共查询到20条相似文献,搜索用时 15 毫秒
1.
Charles Figuières 《Theory and Decision》2009,66(1):39-68
This paper contributes to the understanding of economic strategic behaviors in inter-temporal settings. Comparing the MPE
and the OLNE of a widely used class of differential games it is shown: (i) what qualifications on behaviors a markov (dynamic)
information structure brings about compared with an open-loop (static) information structure, (ii) what is the reason leading
to intensified or reduced competition between the agents in the long run. It depends on whether agents’ interactions are characterized
by markov substitutability or markov complementarity, which can be seen as dynamic translations of the ideas of strategic substitutability and strategic complementarity (Bulow et al. 1985, Journal of Political Economy 93:488–511). In addition, an important practical contribution of the paper
for modelers is to show that these results can be directly deduced from the payoff structure, with no need to compute equilibria
first.
I dedicate this paper to Philippe Michel, who introduced me to the literature on differential games. 相似文献
2.
Alexander Zimper 《Theory and Decision》2007,63(1):53-78
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
3.
Jean-Pierre Ponssard 《Theory and Decision》1990,29(1):69-83
This paper explores the idea of forward induction for extensive games. It interprets this idea as a general behavioral principle the technical details of which have to be worked out in each specific case. Because of its cooperative ingredient, this approach should be contrasted with the usual approaches of non-cooperative game theory which are rooted in individual rationality. 相似文献
4.
Peter Vanderschraaf 《Theory and Decision》1995,38(1):61-84
Most of the results of modern game theory presuppose that the choices rational agents make in noncooperative games are probabilistically independent. In this paper I argue that there is noa priori reason for rational agents to assume probabilistic independence. I introduce a solution concept for noncooperative games called anendogenous correlated equilibrium, which generalizes the Nash equilibrium concept by dropping probabilistic independence. I contrast the endogenous correlated equilibrium with the correlated equilibrium defined by Aumann (1974, 1987). I conclude that in general the endogenous correlated equilibrium concept is a more appropriate solution concept for noncooperative game theory than the less general Nash equilibrium concept. I close by discussing the relationship between endogenous correlated equilibrium and the game solution concept calledrationalizability introduced by Bernheim (1984) and Pearce (1984). 相似文献
5.
Giacomo Bonanno 《Theory and Decision》1992,33(2):153-176
Given an extensive game, with every node x and every player i a subset k
i
(x) of the set of terminal nodes is associated, and is given the interpretation of player i's knowledge (or information) at node x. A belief of player i is a function that associates with every node x an element of the set K
i
(x). A belief system is an n-tuple of beliefs, one for each player. A belief system is rational if it satisfies some natural consistency properties. The main result of the paper is that the notion of rational belief system gives rise to a refinement of the notion of subgame-perfect equilibrium. 相似文献
6.
We show that if identical members first decide on the sharing technology (stage I) taking into account their subsequent effort supply (stage II) decisions, the resulting contractarian sharing technology (constitution) channels individual self-seeking towards team (Pareto) optimum. Voting with one's feet and open entry can ensure symmetry and majoritarian decision making in the real world teams. The model helps explain the differential performance of the Israeli Kibbutz and the Russian Kolkhoz. 相似文献
7.
On Stalnaker's Notion of Strong Rationalizability and Nash Equilibrium in Perfect Information Games 总被引:1,自引:1,他引:0
Counterexamples to two results by Stalnaker (Theory and Decision, 1994) are given and a corrected version of one of the two results is proved. Stalnaker's proposed results are: (1) if at the true state of an epistemic model of a perfect information game there is common belief in the rationality of every player and common belief that no player has false beliefs (he calls this joint condition strong rationalizability), then the true (or actual) strategy profile is path equivalent to a Nash equilibrium; (2) in a normal-form game a strategy profile is strongly rationalizable if and only if it belongs to C , the set of profiles that survive the iterative deletion of inferior profiles. 相似文献
8.
Hannu Salonen 《Theory and Decision》1992,33(2):177-189
The purpose of this paper is to analyze axiomatically the Nash equilibrium concept. The class of games under study is a (relatively large) subclass of n-person normal form games. Solutions are correspondences which associate to each game a non empty set of strategy vectors of this game. It is shown that if a solution satisfies the axioms Independence of irrelevant alternatives (IIA) and Individual rationality (IR), then all the strategy vectors in this solution are Nash equilibria. This result holds good also if IR is replaced by Strong individual monotonicity (SIM) or Weak principle of fair compromise (WPFC). 相似文献
9.
