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1.
通过建立博弈问题的信息论模型和定义不同类型博弈问题的策略熵,论证了纳什均衡与最大熵之间的内在联系:最大策略熵是纳什均衡的充分必要条件。这表明纳什均衡不仅是利益的均衡同时也是信息均衡的结果。在此基础上,给出了基于熵最大化准则的纳什均衡估计与精炼的方法。  相似文献   

2.
The theory of continuous time games (Simon and Stinchcombe (1989), Bergin and MacLeod (1993)) shows that continuous time interactions can generate very different equilibrium behavior than conventional discrete time interactions. We introduce new laboratory methods that allow us to eliminate natural inertia in subjects' decisions in continuous time experiments, thereby satisfying critical premises of the theory and enabling a first‐time direct test. Applying these new methods to a simple timing game, we find strikingly large gaps in behavior between discrete and continuous time as the theory suggests. Reintroducing natural inertia into these games causes continuous time behavior to collapse to discrete time‐like levels in some settings as predicted by subgame perfect Nash equilibrium. However, contra this prediction, the strength of this effect is fundamentally shaped by the severity of inertia: behavior tends towards discrete time benchmarks as inertia grows large and perfectly continuous time benchmarks as it falls towards zero. We provide evidence that these results are due to changes in the nature of strategic uncertainty as inertia approaches the continuous limit.  相似文献   

3.
This paper concerns the two‐stage game introduced in Nash (1953). It formalizes a suggestion made (but not pursued) by Nash regarding equilibrium selection in that game, and hence offers an arguably more solid foundation for the “Nash bargaining with endogenous threats” solution. Analogous reasoning is then applied to an infinite horizon game to provide equilibrium selection in two‐person repeated games with contracts. In this setting, issues about enforcement of threats are much less problematic than in Nash's static setting. The analysis can be extended to stochastic games with contracts.  相似文献   

4.
A convex, compact, and possibly discontinuous better reply secure game has a Nash equilibrium. We introduce a very weak notion of continuity that can be used to establish that a game is better reply secure and we show that this notion of continuity is satisfied by a large class of games.  相似文献   

5.
关于产量策略双寡头多维博弈模型及其分析   总被引:12,自引:0,他引:12  
根据现实社会中的博弈现象,本文给出了多维博弈概念,并在文献[1]描述的多维博弈特征和策略型形式及多维Nash均衡基础上,分别讨论以两种产品产量为策略具有完全信息"静态"和"动态"寡头二维博弈模型及其二维Nash均衡。  相似文献   

6.
The Lemke–Howson algorithm is the classical method for finding one Nash equilibrium of a bimatrix game. This paper presents a class of square bimatrix games for which this algorithm takes, even in the best case, an exponential number of steps in the dimension d of the game. Using polytope theory, the games are constructed using pairs of dual cyclic polytopes with 2d suitably labeled facets in d‐space. The construction is extended to nonsquare games where, in addition to exponentially long Lemke–Howson computations, finding an equilibrium by support enumeration takes on average exponential time.  相似文献   

7.
We define the class of two‐player zero‐sum games with payoffs having mild discontinuities, which in applications typically stem from how ties are resolved. For such games, we establish sufficient conditions for existence of a value of the game, maximin and minimax strategies for the players, and a Nash equilibrium. If all discontinuities favor one player, then a value exists and that player has a maximin strategy. A property called payoff approachability implies existence of an equilibrium, and that the resulting value is invariant: games with the same payoffs at points of continuity have the same value and ɛ‐equilibria. For voting games in which two candidates propose policies and a candidate wins election if a weighted majority of voters prefer his proposed policy, we provide tie‐breaking rules and assumptions about voters' preferences sufficient to imply payoff approachability. These assumptions are satisfied by generic preferences if the dimension of the space of policies exceeds the number of voters; or with no dimensional restriction, if the electorate is sufficiently large. Each Colonel Blotto game is a special case in which each candidate allocates a resource among several constituencies and a candidate gets votes from those allocated more than his opponent offers; in this case, for simple‐majority rule we prove existence of an equilibrium with zero probability of ties.  相似文献   

8.
Finite population noncooperative games with linear‐quadratic utilities, where each player decides how much action she exerts, can be interpreted as a network game with local payoff complementarities, together with a globally uniform payoff substitutability component and an own‐concavity effect. For these games, the Nash equilibrium action of each player is proportional to her Bonacich centrality in the network of local complementarities, thus establishing a bridge with the sociology literature on social networks. This Bonacich–Nash linkage implies that aggregate equilibrium increases with network size and density. We then analyze a policy that consists of targeting the key player, that is, the player who, once removed, leads to the optimal change in aggregate activity. We provide a geometric characterization of the key player identified with an intercentrality measure, which takes into account both a player's centrality and her contribution to the centrality of the others.  相似文献   

