Asynchrony (game theory)

In game theory, asynchrony occurs when gameplay does not proceed in consistently paced rounds. A system is synchronous if agents in a game move in lockstep according to a global timing system, whereas "in an asynchronous system, there is no global clock. The agents in the system can run at arbitrary rates relative to each other."[1]

Abraham, I., Alvisi, L., & Halpern, J. Y. (2011). Distributed computing meets game theory: combining insights from two fields. Acm Sigact News, 42(2), 69-76.

Ben-Or, M. (1983). Another Advantage of Free Choice: Completely Asynchronous Agreement Protocols. In Proc. 2nd ACM Symp. on Principles of Distributed Computing, pp. 27–30.

gollark: Wow, I'm glad Esobot has an APIONET bridge now.
gollark: The rich = everyone except me.
gollark: https://github.com/dumblob/manual-websocketThis is very weird. Someone forked my repository, changed nothing, but altered the description to mention one of the less interesting programs in it?
gollark: If it compiles, it runs!
gollark: Maybe it was an unimportant important capacitor.

References

  1. Halpern, J. Y. (2003). A computer scientist looks at game theory. Games and Economic Behavior, 45(1), p. 120


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