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1.
CONGESTION MODELS AND WEIGHTED BAYESIAN POTENTIAL GAMES   总被引:5,自引:0,他引:5  
Facchini  Giovanni  van Megen  Freek  Borm  Peter  Tijs  Stef 《Theory and Decision》1997,42(2):193-206
Games associated with congestion situations à la Rosenthal (1973) have pure Nash equilibria. This result implicitly relies on the existence of a potential function. In this paper we provide a characterization of potential games in terms of coordination games and dummy games. Second, we extend Rosenthal's congestion model to an incomplete information setting, and show that the related Bayesian games are potential games and therefore have pure Bayesian equilibria.  相似文献   

2.
Payoff dominance, a criterion for choosing between equilibrium points in games, is intuitively compelling, especially in matching games and other games of common interests, but it has not been justified from standard game-theoretic rationality assumptions. A psychological explanation of it is offered in terms of a form of reasoning that we call the Stackelberg heuristic in which players assume that their strategic thinking will be anticipated by their co-player(s). Two-person games are called Stackelberg-soluble if the players' strategies that maximize against their co-players' best replies intersect in a Nash equilibrium. Proofs are given that every game of common interests is Stackelberg-soluble, that a Stackelberg solution is always a payoff-dominant outcome, and that in every game with multiple Nash equilibria a Stackelberg solution is a payoff-dominant equilibrium point. It is argued that the Stackelberg heuristic may be justified by evidentialist reasoning.  相似文献   

3.
A pure-strategy equilibrium existence theorem is extended to include games with non-expected utility players. It is shown that to guarantee the existence of a Nash equilibrium in pure strategies, the linearity of preferences in the probabilities can be replaced by the weaker requirement of quasiconvexity in the probabilities.  相似文献   

4.
Players often have flexibility in when they move and thus whether a game is played simultaneously or sequentially may be endogenously determined. For 2 × 2 games, we analyze this using an extended game. In a stage prior to actual play, players choose in which of two periods to move. A player moving at the first opportunity knows when his opponent will move. A player moving at the second turn learns the first mover's action. If both select the same turn, they play a simultaneous move subgame.If both players have dominant strategies in the basic game, equilibrium payoffs in the basic and extended games are identical. If only one player has a dominant strategy or if the unique equilibrium in the basic game is in mixed strategies, then the extended game equilibrium payoffs differ if and only if some pair of pure strategies Pareto dominates the basic game simultaneous play payoffs. If so, sequential play attains the Pareto dominating payoffs. The mixed strategy equilibrium occurs only when it is not Pareto dominated by some pair of pure strategies.In an alternative extended game, players cannot observe delay by opponents at the first turn. Results for 2×2 games are essentially the same as with observable delay, differing only when only one player has a dominant strategy.  相似文献   

5.
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   

6.
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   

7.
Since the seminal paper of Nash (Proc Natl Acad Sci USA 36:48–49, 1950) game theoretic literature has focused mostly on equilibrium and not on maximin (minimax) strategies. In a recent paper of Pruzhansky (Int J Game Theory 40:351–365, 2011) it was shown that under fairy general conditions maximin strategies in completely mixed games can guarantee the same expected payoff as completely mixed Nash equilibrium strategies. Based on this finding, the current paper argues that maximin strategies have important properties. For instance, maximin strategies may refine Nash equilibria in subjective mixed strategies. Further, Bayesian rationality of the players may favor maximin strategies more often than Nash equilibrium strategies. The paper concludes with several suggestions for further experimental research that may shed more light on whether maximin behavior can explain reality better than Nash equilibrium.  相似文献   

8.
Bayesian equilibria are characterized by means of consistency and one-person rationality in combination with non-emptiness or converse consistency. Moreover, strong and coalition-proof Bayesian equilibria of extended Bayesian games are introduced and it is seen that these notions can be characterized by means of consistency, one-person rationality, a version of Pareto optimality and a modification of converse consistency. It is shown that, in case of the strong Bayesian equilibrium correspondence, converse consistency can be replaced by non-emptiness. As examples we treat Bayesian potential games and Bayesian congestion games.  相似文献   

9.
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   

10.
Ellsberg games     
In the standard formulation of game theory, agents use mixed strategies in the form of objective and probabilistically precise devices to conceal their actions. We introduce the larger set of probabilistically imprecise devices and study the consequences for the basic results on normal form games. While Nash equilibria remain equilibria in the extended game, there arise new Ellsberg equilibria with distinct outcomes, as we illustrate by negotiation games with three players. We characterize Ellsberg equilibria in two-person conflict and coordination games. These equilibria turn out to be related to experimental deviations from Nash equilibrium play.  相似文献   

