Fictitious play (original) (raw)
In game theory, fictitious play is a learning rule first introduced by George W. Brown. In it, each player presumes that the opponents are playing stationary (possibly mixed) strategies. At each round, each player thus best responds to the empirical frequency of play of their opponent. Such a method is of course adequate if the opponent indeed uses a stationary strategy, while it is flawed if the opponent's strategy is non-stationary. The opponent's strategy may for example be conditioned on the fictitious player's last move.
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dbo:abstract | Fictitious Play (engl., wörtlich: fiktives Spiel, sinngemäß: Spielzüge im Geiste), auch Brown-Robinson learning process genannt, ist eine Analyse aus der Spieltheorie. Genauer gesagt ist Fictitious Play ein konvergentes Verfahren zur Bestimmung von Wert und optimaler Strategie. Dieses Verfahren wurde 1951 von G.W. Brown (1951) als ein Algorithmus eingeführt, der den optimalen Wert in Nullsummenspielen finden soll. Fictitious Play gehört zum Teilbereich der evolutionären Spieltheorie. Die Grundidee dieser Theorien basieren auf der Annahme, dass die Spieler auf der Suche nach optimierenden Lösungen nicht (voll) rational handeln. (de) In game theory, fictitious play is a learning rule first introduced by George W. Brown. In it, each player presumes that the opponents are playing stationary (possibly mixed) strategies. At each round, each player thus best responds to the empirical frequency of play of their opponent. Such a method is of course adequate if the opponent indeed uses a stationary strategy, while it is flawed if the opponent's strategy is non-stationary. The opponent's strategy may for example be conditioned on the fictitious player's last move. (en) |
dbo:wikiPageExternalLink | http://www.dudziak.com/poker.php http://www.dklevine.com/archive/refs4422.pdf http://ie.technion.ac.il/~dov/fictitious%20play%20property--monderer-shapley.pdf http://epub.wu.ac.at/5588/1/2007_JET.pdf https://books.google.com/books%3Fid=G6vTQFluxuEC&printsec=frontcover%23v=onepage&q=%22fictitious%20play%22&f=false https://link.springer.com/article/10.1007/BF01753708 https://web.archive.org/web/20190717150450/https:/apps.dtic.mil/dtic/tr/fulltext/u2/407345.pdf https://web.archive.org/web/20190717150637/https:/pdfs.semanticscholar.org/0f5c/d47408dd93ad33eea7e167a498f4322d525c.pdf https://web.archive.org/web/20200210212055/https:/pdfs.semanticscholar.org/0375/379194a6f34b818962ea947bff153adf621c.pdf |
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rdfs:comment | In game theory, fictitious play is a learning rule first introduced by George W. Brown. In it, each player presumes that the opponents are playing stationary (possibly mixed) strategies. At each round, each player thus best responds to the empirical frequency of play of their opponent. Such a method is of course adequate if the opponent indeed uses a stationary strategy, while it is flawed if the opponent's strategy is non-stationary. The opponent's strategy may for example be conditioned on the fictitious player's last move. (en) Fictitious Play (engl., wörtlich: fiktives Spiel, sinngemäß: Spielzüge im Geiste), auch Brown-Robinson learning process genannt, ist eine Analyse aus der Spieltheorie. Genauer gesagt ist Fictitious Play ein konvergentes Verfahren zur Bestimmung von Wert und optimaler Strategie. Dieses Verfahren wurde 1951 von G.W. Brown (1951) als ein Algorithmus eingeführt, der den optimalen Wert in Nullsummenspielen finden soll. (de) |
rdfs:label | Fictitious Play (de) Fictitious play (en) |
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