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1.
Bayesian equilibria are characterized by means of consistency and one-person rationality in combination with non-emptiness or converse consistency. Moreover, strong and coalition-proof Bayesian equilibria of extended Bayesian games are introduced and it is seen that these notions can be characterized by means of consistency, one-person rationality, a version of Pareto optimality and a modification of converse consistency. It is shown that, in case of the strong Bayesian equilibrium correspondence, converse consistency can be replaced by non-emptiness. As examples we treat Bayesian potential games and Bayesian congestion games.  相似文献   

2.
The model of congestion games is widely used to analyze games related to traffic and communication. A central property of these games is that they are potential games and hence posses a pure Nash equilibrium. In reality, it is often the case that some players cooperatively decide on their joint action in order to maximize the coalition’s total utility. This is modeled by Coalitional Congestion Games. Typical settings include truck drivers who work for the same shipping company, or routers that belong to the same ISP. The formation of coalitions will typically imply that the resulting coalitional congestion game will no longer posses a pure Nash equilibrium. In this paper, we provide conditions under which such games are potential games and posses a pure Nash equilibrium.  相似文献   

3.
Game trees (or extensive-form games) were first defined by von Neumann and Morgenstern in 1944. In this paper we examine the use of game trees for representing Bayesian decision problems. We propose a method for solving game trees using local computation. This method is a special case of a method due to Wilson for computing equilibria in 2-person games. Game trees differ from decision trees in the representations of information constraints and uncertainty. We compare the game tree representation and solution technique with other techniques for decision analysis such as decision trees, influence diagrams, and valuation networks.  相似文献   

4.
This paper examines the existence of strategic solutions to finite normal form games under the assumption that strategy choices can be described as choices among lotteries where players have security- and potential level preferences over lotteries (e.g., Cohen, Theory and Decision, 33, 101–104, 1992, Gilboa, Journal of Mathematical Psychology, 32, 405–420, 1988, Jaffray, Theory and Decision, 24, 169–200, 1988). Since security- and potential level preferences require discontinuous utility representations, standard existence results for Nash equilibria in mixed strategies (Nash, Proceedings of the National Academy of Sciences, 36, 48–49, 1950a, Non-Cooperative Games, Ph.D. Dissertation, Princeton University Press, 1950b) or for equilibria in beliefs (Crawford, Journal of Economic Theory, 50, 127–154, 1990) do not apply. As a key insight this paper proves that non-existence of equilibria in beliefs, and therefore non-existence of Nash equilibria in mixed strategies, is possible in finite games with security- and potential level players. But, as this paper also shows, rationalizable strategies (Bernheim, Econometrica, 52, 1007–1028, 1984, Moulin, Mathematical Social Sciences, 7, 83–102, 1984, Pearce, Econometrica, 52, 1029–1050, 1984) exist for such games. Rationalizability rather than equilibrium in beliefs therefore appears to be a more favorable solution concept for games with security- and potential level players.   相似文献   

5.
Ellsberg games     
In the standard formulation of game theory, agents use mixed strategies in the form of objective and probabilistically precise devices to conceal their actions. We introduce the larger set of probabilistically imprecise devices and study the consequences for the basic results on normal form games. While Nash equilibria remain equilibria in the extended game, there arise new Ellsberg equilibria with distinct outcomes, as we illustrate by negotiation games with three players. We characterize Ellsberg equilibria in two-person conflict and coordination games. These equilibria turn out to be related to experimental deviations from Nash equilibrium play.  相似文献   

6.
Nessah  Rabia 《Theory and Decision》2022,93(4):725-745
Theory and Decision - This paper investigates the existence of pure strategy Nash equilibria in discontinuous and nonquasiconcave games. We introduce a new notion of continuity, called weakly...  相似文献   

7.
The 2 × 2 game is the simplest interactive decision model that portrays concerned decision makers with genuine choices. There are two players, each of whom must choose one of two strategies, so that there are four possible outcomes. Binary 2 × 2 games are 2 × 2 games with no restrictions on the players' preference relations over the outcomes. They therefore generalize the strict ordinal 2 × 2 games and the ordinal 2 × 2 games, classes which have already been studied extensively. This paper enumerates the strategically distinct binary 2 × 2 games. It also identifies important subsets defined by the number of pure Nash equilibria and the occurrence of dominant strategies.  相似文献   

