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1.
We study the strategic interaction between a new good producer and a remanufacturer who use advertising campaigns to compete for a dominant share of the market for a certain good. Each firm chooses one of three possible strategies for running its advertising campaign. The two rival firms care only about capturing a dominant share of the relevant market. Hence, if a firm expects to capture dominant market share with probability p ∈ [0, 1], then its payoff in the game we study is also p. Our analysis leads to four results. First, we provide the normal form representation of the game between the new good producer and the remanufacturer. Second, we specify the game in matrix form. Third, we indicate what happens at each stage of the elimination of strictly dominated strategies. Finally, we show that the iterated elimination of strictly dominated strategies yields a clear and unique prediction about the outcome of the advertising game.  相似文献   

2.
This article addresses the idea that rational players should not play iteratively weakly dominated strategies by showing that when a particular type of adaptive learning process converges, then players must have learned to play strategy profiles equivalent to those that survive iterated nice weak dominance and, for certain games, equivalent to those that survive iterated weak dominance. For games satisfying the weak single crossing condition, the set of strategies that survive iterated weak dominance is small in that its bounds are pure strategy Nash equilibria. The results hold regardless of the order in which dominated strategies are eliminated.Journal of Economic LiteratureClassification Number: C72.  相似文献   

3.
Continuous-time game dynamics are typically first order systems where payoffs determine the growth rate of the players? strategy shares. In this paper, we investigate what happens beyond first order by viewing payoffs as higher order forces of change, specifying e.g. the acceleration of the players? evolution instead of its velocity (a viewpoint which emerges naturally when it comes to aggregating empirical data of past instances of play). To that end, we derive a wide class of higher order game dynamics, generalizing first order imitative dynamics, and, in particular, the replicator dynamics. We show that strictly dominated strategies become extinct in n-th order payoff-monotonic dynamics n   orders as fast as in the corresponding first order dynamics; furthermore, in stark contrast to first order, weakly dominated strategies also become extinct for n?2n?2. All in all, higher order payoff-monotonic dynamics lead to the elimination of weakly dominated strategies, followed by the iterated deletion of strictly dominated strategies, thus providing a dynamic justification of the well-known epistemic rationalizability process of Dekel and Fudenberg [7]. Finally, we also establish a higher order analogue of the folk theorem of evolutionary game theory, and we show that convergence to strict equilibria in n-th order dynamics is n orders as fast as in first order.  相似文献   

4.
We present evidence from laboratory experiments of behavioral spillovers and cognitive load that spread across strategic contexts. In the experiments, subjects play two distinct games simultaneously with different opponents. We find that the strategies chosen and the efficiency of outcomes in one game depends on the other game that the subject plays, and that play is altered in predictable directions. We develop a measure of behavioral variation in a normal form game, outcome entropy, and find that prevalent strategies in games with low outcome entropy are more likely to be used in the games with high outcome entropy, but not vice versa. Taken together, these findings suggest that people do not treat strategic situations in isolation, but may instead develop heuristics that they apply across games.  相似文献   

5.
We report experimental results on the relative performance of simultaneous and sequential versions of the Abreu-Matsushima mechanism. Under the simultaneous version, subjects typically use undominated strategies, but apply only a limited number of iterations of dominance. Consequently the unique strategy surviving iterative elimination of strictly dominated strategies is rarely observed. Under the sequential version, subjects also typically use undominated strategies, but apply only a limited number of steps of backward induction. Thus the backward induction outcome is also rarely observed. The sequential version results in fewer observed outcomes corresponding to the predicted outcome than the simultaneous version. Journal of Economic Literature Classification Number(s): C72, C92.  相似文献   

6.
We offer a definition of iterated elimination of strictly dominated strategies (IESDS*) for games with (in)finite players, (non)compact strategy sets, and (dis)continuous payoff functions. IESDS* is always a well-defined order independent procedure that can be used to solve Nash equilibrium in dominance-solvable games. We characterize IESDS* by means of a “stability” criterion, and offer a sufficient and necessary epistemic condition for IESDS*. We show by an example that IESDS* may generate spurious Nash equilibria in the class of Reny's better-reply secure games. We provide sufficient/necessary conditions under which IESDS* preserves the set of Nash equilibria.  相似文献   

7.
We offer a definition of iterated elimination of strictly dominated strategies (IESDS*) for games with (in)finite players, (non)compact strategy sets, and (dis)continuous payoff functions. IESDS* is always a well-defined order independent procedure that can be used to solve Nash equilibrium in dominance-solvable games. We characterize IESDS* by means of a “stability” criterion, and offer a sufficient and necessary epistemic condition for IESDS*. We show by an example that IESDS* may generate spurious Nash equilibria in the class of Reny's better-reply secure games. We provide sufficient/necessary conditions under which IESDS* preserves the set of Nash equilibria.  相似文献   

