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 250 毫秒
1.
I examine sequential round‐robin tournaments with three and four symmetric players. Each player is matched once with each other player and each match is organized as a Tullock contest. A single prize is allocated to the player with the most matches won. I show that, depending on the position of their matches in the sequence of the tournament, the players' ex ante winning probabilities and expected payoffs differ. Compared to tournaments with matches organized as all‐pay auctions, however, discrimination is weaker and partially reversed. Moreover, aggregate effort in tournaments with suitable Tullock contests is larger than in tournaments with all‐pay auctions. The fairness of round‐robin tournaments may be improved by an endogenous sequence of matches or the requirement that players fix their effort ex ante.  相似文献   

2.
I study contests in which a society of players compete, by expending irreversible effort, over which one of alternative prizes should be awarded to them by the decision maker. The prizes are public goods and/or public bads for the players. The players choose their effort levels simultaneously and independently. I define each player's valuation spread as the difference between his valuations for the two public‐good/public‐bad prizes. I establish that the players' equilibrium effort levels depend solely on their valuation spreads, and that the players never expend positive effort for both prizes in equilibrium. Further, I establish that in equilibrium only players with the widest positive valuation spread and players with the widest negative valuation spread expend positive effort. Finally, I establish that the equilibrium effort level expended for each prize and the equilibrium total effort level are determined only by the widest positive valuation spread and the widest negative valuation spread.  相似文献   

3.
I consider a contest between two risk-neutral players over a common-value prize, in which one player has a linear cost-of-effort function and the other a strictly convex cost-of-effort function f. I show that if the value of the prize is above (below) a certain threshold level, then the equilibrium aggregate effort in this contest is larger (smaller) than in a contest in which both players are characterized by the strictly convex cost-of-effort function f, and smaller (larger) than in a contest in which both players are characterized by a linear cost-of-effort function. Therefore, in contrast to the general result in the literature, asymmetry in contests can increase competition.  相似文献   

4.
We develop a model of dynamic multi‐activity contests. Players simultaneously choose efforts in long‐run activities, observe each other's efforts in these activities, and then simultaneously choose efforts in short‐run activities. A player's long‐run and short‐run efforts complement each other in determining the player's probability of winning. We compare the outcomes of this two‐stage model to those of the corresponding model in which players choose efforts in all activities simultaneously. Interestingly, effort expenditures are always lower in the sequential multi‐activity contest than in the simultaneous multi‐activity contest. The implications of this result for the organization of military, litigation, innovation, academic, and sporting contests are highlighted.  相似文献   

5.
In many contests, players can influence their chances of winning through multiple activities or “arms”. We develop a model of multi-armed contests and axiomatize its contest success function. We then analyze the outcomes of the multi-armed contest and the effects of allowing or restricting arms. Restricting an arm increases total effort directed to other arms if and only if restricting the arm balances the contest. Restricting an arm tends to reduce rent dissipation because it reduces the discriminatory power of the contest. But it also tends to increase rent dissipation if it balances the contest. Less rent is dissipated if an arm is restricted as long as no player is excessively stronger than the other with that arm. If players are sufficiently symmetric in an arm, both players are better off if that arm is restricted. Nevertheless, players cannot agree to restrict the arm if their costs of using the arm are sufficiently low.  相似文献   

6.
We study an elimination tournament with heterogenous contestants whose ability is common-knowledge. Each pair-wise match is modeled as an all-pay auction. Equilibrium efforts are in mixed strategies, yielding complex dynamics: endogenous win probabilities in each match depend on other matches’ outcome through the identity of the expected opponent in the next round. The designer seeds competitors according to their ranks. For tournaments with four players we find optimal seedings for three different criteria: (1) maximization of total tournament effort; (2) maximization of the probability of a final among the two top ranked teams; (3) maximization of the win probability for the top player. We also find the seedings ensuring that higher ranked players have a higher winning probability. We compare our predictions with data from NCAA basketball tournaments.  相似文献   

7.
We study the impact of progress feedback on players' performance in multi-contest team tournaments, in which team members' efforts are not directly substitutable. In particular, we employ a real-effort laboratory experiment to understand, in a best-of-three tournament, how players' strategic mindsets change when they compete on a team compared to when they compete individually. Our data corroborate the theoretical predictions for teams: Neither a lead nor a lag in the first component contest affects a team's performance in the subsequent contests. In individual tournaments, however, contrary to the theoretical prediction, we observe that leaders perform worse—but laggards perform better—after learning the outcome of the first contest. Our findings offer the first empirical evidence from a controlled laboratory of the impact of progress feedback between team and individual tournaments, and contribute new insights on team incentives.  相似文献   

