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1.
The folk theorem literature has been relaxing the assumption on how much players know about each other's past action. Here we consider a general model where players can “buy” precise information. Every period, each player decides whether to pay a cost to accurately observe the actions chosen by other players in the previous period. When a player does not pay the cost, he obtains only imperfect private signals. Observational decisions are unobservable to others. Known strategies such as trigger strategies do not work since they fail to motivate players to pay for information. This paper shows that the folk theorem holds for any level of observation costs. Unlike existing folk theorems with private monitoring, ours imposes virtually no restriction on the nature of costless imperfect signals. The theorem does not use explicit or costless communication, thereby having implications on antitrust laws that rely on evidence of explicit communication. The main message is that accurate observation alone, however costly, enables efficient cooperation in general repeated games.  相似文献   

2.
We analyze reputation effects in two-player repeated games of strictly conflicting interests. In such games, player 1 has a commitment action such that a best reply to it gives player 1 the highest individually rational payoff and player 2 the minmax payoff. Players have equal discount factors. With positive probability player 1 is a type who chooses the commitment action after every history. We show that player 1's payoff converges to the maximally feasible payoff when the discount factor converges to one. This contrasts with failures of reputation effects for equal discount factors that have been demonstrated in the literature.  相似文献   

3.
This paper studies the global dynamics of a class of infinitely repeated two-player games in which the action space of each player is an interval, and the one-shot payoff of each player is additively separable in actions. We define an immediately reactive equilibrium (IRE) as a pure-strategy subgame perfect equilibrium such that each player's action is a stationary function of the opponent's last action. We completely characterize IREs and their dynamics in terms of certain indifference curves. Our results are used to show that in a prisoners' dilemma game with mixed strategies, gradual cooperation occurs when the players are sufficiently patient, and that in a certain duopoly game, kinked demand curves emerge naturally.  相似文献   

4.
To succeed in combating lake eutrophication, cooperation of local inhabitants, small factories, and farmers in reducing phosphorus discharge is very important. But the willingness of each player to cooperate would depend on the cooperation of other players and on the level of environmental concern of the society in general. Here we study the integrated dynamics of people's choice of behavior and the magnitude of eutrophication. Assumptions are: there are a number of players who choose between alternative options: a cooperative and environment-oriented option is more costly than the other. The decision of each player is affected by “social pressure” as well as by economical cost of the options. The lake pollution increases with the total phosphorus released, and a high pollution level in the lake would enhance the social pressure. The model includes a positive and a negative feedback loops which create diverse dynamical behavior. The model often shows bistability — having an equilibrium with a high level of cooperation among people and clean water, and the other equilibrium with low cooperation and polluted water, which are simultaneously stable. The model also shows fluctuation between a high and a low levels of cooperation in alternating years, cycle with a longer periodicity, or chaotic fluctuation. Conservatism of people stabilizes the system and sometimes helps maintaining cooperation. The system may show unexpected parameter dependence — the improved phosphorus removing efficiency might make water more polluted if it causes the decline in the environmental concern and cooperation among people.  相似文献   

5.
We define rationality and equilibrium when states specify agents’ actions and agents have arbitrary partitions over these states. Although some suggest that this natural modeling step leads to paradox, we show that Bayesian equilibrium is well defined and puzzles can be circumvented. The main problem arises when player j's partition informs j of i's move and i knows j's strategy. Then i's inference about j's move will vary with i's own move, and i may consequently play a dominated action. Plausible conditions on partitions rule out these scenarios. Equilibria exist under the same conditions, and more generally ε equilibria usually exist.  相似文献   

6.
Economic activities, both on the macro and micro level, often entail wide-spread externalities. This in turn leads to disputes regarding the compensation levels to the various parties affected. We propose a method of deciding upon the distribution of the gains (costs) of cooperation in the presence of externalities when forming the grand coalition is efficient. We show that any sharing rule satisfying efficiency, linearity, dummy player and a strong symmetry axioms can be obtained through an average game. Adding an additional axiom, we identify one unique rule satisfying these properties.  相似文献   

7.
In this paper we introduce a strategic form model in which cooperation structures and divisions of the payoffs are determined simultaneously. We analyze the cooperation structures and payoff divisions that result according to Nash equilibria, strong Nash equilibria, and coalition proof Nash equilibria. We find that no cycle will be formed if a player claims a positive amount for the formation of one of its links and that a player does not necessarily profit from a central position in a cooperation structure. Journal of Economic Literature Classification Numbers: C71, C72.  相似文献   

