首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 31 毫秒
1.
Ellsberg games     
In the standard formulation of game theory, agents use mixed strategies in the form of objective and probabilistically precise devices to conceal their actions. We introduce the larger set of probabilistically imprecise devices and study the consequences for the basic results on normal form games. While Nash equilibria remain equilibria in the extended game, there arise new Ellsberg equilibria with distinct outcomes, as we illustrate by negotiation games with three players. We characterize Ellsberg equilibria in two-person conflict and coordination games. These equilibria turn out to be related to experimental deviations from Nash equilibrium play.  相似文献   

2.
Mixed-strategy equilibria are typically rather unstable in evolutionary game theory. “Monocyclic” games, such as Rock–Paper–Scissors, have only mixed equilibria, some of which are “stable” in the sense that sequential best replies lead to them; yet, even these games are prone to stable cycles under discrete-time simultaneous best replies, giving an unusual equilibrium-selection problem. This article analyzes such games in a random-utility setting where changing strategies is costly, and the speed of the dynamic is, thus, endogenous. The stochastically stable outcome is determined by the cost of switching strategies; when switching costs are high, mixed equilibria are selected, whereas when switching costs are low, cycles are selected.  相似文献   

3.
We study experimentally in the laboratory two 2-player games that mimic a decentralized decision-making situation in which firms repeatedly outsource production orders to multiple identical suppliers. The first game has a unique (inefficient) equilibrium in mixed strategies, while the second game has two (efficient) equilibria in pure strategies and an infinite number of (inefficient) equilibria in mixed strategies. In both games, the optimal social costs can also be obtained via dominated strategies. We find that only in the second game subjects manage to reach an efficient outcome more often when matched in fixed pairs than when randomly rematched each round. Surprisingly, this is because subjects coordinate on dominated strategies (and not an efficient pure strategy equilibrium). We show theoretically that preferences for efficiency cannot explain our experimental results. Inequality aversion, on the other hand, cannot be rejected.  相似文献   

4.
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   

5.
On Loss Aversion in Bimatrix Games   总被引:1,自引:0,他引:1  
In this article three different types of loss aversion equilibria in bimatrix games are studied. Loss aversion equilibria are Nash equilibria of games where players are loss averse and where the reference points—points below which they consider payoffs to be losses—are endogenous to the equilibrium calculation. The first type is the fixed point loss aversion equilibrium, introduced in Shalev (2000; Int. J. Game Theory 29(2):269) under the name of ‘myopic loss aversion equilibrium.’ There, the players’ reference points depend on the beliefs about their opponents’ strategies. The second type, the maximin loss aversion equilibrium, differs from the fixed point loss aversion equilibrium in that the reference points are only based on the carriers of the strategies, not on the exact probabilities. In the third type, the safety level loss aversion equilibrium, the reference points depend on the values of the own payoff matrices. Finally, a comparative statics analysis is carried out of all three equilibrium concepts in 2 × 2 bimatrix games. It is established when a player benefits from his opponent falsely believing that he is loss averse.  相似文献   

6.
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   

7.
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   

8.
Players often have flexibility in when they move and thus whether a game is played simultaneously or sequentially may be endogenously determined. For 2 × 2 games, we analyze this using an extended game. In a stage prior to actual play, players choose in which of two periods to move. A player moving at the first opportunity knows when his opponent will move. A player moving at the second turn learns the first mover's action. If both select the same turn, they play a simultaneous move subgame.If both players have dominant strategies in the basic game, equilibrium payoffs in the basic and extended games are identical. If only one player has a dominant strategy or if the unique equilibrium in the basic game is in mixed strategies, then the extended game equilibrium payoffs differ if and only if some pair of pure strategies Pareto dominates the basic game simultaneous play payoffs. If so, sequential play attains the Pareto dominating payoffs. The mixed strategy equilibrium occurs only when it is not Pareto dominated by some pair of pure strategies.In an alternative extended game, players cannot observe delay by opponents at the first turn. Results for 2×2 games are essentially the same as with observable delay, differing only when only one player has a dominant strategy.  相似文献   