8.
Contest architecture   总被引:1,自引:0,他引:1  
A contest architecture specifies how the contestants are split among several sub-contests whose winners compete against each other (while other players are eliminated). We compare the performance of such dynamic schemes to that of static winner-take-all contests from the point of view of a designer who maximizes either the expected total effort or the expected highest effort. For the case of a linear cost of effort, our main results are: (1) If the designer maximizes expected total effort, the optimal architecture is a single grand static contest. (2) If the designer maximizes the expected highest effort, and if there are sufficiently many competitors, it is optimal to split the competitors in two divisions, and to have a final among the two divisional winners. Finally, if the effort cost functions are convex, the designer may benefit by splitting the contestants into several sub-contests, or by awarding prizes to all finalists.  相似文献   

9.
Summary. We provide a characterization of participants' behavior in a contest or tournament where the marginal productivity of effort varies across contestants and individual productivity is private information. We then consider the optimal design of such a contest. We first analyze contestant behavior for the usual type of contest, where the highest output wins. Abilities need not be independently distributed. We demonstrate that there is a unique symmetric equilibrium output function, that output is increasing in ability, and that marginal effort is increasing in ability, while effort decreases when the cost of effort increases. Next we consider the case where the highest output need not win, with independently distributed abilities. We analyze the contest designer's decisions in choosing contest rules optimal from her perspective. We show that the output produced, probability of winning, and contest designer's expected revenue are generally increasing in contestants' ability. We examine the relationship between the marginal cost of producing output and marginal utility per dollar of the net award for winning. Received: July 30, 1998; revised version: August 7, 2000  相似文献   

10.
There can be three types of heterogeneity among players in a rent‐seeking contest. First, effectiveness of player's effort on the winning probabilities may differ among players. Secondly, players may evaluate the rent or prize of the rent‐seeking contest differently. Thirdly, players may face different financial constraints. This article proves under standard assumptions in the literature that there exists a unique pure‐strategy Nash equilibrium in a general asymmetric rent‐seeking contest with these three types of heterogeneity among players.  相似文献   

11.
We experimentally study endogenous alliance formation and contest effort choices in a generic three-player contest. Differences in intrinsic or extrinsic incentives to expend effort cause self-selection. Weakly motivated players have an incentive to enter into an alliance and to free-ride on strongly motivated players; hence, strong players prefer to stand alone. Self-selection has direct consequences for effort in endogenously formed alliances. But we also find evidence of an effort stimulating effect if players endogenously form an alliance, which is in line with theories of in-group favoritism. The experimental evidence on self-selection is in conformity with a theory analysis of the game.  相似文献   

12.
This paper analyzes the incentive effects of affirmative action in competitive environments. Competition is between heterogeneous players in a contest game where heterogeneity might be due to past discrimination. Two policy options are analyzed that tackle the underlying asymmetry: either it is ignored and the contestants are treated equally, or affirmative action is implemented to neutralize the disadvantages of discriminated players. Comparing the induced effort exertion under the two policies reveals that in a two-player contest game the normative neutralization objective of affirmative action coincides with higher effort exertion. However, in the multi-player contest affirmative action might have adverse incentive effects as the participation of additional weak players detrimentally affects effort incentives of other players. These results also obtain under imperfect information of the contest organizer.  相似文献   

13.
We model competing groups when players' values for winning are private information, the effort complementarity is uncertain at the time efforts are exerted, and the group with the best performance wins the contest. We analyze the effects of increasing the number of team members and the anticipated complementarity of efforts. We find that the effort underprovision brought about by a larger group membership is especially severe if the complementarity is high. More generally, higher complementarity may exacerbate rather than alleviate the underprovision of effort. Members of groups that are otherwise symmetric—and only differ with respect to the anticipated complementarity of efforts—use the same equilibrium strategy. And, when groups differ only in size, members of the smaller group act more aggressively, but the smaller or larger group may be more likely to win.  相似文献   

