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1.
This paper evaluates the effectiveness of four econometric approaches intended to identify the learning rules being used by subjects in experiments with normal form games. This is done by simulating experimental data and then estimating the econometric models on the simulated data to determine if they can correctly identify the rule that was used to generate the data. The results show that all of the models examined possess difficulties in accurately distinguishing between the data generating processes.  相似文献   

2.
由于n人对策任意联盟可由它的特征向量来等价地表示,利用Choquet积分,将n人对策从集合{0,1}n延拓到[0,1]n上,通过建立公理化体系,对具有Choquet延拓形式n人模糊对策的Shapley值进行深入研究,证明了这类n人模糊对策Shapley值存在性与惟一性,并给出了此模糊对策Shapley值的解释表达式.最后将此模糊对策的Shapley值作为收益分配方案应用到供应链协作企业收益分配的实例中.  相似文献   

3.
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   

4.
We explore the idea that prosocial behavior in experimental games is driven by social norms imported into the laboratory. Under this view, differences in behavior across subjects is driven by heterogeneity in sensitivity to social norms. We introduce an incentivized method of eliciting individual norm‐sensitivity, and we show how it relates to play in public goods, trust, dictator, and ultimatum games. We show how our observations can be rationalized in a stylized model of norm‐dependent preferences under reasonable assumptions about the nature of social norms. Then we directly elicit norms in these games to test the robustness of our interpretation.  相似文献   

5.
We establish global convergence results for stochastic fictitious play for four classes of games: games with an interior ESS, zero sum games, potential games, and supermodular games. We do so by appealing to techniques from stochastic approximation theory, which relate the limit behavior of a stochastic process to the limit behavior of a differential equation defined by the expected motion of the process. The key result in our analysis of supermodular games is that the relevant differential equation defines a strongly monotone dynamical system. Our analyses of the other cases combine Lyapunov function arguments with a discrete choice theory result: that the choice probabilities generated by any additive random utility model can be derived from a deterministic model based on payoff perturbations that depend nonlinearly on the vector of choice probabilities.  相似文献   

6.
We report an experiment on effects of varying institutional format and dynamic structure of centipede games and Dutch auctions. Centipede games with a clock format unravel, as predicted by theory but not reported in previous literature on two‐player tree‐format centipede games. Dutch auctions with a tree format produce bids close to risk neutral Nash equilibrium bids, unlike previous literature on clock‐format Dutch auctions. Our data provide a new, expanded set of stylized facts which may provide a foundation for unified modeling of play in a class of games that includes centipede games and Dutch auctions.  相似文献   

7.
We present a general method for computing the set of supergame equilibria in infinitely repeated games with perfect monitoring and public randomization. We present a three‐stage algorithm that constructs a convex set containing the set of equilibrium values, constructs another convex set contained in the set of equilibrium values, and produces strategies that support them. We explore the properties of this algorithm by applying it to familiar games.  相似文献   

8.
双寡头市场的调控机制研究   总被引:3,自引:2,他引:1  
基于对策论和优化理论,本文研究了双寡头市场的调控机制。提出了政府依据市场上产品价格信号进行市场干预的必要性和调节方法。  相似文献   

9.
Linear programming approach to solve interval-valued matrix games   总被引:1,自引:0,他引:1  
Matrix game theory is concerned with how two players make decisions when they are faced with known exact payoffs. The aim of this paper is to develop a simple and an effective linear programming method for solving matrix games in which the payoffs are expressed with intervals. Because the payoffs of the matrix game are intervals, the value of the matrix game is an interval as well. Based on the definition of the value for matrix games, the value of the matrix game may be regarded as a function of values in the payoff intervals, which is proven to be non-decreasing. A pair of auxiliary linear programming models is formulated to obtain the upper bound and the lower bound of the value of the interval-valued matrix game by using the upper bounds and the lower bounds of the payoff intervals, respectively. By the duality theorem of linear programming, it is proven that two players have the identical interval-type value of the interval-valued matrix game. Also it is proven that the linear programming models and method proposed in this paper extend those of the classical matrix games. The linear programming method proposed in this paper is demonstrated with a real investment decision example and compared with other similar methods to show the validity, applicability and superiority.  相似文献   

10.
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   

11.
基于指派博弈的房地产市场运行机制研究   总被引:1,自引:0,他引:1  
黄武军  杨继君  吴启迪 《管理学报》2011,8(7):1093-1096,1101
针对目前房地产市场的特点,以博弈论为工具分析了房地产市场参与主体的行为。首先,建立基于政府、开发商和消费者三方指派博弈模型,对三方指派博弈的核心可能为空的情况,提出了改进的核心法,并在此基础上给出了补偿金制度的设想。随后,建立仅针对开发商和消费者的二方指派博弈模型,并与三方指派博弈模型进行对比分析,论证了政府不直接参与房地产市场交易而由市场自身发挥主导作用的合理性。最后,举例进行了分析说明,并给出了相关政策建议。  相似文献   

12.
Cooperative games provide an appropriate framework for fair and stable profit distribution in multiagent systems. In this paper, we study the algorithmic issues on path cooperative games that arise from the situations where some commodity flows through a network. In these games, a coalition of edges or vertices is successful if they establish a path from the source to the sink in the network, and lose otherwise. Based on dual theory of linear programming and the relationship with flow games, we provide the characterizations on the core, CS-core, least-core and nucleolus of path cooperative games, which implies all of these solution concepts are polynomial-time solvable for path cooperative games.  相似文献   

