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1.
We study pure indirect reciprocity by setting up a modified dictator game with three players A, B, and C acting sequentially. Subject A takes a share of a pie and passes the rest to subject B, while B divides the rest between herself and C. We find that this consecutive three‐person dictator game increases generosity compared with the traditional two‐person dictator game. We analyze the influence of social interaction and uncertainty. In treatments with certainty we observe pure indirect reciprocity: B indirectly reciprocates for A's behavior in the decision on how generous to be to C.  相似文献   

2.
The Envelope Theorem for Nash equilibria shows that the strategic reaction of the other players in the game is important for determining how parameter perturbations affect a given player's indirect objective function. The fundamental comparative statics matrix of Nash equilibria for theithplayer in anN-player static game includes the equilibrium response of the otherN−1players in the game to the parameter perturbation and is symmetric positive semidefinite subject to constraint. This result is fundamental in that it holds for all sufficiently smooth Nash equilibria and is independent of any curvature or stability assumptions imposed on the game.Journal of Economic LiteratureClassification Numbers: C72, C61.  相似文献   

3.
We study a model of repeated games with the following features: (a) Infinite histories. The game has been played since days of yore, or is so perceived by the players: (b) Turing machines with memory. Since regular Turing machines coincide with bounded recall strategies (in the presence of infinite histories), we endow them with "external" memory; (c) Nonstrategic players. The players ignore complicated strategic considerations and speculations about them. Instead, each player uses his/her machine to update some statistics regarding the others′ behaviour, and chooses a best response to observed behaviour. Relying on these assumptions, we define a solution concept for the one shot game, called steady orbit. The (closure of the) set of steady orbit payoffs strictly includes the convex hull of the Nash equilibria payoffs and is strictly included in the correlated equilibria payoffs. Assumptions (a)–(c) above are independent to a large extent. In particular, one may define steady orbits without explicitly dealing with histories or machines.  相似文献   

4.
This paper investigates which equilibria of a game are still viable when players have the opportunity to commit themselves. To that end we study a model of endogenous timing in which players face the trade-off between committing early and moving late. It is shown that mixed (resp. pure) equilibria of the original game are subgame perfect (resp. persistent) in the timing game only when no player has an incentive to move first. Consequently, mixed equilibria are viable only if no player has an incentive to move first. One needs strong evolutionary solution concepts to draw that conclusion for pure equilibria.Journal of Economic LiteratureClassification Number: C72.  相似文献   

5.
Imitation and selective matching in reputational games   总被引:1,自引:1,他引:0  
This paper investigates imitation and selective matching in reputational games with an outside option. We identify two classes of such games, ultimatum and trust games. By selective matching we mean that short-run players have the possibility of selecting the long-run player they play against. We find that selective matching (unlike random matching) favors the equilibrium associated to reputation in the ultimatum game, but not in the trust game.  相似文献   

6.
This paper discusses the value of information in supermodular and submodular games, using a simple duopoly model where the level of demand is uncertain. It is shown that the value of information issuperadditive (resp.,subadditive) between players if the game issupermodular (resp.,submodular). For example, in a Bertrand (resp., Cournot) market with (possibly imperfect) substitute products, one firm's information acquisition increases (resp., decreases) the other firm's incentive to acquire the same information. Furthermore, when the game is either supermodular or submodular, the value of information is higher when the player isexpected to be informed according to the opponent's belief than when the player is expected to be uninformed; this result is reversed when the game has asymmetric modularity (i.e., one player's action is substitutional to the other's, and the latter's action is complemental to the former's). These qualitative observations have a potential to be applied to a larger class of games with uncertainty where payoffs are smooth (e.g., twice continuously differentiable) in actions and states.  相似文献   

7.
In this work we introduce the notion of partial exposure, in which the players of a simultaneous-move Bayesian game are exposed to the realized types and chosen actions of a subset of the other players. We show that in any large simultaneous-move game, each player has very little regret even after being partially exposed to other players. If players are given the opportunity to be exposed to others at the expense of a small decrease in utility, players will decline this opportunity, and the original Nash equilibria of the game will survive.  相似文献   

