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1.
We study the evolution of preferences under perfect and almost perfect observability in symmetric 2-player games. We demonstrate that if nature can choose from a sufficiently general preference space, which includes preferences over outcomes that may depend on the opponent's preference-type, then, in most games, only discriminating preferences (treating different types of opponents differently in the same situation) can be evolutionary stable and some discriminating types are stable in a very strong sense in all games. We use these discriminating types to show that any symmetric outcome which gives players more than their minmax value in material payoffs (fitness) can be seen as equilibrium play of a player population with such strongly stable preferences.  相似文献   

2.
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   

3.
We study the extent to which equilibrium payoffs of discounted repeated games can be obtained by 1-memory strategies. We establish the following in games with perfect (rich) action spaces: First, when the players are sufficiently patient, the subgame perfect Folk Theorem holds with 1-memory. Second, for arbitrary level of discounting, all strictly enforceable subgame perfect equilibrium payoffs can be approximately supported with 1-memory if the number of players exceeds two. Furthermore, in this case all subgame perfect equilibrium payoffs can be approximately supported by an ε-equilibrium with 1-memory. In two-player games, the same set of results hold if an additional restriction is assumed: Players must have common punishments. Finally, to illustrate the role of our assumptions, we present robust examples of games in which there is a subgame perfect equilibrium payoff profile that cannot be obtained with 1-memory. Thus, our results are the best that can be hoped for.  相似文献   

4.
We analyze repeated prisoners' dilemma games with imperfect private monitoring and construct mixed trigger strategy equilibria. Such strategies have a simple representation, where a player's action only depends upon her belief that her opponent(s) are continuing to cooperate. When monitoring is almost perfect, the symmetric efficient outcome can be approximated in any prisoners' dilemma game, while every individually rational feasible payoff can be approximated in a class of such games. The efficiency result extends when there are more than two players. It requires that monitoring be sufficiently accurate but does not require very low discounting when a public randomization device is available. Journal of Economic Literature Classification Numbers: C73, D82.  相似文献   

5.
We study the evolutionary selection of conjectures in duopoly games when players have other regarding preferences, i.e. preferences over payoff distributions. In both the Cournot and Bertrand duopoly games, the consistent conjectures are independent of other regarding preferences. Both duopoly games have evolutionarily stable conjectures that depend on other regarding preferences but that do not coincide with the consistent conjectures. For increasingly spiteful preferences, the evolutionarily stable conjectures implicate low quantities in the Cournot game and high prices in the Bertrand game, whereas the inverse relationships hold for the consistent conjectures. We discuss our findings in the context of ultimate and proximate causation.  相似文献   

6.
We study the evolution of preference interdependence in aggregative games which are symmetric with respect to material payoffs but asymmetric with respect to player objective functions. We identify a class of aggregative games whose equilibria have the property that the players with interdependent preferences (who care not only about their own material payoffs but also about their payoffs relative to others) earn strictly higher material payoffs than do the material payoff maximizers. Implications of this finding for the theory of preference evolution are discussed. Journal of Economic Literature Classification Numbers: C72, D62.  相似文献   

7.
We introduce a perfect price discriminating mechanism for allocation problems with private information. A perfect price discriminating mechanism treats a seller, for example, as a perfect price discriminating monopolist who faces a price schedule that does not depend on her report. In any perfect price discriminating mechanism, every player has a dominant strategy to truthfully report her private information.We establish a characterization for dominant strategy implementation: Any outcome that can be dominant strategy implemented can also be dominant strategy implemented using a perfect price discriminating mechanism. We apply this characterization to derive the optimal, budget-balanced, dominant strategy mechanisms for public good provision and bilateral bargaining.  相似文献   

8.
We provide sufficient conditions for a (possibly) discontinuous normal-form game to possess a pure-strategy trembling-hand perfect equilibrium. We first show that compactness, continuity, and quasiconcavity of a game are too weak to warrant the existence of a pure-strategy perfect equilibrium. We then identify two classes of games for which the existence of a pure-strategy perfect equilibrium can be established: (1) the class of compact, metric, concave games satisfying upper semicontinuity of the sum of payoffs and a strengthening of payoff security; and (2) the class of compact, metric games satisfying upper semicontinuity of the sum of payoffs, strengthenings of payoff security and quasiconcavity, and a notion of local concavity and boundedness of payoff differences on certain subdomains of a player's payoff function. Various economic games illustrate our results.  相似文献   

9.
Summary. This paper investigates Nash equilibrium under the possibility that preferences may be incomplete. I characterize the Nash-equilibrium-set of such a game as the union of the Nash-equilibrium-sets of certain derived games with complete preferences. These games with complete preferences can be derived from the original game by a simple linear procedure, provided that preferences admit a concave vector-representation. These theorems extend some results on finite games by Shapley and Aumann. The applicability of the theoretical results is illustrated with examples from oligopolistic theory, where firms are modelled to aim at maximizing both profits and sales (and thus have multiple objectives). Mixed strategy and trembling hand perfect equilibria are also discussed.Received: 22 September 2003, Revised: 24 June 2004, JEL Classification Numbers: D11, C72, D43.I would like to thank Jean-Pierre Benôit, Juan Dubra, Alejandrio Jofre, Debraj Ray, Kim-Sau Chung and the seminar participants at NYU and at the Universidad de Chile for their comments. I am most grateful to Efe Ok, for his comments, criticism, suggestions and questions.  相似文献   

10.
The main findings of the theory on the private provision of public goods under the assumptions of symmetric agents and normality are that (1) there exists a unique Nash equilibrium in which everybody contributes the same; and (2) this pattern is stable. We show that these findings no longer hold in a context characterized by local interaction. In this context, it is always possible to find preferences satisfying the assumption of normality such that the symmetric Nash equilibrium is unstable, and there exist asymmetric Nash equilibria which are locally stable.  相似文献   

11.
We explore the interaction between evolutionary stability and lexicographic preferences. To do so, we define a limit Nash equilibrium for a lexicographic game as the limit of Nash equilibria of nearby games with continuous preferences. Nash equilibria of lexicographic games are limit Nash equilibria, but not conversely. Modified evolutionarily stable strategies (Binmore and Samuelson, 1992. J. Econ. Theory 57, 278–305) are limit Nash equilibria. Modified evolutionary stability differs from “lexicographic evolutionarily stability” (defined by extending the common characterization of evolutionary stability to lexicographic preferences) in the order in which limits in the payoff space and the space of invasion barriers are taken.  相似文献   

12.
In repeated normal‐form (simultaneous‐move) games, simple penal codes (Abreu, Journal of Economic Theory 39(1) (1986), 191–225; and Econometrica 56(2) (1988), 383–96) permit an elegant characterization of the set of subgame‐perfect outcomes. We show that in repeated extensive‐form games such a characterization no longer obtains. By means of examples, we identify two types of settings in which a subgame‐perfect outcome may be supported only by a profile with the property that the continuation play after a deviation is tailored not only to the identity of the deviator but also to the nature of the deviation.  相似文献   

13.
We consider collective choice problems where a set of agents have to choose an alternative from a finite set and agents may or may not become users of the chosen alternative. An allocation is a pair given by the chosen alternative and the set of its users. Agents have gregarious preferences over allocations: given an allocation, they prefer that the set of users becomes larger. We require that the final allocation be efficient and stable (no agent can be forced to be a user and no agent who wants to be a user can be excluded). We propose a two-stage sequential mechanism whose unique subgame perfect equilibrium outcome is an efficient and stable allocation which also satisfies a maximal participation property.  相似文献   

14.
We consider collective choice problems where a set of agents have to choose an alternative from a finite set and agents may or may not become users of the chosen alternative. An allocation is a pair given by the chosen alternative and the set of its users. Agents have gregarious preferences over allocations: given an allocation, they prefer that the set of users becomes larger. We require that the final allocation be efficient and stable (no agent can be forced to be a user and no agent who wants to be a user can be excluded). We propose a two-stage sequential mechanism whose unique subgame perfect equilibrium outcome is an efficient and stable allocation which also satisfies a maximal participation property.  相似文献   

15.
In a deterministic allocation problem in which each agent is entitled to receive exactly one object, an allocation is Pareto optimal if and only if it is the outcome of a serial dictatorship. We extend the definition of serial dictatorship to settings in which some agents may be entitled to receive more than one object, and study the efficiency and uniqueness properties of the equilibrium allocations. We prove that subgame perfect equilibrium allocations of serial dictatorship games are not necessarily Pareto optimal; and generally not all Pareto optima can be implemented as subgame perfect equilibrium allocations of serial dictatorship games, except in the 2-agent separable preference case. Moreover, serial dictatorship games do not necessarily have unique subgame perfect equilibrium allocations, except in the 2-agent case, hence their outcomes are indeterminate and manipulable.  相似文献   