13.
把不确定性引入广义博弈的研究之中,在此博弈中,局中人策略之间存在相互影响,局中人的策略可以改变不确定参数的变化范围,而且局中人的支付函数和策略可行反应映射都受到不确定参数的作用,此类型博弈定义为广义不确定性下的广义博弈问题。进一步定义出此类型博弈中的NS均衡,并且凭借Fan-Glicksberg不动点定理,证明此均衡点的存在性。最后给出算例验证其可行性。  相似文献   

14.
This paper focuses on the issues of coalition formation and cost allocation in a joint replenishment system involving a set of independent and freely interacting retailers purchasing an item from one supplier to meet a deterministic demand. The papers dealing with this problem are mainly focused on supperadditive games, where the cost savings associated with a coalition increase with the number of players in the coalition. The most relevant question addressed then is how to allocate the savings to the players. In this paper, we propose to go further by dealing with a non‐supperadditive game, where a set of independent retailers have the common understanding to share the cost savings according to the cost‐based proportional rule. In this setting, the global cost optimization is no longer a relevant approach to identify appealing coalitions for any retailer. Here, we provide an iterative procedure to form the so‐called efficient coalition structure and we show that this coalition structure has the nice properties of being (i) weakly stable in the sense of the coalition structure core and (ii) strongly stable under a given assumption. An exact fractional programming based solution is also given to generate such efficient coalitions.  相似文献   

15.
TU games with two-level communication structure, in which a two-level communication structure relates fundamentally to the given coalition structure and consists of a communication graph on the collection of the a priori unions in the coalition structure, as well as a collection of communication graphs within each union, are considered. For such games we introduce two families of two-step values inspired by the two-step procedures staying behind the Owen value (Owen, in: Henn, Moeschlin (eds) Essays in mathematical economics and game theory, Springer, Berlin, pp 76–88, 1977) and the two-step Shapley value (Kamijo in Int Game Theory Rev 11:207–214, 2009) for games with coalition structure. Our approach is based on the unified treatment of several component efficient values for games with communication structure and it generates two-stage solution concepts that apply component efficient values for games with communication structure on both distribution levels. Comparable axiomatic characterizations are provided.  相似文献   

16.
Most theoretical or applied research on repeated games with imperfect monitoring has focused on public strategies: strategies that depend solely on the history of publicly observable signals. This paper sheds light on the role of private strategies: strategies that depend not only on public signals, but also on players' own actions in the past. Our main finding is that players can sometimes make better use of information by using private strategies and that efficiency in repeated games can be improved. Our equilibrium private strategy for repeated prisoners' dilemma games consists of two states and has the property that each player's optimal strategy is independent of the other player's state.  相似文献   

17.
Weinstein and Yildiz (2007) have shown that in static games, only very weak predictions are robust to perturbations of higher order beliefs. These predictions are precisely those provided by interim correlated rationalizability (ICR). This negative result is obtained under the assumption that agents have no information on payoffs. This assumption is unnatural in many settings. It is therefore natural to ask whether Weinstein and Yildiz's results remain true under more general information structures. This paper characterizes the “robust predictions” in static and dynamic games, under arbitrary information structures. This characterization is provided by an extensive form solution concept: interim sequential rationalizability (ISR). In static games, ISR coincides with ICR and does not depend on the assumptions on agents' information. Hence the “no information” assumption entails no loss of generality in these settings. This is not the case in dynamic games, where ISR refines ICR and depends on the details of the information structure. In these settings, the robust predictions depend on the assumptions on agents' information. This reveals a hitherto neglected interaction between information and higher order uncertainty, raising novel questions of robustness.  相似文献   

18.
A number of studies have used data envelopment analysis (DEA) to evaluate the performance of the countries in Olympic games. While competition exists among the countries in Olympic games/rankings, all these DEA studies do not model competition among peer decision making units (DMUs) or countries. These DEA studies find a set of weights/multipliers that keep the efficiency scores of all DMUs at or below unity. Although cross efficiency goes a further step by providing an efficiency measure in terms of the best multiplier bundle for the unit and all the other DMUs, it is not always unique. This paper presents a new and modified DEA game cross-efficiency model where each DMU is viewed as a competitor via non-cooperative game. For each competing DMU, a multiplier bundle is determined that optimizes the efficiency score for that DMU, with the additional constraint that the resulting score should be at or above that DMU 's estimated best performance. The problem, of course, arises that we will not know this best performance score for the DMU under evaluation until the best performances of all other DMUs are known. To combat this “chicken and egg” phenomenon, an iterative approach leading to the Nash equilibrium is presented. The current paper provides a modified variable returns to scale (VRS) model that yields non-negative cross-efficiency scores. The approach is applied to the last six Summer Olympic Games. Our results may indicate that our game cross-efficiency model implicitly incorporates the relative importance of gold, silver and bronze medals without the need for specifying the exact assurance regions.  相似文献   

19.
We study a new class of games which generalizes congestion games and its bottleneck variant. We introduce congestion games with mixed objectives to model network scenarios in which players seek to optimize for latency and bandwidths alike. We characterize the (non-)existence of pure Nash equilibria (PNE), the convergence of improvement dynamics, the quality of equilibria and show the complexity of the decision problem. For games that do not possess PNE we give bounds on the approximation ratio of approximate pure Nash equilibria.  相似文献   

20.
This paper develops a framework to assess how fear of miscoordination affects the sustainability of cooperation. Building on theoretical insights from Carlsson and van Damme (1993), it explores the effect of small amounts of private information on a class of dynamic cooperation games with exit. Lack of common knowledge leads players to second guess each other's behavior and makes coordination difficult. This restricts the range of equilibria and highlights the role of miscoordination payoffs in determining whether cooperation is sustainable or not. The paper characterizes the range of perfect Bayesian equilibria as the players' information becomes arbitrarily precise. Unlike in one‐shot two‐by‐two games, the global games information structure does not yield equilibrium uniqueness.  相似文献   

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