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1.
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   

2.
For a finite game with perfect recall, a refinement of its set of Nash equilibria selects closed connected subsets, called solutions. Assume that each solution's equilibria use undominated strategies and some of its equilibria are quasi‐perfect, and that all solutions are immune to presentation effects; namely, if the game is embedded in a larger game with more pure strategies and more players such that the original players' feasible mixed strategies and expected payoffs are preserved regardless of what other players do, then the larger game's solutions project to the original game's solutions. Then, for a game with two players and generic payoffs, each solution is an essential component of the set of equilibria that use undominated strategies, and thus a stable set of equilibria as defined by Mertens (1989).  相似文献   

3.
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   

4.
Most theoretical or applied research on repeated games with imperfect monitoring has focused on public strategies: strategies that depend solely on the history of publicly observable signals. This paper sheds light on the role of private strategies: strategies that depend not only on public signals, but also on players' own actions in the past. Our main finding is that players can sometimes make better use of information by using private strategies and that efficiency in repeated games can be improved. Our equilibrium private strategy for repeated prisoners' dilemma games consists of two states and has the property that each player's optimal strategy is independent of the other player's state.  相似文献   

5.
In this paper, I construct players' prior beliefs and show that these prior beliefs lead the players to learn to play an approximate Nash equilibrium uniformly in any infinitely repeated slightly perturbed game with discounting and perfect monitoring. That is, given any ε > 0, there exists a (single) profile of players' prior beliefs that leads play to almost surely converge to an ε‐Nash equilibrium uniformly for any (finite normal form) stage game with slight payoff perturbation and any discount factor less than 1.  相似文献   

6.
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   

7.
We define belief‐free equilibria in two‐player games with incomplete information as sequential equilibria for which players' continuation strategies are best replies after every history, independently of their beliefs about the state of nature. We characterize a set of payoffs that includes all belief‐free equilibrium payoffs. Conversely, any payoff in the interior of this set is a belief‐free equilibrium payoff. The characterization is applied to the analysis of reputations.  相似文献   

8.
This paper studies repeated games with imperfect public monitoring where the players are uncertain both about the payoff functions and about the relationship between the distribution of signals and the actions played. We introduce the concept of perfect public ex post equilibrium (PPXE), and show that it can be characterized with an extension of the techniques used to study perfect public equilibria. We develop identifiability conditions that are sufficient for a folk theorem; these conditions imply that there are PPXE in which the payoffs are approximately the same as if the monitoring structure and payoff functions were known. Finally, we define perfect type‐contingently public ex post equilibria (PTXE), which allows players to condition their actions on their initial private information, and we provide its linear programming characterization.  相似文献   

9.
This paper analyzes Bayesian normal form games in which players write contracts that condition their actions on the contracts of other players. These contracts are required to be representable in a formal language. This is accomplished by constructing contracts which are definable functions of the Godel code of every other player's contract. We provide a complete characterization of the set of allocations supportable as pure‐strategy Bayesian equilibria of this contracting game. When information is complete, this characterization provides a folk theorem. In general, the set of supportable allocations is smaller than the set supportable by a centralized mechanism designer.  相似文献   

10.
This paper establishes existence of a stationary Markov perfect equilibrium in general stochastic games with noise—a component of the state that is nonatomically distributed and not directly affected by the previous period's state and actions. Noise may be simply a payoff‐irrelevant public randomization device, delivering known results on the existence of correlated equilibrium as a special case. More generally, noise can take the form of shocks that enter into players' stage payoffs and the transition probability on states. The existence result is applied to a model of industry dynamics and to a model of dynamic electoral competition.  相似文献   

11.
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   

12.
There is evidence that people do not fully take into account how other people's actions depend on these other people's information. This paper defines and applies a new equilibrium concept in games with private information, cursed equilibrium, which assumes that each player correctly predicts the distribution of other players' actions, but underestimates the degree to which these actions are correlated with other players' information. We apply the concept to common‐values auctions, where cursed equilibrium captures the widely observed phenomenon of the winner's curse, and to bilateral trade, where cursedness predicts trade in adverse‐selections settings for which conventional analysis predicts no trade. We also apply cursed equilibrium to voting and signalling models. We test a single‐parameter variant of our model that embeds Bayesian Nash equilibrium as a special case and find that parameter values that correspond to cursedness fit a broad range of experimental datasets better than the parameter value that corresponds to Bayesian Nash equilibrium.  相似文献   