8.
Quantal Response Equilibria for Extensive Form Games   总被引:1,自引:0,他引:1  
This article investigates the use of standard econometric models for quantal choice to study equilibria of extensive form games. Players make choices based on a quantal-choice model and assume other players do so as well. We define an agent quantal response equilibrium (AQRE), which applies QRE to the agent normal form of an extensive form game and imposes a statistical version of sequential rationality. We also define a parametric specification, called logit-AQRE, in which quantal-choice probabilities are given by logit response functions. AQRE makes predictions that contradict the invariance principle in systematic ways. We show that these predictions match up with some experimental findings by Schotter et al. (1994) about the play of games that differ only with respect to inessential transformations of the extensive form. The logit-AQRE also implies a unique selection from the set of sequential equilibria in generic extensive form games. We examine data from signaling game experiments by Banks et al. (1994) and Brandts and Holt (1993). We find that the logit-AQRE selection applied to these games succeeds in predicting patterns of behavior observed in these experiments, even when our prediction conflicts with more standard equilibrium refinements, such as the intuitive criterion. We also reexamine data from the McKelvey and Palfrey (1992) centipede experiment and find that the AQRE model can account for behavior that had previously been explained in terms of altruistic behavior. This revised version was published online in August 2006 with corrections to the Cover Date.  相似文献   

9.
A monotone game is an extensive-form game with complete information, simultaneous moves and an irreversibility structure on strategies. It captures a variety of situations in which players make partial commitments and allows us to characterize conditions under which equilibria result in socially desirable outcomes. However, since the game has many equilibrium outcomes, the theory lacks predictive power. To produce stronger predictions, one can restrict attention to the set of sequential equilibria, or Markov equilibria, or symmetric equilibria, or pure-strategy equilibria. This paper explores the relationship between equilibrium behavior in a class of monotone games, namely voluntary contribution games, and the behavior of human subjects in an experimental setting. Several key features of the symmetric Markov perfect equilibrium (SMPE) are consistent with the data. To judge how well the SMPE fits the data, we estimate a model of Quantal Response Equilibrium (QRE) [R. McKelvey, T. Palfrey, Quantal response equilibria for normal form games, Games Econ. Behav. 10 (1995) 6-38; R. McKelvey, T. Palfrey, Quantal response equilibria for extensive form games, Exp. Econ. 1 (1998) 9-41] and find that the decision rules of the QRE model are qualitatively very similar to the empirical choice probabilities.  相似文献   

10.
This paper examines the Dirty Faces problem as a Bayesian game. The equilibrium in the general form of the game requires the extreme assumption of common knowledge of rationality. However, for any finite number of players, the exact number of steps of iterated rationality necessary for the equilibrium to arise depends on the number of players of a particular type, allowing the game to be used to bound the number of steps satisfied by actual players. The game differs from other games used to study iterated rationality in that all players are better off when common knowledge of rationality is satisfied. While behavior in experiments is inconsistent with the game-theoretic prediction at the group level, individual level behavior shows a greater degree of consistency with theory and with previous results on iterated rationality. Finally, there is some evidence of learning in repeated play.  相似文献   

11.
Sociologists and political scientists have argued that the explanatory adequacy of economics is undermined by unreasonable assumptions of rationality. Yet interpretations that make strong rationality assumptions remain common. Analyses of the effects of employment security on work effort provide one example. The iterated prisoners' dilemma has been used to deduce a positive effect of employment security on work effort. Several difficulties with this approach are identified, including that the cooperative solution to the iterated prisoners' dilemma game i) requires infinite play or uncertainty about the end of the repetitions of the game; ii) is made less likely where there are structural bases for divergent interests; iii) ignores the possibility that employers might choose to shift the game to another arena. In general, there is the difficulty that employer-employee relations involve three simultaneous prisoners' dilemmas. The paper concludes that the hyper-rational approach implied in the prisoners' dilemma is an unpromising route for the analysis of the effects of employment security.  相似文献   

12.
The present note analyzes the simultaneous ascending-bid auction with arbitrarily many asymmetric bidders with decreasing marginal valuations under complete information. We show that the game is solvable by iterated elimination of weakly dominated strategies if the efficient allocation assigns at least one unit to every player and if bid increments are sufficiently small. In that unique equilibrium, bidders immediately reduce their demand to the efficient allocation, and the auction ends in the first round of bidding.We would like to thank seminar participants at UC Davis, in particular Klaus Nehring and Louis Makowski for comments. Financial support by the Alexander–von–Humboldt Foundation through a Feodor–Lynen grant and by the Deutsche Forschungsgemeinschaft, SFB Transregio 15, “Governance and Efficiency of Economic Systems” is gratefully acknowledged.  相似文献   

