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1.
An outcome of a game is partnered if there are no asymmetric dependencies between any two players. For a cooperative game, a payoff is in the partnered core of the game if it is partnered, feasible and cannot be improved upon by any coalition of players. We show that the relative interior of the core of a game with side payments is contained in the partnered core. For quasi-strictly convex games the partnered core coincides with the relative interior of the core. When there are no more than three partnerships, the sums of the payoffs to partnerships are constant across all core payoffs. When there are no more than three players, the partnered core satisfies additional properties. We also illustrate our main result for coalition structure games.  相似文献   

2.
This paper surveys non-cooperative implementations of the core which tell an intuitive story of coalition formation. Under the core solution concept, if a blocking coalition exists those agents abandon the current allocation without regard for the consequences to players outside the blocking coalition. Yet in certain circumstances, these players have an incentive to prevent formation of any blocking coalition; a game analyzed in Lagunoff (Games Econ Behav 7:54–61, 1994) is vulnerable to such circumstances. To obtain all core allocations and only core allocations, a mechanism must either restrict the actions of non-members of a proposed coalition, or ensure that non-members are unharmed by the departure of the coalition. These requirements illustrate the core’s nonchalance toward agents not in blocking coalitions. The author gives special thanks to Beth Allen and Andy McLennan for their direction, and gratefully acknowledges valuable discussions with Roger Lagunoff, Hugo Sonnenschein, John Ledyard, Myrna Wooders, Nuray Akin, as well as comments from participants at the 2004 Spring Midwest Economic Theory and the Society for Economic Design conferences and from anonymous referees. All errors remain my own. Partial funding came from National Science Foundation grants DMI-0070257 and DMI-0217974.  相似文献   

3.
We provide a new axiomatization of the core of games in characteristic form. The games may have either finite sets of players or continuum sets of players and finite coalitions. Our research is based on Peleg's axiomatization for finite games and on the notions of measurement-consistent partitions and the f-core introduced by Kaneko and Wooders. Since coalitions are finite in both finite games and in continuum games, we can use the reduced game property and the converse reduced game property for our axiomatization. Both properties are particularly appealing in large economies.This paper is a revision of University of Bonn Sonderforschungsbereich 303 Discussion Paper No. B-149, with the same title.  相似文献   

4.
We study a sequential Tullock contest with two stages and two identical prizes. The players compete for one prize in each stage and each player may win either one or two prizes. The players have either decreasing or increasing marginal values for the prizes, which are commonly known, and there is a constraint on the total effort that each player can exert in both stages. We analyze the players’ allocations of efforts along both stages when the budget constraints (effort constraints) are either restrictive, nonrestrictive or partially restrictive. In particular, we show that when the players are either symmetric or asymmetric and the budget constraints are restrictive, independent of the players’ values for the prizes, each player allocates his effort equally along both stages of the contest.  相似文献   

5.
Assuming that consumers value both the absolute and relative quality of play, I compare the choice of ticket prices, team qualities, and number of games played in a noncooperative outcome versus that chosen by a social planner. I find that the nature of consumer preferences regarding the quality of play determines whether the demand for talented players are strategic complements or substitutes. A strong preference by fans for a superior team makes players strategic substitutes, and a concern for a high quality of play and competitive balance make players strategic complements. Moreover, when fans only value the relative quality of play, there is an overemployment of talented players in the noncooperative outcome versus the socially optimal outcome; when they only value the absolute quality of play then there is an underemployment of talented players in the noncooperative outcome.  相似文献   

6.
Youth development does not take place only in institutions or even primarily in institutions. It takes place in the core economy-the economy of family, neighborhood, and community. Major challenges include rebuilding the kind of village it takes to raise a child and enabling a child to be part of that rebuilding. Another challenge is to make sure that any external incentives that are provided to youth are linked to activities that build self-esteem and convey a definition of value that is different from that established by money and market price. This chapter provides an introduction to time banking and to coproduction, approaches to youth development that enable youth to participate as major players, as opposed to recipients, in the reshaping of their lives and communities.  相似文献   

7.
Online deviant behaviors have been prevalent since the Internet became ubiquitous, but research in this field is relatively scarce. The present study investigates a unique deviant behavior in online video gaming communities – game cheating – to further understand the scope of online deviant social behaviors. This paper aims to uncover how game players actively create and negotiate new meanings of game cheating in online games. Six focus groups were conducted to explore the rationalization process for engaging in game cheating among players of different online video games. It was discovered that elements of intentionality, utility, core gaming goals, evolving gaming norm, and social ties to gaming communities serve as important rationalizing process to justify game cheating behaviors. Through the discovery of these mental schemas for online game cheating, the paper discusses how online deviant behaviors are connected with social life online and form a unique online culture.  相似文献   

