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1.
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   

2.
In repeated fixed-pair constant-sum games with unique equilibria in mixed strategies, such as matching pennies, the subgame perfect equilibrium is repeating the stage-game mixed-strategy equilibrium action. In such games rational players avoid strategies that are exploitable, in that current actions either deviate systematically from the equilibrium action probabilities or fail to be serially independent of past actions. I revisit classic experiments and find that subjects’ actions are sometimes exploitable because they are serially dependent. Subjects have difficulty in producing serially independent actions and in recognizing serially dependent sequences due to a bias called local representativeness.  相似文献   

3.
A Nash equilibrium x of a normal-form game G is essential if any perturbation of G has an equilibrium close to x. Using payoff perturbations, we show that for games that are generic in the set of compact, quasiconcave, and generalized payoff secure games with upper semicontinuous sum of payoffs, all equilibria are essential. Some variants of this result are also established.  相似文献   

4.
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   

5.
We demonstrate that efficiency is achievable in a certain class of N player repeated games with private, almost perfect monitoring. Our equilibrium requires only one period memory and can be implemented by two state automata. Furthermore, we show that this efficiency result holds with any degree of accuracy of monitoring if private signals are hemiindependent. Whereas most existing research focuses on two player cases or only a special example of N player games, our results are applicable to a wide range of N player games of economic relevance, such as trading goods games and price-setting oligopolies.  相似文献   

6.
We introduce a condition, uniform payoff security, for games with compact Hausdorff strategy spaces and payoffs bounded and measurable in players’ strategies. We show that if any such compact game G is uniformly payoff secure, then its mixed extension is payoff secure. We also establish that if a uniformly payoff secure compact game G has a mixed extension with reciprocally upper semicontinuous payoffs, then G has a Nash equilibrium in mixed strategies. We provide several economic examples of compact games satisfying uniform payoff security.  相似文献   

7.
The paper studies Bayesian games which are extended by adding pre-play communication. Let Γ be a Bayesian game with full support and with three or more players. The main result is that if players can send private messages to each other and make public announcements then every communication equilibrium outcome, q, that is rational (i.e., involves probabilities that are rational numbers) can be implemented in a sequential equilibrium of a cheap talk extension of Γ, provided that the following condition is satisfied: There exists a Bayesian Nash equilibrium s in Γ such that for each type ti of each player i the expected payoff of ti in q is larger than the expected payoff of ti in s.  相似文献   

8.
This note shows, by means of two simple, three-strategy games, the existence of stable periodic orbits and of multiple, interior steady states in a smooth version of the Best-Response Dynamics, the Logit Dynamics. The main finding is that, unlike Replicator Dynamics, generic Hopf bifurcation and thus, stable limit cycles, occur under the Logit Dynamics, even for three-strategy games. We also show that the Logit Dynamics displays another bifurcation which cannot occur under the Replicator Dynamics: the fold bifurcation, with non-monotonic creation and disappearance of steady states.  相似文献   

9.
We study the effects of adding unmediated communication to static, finite games of complete and incomplete information. We characterize SU(G), the set of outcomes of a game G, that are induced by sequential equilibria of cheap talk extensions. A cheap talk extension of G is an extensive-form game in which players communicate before playing G. A reliable mediator is not available and players exchange private or public messages that do not affect directly their payoffs. We first show that if G is a game of complete information with five or more players and rational parameters, then SU(G) coincides with the set of correlated equilibria of G. Next, we demonstrate that if G is a game of incomplete information with at least five players, rational parameters and full support (i.e., all profiles of types have positive probability), then SU(G) is equal to the set of communication equilibria of G.  相似文献   

10.
In this paper a two-player real option game with a first-mover advantage is analyzed, where payoffs are driven by a player-specific stochastic state variable. It is shown that there exists an equilibrium which has qualitatively different properties from those in standard real option games driven by common stochastic shocks. The properties of the equilibrium are four-fold: (i) preemption does not necessarily occur, (ii) if preemption takes place, the rent-equalization property holds, (iii) for almost all sample paths it is clear ex-ante which player invests first, and (iv) it is possible that both players invest simultaneously, even if that is not optimal. It is argued from simulations that real option games with a common one-dimensional shock do not provide a good approximation for games with player-specific uncertainty, even if these are highly correlated.  相似文献   

11.
For games of public reputation with uncertainty over types and imperfect public monitoring, Cripps et al. [Imperfect monitoring and impermanent reputations, Econometrica 72 (2004) 407-432] showed that an informed player facing short-lived uninformed opponents cannot maintain a permanent reputation for playing a strategy that is not part of an equilibrium of the game without uncertainty over types. This paper extends that result to games in which the uninformed player is long-lived and has private beliefs, so that the informed player's reputation is private. The rate at which reputations disappear is uniform across equilibria and reputations also disappear in sufficiently long discounted finitely repeated games.  相似文献   

12.
It is well-known that a transferable utility game has a non-empty core if and only if it is balanced. In the class of non-transferable utility games balancedness or the more general π-balancedness due to Billera (SIAM J. Appl. Math. 18 (1970) 567) is a sufficient, but not a necessary condition for the core to be non-empty. This paper gives a natural extension of the π-balancedness condition that is both necessary and sufficient for non-emptiness of the core.  相似文献   

