. The goal is to form a pair and then assign credits to them. Each pair
must have a red player as it cooperates more than others. So there can be two possible
pairs. The two pairs are:
The red player cooperates more, so it will get more profit than player blue in the first
pair. Similarly, it will get more profit than a green player in the second pair.
Littlechild and Owen (1973) discussed the problem of computing Shapley value for
large games. They considered the work of Broker and Thompson of about aircraft land-
ing charges on the airport. This paper presents an expression that can be calculated
when the cost function is a characteristics function. The costs of the biggest player in any
subset of players is equal to the cost of that subset.
Gul (1989) has worked on the bargaining problem in a transferable utility economy. A
framework is established by which the two approaches, cooperative and noncooperative,
are compared. The stationary subgame perfect Nash equilibrium is used and with small
time intervals, the gain is the Shapley value for the agent.
Pérez-Castrillo and Wettstein (2001) have proposed a mechanism to analyze how
cooperation produces surplus. It is a two-phased play. The first phase is of bidding that
gives the winner of the game. In the second phase the winner is rejected then the game is
again played without that winner. This paper describes that the payoff of the game coex-
ists with Shapley value.
Decision theory
Parsons and Wooldridge (2002) have discussed both game and decision theories. As
game theory studies agent’s interaction, it is closed relative to decision theory. Decision
theory seeks to get the most favorable choice. That can maximize utilities of decision
makers. Whereas the game theory also studies self-interested agents. It takes agents as
greedy players want to maximize their own gain. This paper reviewed existing literature.
Then it revealed issues related to autonomous agents and multi-agent system.
Hart et al. (1994) have worked on the two-person zero-sum game. They obtained game
value and derived utility simultaneously by using decision theory. They found the gap
between the axioms and presumption about expected utility maximization. Axioms
characterize expected utility maximization, considering risk, in the individual decision.
The presumption is that expected utility maximizers evaluate the game by their value.
This study does not fill this gap completely. Because rationality involves playing maximin
strategies is not proved.
Markov games
Altman (1994) have used Markov games to control the flow of arriving packets. These
are the collection of normal-form games that agents play repeatedly. These games
together with a value iteration algorithm are used for single controller. The controller
design policies to control the flow. Markov games is another name of stochastic games.
This study reveals the existence of the stationary optimal policy.
Ghosh and Goswami (2008) have studied semi-Markov game. They first trans-
formed the model into the completely observed semi-Markov game. Then they worked
and obtained saddle-point. They showed the existence of saddle-point but with some
conditions.
Laraki et al. (2013) have discussed stochastic games, subgame perfect and Borel sets.
It describes conditions for the existence of game value. With these conditions the player
2 gets an optimal strategy for subgame perfect. The conditions described that payoff is a
bounded function f. The function f is measurable and is lower semi-continuous.
Deshmukh and Winston (1978) have developed zero-sum model for product’s price
setting in two firms. The model is based on some assumptions. That is the current price
of product and market positions influenced future market positions. This provides a way
to get balance benefits gained from price variations.
Sirbu (2014) has studied zero-sum games. The paper discussed stochastic differential
game restricted to elementary strategies. The result shows the existence of value in a
game with these strategies.
Pham and Zhang (2014) have studied 2-player zero-sum weak formulation game. The
game discussed is Stochastic and Differential game. The game value is obtained by visoc-
sity solution. The paper showed the value of the game as a random process.
Hernandez-Hernandez et al. (2015) have studied Stochastic Differential Equation. The
game is between controller called minimizer and stopper called maximizer. The control-
ler selects a finite-variation process. And the stopper selects time at which the game will
stop. The study described that the obtained optimal strategies are not unique.
Oliu-Barton (2014) has worked on Finite Stochastic game. This is a zero-sum game.
The paper proves the presence of value in the game. The aim of the study is to provide
asymptotic behavior of strategies.
Farooqui and Niazi Complex Adapt Syst Model (2016) 4:13 Page 19 of 31
Hamadène and Wang (2009) have studied Backward Stochastic Differential Equations.
These equations have terms. Their resulted solution is also a stochastic or random pro-
cess. The paper presents a remarkable solution and showed the value in the game.
Shmaya (2006) have studied an interesting game with one informed player. It is a two-
player zero-sum game with stochastic signals. The value of the game is taken as a func-
tion of player one’s information structure. The properties of this function, examined,
shows that every player has a positive value of information in zero-sum game.
Khosravifar et al. (2013) have used an agent-based game theoretic model to analyze
web services. There is a distributed environment in which agent cooperates each other.
The performance of agents is analyzed by using non-zero-sum model. The decision-
making process is also analyzed.
