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1.
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   

2.
The evolution of boundedly rational rules for playing normal form games is studied within stationary environments of stochastically changing games. Rules are viewed as algorithms prescribing strategies for the different normal form games that arise. It is shown that many of the “folk results” of evolutionary game theory, typically obtained with a fixed game and fixed strategies, carry over to the present environments. The results are also related to some recent experiments on rules and games.   相似文献   

3.
We study political influence in institutions where each member chooses a level of support for a collective goal. These individual choices determine the degree to which the goal is reached. Influence is assessed by newly defined binary relations, each of which ranks members on the basis of their relative performance at a corresponding level of participation. For institutions with three options (e.g., voting games in which each voter may vote “yes”, “abstain”, or vote “no”), we obtain three influence relations, and show that their strict components may be cyclic. This latter property describes a “paradox of power” which contrasts with the transitivity of the unique influence relation of binary voting games. Weak conditions of anonymity suffice for each of these relations to be transitive. We also obtain a necessary and sufficient condition for each of these relations to be complete. Further, we characterize institutions in which the rankings induced by these relations, and the Banzhaf–Coleman and Shapley–Shubik power indices coincide. We argue that extending the influence relations to firms would be useful in efficiently assigning workers to different units of production. Finally, we provide applications to various forms of political and economic organizations.  相似文献   

4.
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   

5.
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   

6.
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   

7.
Signaling games with reinforcement learning have been used to model the evolution of term languages (Lewis 1969, Convention. Cambridge, MA: Harvard University Press; Skyrms 2006, “Signals” Presidential Address. Philosophy of Science Association for PSA). In this article, syntactic games, extensions of David Lewis’s original sender–receiver game, are used to illustrate how a language that exploits available syntactic structure might evolve to code for states of the world. The evolution of a language occurs in the context of available vocabulary and syntax—the role played by each component is compared in the context of simple reinforcement learning.  相似文献   

8.
We define an evolutionary process of “economic Darwinism” for playing the field, symmetric games. The process captures two forces. One is “economic selection”: if current behavior leads to payoff differences, behavior yielding lowest payoff has strictly positive probability of being replaced by an arbitrary behavior. The other is “mutation”: any behavior has at any point in time a strictly positive, very small probability of shifting to an arbitrary behavior. We show that behavior observed frequently is in accordance with “evolutionary equilibrium”, a static equilibrium concept suggested in the literature. Using this result, we demonstrate that generally under positive (negative) externalities, economic Darwinism implies even more under- (over-)activity than does Nash equilibrium.  相似文献   

9.
The Value of a Probability Forecast from Portfolio Theory   总被引:1,自引:0,他引:1  
A probability forecast scored ex post using a probability scoring rule (e.g. Brier) is analogous to a risky financial security. With only superficial adaptation, the same economic logic by which securities are valued ex ante – in particular, portfolio theory and the capital asset pricing model (CAPM) – applies to the valuation of probability forecasts. Each available forecast of a given event is valued relative to each other and to the “market” (all available forecasts). A forecast is seen to be more valuable the higher its expected score and the lower the covariance of its score with the market aggregate score. Forecasts that score highly in trials when others do poorly are appreciated more than those with equal success in “easy” trials where most forecasts score well. The CAPM defines economically rational (equilibrium) forecast prices at which forecasters can trade shares in each other’s ex post score – or associated monetary payoff – thereby balancing forecast risk against return and ultimately forming optimally hedged portfolios. Hedging this way offers risk averse forecasters an “honest” alternative to the ruse of reporting conservative probability assessments.  相似文献   

10.
Previous experimental and observational work suggests that people act more generously when they are observed and observe others in social settings. However, the explanation for this is unclear. An individual may want to send a signal of her generosity to improve her own reputation. Alternately (or additionally) she may value the public good or charity itself and, believing that contribution levels are strategic complements, give more to influence others to give more. We perform the first series of laboratory experiments that can separately estimate the impact of these two social effects, and test whether realized influence is consistent with the desire to influence, and whether either of these are consistent with anticipated influence. Our experimental subjects were given the opportunity to contribute from their endowment to Bread for the World, a development NGO. Depending on treatment, “leader” subjects’ donations were reported to other subjects either anonymously or with their identities, and these were reported either before these “follower” subjects made their donation decisions. We find that “leaders” are influential only when their identities are revealed along with their donations, and female leaders are more influential than males. Identified leaders’ predictions suggest that are aware of their influence. They respond to this by giving more than either the control group or the unidentified leaders. We find mixed evidence for “reputation-seeking.”  相似文献   

11.
A mistake in “Five legitimate definitions of correlated equilibrium (CE) in games with incomplete information” motivates a re-examination of some extensions of the solution concept that Aumann introduced.  相似文献   

12.
The Sleeping Beauty problem is presented in a formalized framework which summarizes the underlying probability structure. The two rival solutions proposed by Elga (Analysis 60:143–147, 2000) and Lewis (Analysis 61:171–176, 2001) differ by a single parameter concerning her prior probability. They can be supported by considering, respectively, that Sleeping Beauty is “fuzzy-minded” and “blank-minded”, the first interpretation being more natural than the second. The traditional absent-minded driver problem is reinterpreted in this framework and sustains Elga’s solution.  相似文献   

