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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.
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   

3.
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   

4.
This study experimentally investigates ordering behavior in the competitive newsvendor problem. We consider a duopoly market setting with two identical newsvendors selling the same perishable goods in a common market. Our experimental results show that average observed orders systematically deviate from the Nash equilibrium, and exhibit a similar pull‐to‐center pattern as in the classic non‐competitive newsvendor experiments: average orders fall below the Nash equilibrium in the high‐margin condition, and above the Nash equilibrium in the low‐margin condition. More importantly, the observed orders in the duopoly market are significantly higher than that in the non‐competitive newsvendor market, even in situations where standard inventory models predict no difference. We explain the ordering behavior using a strategic experience‐weighted attraction (EWA) model, which captures players' propensities for strategic thinking in game settings. Our empirical analysis suggests that the strategic EWA model generates more accurate predictions of future ordering behavior than an existing linear adaptive model without concerning strategic thinking. Further analysis shows that individuals are heterogeneous in their propensities to be a strategic player. Our research indicates the importance of modeling strategic behavior when analyzing behavioral decisions in competitive (game) environments.  相似文献   

5.
This paper proposes a structural nonequilibrium model of initial responses to incomplete‐information games based on “level‐k” thinking, which describes behavior in many experiments with complete‐information games. We derive the model's implications in first‐ and second‐price auctions with general information structures, compare them to equilibrium and Eyster and Rabin's (2005) “cursed equilibrium,” and evaluate the model's potential to explain nonequilibrium bidding in auction experiments. The level‐k model generalizes many insights from equilibrium auction theory. It allows a unified explanation of the winner's curse in common‐value auctions and overbidding in those independent‐private‐value auctions without the uniform value distributions used in most experiments.  相似文献   

6.
This paper investigates a new class of two‐player games in continuous time, in which the players' observations of each other's actions are distorted by Brownian motions. These games are analogous to repeated games with imperfect monitoring in which the players take actions frequently. Using a differential equation, we find the set ℰ(r) of payoff pairs achievable by all public perfect equilibria of the continuous‐time game, where r is the discount rate. The same differential equation allows us to find public perfect equilibria that achieve any value pair on the boundary of the set ℰ(r). These public perfect equilibria are based on a pair of continuation values as a state variable, which moves along the boundary of ℰ(r) during the course of the game. In order to give players incentives to take actions that are not static best responses, the pair of continuation values is stochastically driven by the players' observations of each other's actions along the boundary of the set ℰ(r).  相似文献   

7.
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   

8.
The coalitional Nash bargaining solution is defined to be the core allocation for which the product of players' payoffs is maximal. We consider a non‐cooperative model with discounting in which one team may form and every player is randomly selected to make a proposal in every period. The grand team, consisting of all players, generates the largest surplus. But a smaller team may form. We show that as players get more patient if an efficient and stationary equilibrium exists, it must deliver payoffs that correspond to the coalitional Nash bargaining solution. We also characterize when an efficient and stationary equilibrium exists, which requires conditions that go beyond the nonemptiness of the core.  相似文献   

9.
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   

10.
We model an organization as a game in which all agents share a common decision problem and some level of coordination is necessary between individual actions. Agents have individual private information concerning the task they have to perform, and they share this private information through pairwise channels of communication. We analyze how this communication pattern, modeled by means of a network structure, affects individual behavior and aggregate welfare. In the unique equilibrium of this Bayesian game, each agent's optimal action depends on a properly defined knowledge index that measures how the aggregation of information helps him to infer higher‐order beliefs about other's information after communication. Adding communication channels is not always beneficial for the organization because it can lead to mis‐coordination. We single out the geometry of interagent communication links that the manager could implement in order to improve the organization's performance.  相似文献   