16.
We prove existence of stationary Markov perfect equilibria in an infinite-horizon model of legislative policy making in which the policy outcome in one period determines the status quo for the next. We allow for a multidimensional policy space and arbitrary smooth stage utilities, and we assume preferences and the status quo are subject to arbitrarily small shocks. We prove that equilibrium continuation values are differentiable and that proposal strategies are continuous almost everywhere. We establish upper hemicontinuity of the equilibrium correspondence, and we provide weak conditions under which each equilibrium of our model determines an aperiodic transition probability over policies. We establish a convergence theorem giving conditions under which the invariant distributions generated by stationary equilibria must be close to the core in a canonical spatial model. Finally, we extend the analysis to sequential move stochastic games and to a version of the model in which the proposer and voting rule are determined by play of a finite, perfect information game.  相似文献   

17.
Many economic problems can be formulated as dynamic games in which strategically interacting agents choose actions that determine the current and future levels of a single capital stock. We study necessary as well as sufficient conditions that allow us to characterise Markov perfect Nash equilibria for these games. These conditions can be translated into an auxiliary system of ordinary differential equations that helps us to explore stability, continuity and differentiability of these equilibria. The techniques are used to derive detailed properties of Markov perfect Nash equilibria for several games including voluntary investment in a public capital stock, the inter-temporal consumption of a reproductive asset and the pollution of a shallow lake.  相似文献   

18.
The Stability of Hedonic Coalition Structures   总被引:3,自引:0,他引:3  
We consider the partitioning of a society into coalitions in purely hedonic settings, i.e., where each player's payoff is completely determined by the identity of other members of her coalition. We first discuss how hedonic and nonhedonic settings differ and some sufficient conditions for the existence of core stable coalition partitions in hedonic settings. We then focus on a weaker stability condition: individual stability, where no player can benefit from moving to another coalition while not hurting the members of that new coalition. We show that if coalitions can be ordered according to some characteristic over which players have single-peaked preferences, or where players have symmetric and additively separable preferences, then there exists an individually stable coalition partition. Examples show that without these conditions, individually stable coalition partitions may not exist. We also discuss some other stability concepts, and the incompatibility of stability with other normative properties. Journal of Economic Literature Classification Numbers: C71, A14, D20.  相似文献   

19.
Summary Experimental games typically involve subjects playing the same game a number of times. In the absence of perfect rationality by all players, the subjects may use the behavior of their opponents in early rounds to learn about the extent of irrationality in the population they face. This makes the problem of finding the Bayes-Nash equilibrium of the experimental game much more complicated than finding the game-theoretic solution to the ideal game without irrationality. We propose and implement a computationally intensive algorithm for finding the equilibria of complicated games with irrationality via the minimization of an appropriate multi-variate function. We propose two hypotheses about how agents learn when playing experimental games. The first posits that they tend to learn about each opponent as they play it repeatedly, but do not learn about the population parameters through their observations of random opponents (myopic learning). The second posits that both types of learning take place (sequential learning). We introduce a computationally intensive sequential procedure to decide on the informational value of conducting additional experiments. With the help of that procedure, we decided after 12 experiments that our original model of irrationality was unsatisfactory for the purpose of discriminating between our two hypotheses. We changed our models, allowing for two different types of irrationality, reanalyzed the old data, and conducted 7 more experiments. The new model successfully discriminated between our two hypotheses about learning. After only 7 more experiments, our approximately optimal stopping rule led us to stop sampling and accept the model where both types of learning occur.We acknowledge the financial support from NSF grant #SES9011828 to the California Institute of Technology. We also acknowledge the able research assistance of Mark Fey, Lynell Jackson and Jeffrey Prisbrey in setting up the experiments, recruiting subjects and running the experiments. We acknowledge the help of the Jet Propulsion Laboratory and its staff members for giving us access to their Cray XMP/18, and subsequently their Cray YMP2E/116.  相似文献   

20.
A monotone game is an extensive-form game with complete information, simultaneous moves and an irreversibility structure on strategies. It captures a variety of situations in which players make partial commitments and allows us to characterize conditions under which equilibria result in socially desirable outcomes. However, since the game has many equilibrium outcomes, the theory lacks predictive power. To produce stronger predictions, one can restrict attention to the set of sequential equilibria, or Markov equilibria, or symmetric equilibria, or pure-strategy equilibria. This paper explores the relationship between equilibrium behavior in a class of monotone games, namely voluntary contribution games, and the behavior of human subjects in an experimental setting. Several key features of the symmetric Markov perfect equilibrium (SMPE) are consistent with the data. To judge how well the SMPE fits the data, we estimate a model of Quantal Response Equilibrium (QRE) [R. McKelvey, T. Palfrey, Quantal response equilibria for normal form games, Games Econ. Behav. 10 (1995) 6-38; R. McKelvey, T. Palfrey, Quantal response equilibria for extensive form games, Exp. Econ. 1 (1998) 9-41] and find that the decision rules of the QRE model are qualitatively very similar to the empirical choice probabilities.  相似文献   

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