Françoise Forges 《Theory and Decision》1993,35(3):277-310
Aumann's (1987) theorem shows that correlated equilibrium is an expression of Bayesian rationality. We extend this result to games with incomplete information.First, we rely on Harsanyi's (1967) model and represent the underlying multiperson decision problem as a fixed game with imperfect information. We survey four definitions of correlated equilibrium which have appeared in the literature. We show that these definitions are not equivalent to each other. We prove that one of them fits Aumann's framework; the agents normal form correlated equilibrium is an expression of Bayesian rationality in games with incomplete information.We also follow a universal Bayesian approach based on Mertens and Zamir's (1985) construction of the universal beliefs space. Hierarchies of beliefs over independent variables (states of nature) and dependent variables (actions) are then constructed simultaneously. We establish that the universal set of Bayesian solutions satisfies another extension of Aumann's theorem.We get the following corollary: once the types of the players are not fixed by the model, the various definitions of correlated equilibrium previously considered are equivalent. 相似文献
10.
Tacit coordination is studied in a class of games in which each of n = 20 players is required to choose between two courses of actions. The first action offers each player a fixed outcome whereas the second presents her the opportunity of participating in a lottery with probabilities that are determined endogenously. Across multiple iterations of the game and trial-to-trial changes in the composition of the lottery, we observe a remarkably good coordination on the aggregate but not individual level. We further observe systematic deviations from the Nash equilibrium solution that are accounted for quite well by a simple adaptive learning model. 相似文献
11.
Robert Stalnaker 《Theory and Decision》1994,37(1):49-73
It is proposed that solution concepts for games should be evaluated in a way that is analogous to the way a logic is evaluated by a model theory for the language. A solution concept defines a set of strategy profiles, as a logic defines a set of theorems. A model theoretic analysis for a game defines a class of models, which are abstract representations of particular plays of the game. Given an appropriate definition of a model, one can show that various solution concepts are characterized by intuitively natural classes of models in the same sense that the set of theorems of a logic is characterized by a class of models of the language. Sketches of characterization results of this kind are given for rationalizability, Nash equilibrium, and for a refinement of rationalizability —strong rationalizability — that has some features of an equilibrium concept. It is shown that strong rationalizability is equivalent to Nash equilibrium in perfect information games. Extensions of the model theoretic framework that represent belief revision and that permit the characterization of other solution concepts are explored informally. 相似文献
12.
This paper reports the first cross-study competitive test of thecore solution in side-payment games where the core is nonempty and nonunique (i.e., larger than a single point). The core was tested against five alternative theories including the Shapley value, the disruption nucleolus, the nucleolus, the 2-center, and the equality solution. A generalized Euclidean distance metric which indexes the average distance between an observed payoff vector and the entire set of predicted payoff vectors (Bonacich, 1979) was used as the measure of goodness-of-fit. Analysis of data assembled from six previously reported studies (encompassing a total of 1,464 observations over 56 3-person and 4-person side-payment games) showed the core to predict less accurately than the Shapley value, disruption nucleolus, and nucleolus solutions (p < 0.01). These findings are consistent with previous empirical results that show the core to have a low level of predictive accuracy in side-payment games.This research was supported by grants SOC-7726932 and SES-8015528 from the National Science Foundation. Data analysis was performed at the Madison Academic Computing Center. 相似文献
13.
This paper provides an ethical intepretation of the Nash choice rule. In a setting in which (cardinal) utilities are interpersonally comparable, this procedure is characterised by an impartiality requirement and by the assumption that choices are not responsive to the agents' relative ability to convert resources into utility. 相似文献
14.
In this study we introduce two new properties, the Midpoint Outcome on a Linear Frontier (MOLF) and Balanced Focal Point (BFP) properties, to replace the Weak Pareto Optimality (WPO), Symmetry (SYM) and Independence of Equivalent Utility Representations (IEUR) properties in the axiomatic characterizations of the two most prominent solution concepts, namely the Nash and Kalai/Smorodinsky solutions, respectively. 相似文献
15.
