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1.
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   

2.
This paper explores linear programming-like sensitivity analysis in decision theory. In particular, the paper considers the sensitivity of an optimal decision to changes in probabilities of the states of nature and the development of “confidence spheres” to bound arbitrary parametric changes in the probability vector. Such information can be used to assess the accuracy required in assigning probabilities and the confidence in the maximumutility decision.  相似文献   

3.
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   

4.
This paper describes a useful extension of the well-known, single-period inventory or newsboy problem. Given a fixed number of identical seats available on a scheduled airline flight, what percentage should be offered for early sale at a predetermined discount fare and what percentage reserved for later sale at a higher full fare? This two-tiered pricing strategy with early discount pricing might be appropriate in any situation in which the price sensitivity of the inventoried items decreases as the end of the period approaches. Similar to the newsboy problem solution, the decision rule that maximizes expected profit is expressed as a simple function of the percentage difference in the two fares and two carefully defined probabilities.  相似文献   

5.
This paper investigates relational incentive contracts with continuous, privately observed agent types that are persistent over time. With fixed agent types, full separation is not possible when continuation equilibrium payoffs following revelation are on the Pareto frontier of attainable payoffs. This result is related to the ratchet effect in that: (1) a type imitating a less productive type receives an information rent, and (2) with full separation, one imitating a more productive type receives the same future payoff as that more productive type. However, the reason for (2) is fundamentally different than with the ratchet effect. It arises from the dynamic enforcement requirement in relational contracts, not from the principal having all the bargaining power, and applies whatever the distribution between principal and agent of the future gains from the relationship (i.e., whatever the point on the Pareto frontier). This result extends to sufficiently persistent types under certain conditions.  相似文献   

6.
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   

7.
Before choosing among two actions with state‐dependent payoffs, a Bayesian decision‐maker with a finite memory sees a sequence of informative signals, ending each period with fixed chance. He summarizes information observed with a finite‐state automaton. I characterize the optimal protocol as an equilibrium of a dynamic game of imperfect recall; a new player runs each memory state each period. Players act as if maximizing expected payoffs in a common finite action decision problem. I characterize equilibrium play with many multinomial signals. The optimal protocol rationalizes many behavioral phenomena, like “stickiness,” salience, confirmation bias, and belief polarization.  相似文献   

8.
Linear programming approach to solve interval-valued matrix games   总被引:1,自引:0,他引:1  
Matrix game theory is concerned with how two players make decisions when they are faced with known exact payoffs. The aim of this paper is to develop a simple and an effective linear programming method for solving matrix games in which the payoffs are expressed with intervals. Because the payoffs of the matrix game are intervals, the value of the matrix game is an interval as well. Based on the definition of the value for matrix games, the value of the matrix game may be regarded as a function of values in the payoff intervals, which is proven to be non-decreasing. A pair of auxiliary linear programming models is formulated to obtain the upper bound and the lower bound of the value of the interval-valued matrix game by using the upper bounds and the lower bounds of the payoff intervals, respectively. By the duality theorem of linear programming, it is proven that two players have the identical interval-type value of the interval-valued matrix game. Also it is proven that the linear programming models and method proposed in this paper extend those of the classical matrix games. The linear programming method proposed in this paper is demonstrated with a real investment decision example and compared with other similar methods to show the validity, applicability and superiority.  相似文献   

9.
This paper presents a methodology for analyzing Analytic Hierarchy Process (AHP) rankings if the pairwise preference judgments are uncertain (stochastic). If the relative preference statements are represented by judgment intervals, rather than single values, then the rankings resulting from a traditional (deterministic) AHP analysis based on single judgment values may be reversed, and therefore incorrect. In the presence of stochastic judgments, the traditional AHP rankings may be stable or unstable, depending on the nature of the uncertainty. We develop multivariate statistical techniques to obtain both point estimates and confidence intervals of the rank reversal probabilities, and show how simulation experiments can be used as an effective and accurate tool for analyzing the stability of the preference rankings under uncertainty. If the rank reversal probability is low, then the rankings are stable and the decision maker can be confident that the AHP ranking is correct. However, if the likelihood of rank reversal is high, then the decision maker should interpret the AHP rankings cautiously, as there is a subtantial probability that these rankings are incorrect. High rank reversal probabilities indicate a need for exploring alternative problem formulations and methods of analysis. The information about the extent to which the ranking of the alternatives is sensitive to the stochastic nature of the pairwise judgments should be valuable information into the decision-making process, much like variability and confidence intervals are crucial tools for statistical inference. We provide simulation experiments and numerical examples to evaluate our method. Our analysis of rank reversal due to stochastic judgments is not related to previous research on rank reversal that focuses on mathematical properties inherent to the AHP methodology, for instance, the occurrence of rank reversal if a new alternative is added or an existing one is deleted.  相似文献   

10.
We study a coordination game with randomly changing payoffs and small frictions in changing actions. Using only backwards induction, we find that players must coordinate on the risk‐dominant equilibrium. More precisely, a continuum of fully rational players are randomly matched to play a symmetric 2×2 game. The payoff matrix changes according to a random walk. Players observe these payoffs and the population distribution of actions as they evolve. The game has frictions: opportunities to change strategies arrive from independent random processes, so that the players are locked into their actions for some time. As the frictions disappear, each player ignores what the others are doing and switches at her first opportunity to the risk‐dominant action. History dependence emerges in some cases when frictions remain positive.  相似文献   