14.
This article describes a large number of contestants with high and low levels of talent who individually decide to enter a contest or take their heterogeneous outside options. We derive a critical condition for which only high types, only low types or both types participate in the contest. If a contest organizer is worried about the type participating in the contest, then he/she should provide a contest with low noise to attract high types. However, if a contest organizer's objective is to maximize the individual effort, he/she will not necessarily prefer to have the high types in the contest.  相似文献   

15.
We present a model for the α-beauty contest that explains common patterns in experimental data of one-shot and iterative games. The approach is based on two basic assumptions. First, players iteratively update their recent guesses. Second, players estimate intervals rather than exact numbers to cope with incomplete knowledge of other players' rationality. Under these assumptions we extend the cognitive hierarchy model of Camerer et al. [Camerer, C., Ho, T., Chong, J., 2003b. A cognitive hierarchy model of one-shot games. Quart. J. Econ. 119, 861–898]. The extended model is estimated on experimental data from a newspaper experiment.  相似文献   

16.
We study a sequential elimination contest where contestants (e.g., campaigns) spend resources that are provided by strategic players called backers (e.g., donors). In the unique symmetric equilibrium, backers initially provide small budgets, increasing their contributions only if their contestant wins the preliminary round. If backers are only allowed to provide budgets at the start of the game, as opposed to before each round, spending is higher. When unspent resources are refunded to the backer, total spending is higher than when all resources are sunk costs. We also study an extension of the model with asymmetric players.  相似文献   

17.
This experiment compares the performance of two contest designs: a standard winner-take-all tournament with a single fixed prize, and a novel proportional-payment design in which that same prize is divided among contestants by their share of total achievement. We find that proportional prizes elicit more entry and more total achievement than the winner-take-all tournament. The proportional-prize contest performs better by limiting the degree to which heterogeneity among contestants discourages weaker entrants, without altering the performance of stronger entrants. These findings could inform the design of contests for technological and other improvements, which are widely used by governments and philanthropic donors to elicit more effort on targeted economic and technological development activities.  相似文献   

18.
In this article, contestants play with a certain probability in Contest A and with the complementary probability in Contest B. This situation is called contest uncertainty. In both contests, effort is additively distorted by a contest noise parameter which affects the sensitivity of the contest success function (CSF). In Contest A (B), this parameter is linearly added to (subtracted from) effort. We analyze the interaction of contest uncertainty and contest noise on contestant behavior and profit. For symmetric contestants, contest noise has an ambiguous effect on effort and profit. We show that more contest uncertainty can imply greater effort. Furthermore, an introduction of an infinitesimal degree of contest uncertainty can have a large impact on effort and profit. Based on the analysis, this article presents the contest organizer's incentive to manipulate the degree of uncertainty in the contest. For profit or effort maximization, the contest organizer should always eliminate any uncertainty. If contestants are asymmetric, more contest noise increases effort as well as competitive balance if both Contests A and B have the same probability of occurrence.  相似文献   

19.
We consider a variant of the Tullock lottery contest. Each player’s constant marginal cost of effort is drawn from a potentially different continuous distribution. In order to study the impact of incomplete information, we compare three informational settings to each other; players are either completely informed, privately informed about their own costs, or ignorant of all cost realizations. For the first and the third setting, we determine the unique pure-strategy Nash equilibrium. Under private information, we prove existence of a pure-strategy Bayesian Nash equilibrium and identify a sufficient condition for uniqueness. Assuming that unit cost distributions all have the same mean, we show that under ignorance of all cost realizations ex ante expected aggregate effort is lower than under both private and complete information. Ex ante expected rent dissipation, however, is higher than in the latter settings if we focus on the standard lottery contest and assume costs are all drawn from the same distribution. Between complete and private information, there is neither a general ranking in terms of effort nor in terms of rent dissipation.  相似文献   

20.
The optimal multi-stage contest   总被引:1,自引:0,他引:1  
This paper investigates the optimal (effort-maximizing) structure of multi-stage sequential-elimination contests. We allow the contest organizer to design the contest structure using two instruments: contest sequence (the number of stages, and the number of contestants remaining after each stage), and prize allocation. When the contest technology is sufficiently noisy, we find that multi-stage contests elicit more effort than single-stage contests. For concave and moderately convex impact functions, the contest organizer should allocate the entire prize purse to a single final prize, regardless of the contest sequence. Additional stages always increase total effort. Therefore, the optimal contest eliminates one contestant at each stage until the finale when a single winner obtains the entire prize purse. Our results thus rationalize various forms of multi-stage contests that are conducted in the real world.  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