11.
On Loss Aversion in Bimatrix Games   总被引:1,自引:0,他引:1  
In this article three different types of loss aversion equilibria in bimatrix games are studied. Loss aversion equilibria are Nash equilibria of games where players are loss averse and where the reference points—points below which they consider payoffs to be losses—are endogenous to the equilibrium calculation. The first type is the fixed point loss aversion equilibrium, introduced in Shalev (2000; Int. J. Game Theory 29(2):269) under the name of ‘myopic loss aversion equilibrium.’ There, the players’ reference points depend on the beliefs about their opponents’ strategies. The second type, the maximin loss aversion equilibrium, differs from the fixed point loss aversion equilibrium in that the reference points are only based on the carriers of the strategies, not on the exact probabilities. In the third type, the safety level loss aversion equilibrium, the reference points depend on the values of the own payoff matrices. Finally, a comparative statics analysis is carried out of all three equilibrium concepts in 2 × 2 bimatrix games. It is established when a player benefits from his opponent falsely believing that he is loss averse.  相似文献   

12.
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   

13.
Within this paper we consider a model of Nash bargaining with incomplete information. In particular, we focus on fee games, which are a natural generalization of side payment games in the context of incomplete information. For a specific class of fee games we provide two axiomatic approaches in order to establish the Expected Contract Value, which is a version of the Nash bargaining solution.  相似文献   

14.
Nessah  Rabia 《Theory and Decision》2022,93(4):725-745
Theory and Decision - This paper investigates the existence of pure strategy Nash equilibria in discontinuous and nonquasiconcave games. We introduce a new notion of continuity, called weakly...  相似文献   

15.
Nash Equilibrium with Lower Probabilities   总被引:1,自引:1,他引:0  
We generalize the concept of Nash equilibrium in mixed strategies for strategic form games to allow for ambiguity in the players' expectations. In contrast to other contributions, we model ambiguity by means of so-called lower probability measures or belief functions, which makes it possible to distinguish between a player's assessment of ambiguity and his attitude towards ambiguity. We also generalize the concept of trembling hand perfect equilibrium. Finally, we demonstrate that for certain attitudes towards ambiguity it is possible to explain cooperation in the one-shot Prisoner's Dilemma in a way that is in accordance with some recent experimental findings.  相似文献   

16.
We provide eductive foundations for the concept of forward induction, in the class of games with an outside option. The formulation presented tries to capture in a static notion the rest point of an introspective process, achievable from some restricted preliminary beliefs. The former requisite is met by requiring the rest point to be a Nash equilibrium that yields a higher payoff than the outside option. With respect to the beliefs, we propose the Incentive Dominance Criterion. Players should consider one action more likely than another whenever the former is better than getting the outside option for more conjectures over his rival's actions. We apply this model to the case where the subgame is a coordination game with a conflict between payoff dominance and risk dominance. Our results provide support for dominance solvability, but not for Van Damme's notion of forward induction. We show how the forward induction logic helps to select the Pareto dominant equilibrium. This is the case whenever player 1's act of giving up the outside option reverses the incentive dominance relations among 1's pure actions in the subgame.  相似文献   

17.
The 2 × 2 game is the simplest interactive decision model that portrays concerned decision makers with genuine choices. There are two players, each of whom must choose one of two strategies, so that there are four possible outcomes. Binary 2 × 2 games are 2 × 2 games with no restrictions on the players' preference relations over the outcomes. They therefore generalize the strict ordinal 2 × 2 games and the ordinal 2 × 2 games, classes which have already been studied extensively. This paper enumerates the strategically distinct binary 2 × 2 games. It also identifies important subsets defined by the number of pure Nash equilibria and the occurrence of dominant strategies.  相似文献   

18.
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   

19.
We study experimentally in the laboratory two 2-player games that mimic a decentralized decision-making situation in which firms repeatedly outsource production orders to multiple identical suppliers. The first game has a unique (inefficient) equilibrium in mixed strategies, while the second game has two (efficient) equilibria in pure strategies and an infinite number of (inefficient) equilibria in mixed strategies. In both games, the optimal social costs can also be obtained via dominated strategies. We find that only in the second game subjects manage to reach an efficient outcome more often when matched in fixed pairs than when randomly rematched each round. Surprisingly, this is because subjects coordinate on dominated strategies (and not an efficient pure strategy equilibrium). We show theoretically that preferences for efficiency cannot explain our experimental results. Inequality aversion, on the other hand, cannot be rejected.  相似文献   

20.
Hudik  Marek 《Theory and Decision》2020,89(3):349-368

This paper uses a game-theoretic framework to formalize the Hayekian notion of equilibrium as the compatibility of plans. To do so, it imposes more structure on the conventional model of strategic games. For each player, it introduces goals, goal-oriented strategies, and the goals’ probabilities of success, from which players’ payoffs are derived. The differences between the compatibility of plans and Nash equilibrium are identified and discussed. Furthermore, it is shown that the notion of compatibility of plans, in general, differs from the notion of Pareto efficiency. Since the compatibility of plans across all players can rarely be achieved in reality, a measurement is introduced to determine various degrees of plan compatibility. Several possible extensions and applications of the model are discussed.

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