This article reports an experimental study of decision-making outcomes in cooperative non-sidepayment games. The objective of this test was to determine which characteristic function, V
(S) or V
(S), provides the most accurate basis for payoff predictions from solution concepts. The experiment tested three solution concepts (core, stable set, imputation set) in the context of 5-person, 2-strategy non-sidepayment games. Predictions from each of the three solution concepts were computed on the basis of both V
(S) and V
(S), making a total of six predictive theories under test. Consistent with earlier studies (Michener et al., 1984a; Michener et al., 1985), two basic findings emerged. First, the data show that for each of the solutions tested, the prediction from any solution concept computed from V(S) was more accurate than the prediction from the same solution concept computed from V
(S). Second, the -core was the most accurate of the six theories tested. Overall, these results support the view that V
(S) is superior to V
(S) as a basis for payoff predictions in cooperative non-sidepayment games. 相似文献
16.
In this paper, we are concerned with the preorderings (SS) and (BC) induced in the set of players of a simple game by the Shapley–Shubik and the Banzhaf–Coleman's indices, respectively. Our main result is a generalization of Tomiyama's 1987 result on ordinal power equivalence in simple games; more precisely, we obtain a characterization of the simple games for which the (SS) and the (BC) preorderings coincide with the desirability preordering (T), a concept introduced by Isbell (1958), and recently reconsidered by Taylor (1995): this happens if and only if the game is swap robust, a concept introduced by Taylor and Zwicker (1993). Since any weighted majority game is swap robust, our result is therefore a generalization of Tomiyama's. Other results obtained in this paper say that the desirability relation keeps itself in all the veto-holder extensions of any simple game, and so does the (SS) preordering in all the veto-holder extensions of any swap robust simple game. 相似文献
17.
It is commonly assumed that identification with a social group is constant throughout the play of a one-shot game in the absence of feedback. Our experiment provides evidence that challenges this assumption. Subjects play one of two versions of the prisoner's dilemma game. These versions are distinguished by the relative attractiveness of the uncooperative action. The version with a relatively attractive uncooperative action is referred to as the Easy Game and the other as the Difficult Game. Subjects who play the Difficult Game, exhibit a change in group identification which is related to their selected action. No such relationship exists within the Easy Game. Additionally, the change primarily occurs after the action is selected rather than upon inspection of the game. 相似文献
18.
Eric Rasmusen 《Theory and Decision》1992,32(2):147-164
The fact that infinitely repeated games have many different equilibrium outcomes is known as the Folk Theorem. Previous versions of the Folk Theorem have characterized only the payoffs of the game. This paper shows that over a finite portion of an infinitely repeated game, the concept of perfect equilibrium imposes virtually no restrictions on observable behavior. The Prisoner's Dilemma is presented as an example and discussed in detail.I would like to thank an anonymous referee, Sushil Bikhchandani, David Hirshleifer, David Levine, Thomas Voss, and participants in the UCLA Game Theory Seminar for helpful comments. 相似文献
19.
Power indices are commonly required to assign at least as much power to a player endowed with some given voting weight as
to any player of the same game with smaller weight. This local monotonicity and a related global property however are frequently
and for good reasons violated when indices take account of a priori unions amongst subsets of players (reflecting, e.g., ideological
proximity). This paper introduces adaptations of the conventional monotonicity notions that are suitable for voting games
with an exogenous coalition structure. A taxonomy of old and new monotonicity concepts is provided, and different coalitional
versions of the Banzhaf and Shapley–Shubik power indices are compared accordingly.
相似文献
20.
Some notes on Church's thesis and the theory of games 总被引:2,自引:0,他引:2
Luca Anderlini 《Theory and Decision》1990,29(1):19-52
This paper considers games in normal form played by Turing Machines. The machines are fed as input all the relevent information and then are required to play the game. Some impossibility results are derived for this set-up. In particular, it is shown that no Turing Machine exists which will always play the correct strategy given its opponent's choice. Such a result also generalizes to the case in which attention is restricted to economically optimizing machines only. The paper also develops a model of knowledge. This allows the main results of the paper to be interpreted as stemming out of the impossibility of always deciding whether a player is rational or not in some appropriate sense. 相似文献