13.
This article analyzes the fictitious play process originally proposed for strategic form games by Brown (1951) and Robinson (1951). We interpret the process as a model of preplay thinking performed by players before acting in a one-shot game. This model is one of bounded rationality. We discuss how fictitious play should then be defined for extensive form games and conclude that this is somewhat problematic. We therefore study two alternative definitions. For either of these, under a weak condition of initial uncertainty, a convergence point of a fictitious play sequence is a sequential equilibrium. For generic games of perfect information initial uncertainty also implies convergence of fictitious play.Journal of Economic LiteratureClassification Number: C72.  相似文献   

14.
This article analyzes the fictitious play process originally proposed for strategic form games by Brown (1951) and Robinson (1951). We interpret the process as a model of preplay thinking performed by players before acting in a one-shot game. This model is one of bounded rationality. We discuss how fictitious play should then be defined for extensive form games and conclude that this is somewhat problematic. We therefore study two alternative definitions. For either of these, under a weak condition of initial uncertainty, a convergence point of a fictitious play sequence is a sequential equilibrium. For generic games of perfect information initial uncertainty also implies convergence of fictitious play.Journal of Economic LiteratureClassification Number: C72.  相似文献   

15.
This paper studies majority voting over quadratic taxation and investigates under which conditions marginal progressivity emerges as a voting outcome. In our model with endogenous income, there is no majority (Condorcet) winning tax schedule. We then investigate less demanding political equilibrium concepts in order to see under which conditions the set of equilibria is composed only of progressive tax functions. We follow three strategies: (i) reduction of the policy space to the tax functions that are ideal for some voter; (ii) elimination of weakly dominated strategies and the use of mixed strategies in a standard Downsian two-party competition game; (iii) assumption that political parties interact repeatedly and care about the size of their majority. Although each approach captures a different aspect of political behavior, they point to the same (simulation-based) conclusion that progressivity is more likely to emerge for most distributions of abilities and that it is actually the only possible voting outcome if the distribution is sufficiently concentrated at the middle.  相似文献   

16.
This paper considers strategic voters who face an institutional structure in which there are two branches of the government: the executive, elected by plurality rule and the legislature, elected by proportional rule. Policy outcomes are described through a compromise between these two branches. I solve the game by relying only on purely non-cooperative behavior of individual voters. I prove the uniqueness of Nash equilibrium in the legislative subgame, where the election of the president is known. This equilibrium can be obtained by the process of iterated elimination of dominated strategies. I then solve the whole game by backward induction. The results suggest moderate behavior of voters, due to the desire to balance the plurality of a party in the presidential election by voting for the opposite party in the legislature. Similar results can be obtained in the case of reverse timing of the elections, as well as in the case where elections of the two branches of the government are simultaneous.  相似文献   

17.
We report experimental results on a series of ten one-shot two-person 3×3 normal form games with unique equilibrium in pure strategies played by non-economists. In contrast to previous experiments in which game theory predictions fail dramatically, a majority of actions taken coincided with the equilibrium prediction (70.2%) and were best-responses to subjects' stated beliefs (67.2%). In constant-sum games, 78% of actions taken were predicted by the equilibrium model, outperforming simple K-level reasoning models. We discuss how non-trivial game characteristics related to risk aversion, efficiency concerns and social preferences may affect the predictive value of different models in simple normal form games.  相似文献   

18.
In games with population uncertainty some perfect equilibria are in dominated strategies. We prove that every Poisson game has at least one perfect equilibrium in undominated strategies.  相似文献   

19.
A basic model of commitment is to convert a two-player game in strategic form to a “leadership game” with the same payoffs, where one player, the leader, commits to a strategy, to which the second player always chooses a best reply. This paper studies such leadership games for games with convex strategy sets. We apply them to mixed extensions of finite games, which we analyze completely, including nongeneric games. The main result is that leadership is advantageous in the sense that, as a set, the leader's payoffs in equilibrium are at least as high as his Nash and correlated equilibrium payoffs in the simultaneous game. We also consider leadership games with three or more players, where most conclusions no longer hold.  相似文献   

20.
This paper presents a new iterative procedure for solving finite non-cooperative games, the reasoning-based expected utility procedure (RBEU), and compares this with existing iterative procedures. RBEU deletes more strategies than iterated deletion of strictly dominated strategies, while avoiding the conceptual problems associated with iterated deletion of weakly dominated strategies. It uses a sequence of “accumulation” and “deletion” operations to categorise strategies as permissible and impermissible; strategies may remain uncategorised when the procedure halts. RBEU and related “categorisation procedures” can be interpreted as tracking successive steps in players' own reasoning.  相似文献   

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