13.
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   

14.
Consider a two‐person intertemporal bargaining problem in which players choose actions and offers each period, and collect payoffs (as a function of that period's actions) while bargaining proceeds. This can alternatively be viewed as an infinitely repeated game wherein players can offer one another enforceable contracts that govern play for the rest of the game. Theory is silent with regard to how the surplus is likely to be split, because a folk theorem applies. Perturbing such a game with a rich set of behavioral types for each player yields a specific asymptotic prediction for how the surplus will be divided, as the perturbation probabilities approach zero. Behavioral types may follow nonstationary strategies and respond to the opponent's play. In equilibrium, rational players initially choose a behavioral type to imitate and a war of attrition ensues. How much should a player try to get and how should she behave while waiting for the resolution of bargaining? In both respects she should build her strategy around the advice given by the “Nash bargaining with threats” (NBWT) theory developed for two‐stage games. In any perfect Bayesian equilibrium, she can guarantee herself virtually her NBWT payoff by imitating a behavioral type with the following simple strategy: in every period, ask for (and accept nothing less than) that player's NBWT share and, while waiting for the other side to concede, take the action Nash recommends as a threat in his two‐stage game. The results suggest that there are forces at work in some dynamic games that favor certain payoffs over all others. This is in stark contrast to the classic folk theorems, to the further folk theorems established for repeated games with two‐sided reputational perturbations, and to the permissive results obtained in the literature on bargaining with payoffs as you go.  相似文献   

15.
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   

16.
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   

17.
Mechanism design enables a social planner to obtain a desired outcome by leveraging the players' rationality and their beliefs. It is thus a fundamental, but yet unproven, intuition that the higher the level of rationality of the players, the better the set of obtainable outcomes. In this paper, we prove this fundamental intuition for players with possibilistic beliefs, a model long considered in epistemic game theory. Specifically, • We define a sequence of monotonically increasing revenue benchmarks for single‐good auctions, G0G1G2≤⋯, where each Gi is defined over the players' beliefs and G0 is the second‐highest valuation (i.e., the revenue benchmark achieved by the second‐price mechanism). • We (1) construct a single, interim individually rational, auction mechanism that, without any clue about the rationality level of the players, guarantees revenue Gk if all players have rationality levels ≥k+1, and (2) prove that no such mechanism can guarantee revenue even close to Gk when at least two players are at most level‐k rational.  相似文献   

18.
We study a two‐player one‐arm bandit problem in discrete time, in which the risky arm can have two possible types, high and low, the decision to stop experimenting is irreversible, and players observe each other's actions but not each other's payoffs. We prove that all equilibria are in cutoff strategies and provide several qualitative results on the sequence of cutoffs.  相似文献   

19.
A player's pure strategy is called relevant for an outcome of a game in extensive form with perfect recall if there exists a weakly sequential equilibrium with that outcome for which the strategy is an optimal reply at every information set it does not exclude. The outcome satisfies forward induction if it results from a weakly sequential equilibrium in which players' beliefs assign positive probability only to relevant strategies at each information set reached by a profile of relevant strategies. We prove that if there are two players and payoffs are generic, then an outcome satisfies forward induction if every game with the same reduced normal form after eliminating redundant pure strategies has a sequential equilibrium with an equivalent outcome. Thus in this case forward induction is implied by decision‐theoretic criteria.  相似文献   

20.
We investigate two‐player infinitely repeated games where the discount factor is less than but close to unity. Monitoring is private and players cannot communicate. We require no condition concerning the accuracy of players' monitoring technology. We show the folk theorem for the prisoners' dilemma with conditional independence. We also investigate more general games where players' private signals are correlated only through an unobservable macro shock. We show that efficiency is sustainable for generic private signal structures when the size of the set of private signals is sufficiently large. Finally, we show that cartel collusion is sustainable in price‐setting duopoly.  相似文献   

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