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1.
We modify the payment rule of the standard divide the dollar (DD) game by introducing a second stage and thereby resolve the multiplicity problem and implement equal division of the dollar in equilibrium. In the standard DD game, if the sum of players’ demands is less than or equal to a dollar, each player receives what he demanded; if the sum of demands is greater than a dollar, all players receive zero. We modify this second part, which involves a harsh punishment. In the modified game \((D\!D^{\prime })\) , if the demands are incompatible, then players have one more chance. In particular, they play an ultimatum game to avoid the excess. In the two-player version of this game, there is a unique subgame perfect Nash equilibrium in which players demand (and receive) an equal share of the dollar. We also provide an \(n\) -player extension of our mechanism. Finally, the mechanism we propose eliminates not only all pure strategy equilibria involving unequal divisions of the dollar, but also all equilibria where players mix over different demands in the first stage.  相似文献   

2.
Divide the Dollar (DD) is a game in which two players independently bid up to 100 cents for a dollar. Each player receives his or her bid if the sum of the bids does not exceed a dollar; otherwise they receive nothing. This game has multiple Nash equilibria, including the egalitarian division of (50, 50), but this division is not compelling except for its symmetry and presumed fairness.This division is easy to induce, however, by punishing — more severely than does DD — deviations from it, but these solutions are not reasonable. By altering the rules of DD, however, one can induce an egalitarian division (by successive elimination of weakly dominated strategies), but no reasonable payoff scheme produces this division with egalitarian bids of 50.Three alternatives to DD are analyzed. DD1, which rewards lowest bidders first, shows how an egalitarian outcome can be induced with equal but nonegalitarian bids. DD2, which adds a second stage that provides the players with new information yet restricts their choices at the same time, is used to introduce dominance inducibility. DD3 combines the features of DD1 and DD2, is reasonable (like DD1), makes calculations transparent (like DD2), and induces egalitarian bids as well as the egalitarian outcome. The possible application of the different procedures to a real-world allocation problem (setting of salaries by a team), in which there may be entitlements, is described.  相似文献   

3.
Domination structures and multicriteria problems in n-person games   总被引:1,自引:0,他引:1  
Multiple criteria decision problems with one decision maker have been recognized and discussed in the recent literature in optimization theory, operations research and management science. The corresponding concept with n-decision makers, namely multicriteria n-person games, has not yet been extensively explored.In this paper we first demonstrate that existing solution concepts for single criterion n-person games in both normal form and characteristic function form induce domination structures (similar to those defined and studied by Yu [39] for multicriteria single decision maker problems) in various spaces, including the payoff space, the imputation space and the coalition space. This discussion provides an understanding of some underlying assumptions of the solution concepts and provides a basis for generalizing and generating new solution concepts not yet defined. Also we illustrate that domination structures may be regarded as a measure of power held by the players.We then illustrate that a multicriteria problem can naturally arise in decision situations involving (partial) conflict among n-persons. Using our discussion of solution concepts for single criterion games as a basis, various approaches for resolving both normal form and characteristic function form multicriteria n-person games are proposed. For multicriteria games in characteristic function form, we define a multicriteria core and show that there exists a single game point whose core is equal to the multicriteria core. If we reduce a multicriteria game to a single criterion game, domination structures which are more general than classical ones must be considered, otherwise some crucial information in the game may be lost. Finally, we discuss a parametrization process which, for a given multicriteria game, associates a single criterion game to each point in a parametric space. This parametrization provides a basis for the discussion of solution concepts in multicriteria n-person games.  相似文献   

4.
Coalitions are frequently more visible than payoffs. The theory of n-person games seeks primarily to identify stable allocations of valued resources; consequently, it gives inadequate attention to predicting which coalitions form. This paper explores a way of correcting this deficiency of game-theoretic reasoning by extending the theory of two-person cooperative games to predict both coalitions and payoffs in a three-person game of status in which each player seeks to maximize the rank of his total score. To accomplish this, we analyze the negotiations within each potential two-person coalition from the perspective of Nash's procedure for arbitrating two-person bargaining games, then assume that players expect to achieve the arbitrated outcome selected by this procedure and use these expectations to predict achieved ranks and to identify players' preferences between alternative coalition partners in order to predict the probability that each coalition forms. We test these payoff and coalition predictions with data from three laboratory studies, and compare the results with those attained in the same data by von Neumann and Morgenstern's solution of two-person cooperative games, Aumann and Maschler's bargaining set solution for cooperative n-person games, and an alternative model of coalition behavior in three-person sequential games of status.
  相似文献   

