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使用网络基序刻画双人策略游戏中的博弈动态。

Characterizing game dynamics in two-player strategy games using network motifs.

作者信息

Ghoneim Ayman, Abbass Hussein, Barlow Michael

机构信息

School of Information Technology and Electrical Engineering, University of New South Wales at theAustralian Defence Force Academy, Canberra, ACT 2600, Australia.

出版信息

IEEE Trans Syst Man Cybern B Cybern. 2008 Jun;38(3):682-90. doi: 10.1109/TSMCB.2008.918570.

DOI:10.1109/TSMCB.2008.918570
PMID:18558533
Abstract

Many complex systems, whether biological, sociological, or physical ones, can be represented using networks. In these networks, a node represents an entity, and an arc represents a relationship/constraint between two entities. In discrete dynamics, one can construct a series of networks with each network representing a time snapshot of interaction among the different components in the system. Understanding these networks is a key to understand the dynamics of real and artificial systems. Network motifs are small graphs-usually three to four nodes-representing local structures. They have been widely used in studying complex systems and in characterizing features on the system level by analyzing locally how the substructures are formed. Frequencies of different network motifs have been shown in the literature to vary from one network to another, and conclusions hypothesized that these variations are due to the evolution/dynamics of the system. In this paper, we show for the first time that in strategy games, each game (i.e., type of dynamism) has its own signature of motifs and that this signature is maintained during the evolution of the game. We reveal that deterministic strategy games have unique footprints (motifs' count) that can be used to recognize and classify the game's type and that these footprints are consistent along the evolutionary path of the game. The findings of this paper have significance for a wide range of fields in cybernetics.

摘要

许多复杂系统,无论是生物系统、社会系统还是物理系统,都可以用网络来表示。在这些网络中,一个节点代表一个实体,一条弧代表两个实体之间的关系/约束。在离散动力学中,可以构建一系列网络,每个网络代表系统中不同组件之间相互作用的一个时间快照。理解这些网络是理解真实系统和人工系统动态的关键。网络基序是小的图——通常由三到四个节点组成——代表局部结构。它们已被广泛用于研究复杂系统,并通过局部分析子结构的形成方式来表征系统层面的特征。文献表明,不同网络基序的频率因网络而异,并且有人推测这些差异是由于系统的演化/动态造成的。在本文中,我们首次表明,在策略游戏中,每个游戏(即动态类型)都有其独特的基序特征,并且这种特征在游戏演化过程中保持不变。我们揭示,确定性策略游戏有独特的特征(基序数量),可用于识别和分类游戏类型,并且这些特征在游戏的演化路径上是一致的。本文的研究结果对控制论的广泛领域具有重要意义。

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