8.
We study experimentally in the laboratory two 2-player games that mimic a decentralized decision-making situation in which firms repeatedly outsource production orders to multiple identical suppliers. The first game has a unique (inefficient) equilibrium in mixed strategies, while the second game has two (efficient) equilibria in pure strategies and an infinite number of (inefficient) equilibria in mixed strategies. In both games, the optimal social costs can also be obtained via dominated strategies. We find that only in the second game subjects manage to reach an efficient outcome more often when matched in fixed pairs than when randomly rematched each round. Surprisingly, this is because subjects coordinate on dominated strategies (and not an efficient pure strategy equilibrium). We show theoretically that preferences for efficiency cannot explain our experimental results. Inequality aversion, on the other hand, cannot be rejected.  相似文献   

9.
Mixed-strategy equilibria are typically rather unstable in evolutionary game theory. “Monocyclic” games, such as Rock–Paper–Scissors, have only mixed equilibria, some of which are “stable” in the sense that sequential best replies lead to them; yet, even these games are prone to stable cycles under discrete-time simultaneous best replies, giving an unusual equilibrium-selection problem. This article analyzes such games in a random-utility setting where changing strategies is costly, and the speed of the dynamic is, thus, endogenous. The stochastically stable outcome is determined by the cost of switching strategies; when switching costs are high, mixed equilibria are selected, whereas when switching costs are low, cycles are selected.  相似文献   

10.
Nash equilibria with identical supports are compared for bimatrix games that are different with respect to the risk aversion of player 2. For equilibria in 2× 2-bimatrix games and for equilibria with efficient supports in coordination games it is established for which cases increased risk aversion of player 2 benefits or hurts player 2.  相似文献   

11.
Equilibria for far-sighted players   总被引:2,自引:2,他引:2  
A new equilibrium concept for non-cooperative games, based on the assumptions that players are rational and far-sighted, is examined. An outcome is extended non-myopically (XNM) stable for a player if that player is assured that no movecountermove sequence he could initiate by departing unilaterally from that outcome would benefit him. The extended non-myopic (XNM) equilibria of a game, the outcomes which are XNM stable for each player, therefore model permanent (enduring) equilibria in an ongoing conflict.Algorithms for the identification of XNM equilibria in a 2 × 2 game are presented. The XNM concepts are then applied to three special classes of games (no-conflict games, games of complete opposition, and strict ordinal games) to compare their predictions of long-term stability with the known properties of games in these classes.Research supported by Natural Sciences and Engineering Research Council of Canada Grant No. A8974.  相似文献   

12.
In this note we introduce the notion of K–player additive extension of a symmetric two-player game and prove a result relating the equilibria in mixed strategies in the two games. Then we apply the result to the Borda electoral competition game.  相似文献   

13.
Hobbes’s state of nature is often analyzed in two-person two-action non-cooperative games. By definition, this literature only focuses on duels. Yet, if we consider general games, i.e., with more than two agents, analyzing Hobbes’s state of nature in terms of duel is not completely satisfactory, since it is a very specific interpretation of the war of all against all. Therefore, we propose a definition of the state of nature for games with an arbitrary number of players. We show that this definition coincides with the strategy profile considered as the state of nature in two-person games. Furthermore, we study what we call rational states of nature (that is, strategy profiles which are both states of nature and Nash equilibria). We show that in rational states of nature, the utility level of any agent is equal to his maximin payoff. We also show that rational states of nature always exist in inessential games. Finally, we prove the existence of states of nature in a class of (not necessarily inessential) symmetric games.  相似文献   

14.
Since the seminal paper of Nash (Proc Natl Acad Sci USA 36:48–49, 1950) game theoretic literature has focused mostly on equilibrium and not on maximin (minimax) strategies. In a recent paper of Pruzhansky (Int J Game Theory 40:351–365, 2011) it was shown that under fairy general conditions maximin strategies in completely mixed games can guarantee the same expected payoff as completely mixed Nash equilibrium strategies. Based on this finding, the current paper argues that maximin strategies have important properties. For instance, maximin strategies may refine Nash equilibria in subjective mixed strategies. Further, Bayesian rationality of the players may favor maximin strategies more often than Nash equilibrium strategies. The paper concludes with several suggestions for further experimental research that may shed more light on whether maximin behavior can explain reality better than Nash equilibrium.  相似文献   

