  This paper investigates the Nash equilibrium seeking problems for networked
games with intermittent communication, where each player is capable of
communicating with other players intermittently over a strongly connected and
directed graph. Noticing that the players are not directly and continuously
available for the actions of other players, this paper proposed an intermittent
communication strategy. Compared with previous literature on intermittent
communication, the players considered in this paper communicate with other
players without quasi-periodic constraint. Instead, the players are supposed to
estimate the actions of the other players with completely aperiodically
intermittent communication. The distributions of communication time and silent
time are characterized newly according to the concept of average communication
ratio. And each player estimates other players' actions only during
communication time. Finally, the validity of the theoretical results is
demonstrated by two simulation examples.
