| Real or real histories: what difference does it make? : |

This dynamics seems to make any analytical approach much more difficult, because mu(t) is not markovian. The idea of Cavagna is to replace the real history mu(t) with a random number, drawn from a uniform distribution. In this case, a random history is better called a common piece of information, and the fact that agents' behavior depends on a completely random information is an illustration of the sun's spot effect.
The question is: do we need real histories at all, i.e. what does it change?
Fluctuations for real (filled circles) and random (void circles) histories.
Continous curves are from the replica calculus. alpha=P/N
Indeed, these values only depend on the histories' frequency distribution
function. In the symmetric phase (N/P<0.3347...), the MG's agents
manage to produce a uniform distribution, but not in the asymmetric phase
(N/P>0.3374). There is a way of finding self-consitently the distribution
of the frequency in the asymmetric phase.
Fluctuations for agents accounting for their impact (epsilon=0.1)
Even more, if agents account for their exact impact on the game, the
difference is of one order of magnitude.
So, yes, random or real histories do really matter; the difference goes beyond several percents, except for time averaged simple macroscopic quantities of the standard MG with naive agents.
In fact whether to take real or random histories depends on what one
wants to modelize: if the meaning of the histories is important then consider
real histories. If you want to modelize random news arrival, switch to
random histories, and your model will be easier to solve.
Papers related to this topic are: