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1.
In a game with incomplete information players receive stochastic signals about the state of nature. The distribution of the signals given the state of nature is determined by the information structure. Different information structures may induce different equilibria.Two information structures are equivalent from the perspective of a modeler, if they induce the same equilibrium outcomes. We characterize the situations in which two information structures are equivalent in terms of natural transformations, called garblings, from one structure to another. We study the notion of ‘being equivalent to’ in relation with three equilibrium concepts: Nash equilibrium, agent normal-form correlated equilibrium and the belief invariant Bayesian solution.  相似文献   

2.
This paper considers the robustness of equilibria to a small amount of incomplete information, where players are allowed to have heterogeneous priors. An equilibrium of a complete information game is robust to incomplete information under non-common priors if for every incomplete information game where each player's prior assigns high probability on the event that the players know at arbitrarily high order that the payoffs are given by the complete information game, there exists a Bayesian Nash equilibrium that generates behavior close to the equilibrium in consideration. It is shown that for generic games, an equilibrium is robust under non-common priors if and only if it is the unique rationalizable action profile. Set-valued concepts are also introduced, and for generic games, a smallest robust set is shown to exist and coincide with the set of a posteriori equilibria.  相似文献   

3.
Under most game-theoretic solution concepts, equilibrium beliefs are justified by off-equilibrium events. I propose an equilibrium concept for infinitely repeated games, called “Nash Equilibrium with Tests” (NEWT), according to which players can only justify their equilibrium beliefs with events that take place on the equilibrium path itself. In NEWT, players test every threat that rationalizes a future non-myopic action that they take. The tests are an integral part of equilibrium behavior. Characterization of equilibrium outcomes departs from the classical “folk theorems”. The concept provides new insights into the impact of self-enforcement norms, such as reciprocity, on long-run cooperation.  相似文献   

4.
In games with strategic complementarities, public information about the state of the world has a larger impact on equilibrium actions than private information of the same precision, because public signals are more informative about the likely behavior of others. We present an experiment in which agents’ optimal actions are a weighted average of the fundamental state and their expectations of other agents’ actions. We measure the responses to public and private signals. We find that, on average, subjects put a larger weight on the public signal. In line with theoretical predictions, as the relative weight of the coordination component in a player’s utility increases, players put more weight on the public signal when making their choices. However, the weight is smaller than in equilibrium, which indicates that subjects underestimate the information contained in public signals about other players’ beliefs.  相似文献   

5.
We investigate the private provision of a public good whose level is determined by the maximum effort made by a group member. Costs of effort are either commonly known or privately known. For symmetric perfect-information games, any number of players may be active and we characterize the unique (mixed-strategy) equilibrium in which active contributors use the same strategy. Increasing the number of active players leads to stochastically lower individual efforts and level of the public good. When information is private, the symmetric equilibrium is in pure strategies. Increasing the number of players yields a pointwise reduction in the equilibrium contribution strategy but an increase in equilibrium payoffs. Comparative statics with respect to costs and levels of risk aversion are derived. Finally, whether information is public or private, equilibria are inefficient—we provide mechanisms that improve efficiency.  相似文献   

6.
We propose the minimum approval mechanism (MAM) for a standard linear public good environment with two players. Players simultaneously and privately choose their contributions to the public good in the first stage. In the second stage, they simultaneously decide whether to approve the otherʼs choice. Both contribute what they choose in the first stage if both players approve; otherwise, both contribute the minimum of the two choices in the first stage. The MAM implements the Pareto-efficient allocation in multiple solution concepts including backward elimination of weakly dominated strategies (BEWDS), limit logit agent quantal response equilibrium, subgame perfect minimax regret equilibrium, level-k thinking, and diagonalization heuristics. Moreover, the MAM is unique under plausible conditions. Overall, contributions in the MAM experiment averaged 94.9%. Quantifying subjectsʼ responses to the questionnaire reveal heterogeneous reasoning processes and highlight the importance of developing mechanisms that implement the desired social choice outcome in multiple solution concepts.  相似文献   

7.
We consider a general equilibrium model of trade ex ante with differential information in which agents choose plans of state-contingent lists of bundles. Being unable to verify that the state of nature is s and not t, an agent has to accept the delivery of any bundle in the list for delivery in state s or in the list for delivery in state t. Under the assumption that each state of nature can be verified by at least one agent, we establish existence of equilibrium and we show that the equilibrium allocation satisfies a notion of coalitional incentive compatibility.  相似文献   