9.
No-arbitrage is the fundamental principle of economic rationality which unifies normative decision theory, game theory, and market theory. In economic environments where money is available as a medium of measurement and exchange, no-arbitrage is synonymous with subjective expected utility maximization in personal decisions, competitive equilibria in capital markets and exchange economies, and correlated equilibria in noncooperative games. The arbitrage principle directly characterizes rationality at the market level; the appearance of deliberate optimization by individual agents is a consequence of their adaptation to the market. Concepts of equilibrium behavior in games and markets can thus be reconciled with the ideas that individual rationality is bounded, that agents use evolutionarily-shaped decision rules rather than numerical optimization algorithms, and that personal probabilities and utilities are inseparable and to some extent indeterminate. Risk-neutral probability distributions, interpretable as products of probabilities and marginal utilities, play a central role as observable quantities in economic systems.  相似文献   

10.
The purpose of this paper is to analyze axiomatically the Nash equilibrium concept. The class of games under study is a (relatively large) subclass of n-person normal form games. Solutions are correspondences which associate to each game a non empty set of strategy vectors of this game. It is shown that if a solution satisfies the axioms Independence of irrelevant alternatives (IIA) and Individual rationality (IR), then all the strategy vectors in this solution are Nash equilibria. This result holds good also if IR is replaced by Strong individual monotonicity (SIM) or Weak principle of fair compromise (WPFC).  相似文献   

11.
A previous work by Friedman et al. (Theory and Decision, 61:305–318, 2006) introduces the concept of a hierarchy of a simple voting game and characterizes which hierarchies, induced by the desirability relation, are achievable in linear games. In this paper, we consider the problem of determining all hierarchies, conserving the ordinal equivalence between the Shapley–Shubik and the Penrose–Banzhaf–Coleman power indices, achievable in simple games. It is proved that only four hierarchies are non-achievable in simple games. Moreover, it is also proved that all achievable hierarchies are already obtainable in the class of weakly linear games. Our results prove that given an arbitrary complete pre-ordering defined on a finite set with more than five elements, it is possible to construct a simple game such that the pre-ordering induced by the Shapley–Shubik and the Penrose–Banzhaf–Coleman power indices coincides with the given pre-ordering.  相似文献   

12.
Aspiration-based evolutionary dynamics have recently been used to model the evolution of fair play in the ultimatum game showing that incredible threats to reject low offers persist in equilibrium. We focus on two extensions of this analysis: we experimentally test whether assumptions about agent motivations (aspiration levels) and the structure of the game (binary strategy space) reflect actual play, and we examine the problematic assumption embedded in the standard replicator dynamic that unhappy agents who switch strategies may return to a rejected strategy without exploring other options. We find that the resulting “no switchback” dynamic predicts the evolution of play better than the standard dynamic and that aspirations are a significant motivator for our participants. In the process, we also construct and analyze a variant of the ultimatum game in which players can adopt conditional (on their induced aspirations) strategies.  相似文献   

13.
Turn taking is observed in many field and laboratory settings captured by various widely studied 2 × 2 games. This article develops a repeated game model that allows us to systematically investigate turn-taking behavior in many 2 × 2 games, including the battle of the sexes, the game of chicken, the game of common-pool-resources assignment, and a particular version of the prisoners’ dilemma. We consider the “turn taking with independent randomizations” (TTIR) strategy that achieves three objectives: (a) helping the players reach the turn-taking path, (b) resolving the question of who takes the good turn first, and (c) deterring defection. We determine conditions under which there exists a unique TTIR strategy profile that can be supported as a subgame-perfect equilibrium. We also show that there exist conditions under which an increase in the “degree of conflict” of the stage game leads to a decrease in the expected number of periods in reaching the turn-taking path.  相似文献   

