In this note, I introduce a new framework called $n$-person general-sum games with partial information, in which boundedly rational players have only limited information about the game -- including actions, outcomes, and other players. For example, playing an actual game of chess is a game of partial information. To analyze these games, I introduce a set of new concepts and metrics for measuring the performance of players, with a focus on the interplay between human- and machine-based decision-making. Specifically, I introduce (i) gaming-proofness, which is a property of a mechanism that players cannot game from a practical perspective, and (ii) the Net Game Points (NGP) mechanism, which measures the success of a player's performance in a game, taking into account both the outcome of the game and the ``mistakes'' made during the game. The NGP mechanism provides a practicable way to assess game outcomes and can potentially be applied to a wide range of games, from poker and football to AI systems, organizations, and companies. To illustrate the concept, I apply the NGP mechanism to select chess games played between some of the world's top players, including the world champion.
翻译:在本说明中,我引入了一个新的框架,称为美元个人普通游戏,并包含部分信息,在这个框架中,严格合理的玩家对游戏只有有限的信息 -- -- 包括行动、结果和其他玩家。例如,实际的象棋游戏是部分信息的游戏。为了分析这些游戏,我引入了一套衡量玩家表现的新概念和衡量标准,重点是人与机器决策之间的相互作用。具体地说,我引入了(一)赌博防赌博,这是玩家无法从实际角度游戏的机制的属性,以及(二)网上游戏点机制,它衡量玩家在游戏中的表现是否成功,同时考虑到游戏的结果和游戏期间的“错误”。NGP机制提供了评估游戏结果的可行方法,并有可能适用于从扑克和足球到AI系统、组织和公司等广泛的游戏。为了说明这个概念,我运用NGP机制来选择世界一些顶级玩家之间的棋局游戏,包括世界冠军。</s>