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1.
The literature on self-control problems has typically put forth models that imply behavior that is consistent with the weak axiom of revealed preference (WARP). We argue that when choice is the outcome of some underlying internal conflict, the resulting choices may not be perfectly consistent across choice problems: an agent’s ability to resist temptation may well depend on what alternatives are available to him. We generalize Gul and Pesendorfer (2001) so that self-control weakens in the presence of temptation. To model choices from menus explicitly, we consider a choice correspondence as well as a preference over menus and relax both the Independence axiom for the preference and the WARP condition for the choice correspondence. The model is shown to unify a range of well-known findings in the experimental literature on choice under risk and over time within a single specification.  相似文献   

2.
Cooperative equilibria can be supported in a repeated game when players use trigger strategies. This paper tests how well trigger strategies explain behavior in two-person experimental games. Reducing payoffs for choices larger than the Cournot level induces smaller average outputs, behavior generally consistent with trigger strategy models. Reducing payoffs for choices well above the Cournot level will not affect behavior if actions are consistent with a trigger strategy involving longer-lived, less intense punishment phases (the grim-reaper strategy), but would matter for trigger strategies with short-lived but intense punishment phases. Results show that behavior is most consistent with the former.  相似文献   

3.
In this paper we propose a characterization of stochastic choice under risk and under uncertainty. We presume that decision makers’ actual choices are governed by randomly selected states of mind, and study the representation of decision makers’ perceptions of the stochastic process underlying the selection of their state of mind. The connections of this work to the literatures on random choice, choice behavior when preference are incomplete; choice of menus; and grades of indecisiveness are also discussed.  相似文献   

4.
This paper studies the choice of an individual who acquires information before choosing an action from a set of actions, whose consequences depend on the realization of a state of nature. Information processing can be costly, for example, due to limited attention. We show that the preference of the individual is completely characterized by a preference for early resolution of uncertainty, which becomes indifference when facing degenerate choices. When information acquisition is no longer part of the decision process, the individual is indifferent to the timing of resolution of uncertainty and she behaves according to the subjective learning model of Dillenberger et al. (2014).  相似文献   

5.
This study discusses the formation of consumer loyalty in the context of online games. Loyalty to a specific online game may be conceptualized in terms of repeat patronage, switching behavior, and word-of-mouth recommendations toward the game. A conceptual model is proposed. In the model, virtual power-status, incentive utility, relational interacting behavior, and feature enhancement indirectly influence loyalty through the mediation of satisfaction and commitment. Gender is proposed to moderate each model path given that individuals with stronger feminine or masculine identities are likely to make repeated consumption on online games based on different game product choices accordingly. Finally, the implications of the proposed model and suggestions for future research are also discussed.  相似文献   

6.
We present a notion of non-cooperative strategic equilibrium for games generated by social choice functions, and fully characterize the class of those functions which are directly implementable under this equilibrium concept. Correct preference revelation turns out to always be such an equilibrium for the games generated by this class of implementable functions.  相似文献   

7.
This paper studies rational choice behavior of a player in sequential games of perfect and complete information without an assumption that the other players who join the same games are rational. The model of individually rational choice is defined through a decomposition of the behavioral norm assumed in the subgame perfect equilibria, and we propose a set of axioms on collective choice behavior that characterize the individual rationality obtained as such. As the choice of subgame perfect equilibrium paths is a special case where all players involved in the choice environment are each individually rational, the paper offers testable characterizations of both individual rationality and collective rationality in sequential games.  相似文献   

8.
李春昉  赵绍丰  郭际 《价值工程》2010,29(15):121-122
对策论是运筹学的一个分支,是有关多人在竞争状态下的决策行为的数学理论。对策论按不同的分类方法有多种类别,如果局中人可以和其他局中人联合成一体统一行动与其他局中人对抗,这种对策称为多人合作对策。本文主要讨论多人对策中的一个例子。  相似文献   

9.
In a Bayesian game players play an unknown game. Before the game starts some players may receive a signal regarding the specific game actually played. Typically, information structures that determine different signals, induce different equilibrium payoffs. In two-person zero-sum games the equilibrium payoff measures the value of the particular information structure which induces it. We pose a question as to what restrictions Bayesian games impose on the value of information. We provide answers for two kinds of information structures: symmetric, where both players are equally informed, and one-sided, where only one player is informed.  相似文献   

10.
We study school choice markets where the non-strategy-proof Boston mechanism is used to assign students to schools. Inspired by previous field and experimental evidence, we analyze a type of behavior called priority-driven: students have a common ranking over the schools and then give a bonus in their submitted preferences to those schools for which they have high priority. We first prove that under this behavior, there is a unique stable and efficient matching, which is the outcome of the Boston mechanism. Second, we show that the three most prominent mechanisms on school choice (Boston, deferred acceptance, and top trading cycles) coincide when students’ submitted preferences are priority-driven. Finally, we run some computational simulations to show that the assumption of priority-driven preferences can be relaxed by introducing an idiosyncratic preference component, and our qualitative results carry over to a more general model of preferences.  相似文献   

11.
12.
餐厨废弃物以及餐厨废弃物的不合理处理已经给人们的日常生活带来不利影响,加上回收企业的利己性行为和选择,都使得餐厨废弃物的回收和资源化处理成为了一个重要课题。文中认为在回收企业与企业之间和企业与政府之间都存在着博弈,并对其进行了博弈分析。企业与企业之间的博弈分析的结论表明政府对餐厨废弃物资源化的干预是必要的,因为企业只会做出利己选择;政府作为参与一方,与企业之间也形成了博弈关系,其博弈结果显示,政府提高监管力度、惩罚力度、补贴额度和降低资源化处理成本,都有利于刺激企业提高资源化处理的积极性和主动性。  相似文献   