Radzik (1991) have obtained pure-strategy and Nash equilibrium for 2-player non-
zero-sum games. The payoff functions are upper semicontinuous. Agents are not allowed
to interact each other in the model considers here. The optimality criterion dominant is
the NE vector. This vector computes optimal actions of all players considering their pay-
off function. The paper emphasizes solutions in pure strategies.
Radzik (1993) have computed Nash equilibria for discontinuous two-person non-zero-
sum games. This study examines two classes of these games on the unit square. Here the
payoff function of the first player is convex or concave in the first variable. This supposi-
tion combined with bounded payoff function entail the presence of Nash equilibria.
Games in networks
The networks provide an excellent way of communication as well as support for distrib-
uted environments. The Game theory models have their obvious applications in net-
work-based systems. The following papers use game theory to get optimal strategies for
network problems.
Transport networks
Bell et al. (2014) have proposed a game theoretic approach for modeling degradable
transport networks. By this approach, hyperpaths are generated between population
centers and depot locations. They used a case study in the province of China to facili-
tate the proposal. Optimal hyperpaths are defined by using mixed strategy Nash equi-
librium. Which give ultimate depot locations. These depot locations are found by using
two forms of drop heuristic. These heuristics gives optimal solution except in one case.
That is when the most appropriate location for only one rescue center is obtained.
Alpcan and Buchegger (2011) have studied vehicular networks. They examine security
of network for the improvement of transportation. It is to provide optimal strategies to
defend malicious threats. Three types of security games are studied here. When players
knows the payoff matrices the game is a zero-sum. When they know approximate pay-
offs the game is a fuzzy game. When players do not know each other’s payoffs, strategies
can be improved via fictitious play.
trip-cost. So the given maximin method is to identify those links that threaten to
network.
Kashyap et al. (2004) have modeled multiple-input/output fading channel communica-
tion problem as a Zero-sum game. The players, maximizer and minimizer, have mutual
information. On both maximizer and minimizer there is total power constraint. They
obtained saddle-point of the game. It is shown that minimizer has no need of channel
input knowledge.
Wei et al. (2012) have applied game theoretic approach for a non-correlated jamming
problem. In this problem jammer has a lack of information about actually transmitted
signals. There is a Zero-sum game between transceiver pair and jammer in the parallel
fading channel. This paper explored CSI and solved problems related to it. The study
finds equilibrium based on pure strategy. The game model adopts frequency hopping to
defend against jam threats.
Chen et al. (2013) have used the zero-sum game model to analyze the performance of
system. The approach examines communication across cooperative and malicious relays.
It also analyzes the impact of this communication. The malicious relays can jam the net-
work and they intentionally interrupt the system. The Nash equilibrium is determined to
get optimal signaling strategies for cooperative relays.
Venkitasubramaniam and Tong (2012) have studied network communication. They
used zero-sum game theoretic approach to provide anonymity. Optimizing anonym-
ity problem is a game between network designer and adversary. The model showed the
presence of saddle-point. The approach obtained optimal strategies by using parallel
Relay networks. It explores throughput tradeoffs in large networks.
Wang and Georgios (2008) have considered Jammer and Relay problem. They mod-
eled the problem between them as zero-sum mutual information game. By assuming
source and destination being unaware optimal strategies are derived for both players.
In non-fading scenario Linear Relay (LR) and Linear Jammer (LJ) are optimal strategies.
In fading scenario, J cannot distinguish between Jamming and source signal. So the best
strategy is to jam with Gaussian noise only. Here R forward with full power when jam
link is worst. They derived optimal parameters on the basis of exact Nash equilibrium.
Zhao et al. (2008) have studied Wireless Mesh Networks. They used game theoretic
approach for increasing performance of MAC protocols. This is an iterative game hav-
ing two steps. In the first step current state of the game is determined on each node. In
a second step, the equilibrium strategy of the node is adjusted to the determined state
of the game. The process is repeated till the desired performance is achieved. Finally,
results are validated via simulation.
Larsson et al. (2009) have studied signal processing and communications in a game
theoretic way. They demonstrated basic concepts of conflicting and cooperative game
theory through three examples of interference channel model. These are SISO IFC,
MISO IFC, and MIMO IFC. For conflicting case the study is limited to Nash equilibrium
and price of anarchy (PoA). The Price of anarchy gives cost measures that system paid to
operate without cooperation.
Nguyen et al. (2013) have used game theory to integrate distributed agent-based
functions. They proposed an agent-based conceptual strategy. Which resolves the con-
flicting interests between product agents and network agents. The method is based on
Farooqui and Niazi Complex Adapt Syst Model (2016) 4:13 Page 22 of 31
cooperative game theory that integrates and solves conflicting interests. Finally, the
approach is verified by simulation with two case studies. First is like micro grid example
and the second is the more complex case.
