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1.
We consider a class of mechanism games in which there are multiple principals and three or more agents. For a mechanism game in this class, a sort of folk theorem holds: there is a threshold value for each of the principals such that an allocation is achieved at a pure‐strategy sequential equilibrium of the game if and only if (i) it is incentive compatible and (ii) it attains an expected utility for each principal that is greater than or equal to the threshold value for the principal.  相似文献   

2.
Consider a two‐player discounted infinitely repeated game. A player's belief is a probability distribution over the opponent's repeated game strategies. This paper shows that, for a large class of repeated games, there are no beliefs that satisfy three properties: learnability, a diversity of belief condition called CSP, and consistency. Loosely, if players learn to forecast the path of play whenever each plays a strategy that the other anticipates (in the sense of being in the support of that player's belief) and if the sets of anticipated strategies are sufficiently rich, then neither anticipates any of his opponent's best responses. This generalizes results in Nachbar (1997).  相似文献   

3.
We prove a Folk Theorem for asynchronously repeated games in which the set of players who can move in period t, denoted by It, is a random variable whose distribution is a function of the past action choices of the players and the past realizations of Iτ's, τ=1, 2,…,t−1. We impose a condition, the finite periods of inaction (FPI) condition, which requires that the number of periods in which every player has at least one opportunity to move is bounded. Given the FPI condition together with the standard nonequivalent utilities (NEU) condition, we show that every feasible and strictly individually rational payoff vector can be supported as a subgame perfect equilibrium outcome of an asynchronously repeated game.  相似文献   

4.
基于小世界网络的重复囚徒困境博弈   总被引:7,自引:0,他引:7  
讨论了SWN(Smallworldnetwork)及其数量特征,就经济过程中的长期交易关系建立了重复囚徒困境博弈的SWN模型。研究了由网络结构参数p的变化而引起的博弈局中人的策略变化倾向以及对网络性能的影响。  相似文献   

5.
We study repeated Bayesian games with communication and observable actions in which the players' privately known payoffs evolve according to an irreducible Markov chain whose transitions are independent across players. Our main result implies that, generically, any Pareto‐efficient payoff vector above a stationary minmax value can be approximated arbitrarily closely in a perfect Bayesian equilibrium as the discount factor goes to 1. As an intermediate step, we construct an approximately efficient dynamic mechanism for long finite horizons without assuming transferable utility.  相似文献   

6.
This paper develops a framework to assess how fear of miscoordination affects the sustainability of cooperation. Building on theoretical insights from Carlsson and van Damme (1993), it explores the effect of small amounts of private information on a class of dynamic cooperation games with exit. Lack of common knowledge leads players to second guess each other's behavior and makes coordination difficult. This restricts the range of equilibria and highlights the role of miscoordination payoffs in determining whether cooperation is sustainable or not. The paper characterizes the range of perfect Bayesian equilibria as the players' information becomes arbitrarily precise. Unlike in one‐shot two‐by‐two games, the global games information structure does not yield equilibrium uniqueness.  相似文献   

7.
对称成本企业合作竞争博弈分析   总被引:9,自引:1,他引:9  
企业间的合作竞争已成为当今世界经济发展战略的大趋势,本文采用Minimax定理来进行合作竞争的战略决策,该决策战略能确保均衡点处达到较高满意度的企业数量较多。将Minimax定理用于线性逆需求对称成本企业合作竞争的产量战略博弈,并与完全竞争市场中的NASH博弈均衡和完全合作均衡进行了对比,最后提出了对付非合作行为的战略。  相似文献   

8.
Reinforcement learning and stochastic fictitious play are apparent rivals as models of human learning. They embody quite different assumptions about the processing of information and optimization. This paper compares their properties and finds that they are far more similar than were thought. In particular, the expected motion of stochastic fictitious play and reinforcement learning with experimentation can both be written as a perturbed form of the evolutionary replicator dynamics. Therefore they will in many cases have the same asymptotic behavior. In particular, local stability of mixed equilibria under stochastic fictitious play implies local stability under perturbed reinforcement learning. The main identifiable difference between the two models is speed: stochastic fictitious play gives rise to faster learning.  相似文献   

9.
We introduce a class of strategies that generalizes examples constructed in two‐player games under imperfect private monitoring. A sequential equilibrium is belief‐free if, after every private history, each player's continuation strategy is optimal independently of his belief about his opponents' private histories. We provide a simple and sharp characterization of equilibrium payoffs using those strategies. While such strategies support a large set of payoffs, they are not rich enough to generate a folk theorem in most games besides the prisoner's dilemma, even when noise vanishes.  相似文献   

10.
This paper examines Markov perfect equilibria of general, finite state stochastic games. Our main result is that the number of such equilibria is finite for a set of stochastic game payoffs with full Lebesgue measure. We further discuss extensions to lower dimensional stochastic games like the alternating move game.  相似文献   

11.
We study reputation dynamics in continuous‐time games in which a large player (e.g., government) faces a population of small players (e.g., households) and the large player's actions are imperfectly observable. The major part of our analysis examines the case in which public signals about the large player's actions are distorted by a Brownian motion and the large player is either a normal type, who plays strategically, or a behavioral type, who is committed to playing a stationary strategy. We obtain a clean characterization of sequential equilibria using ordinary differential equations and identify general conditions for the sequential equilibrium to be unique and Markovian in the small players' posterior belief. We find that a rich equilibrium dynamics arises when the small players assign positive prior probability to the behavioral type. By contrast, when it is common knowledge that the large player is the normal type, every public equilibrium of the continuous‐time game is payoff‐equivalent to one in which a static Nash equilibrium is played after every history. Finally, we examine variations of the model with Poisson signals and multiple behavioral types.  相似文献   