5.
A generalization of the standard n-person game is presented, with flexible information requirements suitable for players constrained by certain types of bounded rationality. Strategies (complete contingency plans) are replaced by policies, i.e., endmean pairs of goals and controls (partial contingency plans), which results in naturally disconnected player choice sets. Well-known existence theorems for pure strategy Nash equilibrium and bargaining solutions are generalized to policy games by modifying connectedness (convexity) requirements.  相似文献   

6.
We add a stage to Nash’s demand game by allowing the greedier player to revise his demand if the demands are not jointly feasible. If he decides to stick to his initial demand, then the game ends and no one receives anything. If he decides to revise it down to \(1-x\), where x is his initial demand, the revised demand is implemented with certainty. The implementation probability changes linearly between these two extreme cases. We derive a condition on the feasible set under which the two-stage game has a unique subgame perfect equilibrium. In this equilibrium, there is first-stage agreement on the egalitarian demands. We also study two n-player versions of the game. In either version, if the underlying bargaining problem is “divide-the-dollar,” then equal division is sustainable in a subgame perfect equilibrium if and only if the number of players is at most four.  相似文献   

7.
In this paper a model of boundedly rational decision making in the Finitely Repeated Prisoner's Dilemma is proposed in which: (1) each player is Bayesianrational; (2) this is common knowledge; (3) players are constrained by limited state spaces (their Bayesian minds) in processing (1) and (2). Under these circumstances, we show that cooperative behavior may arise as an individually optimal response, except for the latter part of the game. Indeed, such behaviorwill necessarily obtain in long enough games if belief systems satisfy a natural condition: essentially, that all events consistent with the players' analysis of the game be attributed by them positive (although arbitrarily small) subjective probability.  相似文献   

8.
Two players, A and B, bargain to divide a perfectly divisible pie. In a bargaining model with constant discount factors, \(\delta _A\) and \(\delta _B\), we extend Rubinstein (Econometrica 50:97–110, 1982)’s alternating offers procedure to more general deterministic procedures, so that any player in any period can be the proposer. We show that each bargaining game with a deterministic procedure has a unique subgame perfect equilibrium (SPE) payoff outcome, which is efficient. Conversely, each efficient division of the pie can be supported as an SPE outcome by some procedure if \(\delta _A+\delta _B\ge 1\), while almost no division can ever be supported in SPE if \(\delta _A+\delta _B < 1\).  相似文献   

9.
Although analyses about what representative individuals would choose behind the veil of ignorance have been regarded as n-person non-zero-sum cooperative games, none of the apparatus of game theory beyond 2-person non-zero-sum noncooperative games has actually been used. The grand coalition of all representative individuals emerges from behind the veil of ignorance to form a society unanimously. This paper investigates the consequences of extending the original position to allow three persons the possibility of forming binding coalitions behind the veil of ignorance. Just enough information and structure is added to the traditional analysis, to make bargaining feasible. The result is that whether or not representative individuals know the payoff structure for forming a society, a stable unanimous agreement may not emerge. The analysis shows yet another way in which original position arguments are sensitive to assumptions about information and criteria of rational decision behind the veil of ignorance.  相似文献   

