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1.
Alternating-Offer Bargaining with Two-Sided Incomplete Information   总被引:1,自引:0,他引:1  
I study alternating-offer bargaining games with two-sided incomplete information about the players' discount rates. For both perfect Bayesian equilibrium and a rationalizability-style notion, I characterize the set of expected payoffs which may arise in the game. I also construct bounds on agreements that may be made. The set of expected payoffs is easy to compute and incorporate into applied models. My main result is a full characterization of the set of perfect Bayesian equilibrium payoffs for games in which the distribution over the players' discount rates is of wide support, yet is in a weak sense close to a point mass distribution. I prove a lopsided convergence result: each player cannot gain from a slight chance that she is a strong type, but the player can suffer greatly if there is a slight chance that she is a weak type.  相似文献   

2.
A type structure is non-redundant if no two types of a player represent the same hierarchy of beliefs over the given set of basic uncertainties, and it is redundant otherwise. Under a mild necessary and sufficient condition termed separativity, we show that any redundant structure can be identified with a non-redundant structure with an extended space of basic uncertainties. The belief hierarchies induced by the latter structure, when “marginalized,” coincide with those induced by the former. We argue that redundant structures can provide different Bayesian equilibrium predictions only because they reflect a richer set of uncertainties entertained by players but unspecified by the analyst. The analyst shall make use of a non-redundant structure, unless he believes that he misspecified the players' space of basic uncertainties. We also consider bounding the extra uncertainties by the action space for Bayesian equilibrium predictions.  相似文献   

3.
We show that any correlation device with rational coefficients can be generated by a mechanism, where each player sends a private message to a mediator who in turn makes a public deterministic announcement. It is then shown that the mechanism can be adapted also to situations with differential information, where the correlation device itself depends on the players' private messages that may vary with their realized types. All the mechanisms suggested are immunized against individual deviations. Therefore, by using them, players can implement any correlated or communication equilibrium.Journal of Economic LiteratureClassification Number: C72.  相似文献   

4.
We consider a wide class of repeated common interest games perturbed with one-sided incomplete information: one player (the informed player) might be a commitment type playing the Pareto dominant action. As discounting, which is assumed to be symmetric, and the prior probability of the commitment type go to zero, it is shown that the informed player can be held close to her minmax payoff even when perfection is imposed on the equilibrium.Journal of Economic LiteratureClassification Numbers: C73, D83.  相似文献   

5.
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   

6.
We examine players' equilibrium effort levels in a contest with difference-form contest success functions in which two players compete with each other to win a prize. We show the following. At the pure-strategy Nash equilibrium of a simultaneous-move game, and in the subgame-perfect equilibrium of a sequential-move game, only one of the players expends effort or neither player expends effort. If one player's composite strength is far greater than the other player's, only the player with greater composite strength expends effort whether they move simultaneously or sequentially. If the players' valuations for the prize and their marginal probabilities of winning at (0, 0) are sufficiently small, neither player expends effort whether they move simultaneously or sequentially.  相似文献   

7.
I consider generalisations of the Nash equilibrium concept based on the idea that in equilibrium the players' beliefs should not be contradicted, even if they could possibly be incorrect. This possibility depends on the information about opponents' behaviour available to the players in equilibrium. Therefore the players' information is crucial for this notion of equilibrium, called Conjectural Equilibrium in general and Rationalizable Conjectural Equilibrium (Rubinstein-Wolinsky 1994) when the game and the players' Bayesian rationality are common knowledge. In this paper I argue for a refinement of Rationalizable Conjectural Equilibrium showing by propositions and by examples how this equilibrium notion works and how the suitable equilibrium concept depends on the players' information.Journal of Economic LiteratureClassification Numbers: C72, D83, D82.  相似文献   

8.
In many economic situations, a player pursues coordination or anti-coordination with her neighbors on a network, but she also has intrinsic preferences among the available options. We here introduce a model which allows to analyze this issue by means of a simple framework in which players endowed with an idiosyncratic identity interact on a social network through strategic complements or substitutes. We classify the possible types of Nash equilibria under complete information, finding two thresholds for switching action that relate to the two-player setup of the games. This structure of equilibria is considerably reduced when turning to incomplete information, in a setup in which players only know the distribution of the number of neighbors of the network. For high degrees of heterogeneity in the population the equilibria is such that every player can choose her preferred action, whereas if one of the identities is in the minority frustration ensues.  相似文献   

9.
Summary. At an interim stage players possessing only their private information freely communicate with each other to coordinate their strategies. This results in a core strategy, which is interpreted as an equilibrium set of players' alternative type-contingent contract offers to their fellows. From this set of offers each player then chooses an optimal one and engages in some subsequent action, thus possibly revealing some private information to the others. Now with new information thus obtained from each other, the players play a new game to re-write their contract. In all of the optimization and gaming just described, Bayesian incentive compatibility plays a central role. These ideas are formulated within a model of a profit-center game with incomplete information which formally describes interaction of the asymmetrically informed profit-centers in Chandler's multidivisional firm. Received: May 17, 1996; revised version: January 14, 1997  相似文献   

10.
Nash equilibrium is often interpreted as a steady state in which each player holds the correct expectations about the other players' behavior and acts rationally. This paper investigates the robustness of this interpretation when there are small costs associated with complicated forecasts. The model consists of a two-person strategic game in which each player chooses a finite machine to implement a strategy in an infinitely repeated 2×2 game with discounting. I analyze the model using a solution concept called Nash Equilibrium with Stable Forecasts (ESF). My main results concern the structure of equilibrium machine pairs. They provide necessary and sufficient conditions on the form of equilibrium strategies and plays. In contrast to the “folk theorem,” these structural properties place severe restrictions on the set of equilibrium paths and payoffs. For example, only sequences of the one-shot Nash equilibrium can be generated by any ESF of the repeated game of chicken.  相似文献   