13.
We present a unified look at myopic stability concepts for hedonic games, and discuss the status of the existence problems of stable coalition structures. In particular, we show that contractual strictly core stable coalition structures always exist, and present a sufficient condition for the existence of contractually Nash stable coalition structures on the class of separable games. We gratefully acknowledge financial support from the Alexander von Humboldt Foundation (D. Dimitrov)“by “D. Dimitrov gratefully acknowledges financial support from the Alexander von Humboldt Foundation.  相似文献   

14.
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   

15.
It is often of interest to elicit beliefs from populations that may include na?ve participants. Unfortunately, elicitation mechanisms are typically assessed by assuming optimal responses to incentives. Using laboratory experiments with a population that potentially includes na?ve participants, we compare the performance of two elicitation mechanisms proposed by Karni (Econometrica 77(2):603-606, 2009). These mechanisms, denoted as “declarative” and “clock,” are valuable because their incentive compatibility does not require strong assumptions such as risk neutrality or expected utility maximization. We show that, theoretically and empirically, with a sufficient fraction of na?ve participants, the clock mechanism elicits beliefs more accurately than the declarative. The source of this accuracy advantage is twofold: the clock censors na?ve responses, and participants are more likely to employ dominant strategies under the clock. Our findings hold practical value to anyone interested in eliciting beliefs from representative populations, a goal of increasing importance when conducting large-scale surveys or field experiments.  相似文献   

16.
Turn taking is observed in many field and laboratory settings captured by various widely studied 2 × 2 games. This article develops a repeated game model that allows us to systematically investigate turn-taking behavior in many 2 × 2 games, including the battle of the sexes, the game of chicken, the game of common-pool-resources assignment, and a particular version of the prisoners’ dilemma. We consider the “turn taking with independent randomizations” (TTIR) strategy that achieves three objectives: (a) helping the players reach the turn-taking path, (b) resolving the question of who takes the good turn first, and (c) deterring defection. We determine conditions under which there exists a unique TTIR strategy profile that can be supported as a subgame-perfect equilibrium. We also show that there exist conditions under which an increase in the “degree of conflict” of the stage game leads to a decrease in the expected number of periods in reaching the turn-taking path.  相似文献   

17.
Within Luo’s (2001, J. Math. Econ. 36, 95–109) framework of a general system, I establish an equivalence theorem for the conservative stable standard of behavior (CSSB for short) developed by J. Greenberg (“The Theory of Social Situation: An Alternative Game-Theoretic Approach,” Cambridge University Press, 1990). It is shown that a standard of behavior for a situation is a CSSB if, and only if, its graph is a φ-stable set for the associated general system.  相似文献   

18.
We consider two-sided matching markets with couples. First, we extend a result by Klaus and Klijn (J Econ Theory 21: 75–106, 2005, Theorem 3.3) and show that for any weakly responsive couples market, there always exists a “double stable” matching, i.e., a matching that is stable for the couples market and for any associated singles market. Second, we show that for weakly responsive couples markets, the associated stable correspondence is (Maskin) monotonic and Nash implementable. In contrast, the correspondence that assigns all double stable matchings is neither monotonic nor Nash implementable.  相似文献   

19.
A previous work by Friedman et al. (Theory and Decision, 61:305–318, 2006) introduces the concept of a hierarchy of a simple voting game and characterizes which hierarchies, induced by the desirability relation, are achievable in linear games. In this paper, we consider the problem of determining all hierarchies, conserving the ordinal equivalence between the Shapley–Shubik and the Penrose–Banzhaf–Coleman power indices, achievable in simple games. It is proved that only four hierarchies are non-achievable in simple games. Moreover, it is also proved that all achievable hierarchies are already obtainable in the class of weakly linear games. Our results prove that given an arbitrary complete pre-ordering defined on a finite set with more than five elements, it is possible to construct a simple game such that the pre-ordering induced by the Shapley–Shubik and the Penrose–Banzhaf–Coleman power indices coincides with the given pre-ordering.  相似文献   

20.
Equilibria for far-sighted players   总被引:2,自引:2,他引:2  
A new equilibrium concept for non-cooperative games, based on the assumptions that players are rational and far-sighted, is examined. An outcome is extended non-myopically (XNM) stable for a player if that player is assured that no movecountermove sequence he could initiate by departing unilaterally from that outcome would benefit him. The extended non-myopic (XNM) equilibria of a game, the outcomes which are XNM stable for each player, therefore model permanent (enduring) equilibria in an ongoing conflict.Algorithms for the identification of XNM equilibria in a 2 × 2 game are presented. The XNM concepts are then applied to three special classes of games (no-conflict games, games of complete opposition, and strict ordinal games) to compare their predictions of long-term stability with the known properties of games in these classes.Research supported by Natural Sciences and Engineering Research Council of Canada Grant No. A8974.  相似文献   

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