13.
We consider discounted repeated two-person zero-sum games with private monitoring. We show that even when players have different and time-varying discount factors, each player’s payoff is equal to his stage-game minmax payoff in every sequential equilibrium. Furthermore, we show that: (a) in every history on the equilibrium path, the pair formed by each player’s conjecture about his opponent’s action must be a Nash equilibrium of the stage game, and (b) the distribution of action profiles in every period is a correlated equilibrium of the stage game. In the particular case of public strategies in public monitoring games, players must play a Nash equilibrium after any public history.  相似文献   

14.
We investigate whether having a unique equilibrium (or a given number of equilibria) is robust to perturbation of the payoffs, both for Nash equilibrium and correlated equilibrium. We show that the set of n  -player finite games with a unique correlated equilibrium is open, while this is not true of Nash equilibrium for n>2n>2. The crucial lemma is that a unique correlated equilibrium is a quasi-strict Nash equilibrium. Related results are studied. For instance, we show that generic two-person zero-sum games have a unique correlated equilibrium and that, while the set of symmetric bimatrix games with a unique symmetric Nash equilibrium is not open, the set of symmetric bimatrix games with a unique and quasi-strict symmetric Nash equilibrium is.  相似文献   

15.
Two players play a zero-sum repeated game with incomplete information. Before the game starts one player receives a private signal that depends on the realized state of nature. The rules that govern the choice of the signal are determined by the information structure of the game. Different information structures induce different values. The value-of-information function of a game associates every information structure with the value it induces. We characterize those functions that are value-of-information functions for some zero-sum repeated game with incomplete information.  相似文献   

16.
This paper provides an axiomatic approach to the problem of ranking opportunity sets with respect to the degree of uncertainty regarding possible consequences of the available actions. In many choice situations, the items that can be selected from a menu of possible choices (the objects of choice) do not coincide with the consequences they induce (the objects a decision-maker ultimately cares about). Thus, uncertainty regarding the consequences of the choices may be present. Two orderings that rank menus on the basis of the degree of uncertainty they represent are characterized.  相似文献   

17.
At each moment in time, an alternative from a finite set is selected by a stochastic process. Players observe the selected alternative and sequentially cast a yes or a no vote. If the set of players casting a yes vote is decisive for the selected alternative, it is accepted and the game ends. Otherwise the next period begins. We refer to this class of problems as stopping games. Collective choice games, quitting games, and coalition formation games are particular examples. When the core of a stopping game is non-empty, a subgame perfect equilibrium in pure stationary strategies is shown to exist. But in general, even subgame perfect equilibria in mixed stationary strategies may not exist. We show that aggregate voting behavior can be summarized by a collective strategy. We insist on pure strategies, allow for simple forms of punishment, and provide a constructive proof to show that so-called two-step simple collective equilibria always exist. This implies the existence of a pure strategy subgame perfect equilibrium. We apply our approach to the case with three alternatives exhibiting a Condorcet cycle and to a model of redistributive politics.  相似文献   

18.
We propose a new methodology exploring piecewise closed-loop equilibrium strategies in differential games with regime switching actions. We develop a general game with two players. Players choose an action that influences the evolution of a state variable, and decide on the switching time from one regime to another. Compared to the optimal control problem with regime switching, necessary optimality conditions are modified for the first player to switch. When choosing her optimal switching strategy, this player considers the impact of her choice on the other player’s actions and consequently on her own payoffs. In order to determine the equilibrium timing of regime changes, we derive conditions that help eliminate candidate equilibrium strategies that do not survive deviations in switching strategies. We then apply this new methodology to an exhaustible resource extraction game.  相似文献   

19.
Given the complexity of sourcing choices in R&D, driven by conflicting points of difference, scholars have struggled to formulate clear theoretical predictions about which sourcing choices lead to superior performance. Our study contributes to the elucidation of this question by studying both the antecedents and performance consequences (project cost and duration) of alternative sourcing choices in the context of new product development, thus bridging two rarely intersecting streams of research to discover unique insights. We draw from the transaction cost economics (TCE) and organizational learning theory to account for the interdependence of cost- and non-cost related factors in firms’ sourcing choices. Results from our empirical analysis, using data on clinical trials in the global biopharmaceutical industry, show that greater project complexity, project stage uncertainty, and prior sourcing experience determine the sourcing choices a firm makes. We also establish that alternative sourcing choices vary in their ability to minimize project cost versus project duration, and show that prior experience with a sourcing choice is an important moderator of project performance, in addition to being one of the determinants of sourcing choice.  相似文献   

20.
We study the computational complexity of rationalizing choice behavior. We do so by analyzing two polar cases, and a number of intermediate ones. In our most structured case, that is where choice behavior is defined in universal choice domains and satisfies the “weak axiom of revealed preference,” finding the complete preorder rationalizing choice behavior is a simple matter. In the polar case, where no restriction whatsoever is imposed, either on choice behavior or on choice domain, finding a collection of complete preorders that rationalizes behavior turns out to be intractable. We also show that the task of finding the rationalizing complete preorders is equivalent to a graph problem. This allows the search for existing algorithms in the graph theory literature, for the rationalization of choice.  相似文献   

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