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: We are an intelligent species. Mostly. We can try and actively manage population and such.
gollark: > You breed maybe once or twiceActually, I may just not have children, it seems inconvenient and annoying.
gollark: My inability to visually imagine things is really helpful on the internet, honestly!
gollark: This very long conversation maaaaay have not really gotten anywhere and created/exposed some large divisions in the server, but oh well.
gollark: > and thus define human breeding as an inherent functionAnyway, you seem to just be defining it as one, and I'm not sure what you're trying to say by that beyond that having children... is a thing we can do, and one which evolution selects for to some degree. That doesn't make it *the right thing to do* all the time.

References

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


This article is issued from Wikipedia. The text is licensed under Creative Commons - Attribution - Sharealike. Additional terms may apply for the media files.