8.
The impact of race on the likelihood of former Major League Baseball players becoming managers is analyzed using data from 1975 to 2008. The multivariate probit model presented controls for the effects of race, performance, star status, education, coaching, minor league managing, and playing experience. Marginally significant evidence is found that black former players are 74 % less likely to become managers at the major league level than observationally equivalent white former players. It is also observed that former catchers and shortstops are the most likely to become coaches or managers. Historically, black players have been underrepresented at the catcher and shortstop positions and overrepresented at the outfield positions. This provides evidence that historical differences in position played may have contributed to the relatively small number of black managers in Major League Baseball. Significant evidence is found that Hispanic former players are 66 and 69 % less likely to coach in the major leagues and manage in the minor leagues than observationally equivalent white former players. Coaching and minor league managing experience increase the likelihood of managing in the major leagues. Therefore, discrimination at these levels may lead to a lower number of Hispanic major league managers. It should be noted that while this study does control for education it does not directly control for English language skills. If Hispanic players are less likely to speak English than white players this may contribute to the negative effect found in this analysis. It is also shown that all star status reduces the likelihood of coaching or managing while seasons spent in the majors increase the likelihood of coaching or managing. This implies that players with long but unexceptional careers are most likely to become managers. This finding may reflect the greater opportunities available to star players after retirement.  相似文献   

9.
We consider an evolutionary approach to how awareness is determined in games where players are not necessarily aware of all possible strategies. We begin with the standard notion of evolutionarily stable equilibrium, in which potential players pursue a fixed strategy. This constitutes a minimal level of awareness, since players are not required to know anything about the game or to reason about their opponents. We then consider the introduction of players with greater awareness.  相似文献   

10.
Little empirical investigation has been made of the relationship between personality and gambling play style. In an observation of on-table poker behavior, this study classified 44 players competing in an amateur league (43 male; mean age 32) according to two main dimensions of play style; tight or loose and aggressive or passive. Superstitious beliefs towards the game were additionally measured. The NEO-PI-R questionnaire (Costa and McCrae, Revised NEO personality inventory (NEO-PI-R) and NEO-five factor inventory (NEO-FFI) professional manual, 1992) was used to measure personality according to the five-factor model. Results showed players with superstitious beliefs to be significantly higher in neuroticism and lower in conscientiousness and than those with no superstitious beliefs. Results approaching significance showed players adopting an aggressive style to be higher in extraversion than passive players and superstitious players to be lower in extraversion than non-superstitious players. Analysis of play style according to age of player revealed a significantly higher mean age among loose compared to tight players. Implications of results concerning validity of these style classifications and potential development in future work are discussed.  相似文献   

11.
In this article we deal with multi-criteria simple games which constitute an extension of the basic framework of voting systems and related social-choice situations. We generalize two closely related solution concepts for these games, the stable sets and the core. A relationship between stable sets and minimal winning coalitions is established. Two generalizations of the core for multi-criteria simple games are characterized in terms of veto players. In addition, extended multi-criteria simple games obtained from different aggregation operations, such as union, intersection, marginalization, and composition, are introduced. It is shown that a voting system can be established when these operations are applied to complex voting systems.  相似文献   

12.
We describe salient aspects of the idioculture of videogame play, based on interviews conducted with 20 devoted videogame players and several hours of observation of small‐group game play. We explore the meaningfulness of videogame play for participants, specifically through an examination of the social quality of play, interaction during play, the enactment of status differences in and through play, and players’ desire to play games perfectly and/or completely. We elicit players’ comments about acceptable and unacceptable forms of cheating, and we explore their management of the stigma attached to playing violent games and playing excessively. We conclude by highlighting game players’ penchant for finding moral content in their favorite games and game characters.  相似文献   

13.
Abstract

Despite the popularity of bingo, it is a little studied gambling behaviour. This study was conducted in order to obtain general information regarding the gambling behaviour of current UK bingo players. A total of 412 bingo players completed questionnaires about their gambling behaviour. The majority of participants (57%) played once or twice a week with a small percentage (3%) playing five or more times a week. A large percentage of participants also played the National Lottery (82%) and bought National Lottery scratchcards (40%), but very few ever gambled in a casino (6%). An analysis by age revealed that older bingo players were significantly more likely to play more often. However, younger players are more likely to spend more per bingo session. This paper adds significantly to a sparse literature. The data collected add to our understanding of the bingo phenomenon in the UK.  相似文献   

14.
We examine the existence and magnitude of own‐nationality bias. Using player‐match level data from 12 seasons of the UEFA Champions League (UCL) and referee assignment policies that pair players and referees from the same country, we determine the bias that referees exhibit toward players from their native country. Players officiated by a referee from the same country receive a 10% increase in beneficial foul calls. Referees' own‐nationality bias is more pronounced for national team players, players at home, and in later stages of the tournament. Elite referees exhibit as much, or more, own‐nationality bias as their less experienced counterparts. (JEL L83, J15)  相似文献   