10.
Anbarci  Nejat 《Theory and Decision》2001,50(4):295-303
In the Divide-the-Dollar (DD) game, two players simultaneously make demands to divide a dollar. Each player receives his demand if the sum of the demands does not exceed one, a payoff of zero otherwise. Note that, in the latter case, both parties are punished severely. A major setback of DD is that each division of the dollar is a Nash equilibrium outcome. Observe that, when the sum of the two demands x and y exceeds one, it is as if Player 1's demand x (or his offer (1−x) to Player 2) suggests that Player 2 agrees to λx < 1 times his demand y so that Player 1's demand and Player 2's modified demand add up to exactly one; similarly, Player 2's demand y (or his offer (1−y) to Player 1) suggests that Player 1 agrees to λyx so that λyx+y = 1. Considering this fact, we change DD's payoff assignment rule when the sum of the demands exceeds one; here in this case, each player's payoff becomes his demand times his λ; i.e., each player has to make the sacrifice that he asks his opponent to make. We show that this modified version of DD has an iterated strict dominant strategy equilibrium in which each player makes the egalitarian demand 1/2. We also provide a natural N-person generalization of this procedure. This revised version was published online in June 2006 with corrections to the Cover Date.  相似文献   

11.
Far-sighted equilibria in 2 × 2, non-cooperative,repeated games   总被引:1,自引:1,他引:0  
Consider a two-person simultaneous-move game in strategic form. Suppose this game is played over and over at discrete points in time. Suppose, furthermore, that communication is not possible, but nevertheless we observe some regularity in the sequence of outcomes. The aim of this paper is to provide an explanation for the question why such regularity might persist for many (i.e., infinite) periods.Each player, when contemplating a deviation, considers a sequential-move game, roughly speaking of the following form: if I change my strategy this period, then in the next my opponent will take his strategy b and afterwards I can switch to my strategy a, but then I am worse off since at that outcome my opponent has no incentive to change anymore, whatever I do. Theoretically, however, there is no end to such reaction chains. In case that deviating by some player gives him less utility in the long run than before deviation, we say that the original regular sequence of outcomes is far-sighted stable for that player. It is a far-sighted equilibrium if it is far-sighted stable for both players.  相似文献   

12.
Staying power in sequential games   总被引:1,自引:0,他引:1  
Staying power is the ability of a player to hold off choosing a strategy in a two-person game until the other player has selected his, after which the players are assumed to be able to move and countermove sequentially to ensure their best possible outcomes before the process cycles back to the initial outcome and then repeats itself (rational termination). These rules of sequential play induce a determinate, Paretosuperior outcome in all two-person, finite, sequential games in which the preferences of the players are strict.In 57 of the 78 distinct 2 × 2 ordinal games (73 percent), it makes no difference who the (second-moving) player with staying power is, but in the other 21 games the outcome is power-dependent. In all but one of these games, staying power benefits the player who possesses it.If no player has staying power, the outcomes that result from sequential play and rational termination are called terminal; they coincide with staying power outcomes if they are Pareto-superior. Normative implications of the analysis for rationally justifying cooperation in such games as Prisoners' Dilemma and Chicken, and implementing Pareto-superior outcomes generally, are also discussed.We are grateful to D. Marc Kilgour for very valuable comments on an earlier version of this paper, causing us to rethink and redefine staying power. The earlier version was presented at the Seventeenth North American Conference, Peace Science Society (International), University of Pennsylvania, November 9–11, 1981.  相似文献   

13.
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   

14.
It is known that peer group games are a special class of games with a permission structure. However, peer group games are also a special class of (weighted) digraph games. To be specific, they are digraph games in which the digraph is the transitive closure of a rooted tree. In this paper we first argue that some known results on solutions for peer group games hold more general for digraph games. Second, we generalize both digraph games as well as games with a permission structure into a model called games with a local permission structure, where every player needs permission from its predecessors only to generate worth, but does not need its predecessors to give permission to its own successors. We introduce and axiomatize a Shapley value-type solution for these games, generalizing the conjunctive permission value for games with a permission structure and the $\beta $ -measure for weighted digraphs.  相似文献   

15.
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   

16.
Cooperation is the foundation of human social life, but it sometimes requires individuals to choose against their individual self-interest. How then is cooperation sustained? How do we decide when instead to follow our own goals? I develop a model that builds on Bacharach (in: Gold, Sugden (eds) Beyond individual choice: teams and frames in game theory, 2006) ??circumspect we-reasoning?? to address these questions. The model produces a threshold cost/benefit ratio to describe when we-reasoning players should choose cooperatively. After assumptions regarding player types and beliefs, we predict how the extent of cooperation varies across games. Results from two experiments offer strong support to the models and predictions herein.  相似文献   