Quer et al. (2013) have used game theoretic approach to study inter-network coopera-
tion. The scenario is about two ad hoc wireless networks. Both cooperates together to
gain some benefits. Statistical correlation between local parameters and performance is
computed by Bayesian networks method. Both networks share their nodes to achieve
cooperation. Game theory is used in nodes selection process. The system level simulator
is used to confirm results. Results showed that increase in performance can be achieved
by accurate selection of nodes.
Spyridopoulos (2013) have modeled problem of cyber-attacks. For that, they used
Zero-sum one-shot game theoretic model. Single-shot games are opposed to repeated
games. These models can be used when cooperation cannot be possible among players.
The study explored adjustments and ideal techniques for both assailant and keeper. The
study revealed a solitary ideal method for the keeper. The ns2 network simulator is used
for the simulation of the model.
Khouzani et al. (2012) have studied software-based operations against malware attack-
ers. Malware has to maximize the damage. And the network has to take robust defensive
strategies against attacks. This makes the game a Zero-sum game. Simple robust defen-
sive strategies are shown via dynamic game formulation. Finally, performance is evalu-
ated through simulation.
Discrete‑time/continuous‑time
Ye et al. (2013) have proposed a discrete-time Markov chain Parrondo’s model. They
analyzed model theoretically and verified via simulation. One can realize rationality and
adaptability from a macro level. They showed that agitating effect of rewiring is effective
than the zero-sum game.
Al-Tamimi et al. (2007) have proposed an algorithm for the solution of a zero-sum
game. The algorithm provides a solution for Riccati equation. They discussed two
schemes of programming. One is heuristic dynamic and second is dual. These schemes
used for the solution of the value function and game costate.
Liu et al. (2013) have proposed an algorithm based on finding approximate optimal
controller. It is based on the class of discrete-time constrained systems. This iterative
adaptive dynamic programming algorithm provides a solution for near-optimal control
problem. The control scheme has three neural networks. These networks are taken as
parametric structures to assist the proposed algorithm. This is described by two exam-
ples that showed the practicality and concurrence of the algorithm.
Wu and Luo (2013) have modeled H∞ state feedback control problem as the two-
person Zero-sum game. An algorithm is proposed for solving algebra rectaii equation.
They developed two versions, offline and online. An offline version is a model-based
approach. The online version is a model-free approach but partially. These approaches
are validated through simulation.
Abu-Khalaf et al. (2008) have used policy iteration approach together with neural net-
works. They provide practical solution method for suboptimal control of constrained
input systems. They modeled the problem as a continuous-time zero-sum game. The
Farooqui and Niazi Complex Adapt Syst Model (2016) 4:13 Page 23 of 31
study showed new results and creates a least-squares-based algorithm for a practical
solution. The proposed algorithm is applied to the RTAC nonlinear benchmark problem.
Resource allocation
Zhou et al. (2011) have modeled energy allocation problem in two phased training-based
transmission. The model is based on the zero-sum game between two phases. The two
phases are training phase and transmission phase. This study is about optimal energy
allocation between these two phases. The closed-form solutions are derived from jam-
mer’s view. The study proves the presence of NE for fixed training length. Finally, it dis-
cusses channel state information.
Tan et al. (2011) have discussed radio networks. They used game theory approach for
fair sub-carriers allocation and power allocation. The sub-carrier allocation and power
allocation are based on colonel blotto game. The secondary users allocate budget wisely
to transmit power to win sub-carriers. Power allocation and budget allocation are strat-
egies used for fair sharing among secondary users. This paper proposed algorithms
and conditions for the presence of unique NE. Finally, the results are validated through
simulation.
Belmega et al. (2009) have discussed power allocation in fast fading multiple access
channels. In these channels transmitters and receiver have many antennas. The study
gives unique Nash equilibrium. It also gives best power allocation policies. The paper
discussed two different games. In the first game, the users can adapt their temporal
power allocation to their decoding rank at the receiver. The other is to optimize their
spatial power allocation between their transmit antennas. Finally, results are shown via
simulation.
In the next section, we will classify games in tabular structures. Then will discuss some
open problems.
Discussion
We discussed game theory and its applications in different domains by exploring differ-
ent papers. We described how game theory models strategic and complex interactions
of self-interested agents. We also proposed a general taxonomy of games, based on the
types of game representation. The three types of game representation are Normal-form,
Extensive-form, and Beyond Normal/Extensive form. Then we classify games according
to these representation types.
We have seen different games while reviewing literature. Such as Markov games, Zero-
sum game, Stochastic game, Bayesian games etc. These are actually different classes of
games having different properties. We summarized different games, by their different
types. See Table 3. The legend used in the table is summarized in Table 4.