11.
Harsanyi (1974) criticized the von Neumann–Morgenstern (vNM) stable set for its presumption that coalitions are myopic about their prospects. He proposed a new dominance relation incorporating farsightedness, but retained another feature of the stable set: that a coalition S can impose any imputation as long as its restriction to S is feasible for it. This implicitly gives an objecting coalition complete power to arrange the payoffs of players elsewhere, which is clearly unsatisfactory. While this assumption is largely innocuous for myopic dominance, it is of crucial significance for its farsighted counterpart. Our modification of the Harsanyi set respects “coalitional sovereignty.” The resulting farsighted stable set is very different from both the Harsanyi and the vNM sets. We provide a necessary and sufficient condition for the existence of a farsighted stable set containing just a single‐payoff allocation. This condition roughly establishes an equivalence between core allocations and the union of allocations over all single‐payoff farsighted stable sets. We then conduct a comprehensive analysis of the existence and structure of farsighted stable sets in simple games. This last exercise throws light on both single‐payoff and multi‐payoff stable sets, and suggests that they do not coexist.  相似文献   

12.
In ‘experience-weighted attraction’ (EWA) learning, strategies have attractions that reflect initial predispositions, are updated based on payoff experience, and determine choice probabilities according to some rule (e.g., logit). A key feature is a parameter δ that weights the strength of hypothetical reinforcement of strategies that were not chosen according to the payoff they would have yielded, relative to reinforcement of chosen strategies according to received payoffs. The other key features are two discount rates, φ and ρ, which separately discount previous attractions, and an experience weight. EWA includes reinforcement learning and weighted fictitious play (belief learning) as special cases, and hybridizes their key elements. When δ= 0 and ρ= 0, cumulative choice reinforcement results. When δ= 1 and ρ=φ, levels of reinforcement of strategies are exactly the same as expected payoffs given weighted fictitious play beliefs. Using three sets of experimental data, parameter estimates of the model were calibrated on part of the data and used to predict a holdout sample. Estimates of δ are generally around .50, φ around .8 − 1, and ρ varies from 0 to φ. Reinforcement and belief-learning special cases are generally rejected in favor of EWA, though belief models do better in some constant-sum games. EWA is able to combine the best features of previous approaches, allowing attractions to begin and grow flexibly as choice reinforcement does, but reinforcing unchosen strategies substantially as belief-based models implicitly do.  相似文献   

13.
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   

14.
Techniques for the analysis of payoff matrices with “imprecise” assessment of state probabilities are applied to the analysis of decision trees in normal form. The analytical techniques, due to Peter Fishburn, are summarized and then illustrated by analyzing two decision trees. Problem I, a two state problem, provides geometrical analogs for the two most “imprecise” probability assessments and simple analytical and geometrical analogs for the least “imprecise” probability assessment. Problem II, a three state problem, illustrates the application of all four precision levels, from most “imprecise” through least “imprecise.”  相似文献   

15.
ZW Kmietowicz  AD Pearman 《Omega》1984,12(4):391-399
The paper deals with decision making under conditions of linear partial information, i.e. when probabilities of states of nature are not known precisely, but are subject to linear constraints. Conditions ensuring strict and weak statistical dominance of one strategy over another are derived. It is also shown that weak dominance in terms of payoffs is equivalent to weak dominance in terms of regrets. The new results are more general than those obtained by Fishburn and by Kmietowicz and Pearman for weak and strict ranking of probabilities, and include them as special cases. The new results can be employed in practical decision making in several ways.  相似文献   

16.
Numerous psychological and economic experiments have shown that the exchange of promises greatly enhances cooperative behavior in experimental games. This paper seeks to test two theories to explain this effect. The first posits that individuals have a preference for keeping their word. The second assumes that people dislike letting down others' payoff expectations. According to the latter account, promises affect behavior only indirectly, because they lead to changes in the payoff expectations attributed to others. I conduct an experiment designed to distinguish between and test these alternative explanations. The results demonstrate that the effects of promises cannot be accounted for by changes in payoff expectations. This suggests that people have a preference for promise keeping per se.  相似文献   

17.
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   

18.
Long Cheap Talk     
With cheap talk, more can be achieved by long conversations than by a single message—even when one side is strictly better informed than the other. (“Cheap talk” means plain conversation—unmediated, nonbinding, and payoff‐irrelevant.) This work characterizes the equilibrium payoffs for all two‐person games in which one side is better informed than the other and cheap talk is permitted.  相似文献   

19.
Samuel Eilon   《Omega》1987,15(6)
The budget problem of selecting projects (or activities) with known values (or payoffs) and associated costs, subject to a prescribed maximum budget, is akin to the knapsack problem, which is well documented in the literature. The optimal solution to maximise the total value of selected projects for a given budget constraint can readily be obtained. In practice, budgets are often somewhat flexible, or subject to possible changes, so that an optimal solution for a given budget value may not remain optimal when the budget is modified. It is, therefore, sensible in many situations to consider a budget range, instead of a single budget value. In addition to their original objective of maximising the total value of selected projects, decision makers are often concerned to get ‘value for money’, indicated by the ratio of payoff to cost. This paper examines how these questions can be tackled through the introduction of a stability index, to guide project selection within a defined budget range, and the use of a portfolio diagram, to help in the ranking of projects with respect to the stated twin objectives.  相似文献   

20.
We study the role of incomplete information and outside options in determining bargaining postures and surplus division in repeated bargaining between a long‐run player and a sequence of short‐run players. The outside option is not only a disagreement point, but reveals information privately held by the long‐run player. In equilibrium, the uninformed short‐run players' offers do not always respond to changes in reputation and the informed long‐run player's payoffs are discontinuous. The long‐run player invokes inefficient random outside options repeatedly to build reputation to a level where the subsequent short‐run players succumb to his extraction of a larger payoff, but he also runs the risk of losing reputation and relinquishing bargaining power. We investigate equilibrium properties when the discount factor goes to 1 and when the informativeness of outside options diffuses. In both cases, bargaining outcomes become more inefficient and the limit reputation‐building probabilities are interior.  相似文献   

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