Optimal Relative Performance Criteria in Mean Field Contribution Games

Zhou Zhou
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Abstract

We consider mean-field contribution games, where players in a team choose some effort levels at each time period and the aggregate reward for the team depends on the aggregate cumulative performance of all the players. Each player aims to maximize the expected reward of her own share subject to her cost of effort. To reduce the free-rider issue, we propose some relative performance criteria (RPC), based on which the reward is redistributed to each player. We are interested in those RPCs that implement the optimal solution for the corresponding centralized problem, and we call such RPC an optimal one. That is, the expected payoff of each player under the equilibrium associated with an optimal RPC is as large as the value induced by the corresponding problem where players completely cooperate. We first analyze a one-period model with homogeneous players and obtain natural RPCs of different forms. Then, we generalize these results to a multiperiod model in discrete time. Next, we investigate a two-layer mean-field game. The top layer is an interteam game (team-wise competition), in which the reward of a team is impacted by the relative achievement of the team with respect to other teams; the bottom layer is an intrateam contribution game where an RPC is implemented for reward redistribution among team members. We establish the existence of equilibria for the two-layer game and characterize the intrateam optimal RPC. Finally, we extend the (one-layer) results of optimal RPCs to the continuous-time setup as well as to the case with heterogenous players.
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平均场贡献博弈中的最优相对性能标准
我们考虑的是平均场贡献博弈,即团队中的玩家在每个时间段选择一些努力水平,团队的总奖励取决于所有玩家的累计表现。每个玩家的目标是根据自己的努力成本最大化自己份额的预期回报。为了减少搭便车的问题,我们提出了一些相对绩效标准(RPC),在此基础上,奖励被重新分配给每个玩家。我们感兴趣的是那些为相应的集中问题实现最优解决方案的RPC,我们称这样的RPC为最优RPC。也就是说,在与最优RPC相关的均衡下,每个参与者的期望收益与参与者完全合作的相应问题所产生的值相同。我们首先分析了一个具有同质参与人的单周期模型,得到了不同形式的自然rpc。然后,我们将这些结果推广到离散时间的多周期模型。接下来,我们研究一个两层平均场博弈。顶层是团队间游戏(团队竞争),其中一个团队的奖励受到该团队相对于其他团队的成就的影响;底层是团队内部贡献游戏,其中实现RPC用于团队成员之间的奖励再分配。建立了两层博弈均衡的存在性,并刻画了团队内最优RPC。最后,我们将最优rpc的(单层)结果扩展到连续时间设置以及具有异质参与者的情况。
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