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EconCSLib.GameTheory.StrategicGame.ZeroSum.Learning.Robinson

EconCSLib.GameTheory.StrategicGame.ZeroSum.Learning.Robinson #

Robinson's admissible-sequence lemma (Robinson 1951; MFoGT Section 2.8, Exercise 12): for every matrix game A, every ε > 0, and every admissible sequence on A, the cumulative duality gap μ(t) is eventually ≤ ε·t.

This module defines the objects used by that argument. The proof targets remain recorded in the knowledge blueprint until formal proofs are added.

Main definitions #

noncomputable def MatrixGame.normMax {I : Type u_1} {J : Type u_2} [Fintype I] [Fintype J] [Nonempty I] [Nonempty J] (A : MatrixGame I J ) :

‖A‖ := max_{i,j} |A_{i,j}|, the entrywise sup norm of the payoff matrix.

Field-generic in the abstract, but the Robinson analysis is stated over (needed for the asymptotic o(t) formulation).

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    structure MatrixGame.AdmissibleSequence {I : Type u_1} {J : Type u_2} [Fintype I] [Fintype J] [Nonempty I] [Nonempty J] (A : MatrixGame I J ) :
    Type (max u_1 u_2)

    An admissible sequence on a matrix game A (Robinson 1951 setup).

    Records cumulative counterfactual payoff vectors α(t) : J (payoff to playing column j against the actual row sequence) and β(t) : I (payoff to playing row i against the actual column sequence), together with the row/column choice sequences and the admissibility conditions:

    This is the cumulative-payoff encoding of a fictitious-play realisation; see MatrixGame.IsFictitiousPlay for the empirical-frequency formulation, and the blueprint node for the correspondence α(t)/t = x(t) A, β(t)/t = A y(t) (plus the negligible boundary).

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      noncomputable def MatrixGame.AdmissibleSequence.mu {I : Type u_1} {J : Type u_2} [Fintype I] [Fintype J] [Nonempty I] [Nonempty J] {A : MatrixGame I J } (s : A.AdmissibleSequence) (t : ) :

      Cumulative duality gap μ(t) := max_i β^i(t) - min_j α^j(t).

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        def MatrixGame.AdmissibleSequence.IsRowUsefulInWindow {I : Type u_1} {J : Type u_2} [Fintype I] [Fintype J] [Nonempty I] [Nonempty J] {A : MatrixGame I J } (s : A.AdmissibleSequence) (start length : ) (i : I) :

        A pure row i is useful in the window [s, s + t*] if there is a step inside the window at which i is among the row player's argmax choices.

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          def MatrixGame.AdmissibleSequence.IsColUsefulInWindow {I : Type u_1} {J : Type u_2} [Fintype I] [Fintype J] [Nonempty I] [Nonempty J] {A : MatrixGame I J } (s : A.AdmissibleSequence) (start length : ) (j : J) :

          A pure column j is useful in the window [s, s + t*] analogously.

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