Lars Peter Hansen and Thomas J. Sargent
- Published in print:
- 2013
- Published Online:
- October 2017
- ISBN:
- 9780691042770
- eISBN:
- 9781400848188
- Item type:
- chapter
- Publisher:
- Princeton University Press
- DOI:
- 10.23943/princeton/9780691042770.003.0001
- Subject:
- Economics and Finance, History of Economic Thought
This chapter sets out the book's focus, namely constructing and applying competitive equilibria for a class of linear-quadratic-Gaussian dynamic economies with complete markets. Here, an economy will ...
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This chapter sets out the book's focus, namely constructing and applying competitive equilibria for a class of linear-quadratic-Gaussian dynamic economies with complete markets. Here, an economy will consist of a list of matrices that describe people's household technologies, their preferences over consumption services, their production technologies, and their information sets. Competitive equilibrium allocations and prices satisfy some equations that are easy to write down and solve. These competitive equilibrium outcomes have representations that are convenient to represent and estimate econometrically. The chapter then discusses the construction of a class of economies, the computer programs used, followed by an overview of the subsequent chapters.Less
This chapter sets out the book's focus, namely constructing and applying competitive equilibria for a class of linear-quadratic-Gaussian dynamic economies with complete markets. Here, an economy will consist of a list of matrices that describe people's household technologies, their preferences over consumption services, their production technologies, and their information sets. Competitive equilibrium allocations and prices satisfy some equations that are easy to write down and solve. These competitive equilibrium outcomes have representations that are convenient to represent and estimate econometrically. The chapter then discusses the construction of a class of economies, the computer programs used, followed by an overview of the subsequent chapters.
João P. Hespanha
- Published in print:
- 2017
- Published Online:
- May 2018
- ISBN:
- 9780691175218
- eISBN:
- 9781400885442
- Item type:
- chapter
- Publisher:
- Princeton University Press
- DOI:
- 10.23943/princeton/9780691175218.003.0015
- Subject:
- Mathematics, Logic / Computer Science / Mathematical Philosophy
This chapter focuses on one-player discrete time dynamic games, that is, the optimal control of a discrete time dynamical system. It first considers solution methods for one-player dynamic games, ...
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This chapter focuses on one-player discrete time dynamic games, that is, the optimal control of a discrete time dynamical system. It first considers solution methods for one-player dynamic games, which are simple optimizations, before discussing discrete time cost-to-go. It shows that, regardless of the information structure (open loop, state feedback or other), it is not possible to obtain a cost lower than the cost-to-go. A computationally efficient recursive technique that can be used to compute the cost-to-go is dynamic programming. After providing an overview of discrete time dynamic programming, the chapter explores the complexity of computing the cost-to-go at all stages, the use of MATLAB to solve finite one-player games, and linear quadratic dynamic games. It concludes with a practice exercise and the corresponding solution, along with an additional exercise.Less
This chapter focuses on one-player discrete time dynamic games, that is, the optimal control of a discrete time dynamical system. It first considers solution methods for one-player dynamic games, which are simple optimizations, before discussing discrete time cost-to-go. It shows that, regardless of the information structure (open loop, state feedback or other), it is not possible to obtain a cost lower than the cost-to-go. A computationally efficient recursive technique that can be used to compute the cost-to-go is dynamic programming. After providing an overview of discrete time dynamic programming, the chapter explores the complexity of computing the cost-to-go at all stages, the use of MATLAB to solve finite one-player games, and linear quadratic dynamic games. It concludes with a practice exercise and the corresponding solution, along with an additional exercise.
João P. Hespanha
- Published in print:
- 2017
- Published Online:
- May 2018
- ISBN:
- 9780691175218
- eISBN:
- 9781400885442
- Item type:
- chapter
- Publisher:
- Princeton University Press
- DOI:
- 10.23943/princeton/9780691175218.003.0017
- Subject:
- Mathematics, Logic / Computer Science / Mathematical Philosophy
This chapter focuses on the computation of the saddle-point equilibrium of a zero-sum discrete time dynamic game in a state-feedback policy. It begins by considering solution methods for two-player ...