17.
This paper discusses the relationship between coalitional stability and the robustness of bargaining outcomes to the bargaining procedure. We consider a class of bargaining procedures described by extensive form games, where payoff opportunities are given by a characteristic function (cooperative) game. The extensive form games differ on the probability distribution assigned to chance moves which determine the order in which players take actions. One way to define mechanism robustness is in terms of the property of no first mover advantage. An equilibrium is mechanism robust if for each member the expected payoff before and after being called to propose is the same. Alternatively one can define mechanism robustness as a property of equilibrium outcomes. An outcome is said to be mechanism robust if it is supported by some equilibrium in all the extensive form games (mechanisms) within our class. We show that both definitions of mechanism robustness provide an interesting characterization of the core of the underlying cooperative game.  相似文献   

18.
This article reports a test of the predictive accuracy of solution concepts in cooperative non-sidepayment n-person games with empty core. Six solutions were tested. Three of these were value solutions (i.e., -transfer value, -transfer nucleolus, and -transfer disruption value) and three were equilibrium solutions (deterrence set, stable set, and imputation set). The test was based on a laboratory experiment utilizing 5-person, 2-choice normal form games with empty core; other related data sets were also analyzed. Goodness-of-fit results based on discrepancy scores show that the three value solutions are about equally accurate in predicting outcomes, and that all three are substantially more accurate than the other solutions tested.  相似文献   

19.
Kahan and Rapoport (1977) investigated the effects of guaranteed payoffs on bargaining in three-person cooperative games by systematically varying different sources of power: the power arising from the 1-person values, the power emerging from the pair coalitions as reflected by the quotas of the non-normalized game, and the grand coalition value. In the present paper it is suggested that one additionally take into account the assumption of strategic equivalence and that one analyze games with v(i)>0 in terms of the quotas of the zero-normalized game. Ostmann's (1984) rather sophisticated game theoretic framework, permitting the standardization of all three-person games, is introduced. A reanalysis of Kahan and Rapoport's data employing this perspective yields results which can be interpreted more easily than those of the original study. Moreover, they are consistent with the findings of almost all studies on 3-person characteristic-function games. It is argued that one could use the introduced analytical framework to investigate the range of empirical validity of the mathematical assumption of invariance under strategic equivalence.  相似文献   

20.
Let \(\mathcal{X }\) be a set of outcomes, and let \(\mathcal{I }\) be an infinite indexing set. This paper shows that any separable, permutation-invariant preference order \((\succcurlyeq )\) on \(\mathcal{X }^\mathcal{I }\) admits an additive representation. That is: there exists a linearly ordered abelian group \(\mathcal{R }\) and a ‘utility function’ \(u:\mathcal{X }{{\longrightarrow }}\mathcal{R }\) such that, for any \(\mathbf{x},\mathbf{y}\in \mathcal{X }^\mathcal{I }\) which differ in only finitely many coordinates, we have \(\mathbf{x}\succcurlyeq \mathbf{y}\) if and only if \(\sum _{i\in \mathcal{I }} \left[u(x_i)-u(y_i)\right]\ge 0\) . Importantly, and unlike almost all previous work on additive representations, this result does not require any Archimedean or continuity condition. If \((\succcurlyeq )\) also satisfies a weak continuity condition, then the paper shows that, for any \(\mathbf{x},\mathbf{y}\in \mathcal{X }^\mathcal{I }\) , we have \(\mathbf{x}\succcurlyeq \mathbf{y}\) if and only if \({}^*\!\sum _{i\in \mathcal{I }} u(x_i)\ge {}^*\!\sum _{i\in \mathcal{I }}u(y_i)\) . Here, \({}^*\!\sum _{i\in \mathcal{I }} u(x_i)\) represents a nonstandard sum, taking values in a linearly ordered abelian group \({}^*\!\mathcal{R }\) , which is an ultrapower extension of \(\mathcal{R }\) . The paper also discusses several applications of these results, including infinite-horizon intertemporal choice, choice under uncertainty, variable-population social choice and games with infinite strategy spaces.  相似文献   

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