15.
Conclusion In conclusion, I shall indicate one consequence of (3.4). The major resultof work on infinitely iterated Prisoner's Dilemma games is that there existcooperative equilibria in such games. I have suggested above that myaccount of finitely, but indefinitely, iterated Prisoner's Dilemma gamesreflects the nature of genuine iterated Prisoner's Dilemmas more accu-rately than accounts involving infinite iterations. If my suggestion iscorrect, then one consequence of (3.4) - of there being only uncooperativeequilibria in finitely, but indefinitely, iterated games - is to call intoquestion the significance of the existence of cooperative equilibria ininfinitely iterated Prisoner's Dilemma games.Thanks to Jules Coleman, Mark Isaac, John Pollock, and Gregory Karva for helpful comments on earlier versions of this paper. Some of these results were presented as part of similar papers given at the 1986 meeting of the society for Exact Philosophy and at Bowling Green University.  相似文献   

16.
In a recent volume of this journal John Carroll argued that there exist only uncooperative equilibria in indefinitely repeated prisoner's dilemma games. We show that this claim depends on modeling such games as finitely but indefinitely repeated games, which reduce simply to finitely repeated games. We propose an alternative general model of probabilistically indefinitely repeated games, and discuss the appropriateness of each of these models of indefinitely repeated games.  相似文献   

17.
This paper deals with the equilibria of games when the agents have multiple objectives and, therefore, their utilities cannot be represented by a single value, but by a vector containing the various dimensions of the utility. Our approach allows the incorporation of partial information about the preferences of the agents into the model, and permits the identification of the set of equilibria in accordance with this information. We also propose an additional conservative criterion which can be applied in this framework in order to predict the results of interaction. The potential application of the theoretical results is shown with an analysis of a mixed oligopoly in which the agents value additional objectives other than their own benefit. These objectives are related to social welfare and to the profit of the industry. The flexibility of our approach provides a general theoretical framework for the analysis of a wide range of strategic economic models.  相似文献   

18.
A forward induction solution for finitely repeated games with complete information is developed. This notion is motivated in terms of its implications on the way deviations affect the opponents' expectations about the future behavior of the deviating player. We argue that the inability of the notion of perfect equilibrium to take account of forward induction is a key factor responsible for a number of difficulties encountered in the use of perfect equilibria in repeated games. It is then shown that the solution proposed in this paper remedies some of these problems in the study of three important classes of repeated games: (i) finitely repeated coordination games; (ii) repeated games where one long-term player plays a sequence of short-term players; (iii) repeated battle of the sexes games.  相似文献   

19.
On Loss Aversion in Bimatrix Games   总被引:1,自引:0,他引:1  
In this article three different types of loss aversion equilibria in bimatrix games are studied. Loss aversion equilibria are Nash equilibria of games where players are loss averse and where the reference points—points below which they consider payoffs to be losses—are endogenous to the equilibrium calculation. The first type is the fixed point loss aversion equilibrium, introduced in Shalev (2000; Int. J. Game Theory 29(2):269) under the name of ‘myopic loss aversion equilibrium.’ There, the players’ reference points depend on the beliefs about their opponents’ strategies. The second type, the maximin loss aversion equilibrium, differs from the fixed point loss aversion equilibrium in that the reference points are only based on the carriers of the strategies, not on the exact probabilities. In the third type, the safety level loss aversion equilibrium, the reference points depend on the values of the own payoff matrices. Finally, a comparative statics analysis is carried out of all three equilibrium concepts in 2 × 2 bimatrix games. It is established when a player benefits from his opponent falsely believing that he is loss averse.  相似文献   

20.
Payoff dominance, a criterion for choosing between equilibrium points in games, is intuitively compelling, especially in matching games and other games of common interests, but it has not been justified from standard game-theoretic rationality assumptions. A psychological explanation of it is offered in terms of a form of reasoning that we call the Stackelberg heuristic in which players assume that their strategic thinking will be anticipated by their co-player(s). Two-person games are called Stackelberg-soluble if the players' strategies that maximize against their co-players' best replies intersect in a Nash equilibrium. Proofs are given that every game of common interests is Stackelberg-soluble, that a Stackelberg solution is always a payoff-dominant outcome, and that in every game with multiple Nash equilibria a Stackelberg solution is a payoff-dominant equilibrium point. It is argued that the Stackelberg heuristic may be justified by evidentialist reasoning.  相似文献   

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