Open problems
We have noted that while researchers applied game theory in different domains,
there is still need to further exploit game theory in the modeling of complex systems
research. In computer science, there is also a need to apply game theory in the domain
of resource allocation algorithms such as in clouds, Internet of Things, Cyber physical
systems, and others. Cake Cutting and Colonel Blotto are quite possibly good game-
theoretic resource allocation models and can thus be used in such domains. However,
they have not previously been used much in these areas. Furthermore, fair allocation is
still a complex task in distributed systems. With the advent of mobile, pervasive comput-
ing, and cloud-based systems, practical distributed computing requires the resolution of
such dilemmas on a regular basis. In other words, there is a growing need to use game
theory for practical applications in the technological domains rather than restrict it to
purely theoretical applications and those too, limited to very specific and niche areas of
research.
Another open area for further research is in the development of taxonomies for spe-
cific game theoretic areas. We have proposed a general taxonomy of games. We have also
mentioned few previously defined taxonomies. However, there is a need for the devel-
opment of more taxonomies of games. These include the development of taxonomies
and review of papers and games such as in the domain of Bayesian games, Congestion
games among others.
RPS
Three-morph mating Sinervo and Lively N Z I No No No No
(1996)
Extended RPS Bahel and Haller (2013) N Z I No No No No
Mod game Frey et al. (2013) B NZ I No Yes No No
Continuous RPS Neumann and Schuster N Z I No No No No
(2007)
Farooqui and Niazi Complex Adapt Syst Model (2016) 4:13
Cake cutting
Balls and bins Edmonds and Pruhs B Z P No Yes No No
(2006)
Matching pennies
3-player MP McCabe et al. (2000) B Z P/I No Yes Yes No
Blotto games
Colonel Blotto Roberson (2006) B Z I No No No Yes
Discrete Colonel Blotto Hart (2008) B Z I No Yes No No
Princess Monster
PM on circle Wilson (1972) B Z I No Yes No No
Poker
Kuhn Poker Southey et al. (2009) E Z I No No No No
Networks
Flow control Altman (1994) B Z P Yes Yes No No
Network revenue Grauberger and Kimms B NZ P Yes Yes No No
(2014)
Railway network Perea and Puerto (2013) N Z P No No No No
VANET security model Alpcan and Buchegger B Z P No Yes No No
(2011)
Anonymous network- Venkitasubramaniam B Z I No Yes No No
ing and Tong (2012)
Page 25 of 31
Table 3 continued
Games References Forms Zero-sum Perfect Stochastic Repeated Bayesian Congestion
Jammer-relay Wang and Georgios B Z P/I No Yes No No
(2008)
Dynamic game Khouzani et al. (2012) B Z P Yes Yes No No
Parrondo’s model
Link A + game B Ye et al. (2013) E Z P Yes Yes No No
Transmission
E-D vs jammer Kashyap et al. (2004) B Z I No Yes No No
Transmission security Chen et al. (2013) B Z I No Yes No No
Farooqui and Niazi Complex Adapt Syst Model (2016) 4:13
Payoff games
Average payoff Ghosh and Goswami B Z I Yes Yes No No
(2008)
Semicontinuous payoff Laraki et al. (2013) B Z I Yes Yes No Yes
Symmetric
Symmetric game Duersch et al. (2012) N Z I No No No No
Mixed zero-sum
Mixed-strategy Seo and Lee (2007) B Z P No Yes No No
Mixed zero-sum Hamadène and Wang B Z I Yes Yes No No
(2009)
Searching
AGTCS2-player search Zoroa et al. (2012) B Z P No Yes No No
Investments
Insurance games Bensoussan et al. (2014) B NZ P Yes Yes No No
Duopoly
Duopoly game Deshmukh and Winston B Z I Yes Yes No No
(1978)
Others
Web services Khosravifar et al. (2013) B NZ I No No No Yes
Page 26 of 31
Farooqui and Niazi Complex Adapt Syst Model (2016) 4:13 Page 27 of 31
N Normal-form
E Extensive-form
B Beyond normal/extensive
Z Zero-sum
NZ Non-zero-sum
P Perfect
I Imperfect
Authors’ contributions
AF and MN both contributed equally in the paper. Both authors read and approved the final manuscript.
Author details
1
Software Engineering Department, Bahria University, Islamabad, Pakistan. 2 Computer Science Department, COMSATS
Institute of IT, Islamabad, Pakistan.
Farooqui and Niazi Complex Adapt Syst Model (2016) 4:13 Page 28 of 31
Competing interests
The authors declare that they have no competing interests.
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