14.
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   

15.
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   

16.
Ultimatum decision-making: A test of reciprocal kindness   总被引:2,自引:0,他引:2  
While fairness is often mentioned as a determinant of ultimatum bargaining behavior, few data sets are available that can test theories that incorporate fairness considerations. This paper tests the reciprocal kindness theory in Rabin (1993 Incorporating fairness into game theory and economics, The American Economic Review 83: 1281-1302) as an application to the one-period ultimatum bargaining game. We report on data from 100 ultimatum games that vary the financial stakes of the game from $1 to $15. Responder behavior is strongly in support of the kindness theory and proposer behavior weakly in support of it. Offer percentages and past offers influence behavior the most, whereas the size of the pie has a marginally significant effect on offer percentages. The data is more in support of reciprocal kindness than alternative theories of equal-split or learning behavior, although the data also weakly support a minimum percentage threshold hypothesis. As a whole, our results together with existing studies suggest that, for smaller stakes games, fairness considerations dominate monetary considerations. This has implications for more complicated naturally occurring bargaining environments in which the financial stakes can vary widely.  相似文献   

17.
This paper examines the existence of strategic solutions to finite normal form games under the assumption that strategy choices can be described as choices among lotteries where players have security- and potential level preferences over lotteries (e.g., Cohen, Theory and Decision, 33, 101–104, 1992, Gilboa, Journal of Mathematical Psychology, 32, 405–420, 1988, Jaffray, Theory and Decision, 24, 169–200, 1988). Since security- and potential level preferences require discontinuous utility representations, standard existence results for Nash equilibria in mixed strategies (Nash, Proceedings of the National Academy of Sciences, 36, 48–49, 1950a, Non-Cooperative Games, Ph.D. Dissertation, Princeton University Press, 1950b) or for equilibria in beliefs (Crawford, Journal of Economic Theory, 50, 127–154, 1990) do not apply. As a key insight this paper proves that non-existence of equilibria in beliefs, and therefore non-existence of Nash equilibria in mixed strategies, is possible in finite games with security- and potential level players. But, as this paper also shows, rationalizable strategies (Bernheim, Econometrica, 52, 1007–1028, 1984, Moulin, Mathematical Social Sciences, 7, 83–102, 1984, Pearce, Econometrica, 52, 1029–1050, 1984) exist for such games. Rationalizability rather than equilibrium in beliefs therefore appears to be a more favorable solution concept for games with security- and potential level players.   相似文献   

18.
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   

19.
Yu  Chaowen 《Theory and Decision》2022,93(2):359-370

The Shapley value is a well-known solution concept for TU games. The Maschler–Owen value and the NTU Shapley value are two well-known extensions of the Shapley value to NTU games. A hyperplane game is an NTU game in which the feasible set for each coalition is a hyperplane. On the domain of monotonic hyperplane games, the Maschler–Owen value is axiomatized (Hart Essays in game theory. Springer, 1994). Although the domain of hyperplane game is a very interesting class of games to study, unfortunately, on this domain, the NTU Shapley value is not well-defined, namely, it assigns an empty set to some hyperplane games. A prize game (Hart Essays in game theory. Springer, 1994) is an NTU game that can be obtained by “truncating” a hyperplane game. As such, a prize game describes essentially the same situation as the corresponding hyperplane game. It turns out that, on the domain of monotonic prize games, the NTU Shapley value is well-defined. Thus, one can define a value which is well-defined on the domain of monotonic hyperplane games as follows: given a monotonic hyperplane game, first, transform it into a prize game, and then apply the NTU Shapley value to it. We refer to the resulting value as the “generalized Shapley value” and compare the axiomatic properties of it with those of the Maschler–Owen value on the union of the class of monotonic hyperplane games and that of monotonic prize games. We also provide axiomatizations of the Maschler–Owen value and the generalized Shapley value on that domain.

  相似文献   

20.
尚静 《社会工作》2012,(12):43-44,57
游戏是在一定规则下的生活体验,对于人类的学习意义重大。小组工作常会设置游戏,通过游戏提升小组动力、达成小组目标。在影响游戏学习效果的各种因素中,游戏解说尤为重要。本文参照库伯的体验学习圈,建构出适用于小组工作的游戏学习圈,并在游戏学习圈的理论基础上,提出小组游戏解说的具体三步骤。  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号