8.
We explore the implications of the farsightedness assumption on the conjectures of players in a coalitional Great Fish War model with symmetric players, derived from the seminal model of Levhari and Mirman (Bell J Econ 11:649–661, 1980). The farsightedness assumption for players in a coalitional game acknowledges the fact that a deviation from a single player will lead to the formation of a new coalition structure as the result of possibly successive moves of her rivals in order to improve their payoffs. It departs from mainstream game theory in that it relies on the so-called rational conjectures, as opposed to the traditional Nash conjectures formed by players on the behavior of their rivals. For values of the biological parameter and the discount factor more plausible than the ones used in the current literature, the farsightedness assumption predicts a wide scope for cooperation in non-trivial coalitions, sustained by credible threats of successive deviations that defeat the shortsighted payoff of any prospective deviator. Compliance or deterrence of deviations may also be addressed by acknowledging that information on the fish stock or on the catch policies actually implemented may be available only with a delay (dynamic farsightedness). In that case, the requirements are stronger and the sizes and number of possible farsighted stable coalitions are different. In the sequential move version, which could mimic some characteristics of fishery models, the results are not less appealing, even if the dominant player or dominant coalition with first move advantage assumption provides a case for cooperation with the traditional Nash conjectures.  相似文献   

9.
Amechanismfor a Bayesian gameGis a mapping μ from the set of states of nature to the set of players' actions. μ isself-fulfillingif players are truthful at the communication stage and, given the information revealed by μ, no player can gain in unilaterally deviating from the action prescribed by the mechanism. We investigate the properties of self-fulfilling mechanisms and we show in particular that they correspond to inert solutions of the infinitely repeated game generated byG. We also discuss applications to market games, regulation, and R&D games.Journal of Economic LiteratureClassification Numbers: D82, C72.  相似文献   

10.
We consider the following abstraction of competing publications. There are n players in the game. Each player i chooses a point xi in the interval [0,1], and a player's payoff is the distance from its point xi to the next larger point, or to 1 if xi is the largest. For this game, we give a complete characterization of the Nash equilibrium for the two-player game, and, more important, we give an efficient approximation algorithm to compute numerically the symmetric Nash equilibrium for the n-player game. The approximation is computed via a discrete version of the game. In both cases, we show that the (symmetric) equilibrium is unique. Our algorithmic approach to the n-player game is non-standard in that it does not involve solving a system of differential equations. We believe that our techniques can be useful in the analysis of other timing games.  相似文献   

11.
In actual economies, players sometimes would offer an upper limiter to their output due to capacity constraints, financial constraints and cautious response to uncertainty in the world, or offer a lower limiter to their output due to economies of scale or break-even consideration. In this paper, we discuss a dynamic duopoly game with heterogeneous players by assuming that one of them imposes an upper limiter on output, and the other one imposes a lower limiter. We analyze how the limiter affects the dynamics of output and the performance of players, and explore the number of the equilibrium points and the distribution of conditioned equilibrium points of the model. We then discuss the stable region of conditioned equilibrium. The theoretical results and numerical experiments show that adding appropriate limiter can make the system more robust, and even get rid of its chaos. The numerical results show that chaotic output dynamics can be beneficial to one firm but harmful to the other, and can also be harmful to both of them, and also show that adding appropriate limiter can improve the performance of the player.  相似文献   

12.
Certain voting bodies can be modeled as a simple game where a coalition's winning depends on whether it wins, blocks or loses in two smaller simple games. There are essentially five such ways to combine two proper games into a proper game. The most decisive is the lexicographic rule, where a coalition must either win in G1, or block in G1 and win in G2. When two isomorphic games are combined lexicographically, a given role for a player confers equal or more power when held in the first game than the second, if power is assessed by any semi-value. A game is lexicographically separable when the players of the two components partition the whole set. Games with veto players are not separable, and games of two or more players with identical roles are separable only if decisive. Some separable games are egalitarian in that they give players identical roles.  相似文献   

13.
In the Colonel Blotto game, two players simultaneously distribute forces across n battlefields. Within each battlefield, the player that allocates the higher level of force wins. The payoff of the game is the proportion of wins on the individual battlefields. An equilibrium of the Colonel Blotto game is a pair of n-variate distributions. This paper characterizes the unique equilibrium payoffs for all (symmetric and asymmetric) configurations of the players’ aggregate levels of force, characterizes the complete set of equilibrium univariate marginal distributions for most of these configurations, and constructs entirely new and novel equilibrium n-variate distributions.I am grateful to Jason Abrevaya, Dan Kovenock, James C. Moore, Roger B. Nelsen, and three anonymous referees for very helpful comments. A version of this paper was presented at the 2005 Midwest Economic Theory Meetings. This paper is based on the first chapter of my Ph.D. dissertation  相似文献   