8.
An aggregate game is a normal-form game with the property that each playerʼs payoff is a function of only his own strategy and an aggregate of the strategy profile of all players. Such games possess properties that can often yield simple characterizations of equilibrium aggregates without requiring that one solves for the equilibrium strategy profile. When payoffs have a quasi-linear structure and a degree of symmetry, we construct a self-generating maximization program over the space of aggregates with the property that the solution set corresponds to the set of equilibrium aggregates of the original n-player game. We illustrate the value of this approach in common-agency games where the playersʼ strategy space is an infinite-dimensional space of nonlinear contracts. We derive equilibrium existence and characterization theorems for both the adverse selection and moral hazard versions of these games.  相似文献   

9.
In many social and economic situations the optimal solution requires the formation of coalitions that partition the set of players. When the individual player is small relative to the size of the existing coalitions, it seems realistic to assume that the prevailing coalition structure dictates the set of possible blocking coalitions. Specifically, it is assumed that an individual does not consider forming any coalition, but rather joining an already existing one. Two solution concepts for these games are investigated: structural equilibrium and stable payoffs, which are derived from the application of ψ-stability to the core and to the bargaining set, respectively. To this end an extension of the bargaining set to games without side payments is offered. Both solution concepts are shown to exist for some coalition structure. However, while structural equilibrium may fail to exist for any non trivial coalition structure, for every coalition structure there exists a stable payoff.  相似文献   

10.
A new concept of mutually expected rationality in noncooperative games is proposed: joint coherence. This is an extension of the “no arbitrage opportunities” axiom that underlies subjective probability theory and a variety of economic models. It sheds light on the controversy over the strategies that can reasonably be recommended to or expected to arise among Bayesian rational players. Joint coherence is shown to support Aumann's position in favor of objective correlated equilibrium, although the common prior assumption is weakened and viewed as a theorem rather than an axiom. An elementary proof of the existence of correlated equilibria is given, and relationships with other solution concepts (Nash equilibrium, independent and correlated rationalizability) are also discussed.  相似文献   

11.
We study Bayesian coordination games in which players choose actions conditional on the realization of their respective signals. Due to differential information, the players do not have common knowledge that a particular game is being played. However, they do have common beliefs with specified probabilities concerning their environment. In our framework, any equilibrium set of rules must be simple enough so that the actions of all players are common belief with probability 1 at every state. Common belief with probability close to 1 will not do.Journal of Economic LiteratureClassification Numbers: C72, D82.  相似文献   

12.
It is well-known that non-cooperative and cooperative game theory may yield different solutions to games. These differences are particularly dramatic in the case of truels, or three-person duels, in which the players may fire sequentially or simultaneously, over one round or n rounds. Representative solution concepts (Nash and subgame-perfect equilibrium; two notions of core) are compared, and little agreement is found among them. Although it might be desirable to subsume these different solutions within a common framework, such unification seems unlikely since they are grounded in fundamentally different notions of stability.  相似文献   

13.
This paper examines the occurrence and fragility of information cascades in two laboratory experiments. One group of low informed participants sequentially guess which of two states has been randomly chosen. In a matched pairs design, another group of high informed participants make similar guesses after having observed the guesses of the low informed participants. In the second experiment, participants’ beliefs about the chosen state are elicited. In equilibrium, low informed players who observe an established pattern of identical guesses herd without regard to their private information whereas high informed players always guess according to their private information. Equilibrium behavior implies that information cascades emerge in the group of low informed participants, the belief based solely on cascade guesses is stationary, and information cascades are systematically broken by high informed participants endowed with private information contradicting the cascade guesses. Experimental results show that the behavior of low informed participants is qualitatively in line with the equilibrium prediction. Information cascades often emerge in our experiments. The tendency of low informed participants to engage in cascade behavior increases with the number of identical guesses. Our main finding is that information cascades are not fragile. The behavior of high informed participants differs markedly from the equilibrium prediction. Only one-third of laboratory cascades are broken by high informed participants endowed with private information contradicting the cascade guesses. The relative frequency of cascade breaks is 15% for the situations where five or more identical guesses are observed. Participants’ elicited beliefs are strongly consistent with their own behavior and show that, unlike in equilibrium, the more cascade guesses participants observe the more they believe in the state favored by those guesses.  相似文献   

14.
A folk theorem for minority games   总被引:1,自引:0,他引:1  
We study a particular case of repeated games with public signals. In the stage game an odd number of players have to choose simultaneously one of two rooms. The players who choose the less crowded room receive a reward of one euro (whence the name “minority game”). The players in the same room do not recognize each other, and between the stages only the current majority room is publicly announced. We show that in the infinitely repeated game any feasible payoff can be achieved as a uniform equilibrium payoff, and as an almost sure equilibrium payoff. In particular we construct an inefficient equilibrium where, with probability one, all players choose the same room at almost all stages. This equilibrium is sustained by punishment phases which use, in an unusual way, the pure actions that were played before the start of the punishment.  相似文献   