15.
According to the cognitive perspective on gambling, regular gamblers persist in trying to win money at gambling because they hold a set of false beliefs about the nature of gambling, the likelihood of winning, and their own expertise. In order to investigate this claim, twenty seven university students were recruited who played one of three types of games at least twice a week: slot machines, video draw poker, and video amusement games. Subjects played their preferred machines on site (clubs, hotels and amusement arcades) first for at least thirty minutes and then the other two games for a minimum of twenty minutes each. During play, each subject spoke aloud into a microphone describing what he or she was doing or thinking about in the game. It was hypothesised that slot machine players would verbalise more irrational thinking than video poker or video amusement players and that slot machines would elicit more irrational thinking than video poker or video amusement machines. Most importantly, it was hypothesised that slot machine players would exhibit relatively greater amounts of irrational thinking when playing their preferred game. The data supported all three hypotheses. Out of all of the statements made by slot machine players when playing slot machines, 38% were categorised irrational. Furthermore, 80% of the strategic statements made by slot machine players while playing slot machines were categorised as irrational. These results are consistent with earlier work which showed high levels of irrational thinking in artificial gambling games. Together, the results provide support for a cognitive view of the origins of gambling problems.  相似文献   

16.
We investigate how rational individuals partition themselves into different coalitions in hedonic games (see Banerjee et al. 2001 and Bogomolnaia and Jackson 2002), where individuals' preferences depend solely on the composition of the coalition they belong to. Given that the four solution concepts studied in the literature (core, Nash stability, individual stability and contractual individual stability) may exhibit myopia on the part of the players, we amend these notions by endowing players with foresight in that they look many steps ahead and consider only credible outcomes. We study the properties of the farsighted stability solutions; in particular, we show that when preferences are strict, coalition structures in the core are farsighted stable and a similar result also holds for Nash stability but not for individual stability and contractual individual stability. We thank Birgit Grodal, Hideo Konishi, an associate editor and two referees for their helpful comments and suggestions. Thanks also go to the audiences at University of Copenhagen, CSAET, 2001, Workshop on Coalitions and Networks at Warwick, 2001, and International Game Theory Conference at Stony Brook, 2001.  相似文献   

17.
Studies point to a relationship between fantasy sports/daily fantasy sports (DFS) play and gambling behavior. However, little is known about the nature of those relationships, particularly regarding the development of gambling problems. This study investigates the nature, frequency, and preferences of gambling behavior as well as problem gambling severity and comorbid conditions among DFS players. Data were collected from an epidemiologic survey of 3634 New Jersey residents on gambling and leisure activities. Participants were contacted by phone (land-line and cell) and online to obtain a representative, cross-sectional sample of non-institutionalized adults, aged 18 years or older. Excluding non-gamblers, the remaining 2146 participants, included in these analyses, indicated they had either played DFS (n = 299) or had gambled but not played DFS (1847) in the past year. Univariate comparisons and multiple logistic regression analyses were performed to identify the most significant characteristics and predictors of DFS players. Overall, a higher number of gambling activities, high frequency gambling, male gender, and reports of suicidal thoughts in the past year were most predictive of DFS players. Being Hispanic (vs. Caucasian) and/or single (vs. married or living with a partner) also doubled the odds of DFS play. Findings suggest that DFS players are characterized by high gambling frequency and problem severity and comorbid problems, notably suicidal ideation. Future research should examine the motivations and possible etiological sub-types of DFS players and the nature and course of DFS play, particularly in relation to gambling behavior and the development of gambling and other problems.  相似文献   

18.
Responsible gambling (RG) tools that guide electronic gaming machine (EGM) players to set a pre-set money limit on their gambling expenditures are known to reduce excessive gambling. However, not all EGM players who use a limit-setting RG tool will adhere to their limit. We hypothesized that limit adherence is facilitated by informing players that their limit is approaching (and when their limit is reached), but undermined by a financially focused self-concept (FFS). Accordingly, EGM players (N = 88) were provided seed funds to gamble with on a slot machine in a simulated virtual reality casino. They were randomly assigned to receive a limit reminder both when their limit was approaching and again when their limit was reached (experimental condition) or just when their limit was reached (control condition). Players in the experimental condition were more likely to stop playing before reaching their money limit compared to players in the control condition. However, this was observed among players who are low, but not high, in FFS. Unexpectedly, condition (control vs experimental) was unrelated to playing beyond the money limit and FFS did not moderate this relation. Results suggest that individual difference factors, like FFS, can undermine the utility of RG tools.  相似文献   

19.
This paper studies sabotage in a contest with non-identical players. Unlike previous papers, we consider sabotage in an elimination contest and allow contestants to sabotage a potential or future rival. It turns out that for a certain seeding of players there is a pure-strategy equilibrium in which only the most able contestant engages in sabotage while less able contestants do not. The most able contestant may therefore prefer a situation where sabotage is allowed to one where sabotage is not allowed. For another seeding of players, there is a unique equilibrium in which none of the players invests in sabotage.  相似文献   

20.
We demonstrate that personality has a systematic effect on strategic behavior. We focus on two personality traits: anxiousness and aggressiveness, and consider a 2-player entry game, where each player can guarantee a payoff by staying out, a higher payoff if she is the only player to enter, but a lower payoff if both players enter. We find that: anxious players enter less; aggressive players enter more; players are more likely to enter against anxious than non-anxious players; and players are less likely to enter against aggressive than non-aggressive players. We discuss the possible mechanism through which personality affects strategic behavior.  相似文献   

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