11.
《决策科学》2017,48(4):657-690
Subcontracting has become a prominent business practice across many industries. Subcontracting of industrial production is generally based on short‐term need for additional processing capacity, and is frequently employed by manufacturers to process customer orders more quickly than using only in‐house production. In this article, we study a popular business model where multiple manufacturers, each capable of processing his entire workload in‐house, have the option to subcontract some of their operations to a single third party with a flexible resource. Each manufacturer can deliver customer orders only after his entire batch of jobs, processed in‐house and at the third party, is completed. The third party facility is available to several manufacturers who compete for its use. Current business practice of First‐Come‐First‐Served (FCFS) processing of the subcontracted workloads as well as the competitive Nash equilibrium schedules developed in earlier studies result in two types of inefficiencies; the third party capacity is not maximally utilized, and the manufacturers incur decentralization cost. In this article, we develop models to assess the value created by coordinating the manufacturers' subcontracting decisions by comparing two types of centralized control against FCFS and Nash equilibrium schedules. We present optimal and/or approximate algorithms to quantify the third party underutilization and the manufacturers' decentralization cost. We find that both inefficiencies are more severe with competition than they are when the third party allocates capacity in an FCFS manner. However, in a decentralized setting, a larger percentage of the players prefer Nash equilibrium schedules to FCFS schedules. We extend our analysis to incomplete information scenarios where manufacturers reveal limited demand information, and find that more information dramatically benefits the third party and the manufacturers, however, the marginal benefit of additional information is decreasing. Finally, we discuss an extension wherein each manufacturer's objective takes into account asymmetries in subcontracting, in‐house processing, and delay costs.  相似文献   

12.
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   

13.
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   

14.
We discuss the identification and estimation of discrete games of complete information. Following Bresnahan and Reiss (1990, 1991), a discrete game is a generalization of a standard discrete choice model where utility depends on the actions of other players. Using recent algorithms to compute all of the Nash equilibria to a game, we propose simulation‐based estimators for static, discrete games. We demonstrate that the model is identified under weak functional form assumptions using exclusion restrictions and an identification at infinity approach. Monte Carlo evidence demonstrates that the estimator can perform well in moderately sized samples. As an application, we study entry decisions by construction contractors to bid on highway projects in California. We find that an equilibrium is more likely to be observed if it maximizes joint profits, has a higher Nash product, uses mixed strategies, and is not Pareto dominated by another equilibrium.  相似文献   

15.
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   

16.
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   

17.
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   

18.
This paper studies the inference of interaction effects in discrete simultaneous games with incomplete information. We propose a test for the signs of state‐dependent interaction effects that does not require parametric specifications of players' payoffs, the distributions of their private signals, or the equilibrium selection mechanism. The test relies on the commonly invoked assumption that players' private signals are independent conditional on observed states. The procedure is valid in (but does not rely on) the presence of multiple equilibria in the data‐generating process (DGP). As a by‐product, we propose a formal test for multiple equilibria in the DGP. We also implement the test using data on radio programming of commercial breaks in the United States, and infer stations' incentives to synchronize their commercial breaks. Our results support the earlier finding by Sweeting (2009) that stations have stronger incentives to coordinate and air commercials at the same time during rush hours and in smaller markets.  相似文献   

19.
Fudenberg and Levine (1993a) introduced the notion of self‐confirming equilibrium, which is generally less restrictive than Nash equilibrium. Fudenberg and Levine also defined a concept of consistency, and claimed in their Theorem 4 that with consistency and other conditions on beliefs, a self‐confirming equilibrium has a Nash equilibrium outcome. We provide a counterexample that disproves Theorem 4 and prove an alternative by replacing consistency with a more restrictive concept, which we call strong consistency. In games with observed deviators, self‐confirming equilibria are strongly consistent self‐confirming equilibria. Hence, our alternative theorem ensures that despite the counterexample, the corollary of Theorem 4 is still valid.  相似文献   

20.
We develop an equilibrium framework that relaxes the standard assumption that people have a correctly specified view of their environment. Each player is characterized by a (possibly misspecified) subjective model, which describes the set of feasible beliefs over payoff‐relevant consequences as a function of actions. We introduce the notion of a Berk–Nash equilibrium: Each player follows a strategy that is optimal given her belief, and her belief is restricted to be the best fit among the set of beliefs she considers possible. The notion of best fit is formalized in terms of minimizing the Kullback–Leibler divergence, which is endogenous and depends on the equilibrium strategy profile. Standard solution concepts such as Nash equilibrium and self‐confirming equilibrium constitute special cases where players have correctly specified models. We provide a learning foundation for Berk–Nash equilibrium by extending and combining results from the statistics literature on misspecified learning and the economics literature on learning in games.  相似文献   

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