12.
When players have identical time preferences, the set of feasible repeated game payoffs coincides with the convex hull of the underlying stage- game payoffs. Moreover, all feasible and individually rational payoffs can be sustained by equilibria if the players are sufficiently patient. Neither of these facts generalizes to the case of different time preferences. First, players can mutually benefit from trading payoffs across time. Hence, the set of feasible repeated game payoffs is typically larger than the convex hull of the underlying stage-game payoffs. Second, it is not usually the case that every trade plan that guarantees individually rational payoffs can be sustained by an equilibrium, no matter how patient the players are. This paper provides a simple characterization of the sets of Nash and of subgame perfect equilibrium payoffs in two-player repeated games.  相似文献   

13.
With many semi‐anonymous players, the equilibria of simultaneous‐move games are extensively robust. This means that the equilibria survive even if the simultaneous‐play assumption is relaxed to allow for a large variety of extensive modifications. Such modifications include sequential play with partial and differential revelation of information, commitments, multiple revisions of choices, cheap talk announcements, and more.  相似文献   

14.
This paper analyzes a class of games of incomplete information where each agent has private information about her own type, and the types are drawn from an atomless joint probability distribution. The main result establishes existence of pure strategy Nash equilibria (PSNE) under a condition we call the single crossing condition (SCC), roughly described as follows: whenever each opponent uses a nondecreasing strategy (in the sense that higher types choose higher actions), a player's best response strategy is also nondecreasing. When the SCC holds, a PSNE exists in every finite‐action game. Further, for games with continuous payoffs and a continuum of actions, there exists a sequence of PSNE to finite‐action games that converges to a PSNE of the continuum‐action game. These convergence and existence results also extend to some classes of games with discontinuous payoffs, such as first‐price auctions, where bidders may be heterogeneous and reserve prices are permitted. Finally, the paper characterizes the SCC based on properties of utility functions and probability distributions over types. Applications include first‐price, multi‐unit, and all‐pay auctions; pricing games with incomplete information about costs; and noisy signaling games.  相似文献   

15.
The relationship between leadership and sports was analyzed. Peer influence was most important, with that of teachers and parents seeming to have a second-order effect as perceived through peers. Each gender benefitted more in leadership when mentored by their own gender, especially so for women. In work settings, men reported more leadership learning and encouragement than did women. Women experienced more frustration in participating in games and sports in school, the encouragement and continued mentoring being insufficient. Harragan's 1977 thesis that the corporate world and the playing field of sports and high-level policy-making have a male schema was borne out.  相似文献   

16.
We present an algorithm to compute the set of perfect public equilibrium payoffs as the discount factor tends to 1 for stochastic games with observable states and public (but not necessarily perfect) monitoring when the limiting set of (long‐run players') equilibrium payoffs is independent of the initial state. This is the case, for instance, if the Markov chain induced by any Markov strategy profile is irreducible. We then provide conditions under which a folk theorem obtains: if in each state the joint distribution over the public signal and next period's state satisfies some rank condition, every feasible payoff vector above the minmax payoff is sustained by a perfect public equilibrium with low discounting.  相似文献   

17.
We prove the folk theorem for discounted repeated games under private, almost‐perfect monitoring. Our result covers all finite, n‐player games that satisfy the usual full‐dimensionality condition. Mixed strategies are allowed in determining the individually rational payoffs. We assume no cheap‐talk communication between players and no public randomization device.  相似文献   

18.
Repeated games with unknown payoff distributions are analogous to a single decision maker's “multi‐armed bandit” problem. Each state of the world corresponds to a different payoff matrix of a stage game. When monitoring is perfect, information about the state is public, and players are sufficiently patient, the following result holds: For any function that maps each state to a payoff vector that is feasible and individually rational in that state, there is a sequential equilibrium in which players experiment to learn the realized state and achieve a payoff close to the one specified for that state.  相似文献   

19.
基于二重随机因素的对称双头垄断期权博弈模型   总被引:1,自引:0,他引:1  
本文在产品市场需求与经营成本二重随机性以及二者具有相关性的条件下,建立了一个对称双头垄断期权博弈分析框架,研究了企业最优战略投资决策问题。在导出企业投资价值函数和最优投资临界值的基础上,着重分析了企业最优投资策略均衡规则及各均衡存在的条件,并就各参数对企业最优投资临界值的影响进行比较静态分析,得出了一些有意义的结论,同时给出了经济解释。  相似文献   

20.
This paper studies the estimation of dynamic discrete games of incomplete information. Two main econometric issues appear in the estimation of these models: the indeterminacy problem associated with the existence of multiple equilibria and the computational burden in the solution of the game. We propose a class of pseudo maximum likelihood (PML) estimators that deals with these problems, and we study the asymptotic and finite sample properties of several estimators in this class. We first focus on two‐step PML estimators, which, although they are attractive for their computational simplicity, have some important limitations: they are seriously biased in small samples; they require consistent nonparametric estimators of players' choice probabilities in the first step, which are not always available; and they are asymptotically inefficient. Second, we show that a recursive extension of the two‐step PML, which we call nested pseudo likelihood (NPL), addresses those drawbacks at a relatively small additional computational cost. The NPL estimator is particularly useful in applications where consistent nonparametric estimates of choice probabilities either are not available or are very imprecise, e.g., models with permanent unobserved heterogeneity. Finally, we illustrate these methods in Monte Carlo experiments and in an empirical application to a model of firm entry and exit in oligopoly markets using Chilean data from several retail industries.  相似文献   

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