8.
Evolutionary Stability in Games of Communication   总被引:1,自引:0,他引:1  
This paper identifies evolutionarily stable outcomes in games in which one player has private information and the other takes a payoff-relevant action. The informed player can communicate at little cost. Outcomes satisfying a set-valued evolutionary stability condition must exist and be efficient in common-interest games. When there is a small cost associated with using each message the outcome preferred by the informed player is stable. The paper introduces a nonequilibrium, set-valued stability notion of entry resistant sets. For games with partial common interest, the no-communication outcome is never an element of an entry resistant set. Journal of Economic Literature Classification Numbers: C72,D82.  相似文献   

9.
Consider a game whose strategies are "contributions". A strategy profile is a Kantian equilibrium if  no  player would like  all  players to alter their contributions by the  same multiplicative factor.  Kantian equilibria are Pareto efficient. We characterize the allocation rules on several domains of environments that can be implemented as Kantian equilibria. The concept unifies the  proportional solution  on production economies and the  linear cost-share equilibrium  on public-good economies. We study Kantian equilibrium in the prisoner's dilemma, in a voting problem, and in a political economy where redistribution is the issue. The Kantian dictum engenders considerable but not unqualified cooperation.  相似文献   

10.
I consider a repeated prisoners' dilemma where in each period, each player receives an imperfect private signal about his opponent's current action. I show that when players are patient enough, any equilibrium where players use trigger strategies (i.e., do not revert to cooperation once they have started defecting) yields players a value arbitrarily close to the mutual minimax. I also examine the robustness of the result to perturbations of the game. Journal of Economic Literature Classification Numbers: C72.  相似文献   

11.
This study experimentally examines the role of indirect higher order beliefs in sequential psychological games. We consider a three-player sequential game in which the first and third players do not interact sequentially, but only through an intermediary, the second player. We posit that the third player’s decision to cooperate depends on his indirect higher order belief, namely, his belief about what the first player believes the second player would choose. We employ pre-play communication between the first and third players as a way to influence the third player’s indirect higher order belief. The evidence demonstrates that communication can effectively induce cooperation from the third player by shaping his indirect higher order belief.  相似文献   

12.
We study local interaction within a population located on a connected graph. Subjects engage in several bilateral interactions during each round in a generalized Prisoners' Dilemma (PD). In each round of play one randomly selected player gets the possibility to update the action he plays in this PD. All individuals use the update rule Win Cooperate, Lose Defect, a multi-player variant of Tit-for-Tat. Theoretical results on the set of stable states of the associated dynamics are provided for the cases with and without rare mutations. Simulations provide insight into the probability distribution over these stable states. In both cases a rather high probability is assigned to stable states with a moderate level of cooperation implying that dominated strategies are used. Furthermore, the probability of reaching the stable state with Nash equilibrium play is small.  相似文献   

13.
We examine a generic three-stage game for two players with alternating moves, where the first player can choose the level of adjustment cost to be paid in the last period to modify the action she announced in the first period. In the resulting continuum of commitment options, convexifying the choice between first-mover and second-mover advantage in pure strategies, we characterize when an intermediate adjustment-cost level is chosen in equilibrium. We show that the wastefulness of the adjustment cost may be in the players’ best interest, improving both of their individual net payoffs over making any fraction of the adjustment cost a side-payment from the first to the second player.  相似文献   

14.
We study cooperative games with transferable utility and limited cooperation possibilities. The focus is on communication structures where the set of players forms a circle, so that the possibilities of cooperation are represented by the connected sets of nodes of an undirected circular graph. Single-valued solutions are considered which are the average of specific marginal vectors. A marginal vector is deduced from a permutation on the player set and assigns as payoff to a player his marginal contribution when he joins his predecessors in the permutation. We compare the collection of all marginal vectors that are deduced from the permutations in which every player is connected to his immediate predecessor with the one deduced from the permutations in which every player is connected to at least one of his predecessors. The average of the first collection yields the average tree solution and the average of the second one is the Shapley value for augmenting systems. Although the two collections of marginal vectors are different and the second collection contains the first one, it turns out that both solutions coincide on the class of circular graph games. Further, an axiomatization of the solution is given using efficiency, linearity, some restricted dummy property, and some kind of symmetry.  相似文献   

15.
Summary.   This paper considers the existence and computation of Markov perfect equilibria in games with a “monotone” structure. Specifically, it provides a constructive proof of the existence of Markov perfect equilibria for a class of games in which a) there is a continuum of players, b) each player has the same per period payoff function and c) these per period payoff functions are supermodular in the player's current and past action and have increasing differences in the player's current action and the entire distribution of actions chosen by other players. The Markov perfect equilibria that are analyzed are symmetric, not in the sense that each player adopts the same action in any period, but rather in the sense that each player uses the same policy function. Since agents are typically distributed across many states they will typically take different actions. The formal environment considered has particular application to models of industries (or economies) in which firms face costs of price adjustment. It is in this context that the results are developed. Received: November 9, 1999; revised version: February 10, 2000  相似文献   

16.
The paper considers repeated games where each player can be observed by only a subset of the other players, and where players can make public announcements about the behavior of the players they observed. We address the following question: What is the minimal level of observability that is required to obtain efficient outcomes? The main result is that the limit set of sequential equilibrium payoffs, when the discount factor tends to one, contains the set of individual rational payoffs whenever each player is observed by at leasttwoother players.Journal of Economic LiteratureClassification Number: C73.  相似文献   

17.
In the infinitely repeated Prisoners' Dilemma with side payments, we characterize the Pareto frontier of the set of subgame perfect equilibrium payoffs for all possible combinations of discount factors. Play paths implementing Pareto dominant equilibrium payoffs are uniquely determined in all but the first period. Full cooperation does not necessarily implement these payoffs even when it maximizes total stage game payoffs. Rather, when the difference in players' discount factors is sufficiently large, Pareto dominant equilibrium payoffs are implemented by partial cooperation supported by repeated payments from the impatient to the patient player. When both players are sufficiently patient, such payoffs, while implemented via full cooperation, are supported by repeated payments from the impatient to the patient player. We characterize conditions under which public randomization has no impact on the Pareto dominant equilibrium payoffs and conditions under which such payoffs are robust to renegotiation.  相似文献   

18.
This paper reports the results of a ‘probabilistic dictator game’ experiment in which subjects were given an option to share chances to win a prize with a dummy player. Using a within-subject design we manipulated two aspects of the decision, the relative cost of sharing and the nature of the lottery: the draws were either independent for the two players (‘noncompetitive’ condition) or one’s success meant other’s failure (‘competitive’ condition). We also asked for decisions in a standard, non-probabilistic, setting. The main results can be summarized as follows: first, a substantial fraction of subjects do share chances to win, also in the competitive treatments, thus showing concern for the other player that cannot be explained by outcome-based models. Second, subjects share less in the competitive treatment than in other treatments, indicating that procedural fairness alone cannot explain the data. Overall, these results suggest that models aiming at generalizing social concerns to risky environments will have to rely on a mix of distributive and procedural fairness.  相似文献   

19.
The analysis of a price war strategy under market demand growth   总被引:1,自引:0,他引:1  
We use the finite repeated Prisoners' Dilemma game model herein to discuss how firms choose their optimal strategy under a price war with market demand growth. This model has two players: one is an R-type player and the other is a TFT-type player. Each player has two strategies to choose from: a preemption strategy and a “wait” strategy. Our results indicate that: (i) if the probability that the opponent is an R-type (TFT-type) player is high, then the time when the opponent adopts a preemption strategy will be early (late); (ii) Market demand growth is an incentive for cooperation among firms; (iii) if the market demand growth rate is high, then the R-type player will not have an evolutionary advantage. We use the competition between cell phone manufacturing firms Nokia and Motorola in China as an example. When Nokia is an R-type player and adopts a preemption strategy, Motorola should preferably use a preemption strategy rather than a “wait” strategy. However, as a TFT-type player, this will benefit Motorola under the situation of market demand growth.  相似文献   

20.
When time preferences are heterogeneous and bounded away from one, how “much” cooperation can be achieved by an ongoing group? How does group cooperation vary with the group's size and structure? This paper examines characteristics of cooperative behavior in the class of symmetric, repeated games of collective action. These are games characterized by “free rider problems” in the level of cooperation achieved. The Repeated Prisoner's Dilemma games is a special case.We characterize the level of maximal average cooperation (MAC), the highest average level of cooperation, over all stationary subgame perfect equilibrium paths, that the group can achieve. The MAC is shown to be increasing in monotone shifts, and decreasing in mean preserving spreads of the distribution of discount factors. The latter suggests that more heterogeneous groups are less cooperative on average. Finally, in a class of Prisoner's Dilemma games, we show under weak conditions that the MAC exhibits increasing returns to scale in a range of heterogeneous discount factors. That is, larger groups are more cooperative, on average, than smaller ones. By contrast, when the group has a common discount factor, the MAC is invariant to group size.  相似文献   

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