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In game theory, a satisfaction equilibrium is a solution concept for a class of non-cooperative games, namely games in satisfaction form. Games in satisfaction form model situations in which players aim at satisfying a given individual constraint, e.g., a performance metric must be smaller or bigger than a given threshold. When a player satisfies its own constraint, the player is said to be satisfied. A satisfaction equilibrium, if it exists, arises when all players in the game are satisfied.
The term Satisfaction equilibrium (SE) was first used to refer to the stable point of a dynamic interaction between players that are learning an equilibrium by taking actions and observing their own payoffs. The equilibrium lies on the satisfaction principle, which stipulates that an agent that is satisfied with its current payoff does not change its current action. [1]
Later, the notion of satisfaction equilibrium was introduced as a solution concept for Games in satisfaction form.[2] Such solution concept was introduced in the realm of electrical engineering for the analysis of quality of service (QoS) in Wireless ad hoc networks. In this context, radio devices (network components) are modelled as players that decide upon their own operating configurations in order to satisfy some targeted QoS.
Games in satisfaction form and the notion of satisfaction equilibrium have been used in the context of the fifth generation of cellular communications (5G) for tackling the problem of energy efficiency, [3] spectrum sharing [4] and transmit power control. [5] [6] In the smart grid, games in satisfaction form have been used for modelling the problem of data injection attacks. [7]
In static games of complete, perfect information, a satisfaction-form representation of a game is a specification of the set of players, the players' action sets and their preferences. The preferences for a given player are determined by a mapping, often referred to as the preference mapping, from the Cartesian product of all the other players' action sets to the given player's power set of actions. That is, given the actions adopted by all the other players, the preference mapping determines the subset of actions with which the player is satisfied.
Definition [Games in Satisfaction Form[2]]
A game in satisfaction form is described by a tuple
where, the set
determines the set of actions with which player
In contrast to other existing game formulations, e.g., normal form and normal form with constrained action sets,[8] the notion of performance optimization, i.e., utility maximization or cost minimization, is not present. Games in satisfaction-form model the case in which players adopt their actions aiming to satisfy a specific individual constraint given the actions adopted by all the other players. An important remark is that, players are assumed to be careless of whether other players can satisfy or not their individual constraints.
An action profile is a tuple
Definition [Satisfaction Equilibrium in Pure Strategies[2]]
The action profile
For all
Definition [Extension to Mixed Strategies of the Satisfaction Form [2]] The extension in mixed strategies of the game
determines the set of all possible probability distributions that allow player
A satisfaction equilibrium in mixed strategies is defined as follows.
Definition [Satisfaction Equilibrium in Mixed Strategies[2]]
The mixed strategy profile
Let the
At an SE of the game
Under certain conditions, it is always possible to build mixed strategies that allow players to be satisfied with probability
Definition: [ε-Satisfaction Equilibrium[2]]
Let
where
From the definition above, it can be implied that if the mixed strategy profile
That is, players are unsatisfied with probability
In contrast to the conditions for the existence of a SE in either pure or mixed strategies, the conditions for the existence of an
Proposition [Existence of an
Let
then there always exists a strategy profile
Games in satisfaction form might exhibit several satisfaction equilibria. In such a case, players might associate to each of their own actions a value representing the effort or cost to play such action. From this perspective, if several SEs exist, players might prefer the one that requires the lowest (global or individual) effort or cost. To model this preference, games in satisfaction form might be equipped with cost functions for each of the players.
For all
Note that this preference for player
Definition: [Efficient Satisfaction Equilibrium (ESE)]
Let
In the trivial case in which for all
In games in satisfaction form with nonempty sets of satisfaction equilibria, when all players assign different costs to its actions, i.e., for all
Games in satisfaction form for which it does not exists an action profile in which all players are satisfied are said not to possess a satisfaction equilibrium. In this case, an action profile induces a partition of the set
Definition: [Generalized Satisfaction Form]
A game in generalized satisfaction form is described by a tuple
determines the set of probability mass functions (mixed strategies) with support
The generalized satisfaction equilibrium is defined as follows.
Definition: [Generalized Satisfaction Equilibrium (GSE)[9]]
The mixed strategy profile
(i) For all
(ii)For all
Note that the GSE boils down to the notion of
with