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This chapter focuses on the computation of the saddle-point equilibrium of a zero-sum discrete time dynamic game in a state-feedback policy. It begins by considering solution methods for two-player zero sum dynamic games in discrete time, assuming a finite horizon stage-additive cost that Player 1 wants to minimize and Player 2 wants to maximize, and taking into account a state feedback information structure. The discussion then turns to discrete time dynamic programming, the use of MATLAB to solve zero-sum games with finite state spaces and finite action spaces, and discrete time linear quadratic dynamic games. The chapter concludes with a practice exercise that requires computing the cost-to-go for each state of the tic-tac-toe game, and the corresponding solution.Less
This chapter focuses on the computation of the saddle-point equilibrium of a zero-sum discrete time dynamic game in a state-feedback policy. It begins by considering solution methods for two-player zero sum dynamic games in discrete time, assuming a finite horizon stage-additive cost that Player 1 wants to minimize and Player 2 wants to maximize, and taking into account a state feedback information structure. The discussion then turns to discrete time dynamic programming, the use of MATLAB to solve zero-sum games with finite state spaces and finite action spaces, and discrete time linear quadratic dynamic games. The chapter concludes with a practice exercise that requires computing the cost-to-go for each state of the tic-tac-toe game, and the corresponding solution.
João P. Hespanha
- Published in print:
- 2017
- Published Online:
- May 2018
- ISBN:
- 9780691175218
- eISBN:
- 9781400885442
- Item type:
- chapter
- Publisher:
- Princeton University Press
- DOI:
- 10.23943/princeton/9780691175218.003.0018
- Subject:
- Mathematics, Logic / Computer Science / Mathematical Philosophy
This chapter focuses on the computation of the saddle-point equilibrium of a zero-sum continuous time dynamic game in a state-feedback policy. It begins by considering the solution for two-player ...
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This chapter focuses on the computation of the saddle-point equilibrium of a zero-sum continuous time dynamic game in a state-feedback policy. It begins by considering the solution for two-player zero sum dynamic games in continuous time, assuming a finite horizon integral cost that Player 1 wants to minimize and Player 2 wants to maximize, and taking into account a state feedback information structure. Continuous time dynamic programming can also be used to construct saddle-point equilibria in state-feedback policies. The discussion then turns to continuous time linear quadratic dynamic games and the use of dynamic programming to construct a saddle-point equilibrium in a state-feedback policy for a two-player zero sum differential game with variable termination time. The chapter also describes pursuit-evasion games before concluding with a practice exercise and the corresponding solution.Less
This chapter focuses on the computation of the saddle-point equilibrium of a zero-sum continuous time dynamic game in a state-feedback policy. It begins by considering the solution for two-player zero sum dynamic games in continuous time, assuming a finite horizon integral cost that Player 1 wants to minimize and Player 2 wants to maximize, and taking into account a state feedback information structure. Continuous time dynamic programming can also be used to construct saddle-point equilibria in state-feedback policies. The discussion then turns to continuous time linear quadratic dynamic games and the use of dynamic programming to construct a saddle-point equilibrium in a state-feedback policy for a two-player zero sum differential game with variable termination time. The chapter also describes pursuit-evasion games before concluding with a practice exercise and the corresponding solution.
João P. Hespanha
- Published in print:
- 2017
- Published Online:
- May 2018
- ISBN:
- 9780691175218
- eISBN:
- 9781400885442
- Item type:
- chapter
- Publisher:
- Princeton University Press
- DOI:
- 10.23943/princeton/9780691175218.003.0016
- Subject:
- Mathematics, Logic / Computer Science / Mathematical Philosophy
This chapter focuses on one-player continuous time dynamic games, that is, the optimal control of a continuous time dynamical system. It begins by considering a one-player continuous time ...
More
This chapter focuses on one-player continuous time dynamic games, that is, the optimal control of a continuous time dynamical system. It begins by considering a one-player continuous time differential game in which the (only) player wants to minimize either using an open-loop policy or a state-feedback policy. It then discusses continuous time cost-to-go, with the following conclusion: regardless of the information structure considered (open loop, state feedback, or other), it is not possible to obtain a cost lower than cost-to-go. It also explores continuous time dynamic programming, linear quadratic dynamic games, and differential games with variable termination time before concluding with a practice exercise and the corresponding solution.Less
This chapter focuses on one-player continuous time dynamic games, that is, the optimal control of a continuous time dynamical system. It begins by considering a one-player continuous time differential game in which the (only) player wants to minimize either using an open-loop policy or a state-feedback policy. It then discusses continuous time cost-to-go, with the following conclusion: regardless of the information structure considered (open loop, state feedback, or other), it is not possible to obtain a cost lower than cost-to-go. It also explores continuous time dynamic programming, linear quadratic dynamic games, and differential games with variable termination time before concluding with a practice exercise and the corresponding solution.