13.
This paper considers learning rates in finitely repeated prisoners’ dilemmas. If players think their opponents might be relatively cooperative (e.g., tit-for-tat or grim types), they will cooperate in finitely repeated prisoners’ dilemmas (see Kreps et al., J. Econom. Theory 27 (1982) 245). However, if there are actually no cooperative types, players will eventually learn this and cooperation will break down. This paper shows that this learning is extremely slow, so it will take an extremely long time for cooperation to break down.Thus, suppose the world is either “good” or “bad.” The probability of a grim type is δ>0 if the world is good, and zero if the world is bad. Successive generations pair up to play finitely repeated prisoners’ dilemmas. Players observe play in previous generations and use Bayes’ rule to update their prior, π, that the world is good. We show that, if the world is really bad, then π falls per generation on average. Thus, if δ is small, there is less cooperation if the world is good, but cooperation may become more stable. For a representative 19 period repeated prisoners’ dilemma, beliefs fall one percentage point on average after a thousand generations.To derive these learning rates, we must refine existing results on the sensitivity of repeated games to Kreps et al. (1982) type perturbations. Specifically, we show cooperation is possible in perturbed prisoners’ dilemmas repeated O(log(1/δ)) times. This improves significantly on the O(1/δ) results in previous work. The paper thus provides two new reasons why cooperation tends to be stable, even in short horizon repeated games.  相似文献   

14.
We consider dynamic group formation in repeated n-person prisoner?s dilemma. Agreements in coalitional bargaining are self-binding in that they are supported as subgame perfect equilibria of repeated games. Individuals are allowed to renegotiate the cooperating group agreement through a process of voluntary participation. We prove that a cooperating group forms as an absorbing state of a Markov perfect equilibrium after a finite number of renegotiations if and only if the group is Pareto efficient, provided that individuals are patient. The cooperating group can only expand.  相似文献   

15.
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   

16.
We propose and investigate a hierarchy of bimatrix games (A, B), whose (entry-wise) sum of the pay-off matrices of the two players is of rank k, where k is a constant. We will say the rank of such a game is k. For every fixed k, the class of rank k-games strictly generalizes the class of zero-sum games, but is a very special case of general bimatrix games. We study both the expressive power and the algorithmic behavior of these games. Specifically, we show that even for k = 1 the set of Nash equilibria of these games can consist of an arbitrarily large number of connected components. While the question of exact polynomial time algorithms to find a Nash equilibrium remains open for games of fixed rank, we present polynomial time algorithms for finding an ε-approximation.  相似文献   

17.
This paper proposes two (ordinal and cardinal) generalizations of [J.C. Harsanyi, R. Selten, A General Theory of Equilibrium Selection in Games, MIT Press, Cambridge, MA and London, 1988] risk-dominance to multi-player, multi-action games. There are three reasons why generalized risk-dominance (GR-dominance) is interesting. Extending the logic of risk-dominance, GR-dominant actions can be interpreted as best responses to conjectures that satisfy a certain type of symmetry. Second, in a local interaction game of [G. Ellison, Learning, local interaction, and coordination, Econometrica 61 (5) (1993) 1047], if an action is risk-dominant in individual binary interactions with neighbors, it is also GR-dominant in the large game on a network. Finally, we show that GR-dominant actions are stochastically stable under a class of evolutionary dynamics. The last observation is a corollary to new abstract selection results that applies to a wide class of so-called asymmetric dynamics. In particular, I show that a (strictly) ordinal GR-dominant profile is (uniquely) stochastically stable under the approximate best-response dynamics of [M. Kandori, G.J. Mailath, R. Rob, Learning, mutation, and long run equilibria in games, Econometrica 61 (1) (1993) 29]. A (strictly) cardinal GR-dominant equilibrium is (uniquely) stochastically stable under a class of payoff-based dynamics that includes [L.E. Blume, The statistical-mechanics of strategic interaction, Games Econ. Behav. 5 (3) (1993) 387-424]. Among others, this leads to a generalization of a result from [G. Ellison, Basins of attraction, long-run stochastic stability, and the speed of step-by-step evolution, Rev. Econ. Stud. 67 (230) (2000) 17] on the -dominant evolutionary selection to all networks and the unique selection to all networks that satisfy a simple, sufficient condition.  相似文献   

18.
We study a class of population games called stable games. These games are characterized by self-defeating externalities: when agents revise their strategies, the improvements in the payoffs of strategies to which revising agents are switching are always exceeded by the improvements in the payoffs of strategies which revising agents are abandoning. We prove that the set of Nash equilibria of a stable game is globally asymptotically stable under a wide range of evolutionary dynamics. Convergence results for stable games are not as general as those for potential games: in addition to monotonicity of the dynamics, integrability of the agents' revision protocols plays a key role.  相似文献   

19.
This work studies the value of two-person zero-sum repeated games in which at least one of the players is restricted to (mixtures of) bounded recall strategies. A (pure) k-recall strategy is a strategy that relies only on the last k periods of history. This work improves previous results ( [Lehrer, 1988] and [Neyman and Okada, 2009]) on repeated games with bounded recall. We provide an explicit formula for the asymptotic value of the repeated game as a function of the one-stage game, the duration of the repeated game, and the recall of the agents.  相似文献   

20.
We study decentralized learning in organizations. Decentralization is captured through Crawford and Haller's [Learning how to cooperate: optimal play in repeated coordination games, Econometrica 58 (1990) 571-595] attainability constraints on strategies. We analyze a repeated game with imperfectly observable actions. A fixed subset of action profiles are successes and all others are failures. The location of successes is unknown. The game is played until either there is a success or the time horizon is reached. We partially characterize optimal attainable strategies in the infinite horizon game by showing that after any fixed time, agents will occasionally randomize while at the same time mixing probabilities cannot be uniformly bounded away from zero.  相似文献   

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