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1.
McGarvey (Econometrica, 21(4), 608–610, 1953) has shown that any irreflexive and anti-symmetric relation can be obtained as a relation induced by majority rule. We address the analogous issue for dominance relations of finite cooperative games with non-transferable utility (coalitional NTU games). We find any irreflexive relation over a finite set can be obtained as the dominance relation of some finite coalitional NTU game. We also show that any such dominance relation is induced by a non-cooperative game through β-effectivity. Dominance relations obtainable through α-effectivity, however, have to comply with a more restrictive condition, which we refer to as the edge-mapping property.  相似文献   

2.
We report on an experiment in which subjects choose actions in strategic games with either strategic complements or substitutes against a granny, a game theorist or other subjects. The games are selected in order to test predictions on the comparative statics of equilibrium with respect to changes in strategic ambiguity. We find that subjects face higher ambiguity while playing against the granny than playing against the game theorist if we assume that subjects are ambiguity averse. Moreover, under the same assumption, subjects choose more secure actions in games more prone to ambiguity which is in line with the predictions.   相似文献   

3.
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   

4.
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   

5.
Externality games are studied in Grafe et al. (1998, Math. Methods Op. Res. 48, 71). We define a generalization of this class of games and show, using the methodology in Izquierdo and Rafels (1996, 2001, Working paper, Univ Barcelona; Games Econ. Behav. 36, 174), some properties of the new class of generalized externality games. They include, among others, the algebraic structure of the game, convexity, and their implications for the study of cooperative solutions. Also the proportional rule is characterized for this class of games.  相似文献   

6.
The multilinear extension of a cooperative game was introduced by Owen in 1972. In this contribution we study the Lovász extension for cooperative games by using the marginal worth vectors and the dividends. First, we prove a formula for the marginal worth vectors with respect to compatible orderings. Next, we consider the direct market generated by a game. This model of utility function, proposed by Shapley and Shubik in 1969, is the concave biconjugate extension of the game. Then we obtain the following characterization: The utility function of a market game is the Lovász extension of the game if and only if the market game is supermodular. Finally, we present some preliminary problems about the relationship between cooperative games and combinatorial optimization.  相似文献   

7.
在幼儿游戏方面,柳溪村幼儿班里年纪较小的孩子们在幼师和家长的视野之外,建构了独立自由的游戏空间,从而区隔了课上与课下的二元游戏界限———唯有在课下“真空”的游戏场域中,孩子们的游戏精神方能发挥到淋漓尽致。但从乡村儿童总体的游戏情形来看:传统的儿童游戏几近衰落,手工制作玩具濒临失传。这些伴随电子游戏成长起来的乡村儿童,面临着比城市儿童更严重的电视依赖,他们游戏的性质经历了从亲近自然到远离自然、从手工创意制作到购买廉价玩具、从群体嬉戏到个体自娱、从动态游戏到静态娱乐的异化过程。  相似文献   

8.
We consider cooperative games which are modified by subordination to communication networks. Two players i and j will be able to cooperate only if they pay for the cost w ij of their communication link (i,j). Coalitions of players are treated similarly and a new characteristic function form game is developed thus. We also examine incentive for players to cooperate in such situations as well as a related index of a player's communicative strength.  相似文献   

9.
Previous work by Diffo Lambo and Moulen [Theory and Decision 53, 313–325 (2002)] and Felsenthal and Machover [The Measurement of Voting Power, Edward Elgar Publishing Limited (1998)], shows that all swap preserving measures of voting power are ordinally equivalent on any swap robust simple voting game. Swap preserving measures include the Banzhaf, the Shapley–Shubik and other commonly used measures of a priori voting power. In this paper, we completely characterize the achievable hierarchies for any such measure on a swap robust simple voting game. Each possible hierarchy can be induced by a weighted voting game and we provide a constructive proof of this result. In particular, the strict hierarchy is always achievable as long as there are at least five players.  相似文献   

