In this paper we examine the relationship between the flow of the replicator dynamic, the continuum limit of Multiplicative Weights Update, and a game's response graph. We settle an open problem establishing that under the replicator, sink chain components -- a topological notion of long-run outcome of a dynamical system -- always exist and are approximated by the sink connected components of the game's response graph. More specifically, each sink chain component contains a sink connected component of the response graph, as well as all mixed strategy profiles whose support consists of pure profiles in the same connected component, a set we call the content of the connected component. As a corollary, all profiles are chain recurrent in games with strongly connected response graphs. In any two-player game sharing a response graph with a zero-sum game, the sink chain component is unique. In two-player zero-sum and potential games the sink chain components and sink connected components are in a one-to-one correspondence, and we conjecture that this holds in all games.
翻译:在本文中,我们审视了复制器动态的流程、倍增 Weights更新的连续限制和游戏响应图之间的关系。我们解决了一个开放的问题,确定在复制器下,汇链组件 -- -- 一个动态系统长期结果的地形学概念 -- -- 总是存在,并且被游戏响应图中与汇相连的部件所近似。更具体地说,每个汇链组件包含响应图中与汇有关的部分,以及所有混合战略剖面图,其支持由同一连接组件中的纯度剖面组成,一组我们称之为连接组件的内容。作为必然结果,所有图谱都是在与强烈关联的响应图的游戏中反复出现的。在任何与零和游戏共享响应图的双玩游戏中,汇链组件是独一无二的。在双玩零和潜在游戏中,汇链组件和汇连接组件是一对一的对一对应,我们推测这在所有游戏中都存在。