9.
多个再制造商在同一回收市场中获取废旧产品并进行再制造,他们之间存在回收竞争.每个再制造商回收废旧产品的数量取决于自身付出的回收价格,同时和对手们的回收价格相关.目标是最大化各自的期望利润.本文首先利用优化理论和非合作博弈理论,证明了该博弈作为超模博弈,存在唯一的Nash均衡.然后通过比较发现竞争下的Nash均衡价格高于串谋下的合作均衡价格.最后通过数值仿真探讨了再制造商的数目和再制造成本对博弈的影响.  相似文献   

10.
在单个拥有线下传统批发及线上直销双渠道的制造商和单个零售商组成的供应链中,基于供应链成员博弈权力的差异,构建制造商占优或零售商占优的两类Stackelberg博弈及双方同等权力的Nash博弈模型,分析了三种博弈权力结构对供应链成员价格,需求和利润的影响。研究发现:当制造商线下传统批发渠道所占市场份额较小时,(1)渠道交叉价格弹性系数为0时和不为0时,三种博弈权力结构对制造商双渠道供应链均衡解的影响具有一定的鲁棒性;(2)三种博弈权力结构下,制造商线上直销渠道价格相同;两类Stackelberg博弈权力结构下,线下传统批发渠道价格相同且大于Nash博弈下的传统渠道价格;制造商批发价格随其博弈主导地位下降逐渐降低;(3)当渠道交叉价格弹性系数为0时,三种博弈权力结构对线上直销渠道需求的影响是无差异的;当渠道间交叉价格弹性系数不为0时,两类Stackelberg博弈权力结构下的线下传统批发渠道需求相同且小于Nash博弈下的传统渠道需求,线上直销渠道需求相同且大于Nash博弈下的线上直销渠道需求;(4)三种博弈策略下,制造商收益及零售商收益随其博弈主导地位下降逐渐降低;Nash博弈下,供应链总利润最大。  相似文献   

11.
We develop an equilibrium framework that relaxes the standard assumption that people have a correctly specified view of their environment. Each player is characterized by a (possibly misspecified) subjective model, which describes the set of feasible beliefs over payoff‐relevant consequences as a function of actions. We introduce the notion of a Berk–Nash equilibrium: Each player follows a strategy that is optimal given her belief, and her belief is restricted to be the best fit among the set of beliefs she considers possible. The notion of best fit is formalized in terms of minimizing the Kullback–Leibler divergence, which is endogenous and depends on the equilibrium strategy profile. Standard solution concepts such as Nash equilibrium and self‐confirming equilibrium constitute special cases where players have correctly specified models. We provide a learning foundation for Berk–Nash equilibrium by extending and combining results from the statistics literature on misspecified learning and the economics literature on learning in games.  相似文献   

12.
There is a growing trend in the retail industry to improve customer experience. In this article, we study retailer‐initiated strategies to increase consumer valuation for a product under duopoly. In such a setting, it is possible that a consumer's valuation may be increased by one retailer; however, the consumer may decide to buy the product from the competitor. We consider a two‐stage game where retailers first decide whether to invest in improvements in customer valuation and then engage in price competition. We computationally explore the Nash equilibria in terms of both investment and pricing. We find that in the majority of cases retailers price in a manner to discourage their local customers to buy from the competitor. Next, we focus on the pricing game and theoretically characterize the pricing Nash equilibrium. We find that a retailer could overcome competitive effects by improving consumer valuation beyond a certain threshold. We also find that a retailer who does not invest could benefit from competition in situations where his competitor increases consumer valuation beyond a threshold. Finally, we explore through a computational study the Nash equilibria of the two‐stage game using an alternate model to establish the robustness of our findings.  相似文献   

13.
Why do both left and right political parties typically propose progressive income taxation schemes in political competition? Analysis of this problem has been hindered by the two-dimensionality of the issue space. To give parties a choice over a domain that contains both progressive and regressive income tax policies requires an issue space that is at least two-dimensional. Nash equilibrium in pure strategies of the standard two-party game, whose players have complete preferences over a two-dimensional policy space, generically fails to exist. I introduce a new equilibrium concept for political games, based on the fact of factional conflict within parties. Each party is supposed to consist of reformists, militants, and opportunists: each faction has a complete preference order on policy space, but together they can only agree on a partial order. Nash equilibria of the two-party game, where the policy space consists of all quadratic income tax functions, and each party is represented by its partial order, exist, and it is shown that, in such equilibria, both parties propose progressive income taxation.  相似文献   

14.
We investigate the effect of introducing costs of complexity in the n‐person unanimity bargaining game. As is well‐known, in this game every individually rational allocation is sustainable as a Nash equilibrium (also as a subgame perfect equilibrium if players are sufficiently patient and if n & 2). Moreover, delays in agreement are also possible in such equilibria. By limiting ourselves to a plausible notion of complexity that captures length of memory, we find that the introduction of complexity costs (lexicographically with the standard payoffs) does not reduce the range of possible allocations but does limit the amount of delay that can occur in any agreement. In particular, we show that in any n‐player game, for any allocation z, an agreement on z at any period t can be sustained as a Nash equilibrium of the game with complexity costs if and only if tn. We use the limit on delay result to establish that, in equilibrium, the strategies implement stationary behavior. Finally, we also show that ‘noisy Nash equilibrium’ with complexity costs sustains only the unique stationary subgame perfect equilibrium allocation.  相似文献   