15.
A Theory of Endogenous Commitment   总被引:1,自引:0,他引:1  
Commitment is typically modelled by assigning to one of the players the ability to take an initial binding action. The weakness of this approach is that the fundamental question of who has the opportunity to commit cannot be addressed, as it is assumed. This paper presents a framework in which commitment power arises endogenously from the fundamentals of the model. We construct a finite dynamic game in which players are given the option to change their minds as often as they wish, but pay a switching cost if they do so. We show that for games with two players and two actions there is a unique subgame-perfect equilibrium with a simple structure. This equilibrium is independent of the order and timing of moves and is robust to other protocol specifications. Moreover, despite the perfect information nature of the model and the costly switches, strategic delays may arise in equilibrium. The flexibility of the model allows us to apply it to various environments. In particular, we study an entry deterrence situation. Its equilibrium is intuitive and illustrative of how commitment power is endogenously determined.  相似文献   

16.
We study the perfect type-contingently public ex-post equilibrium (PTXE) of repeated games where players observe imperfect public signals of the actions played, and both the payoff functions and the map from actions to signal distributions depend on an unknown state. The PTXE payoffs when players are patient are determined by the solutions to a family of linear programming problems. Using this characterization, we develop conditions under which play can be as if the players have learned the state. We provide a sufficient condition for the folk theorem, and a characterization of the PTXE payoffs in games with a known monitoring structure.  相似文献   

17.
This paper reports the results of an experiment designed to test the usefulness of alternative solution concepts to explain players' behavior in noncooperative games with preplay communication. In the experiment subjects communicate byplain conversationprior to playing a simple game. In this setting, we find that the presumption ofindividualisticandindependentbehavior underlying the concept of Nash equilibrium is inappropriate. Instead, we observe behavior to becoordinatedandcorrelated. Statistical tests reject Nash equilibrium as an explanation of observed play. The coalition proof correlated equilibrium of the game, however, explains the data when the possibility of errors by players is introduced.Journal of Economic LiteratureClassification Numbers: C72, C92.  相似文献   

18.
We argue that a social norm and the coordination of behavior within social groups can be expressed by a correlated equilibrium. Given a social group structure (a partition of individuals into social groups), we propose four conditions that one may expect of a correlated equilibrium consistent with social norms. These are: (1) within‐group anonymity (conformity within groups), (2) group independence (no conformity between groups), (3) homophily (individuals in the same group have similar attributes), and (4) predictable group behavior (ex post stability). We demonstrate that correlated equilibrium satisfying (1)–(3) exist very generally and equilibrium satisfying (1)–(4) exist in games with many players. We also consider stereotyped beliefs—beliefs that all individuals in a social group can be expected to behave in the same way—and show that stereotyping is not costly to the person who stereotypes but may or may not be beneficial to society.  相似文献   

19.
This paper examines a dynamic game in which each player only observes a private and imperfect signal on the actions played. Our main result is that in a repeated prisoner's dilemma where defections are irreversible (at least for a long enough period of time), patient enough players may achieve almost efficient outcomes. Dealing with models of imperfect private monitoring is difficult because (i) continuation games are games of incomplete information, hence they do not have the same structure as the original game. In particular, continuation equilibria are correlated equilibria. (ii) Players are typically uncertain about their opponents' past observations and actions, and they use their entire own private history to learn about these actions. As a result equilibrium strategies are in general nontrivial and increasingly complex functions of past observations. We bypass these difficulties by looking at correlated equilibria of the original game and find correlated equilibria in which the decision problem faced by each player remains the same over time. Journal of Economic Literature Classification Numbers: C72.  相似文献   

20.
We study a class of single-server queueing systems with a finite population size, FIFO queue discipline, and no balking or reneging. In contrast to the predominant assumptions of queueing theory of exogenously determined arrivals and steady state behavior, we investigate queueing systems with endogenously determined arrival times and focus on transient rather than steady state behavior. When arrival times are endogenous, the resulting interactive decision process is modeled as a non-cooperative n-person game with complete information. Assuming discrete strategy spaces, the mixed-strategy equilibrium solution for groups of n = 20 agents is computed using a Markov chain method. Using a 2 × 2 between-subject design (private vs. public information by short vs. long service time), arrival and staying out decisions are presented and compared to the equilibrium predictions. The results indicate that players generate replicable patterns of behavior that are accounted for remarkably well on the aggregate, but not individual, level by the mixed-strategy equilibrium solution unless congestion is unavoidable and information about group behavior is not provided.JEL Classification: C71, C92, D81  相似文献   

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