10.
Axelord’s [(1970), Conflict of Interest, Markham Publishers, Chicago] index of conflict in 2 × 2 games with two pure strategy equilibria has the property that a reduction in the cost of holding out corresponds to an increase in conflict. This article takes the opposite view, arguing that if losing becomes less costly, a player is less likely to gamble to win, which means that conflict will be less frequent. This approach leads to a new power index and a new measure of stubbornness, both anchored in strategic reasoning. The win probability defined as power constitutes an equilibrium refinement which differs from Harsanyi and Selten’s [(1988), A General Theory of Equilibrium Selection in Games, MIT Press, Cambridge] refinement. In contrast, Axelrod’s approach focuses on preferences regarding divergences from imaginary outmost rewards that cannot be obtained jointly. The player who is less powerful in an asymmetric one-shot game becomes more powerful in the repeated game, provided he or she values the future sufficiently more than the opponent. This contrasts with the view that repetition induces cooperation, but conforms with the expectation that a more patient player receives a larger share of the pie.   相似文献   

11.
Okada  Akira  Winter  Eyal 《Theory and Decision》2002,52(1):1-28
We treat a class of multi-person bargaining mechanisms based on games in coalitional form. For this class of games we identify properties of non-cooperative solution concepts, which are necessary and sufficient for the equilibrium outcomes to coincide with the core of the underlying coalitional form game. We view this result as a non-cooperative axiomatization of the core. In contrast to most of the literature on multi-person bargaining we avoid a precise specification of the rules of the game. Alternatively, we impose properties of such games, which give rise to a large class of mechanisms, all of which are relevant for our axiomatization.  相似文献   

12.
This paper contributes to the understanding of economic strategic behaviors in inter-temporal settings. Comparing the MPE and the OLNE of a widely used class of differential games it is shown: (i) what qualifications on behaviors a markov (dynamic) information structure brings about compared with an open-loop (static) information structure, (ii) what is the reason leading to intensified or reduced competition between the agents in the long run. It depends on whether agents’ interactions are characterized by markov substitutability or markov complementarity, which can be seen as dynamic translations of the ideas of strategic substitutability and strategic complementarity (Bulow et al. 1985, Journal of Political Economy 93:488–511). In addition, an important practical contribution of the paper for modelers is to show that these results can be directly deduced from the payoff structure, with no need to compute equilibria first. I dedicate this paper to Philippe Michel, who introduced me to the literature on differential games.  相似文献   

13.
Agents in a large population are randomly matched to play a certain game, payoffs in which represent fitness. Agents may have preferences that are different from fitness. They learn strategies according to their preferences, and evolution changes the preference distribution in the population according to fitness. When agents know the preferences of the opponent in a match, only efficient symmetric strategy profiles of the fitness game can be stable. When agents do not know the preferences of the opponent, only Nash equilibria of the fitness game can be stable. For 2 × 2 symmetric games I characterize preferences that are stable.Jel Codes: C72, A13  相似文献   

14.
Algaba  E.  Bilbao  J.M.  López  J.J. 《Theory and Decision》2001,50(4):333-345
There have been two main lines in the literature on restricted games: the first line was started by Myerson (1977) that studied graph-restricted games an the second one was initiated by Faigle (1989). The present paper provides a unified way to look on the literature and establishes connections between the two different lines on restricted games. The strength and advantages of this unified approach becomes clear in the study of the inheritance of the convexity from the game to the restricted game where an interesting result by Nouweland and Borm (1991) on the convexity of graph-restricted games is turned into a direct consequence of the corresponding result by Faigle (1989), by means of this relation. This revised version was published online in June 2006 with corrections to the Cover Date.  相似文献   

15.
Haller  Hans 《Theory and Decision》2000,49(4):313-338
This paper studies how the introduction of non-additive probabilities (capacities) affects the solvability of strategic games.  相似文献   

16.
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   

17.
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   

18.
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   

19.
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   

20.
This paper connects two notions: Hart and Mas-Colell’s ‘potential’, related to the value of coalitional games, and Coleman’s earlier notion of ‘power of a collectivity to act’, related to the easiness to make decisions by means of a voting rule. *This research has been supported by the Spanish Ministerio de Ciencia y Tecnología under project BEC2000-0875, and by the Universidad del País Vasco under project UPV/EHU000031.321-HA-7918/2000. The first author acknowledges financial support from the Spanish Ministerio de Ciencia y Tecnología under the Ramón y Cajal programme.  相似文献   

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