15.
This article develops game-theoretic hidden action models for examining the role of noisy audit technology and the extension of audit procedures in deterring material irregularities. We model two different types of games: (1) a game in which the auditor makes the acceptlreject decision after the primary audit, by sometimes going contrary to the audit signal, and (2) a game in which the auditor makes the accept/reject decision after the primary audit or after extending the audit. Nash strategies are analyzed, and the equilibrium behavior involves mixed strategies on the part of the auditor and the auditee. The key results of this analyses are: (1) increasing precision in audit effectiveness may result in increasing material irregularities, and (2) the increase in material irregularities can be avoided if the audit technology, that is, audit effectiveness and audit efficiency, exceeds the required critical values.  相似文献   

16.
We develop a continuum player timing game that subsumes standard wars of attrition and pre‐emption games, and introduces a new rushes phenomenon. Payoffs are continuous and single‐peaked functions of the stopping time and stopping quantile. We show that if payoffs are hump‐shaped in the quantile, then a sudden “rush” of players stops in any Nash or subgame perfect equilibrium. Fear relaxes the first mover advantage in pre‐emption games, asking that the least quantile beat the average; greed relaxes the last mover advantage in wars of attrition, asking just that the last quantile payoff exceed the average. With greed, play is inefficiently late: an accelerating war of attrition starting at optimal time, followed by a rush. With fear, play is inefficiently early: a slowing pre‐emption game, ending at the optimal time, preceded by a rush. The theory predicts the length, duration, and intensity of stopping, and the size and timing of rushes, and offers insights for many common timing games.  相似文献   

17.
Nash equilibrium can be interpreted as a steady state where players hold correct beliefs about the other players’ behavior and act rationally. We experimentally examine the process that leads to this steady state. Our results indicate that some players emerge as teachers—those subjects who, by their actions, try to influence the beliefs of their opponent and lead the way to a more favorable outcome—and that the presence of teachers appears to facilitate convergence to Nash equilibrium. In addition to our experiments, we examine games, with different properties, from other experiments and show that teaching plays an important role in these games. We also report results from treatments in which teaching is made more difficult. In these treatments, convergence rates go down and any convergence that does occur is delayed.  相似文献   

18.
We study how long it takes for large populations of interacting agents to come close to Nash equilibrium when they adapt their behavior using a stochastic better reply dynamic. Prior work considers this question mainly for 2 × 2 games and potential games; here we characterize convergence times for general weakly acyclic games, including coordination games, dominance solvable games, games with strategic complementarities, potential games, and many others with applications in economics, biology, and distributed control. If players' better replies are governed by idiosyncratic shocks, the convergence time can grow exponentially in the population size; moreover, this is true even in games with very simple payoff structures. However, if their responses are sufficiently correlated due to aggregate shocks, the convergence time is greatly accelerated; in fact, it is bounded for all sufficiently large populations. We provide explicit bounds on the speed of convergence as a function of key structural parameters including the number of strategies, the length of the better reply paths, the extent to which players can influence the payoffs of others, and the desired degree of approximation to Nash equilibrium.  相似文献   

19.
Fudenberg and Levine (1993a) introduced the notion of self‐confirming equilibrium, which is generally less restrictive than Nash equilibrium. Fudenberg and Levine also defined a concept of consistency, and claimed in their Theorem 4 that with consistency and other conditions on beliefs, a self‐confirming equilibrium has a Nash equilibrium outcome. We provide a counterexample that disproves Theorem 4 and prove an alternative by replacing consistency with a more restrictive concept, which we call strong consistency. In games with observed deviators, self‐confirming equilibria are strongly consistent self‐confirming equilibria. Hence, our alternative theorem ensures that despite the counterexample, the corollary of Theorem 4 is still valid.  相似文献   

20.
When players have identical time preferences, the set of feasible repeated game payoffs coincides with the convex hull of the underlying stage- game payoffs. Moreover, all feasible and individually rational payoffs can be sustained by equilibria if the players are sufficiently patient. Neither of these facts generalizes to the case of different time preferences. First, players can mutually benefit from trading payoffs across time. Hence, the set of feasible repeated game payoffs is typically larger than the convex hull of the underlying stage-game payoffs. Second, it is not usually the case that every trade plan that guarantees individually rational payoffs can be sustained by an equilibrium, no matter how patient the players are. This paper provides a simple characterization of the sets of Nash and of subgame perfect equilibrium payoffs in two-player repeated games.  相似文献   

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