摘要翻译:
目前在博弈论和密码学的研究中有一个交集。总的来说,这种伙伴关系有两个方面。首先是博弈论在密码学中的应用。然而,本文的目的是将重点放在第二个方面,即与第一个相反的方面,即密码学在博弈论中的应用。主要有一类非合作对策,其解是相关均衡。这些均衡往往优于传统的纳什均衡。相关均衡的主要条件是博弈中存在一个调解人。这只是一个中立和相互信任的实体。调解人的作用是向所有参与者提出战略简介方面的建议,然后他们根据这一建议采取行动。每一方私下向调解人提供必要的信息,裁判员私下以他们的优化策略集做出回应。然而,似乎有许多情况不可能存在调解人。因此,建模这些案例的游戏不能使用这些实体作为分析工具。然而,如果这些均衡符合参与者的最佳利益,那么构造一个机器或协议来计算它们将是合理的。当然,这台机器需要满足玩家和自己之间安全传输的一些标准。该方案需要满足没有第三方能够检测输入或策略配置文件的要求。这里是密码学到博弈论的综合;分析参与者构建一个协议的能力,该协议可以成功地用于中介。
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英文标题:
《Cryptographic Implications for Artificially Mediated Games》
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作者:
Thomas Kellam Meyer
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最新提交年份:
2009
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分类信息:
一级分类:Computer Science 计算机科学
二级分类:Cryptography and Security 密码学与安全
分类描述:Covers all areas of cryptography and security including authentication, public key cryptosytems, proof-carrying code, etc. Roughly includes material in ACM Subject Classes D.4.6 and E.3.
涵盖密码学和安全的所有领域,包括认证、公钥密码系统、携带证明的代码等。大致包括ACM主题课程D.4.6和E.3中的材料。
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一级分类:Computer Science 计算机科学
二级分类:Artificial Intelligence
人工智能
分类描述:Covers all areas of AI except Vision, Robotics, Machine Learning, Multiagent Systems, and Computation and Language (Natural Language Processing), which have separate subject areas. In particular, includes Expert Systems, Theorem Proving (although this may overlap with Logic in Computer Science), Knowledge Representation, Planning, and Uncertainty in AI. Roughly includes material in ACM Subject Classes I.2.0, I.2.1, I.2.3, I.2.4, I.2.8, and I.2.11.
涵盖了人工智能的所有领域,除了视觉、机器人、机器学习、多智能体系统以及计算和语言(自然语言处理),这些领域有独立的学科领域。特别地,包括专家系统,定理证明(尽管这可能与计算机科学中的逻辑重叠),知识表示,规划,和人工智能中的不确定性。大致包括ACM学科类I.2.0、I.2.1、I.2.3、I.2.4、I.2.8和I.2.11中的材料。
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一级分类:Computer Science 计算机科学
二级分类:Computer Science and Game Theory 计算机科学与博弈论
分类描述:Covers all theoretical and applied aspects at the intersection of computer science and game theory, including work in mechanism design, learning in games (which may overlap with Learning), foundations of agent modeling in games (which may overlap with Multiagent systems), coordination, specification and formal methods for non-cooperative computational environments. The area also deals with applications of game theory to areas such as electronic commerce.
涵盖计算机科学和博弈论交叉的所有理论和应用方面,包括机制设计的工作,游戏中的学习(可能与学习重叠),游戏中的agent建模的基础(可能与多agent系统重叠),非合作计算环境的协调、规范和形式化方法。该领域还涉及博弈论在电子商务等领域的应用。
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英文摘要:
There is currently an intersection in the research of game theory and cryptography. Generally speaking, there are two aspects to this partnership. First there is the application of game theory to cryptography. Yet, the purpose of this paper is to focus on the second aspect, the converse of the first, the application of cryptography to game theory. Chiefly, there exist a branch of non-cooperative games which have a correlated equilibrium as their solution. These equilibria tend to be superior to the conventional Nash equilibria. The primary condition for a correlated equilibrium is the presence of a mediator within the game. This is simply a neutral and mutually trusted entity. It is the role of the mediator to make recommendations in terms of strategy profiles to all players, who then act (supposedly) on this advice. Each party privately provides the mediator with the necessary information, and the referee responds privately with their optimized strategy set. However, there seem to be a multitude of situations in which no mediator could exist. Thus, games modeling these sorts of cases could not use these entities as tools for analysis. Yet, if these equilibria are in the best interest of players, it would be rational to construct a machine, or protocol, to calculate them. Of course, this machine would need to satisfy some standard for secure transmission between a player and itself. The requirement that no third party could detect either the input or strategy profile would need to be satisfied by this scheme. Here is the synthesis of cryptography into game theory; analyzing the ability of the players to construct a protocol which can be used successfully in the place of a mediator.
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PDF链接:
https://arxiv.org/pdf/1001.0054