5 CONCLUSIONS AND FUTURE
WORK
Not surprisingly, an exhaustive search over all strat-
egy profiles quickly becomes intractable – even if one
considers only strategies implemented by automata
with very few states. Nevertheless, simulations give
us interesting insights about the outcomes of strategic
behavior in complex scenarios like the presented elec-
tronic market. By identifying equilibria and strategies
with high utilities and low incentive to change, use-
ful statements about the development of markets can
be done and the impact of mechanisms like reputa-
tion systems can be studied before their implementa-
tion. However, we are interested in even more real-
istic scenarios which allow players with more mem-
ory and more complex functions including random-
ization. A promising direction is the use of techniques
from evolutionary game theory which uses a popu-
lation of strategies, each additionally equipped with
a fitness value. Utilizing replication and imitation
dynamics (Weibull, 1997; Taylor and Jonker, 1978;
Hofbauer and Sigmund, 1998), the population and
the fitness values evolve over time. The concept of
evolutionary equilibria (Hirshleifer and Rubin, 1982)
and evolutionary stable strategies (ESS) (Smith and
Price, 1973) describe states and strategies which are
(approximately) stable with respect to the aforemen-
tioned dynamics. The simulation architecture pre-
sented here is easily adaptable towards such concepts
and the computational results show that hundreds or
even thousands of such experiments can be conducted
in a very short time.
ACKNOWLEDGEMENTS
This work was partially supported by the German
Research Foundation (DFG) within the Collabora-
tive Research Center “On-The-Fly Computing” (SFB
901), by the EU within FET project MULTIPLEX un-
der contract no. 317532 and by the Paderborn Center
for Parallel Computing (PC
2
).
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