14.
In this paper I present conditions, not involving common knowledge of rationality, that lead to (correlated) rationalizability. The basic observation is that, if the actual world belongs to a set of states where the set Z of action profiles is played, everyone is rational and it is mutual knowledge that the action profiles played are in Z, then the actions played at the actual world are rationalizable actions. Alternatively, if at the actual world the support of the conjecture of player i is Di, there is mutual knowledge of: (i) the game being played, (ii) that the players are rational, and (iii) that for every i the support of the conjecture of player i is contained in Di, then every strategy in the support of the conjectures is rationalizable. The results do not require common knowledge of anything and are valid for games with any number of players.  相似文献   

15.
Aner Sela 《Economic Theory》1999,14(3):635-651
Summary. A compound game is an (n + 1) player game based on n two-person subgames. In each of these subgames player 0 plays against one of the other players. Player 0 is regulated, so that he must choose the same strategy in all n subgames. We show that every fictitious play process approaches the set of equilibria in compound games for which all subgames are either zero-sum games, potential games, or games. Received: July 18, 1997; revised version: December 4, 1998  相似文献   

16.
A situation in which a finite set of players can obtain certain payoffs by cooperation can be described by a cooperative game with transferable utility, or simply a TU-game. A (single-valued) solution for TU-games assigns a payoff distribution to every TU-game. A well-known solution is the Shapley value. In the literature various models of games with restricted cooperation can be found. So, instead of allowing all subsets of the player set N to form, it is assumed that the set of feasible coalitions is a subset of the power set of N. In this paper, we consider such sets of feasible coalitions that are closed under union, i.e. for any two feasible coalitions also their union is feasible. We consider and axiomatize two solutions or rules for these games that generalize the Shapley value: one is obtained as the conjunctive permission value using a corresponding superior graph, the other is defined as the Shapley value of a modified game similar as the Myerson value for games with limited communication.  相似文献   

17.
ARichman gameis a combinatorial game in which, rather than alternating moves, the two players bid for the privilege of making the next move. The theory of such games is a hybrid between the classical theory of games (von Neumann, Morgenstern, …) and the combinatorial theory of games (Berlekamp, Conway, Guy, …). We expand upon our previous work by considering games with infinitely many positions as well as several variants including thePoorman variantin which the high bidder pays a third party (rather than the other player).Journal of Economic LiteratureClassification Number: C7.  相似文献   

18.
Summary A single long-run player plays a fixed stage game (simultaneous orsequential move) against an infinite sequence of short-run opponents that play only once but can observe all past realized actions. Assuming that the probability distributions over types of long and short-run players have full support, we show that the long-run player can always establish a reputation for theStackelberg strategy and is therefore guaranteed almost his Stackelberg payoff in all Nash equilibria of the repeated game.The financial support of the National Science Foundation, Grant SES 90-7999, and of Consiglio Nazionale delle Ricerche is gratefully acknowledged. I wish to thank David Levine, Wolfgang Pesendorfer and Seminar Participants at UCLA, Universidad Carlos III de Madrid and University of Naples for useful discussions and suggestions.  相似文献   

19.
We consider the sequential bargaining game à la Stahl–Binmore–Rubinstein with random proposers, juxtaposing an ex ante coalition formation stage to their bargaining game. On the basis of the expected outcomes in the negotiation over how to split a dollar, players can form coalitions in a sequential manner, within each of which they can redistribute their payoffs. It turns out that the grand coalition does form, and that each player receives his discounted expected payoff, which is obtained by playing as a single player in the negotiation, although there could be many equilibria in the bargaining stage.  相似文献   

20.
Do people plan?     
We report the results of an experimental investigation of a key axiom of economic theories of dynamic decision making—namely, that agents plan. Inferences from previous investigations have been confounded with issues concerning the preference functionals of the agents. Here, we present an innovative experimental design which is driven purely by dominance: if preferences satisfy dominance, we can infer whether subjects are planning or not. We implement three sets of experiments: the first two (the Individual Treatments) in which the same player takes decisions both in the present and the future; and the third (the Pairs Treatment) in which different players take decisions at different times. The two Individual treatments differed in that, in one, the subjects played sequentially, while, in the other, the subjects had to pre-commit to their future move. In all contexts, according to economic theory, the players in the present should anticipate the decision of the player in the future. We find that over half the participants in all three experimental treatments do not appear to be planning ahead; moreover, their ability to plan ahead does not improve with experience, except possibly when we force subjects to pre-commit to their future decision. These findings identify an important lacuna in economic theories, both for individual behaviour and for behaviour in games.
Electronic Supplementary Material  The online version of this article () contains supplementary material, which is available to authorized users.   相似文献   

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