11.
We analyze normal form games where a player has to pay a price to a supplier in order to play a specific action. Our focus is on supplier competition, arising from the fact that distinct suppliers supply different players, and possibly different actions of the same player. With private contracts, where a player only observes the prices quoted by his own suppliers, the set of equilibrium distributions over player actions coincides with the set of equilibrium distributions when all actions are supplied competitively, at cost. With public contracts, the two distributions differ dramatically even in simple games.  相似文献   

12.
We analyze normal form games where a player has to pay a price to a supplier in order to play a specific action. Our focus is on supplier competition, arising from the fact that distinct suppliers supply different players, and possibly different actions of the same player. With private contracts, where a player only observes the prices quoted by his own suppliers, the set of equilibrium distributions over player actions coincides with the set of equilibrium distributions when all actions are supplied competitively, at cost. With public contracts, the two distributions differ dramatically even in simple games.  相似文献   

13.
We present experimental results on a repeated coordination game with Pareto-ranked equilibria in which a payoff from choosing an action is positive only if a critical mass of players choose that action. We design a baseline version of the game in which payoffs remain constant for values above the critical mass, and an increasing returns version in which payoffs keep increasing for values above the critical mass. We test the predictive power of security and payoff-dominance under different information treatments. Our results show that convergence to the payoff-dominant equilibrium is the modal limit outcome when players have full information about others' previous round choices, while this outcome never occurs in the remaining treatments. The paths of play in some groups reveal a tacit dynamic coordination by which groups converge to the efficient equilibrium in a step-like manner. Moreover, the frequency and speed of convergence to the payoff-dominant equilibrium are higher, ceteris paribus, when increasing returns are present. Finally, successful coordination seems to crucially depend on players' willingness to signal to others the choice of the action supporting the efficient equilibrium.  相似文献   

14.
15.
Arms Races and Negotiations   总被引:1,自引:0,他引:1  
Two players simultaneously decide whether or not to acquire new weapons in an arms race game. Each player's type determines his propensity to arm. Types are private information, and are independently drawn from a continuous distribution. With probability close to one, the best outcome for each player is for neither to acquire new weapons (although each prefers to acquire new weapons if he thinks the opponent will). There is a small probability that a player is a dominant strategy type who always prefers to acquire new weapons. We find conditions under which the unique Bayesian–Nash equilibrium involves an arms race with probability one. However, if the probability that a player is a dominant strategy type is sufficiently small, then there is an equilibrium of the cheap-talk extension of the game where the probability of an arms race is close to zero.  相似文献   

16.
We define a new class of games, congestion games with load-dependent failures (CGLFs). In a CGLF each player can choose a subset of a set of available resources in order to try and perform his task. We assume that the resources are identical but that players' benefits from successful completion of their tasks may differ. Each resource is associated with a cost of use and a failure probability which are load-dependent. Although CGLFs in general do not have a pure strategy Nash equilibrium, we prove the existence of a pure strategy Nash equilibrium in every CGLF with nondecreasing cost functions. Moreover, we present a polynomial time algorithm for computing such an equilibrium.  相似文献   

17.
In any Nash equilibrium no player will unilaterally deviate. However, many games have multiple Nash equilibria. In this paper, we survey some refinements of Nash equilibria based on the hypothesis that any player may consider a deliberate deviation from a Nash equilibrium vector while expecting other players to respond optimally to this deviation. The concepts studied here differ in the expectations players have about other players' responses to a deviation. This sort of deviations philosophy is predicated on the thought process of players. Therefore, the validity of a particular equilibrium concept to an economic model may depend upon the relevance of the thought process implied by the concept.  相似文献   

18.
This paper studies collective-action games in which the production of a public good requires teamwork. A leading example is a threshold game in which provision requires the voluntary participation of m out of n players. Quantal-response strategy revisions allow play to move between equilibria in which a team successfully provides, and an equilibrium in which the collective action fails. A full characterization of long-run play reveals the determinants of success; these include the correlation between players' costs of provision and their valuations for the good. The addition of an extra "bad apple" player can "spoil the barrel" by destabilizing successful teams and so offers a rationale for limiting the pool of possible contributors.  相似文献   

19.
Gradualism and Irreversibility   总被引:2,自引:0,他引:2  
This paper considers a class of two–player dynamic games in which each player controls a one–dimensional action variable, interpreted as a level of cooperation. The dynamics are due to an irreversibility constraint: neither player can ever reduce his cooperation level. Payoffs are decreasing in one&'s own action, increasing in one&'s opponent&'s action. We characterize efficient symmetric equilibrium action paths; actions rise gradually over time and converge, when payoffs are smooth, to a level strictly below the one–shot efficient level, no matter how little discounting takes place. The analysis is extended to incorporate sequential moves and asymmetric equilibria.  相似文献   

20.
We provide necessary and sufficient conditions on players' preferences for a verifiable message game to possess a separating equilibrium and/or a pooling equilibrium, as well as sufficient conditions for every equilibrium of such a game to be pooling. We also characterize all nonseparating equilibria, and use this property to show that less information might be conveyed in any equilibrium of a verifiable message game than in some equilibrium of the cheap talk game with the same parameters.  相似文献   

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