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1.
Players coordinate continuation play in repeated games with public monitoring. We investigate the robustness of such equilibrium behavior with respect to ex-ante small private-monitoring perturbations. We show that with full support of public signals, no perfect public equilibrium is robust if it induces a “regular” 2×22×2 coordination game in the continuation play. This regularity condition is violated in all belief-free equilibria. Indeed, with an individual full rank condition, every interior belief-free equilibrium is robust. We also analyze block belief-free equilibria and point out that the notion of robustness is sensitive to whether we allow for uninterpretable signals.  相似文献   

2.
We propose a new concept for the analysis of games, the TASP, which gives a precise prediction about non-equilibrium play in games whose Nash equilibria are mixed and are unstable under fictitious play-like learning. We show that, when players learn using weighted stochastic fictitious play and so place greater weight on recent experience, the time average of play often converges in these “unstable” games, even while mixed strategies and beliefs continue to cycle. This time average, the TASP, is related to the cycle identified by Shapley [L.S. Shapley, Some topics in two person games, in: M. Dresher, et al. (Eds.), Advances in Game Theory, Princeton University Press, Princeton, 1964]. The TASP can be close to or quite distinct from Nash equilibrium.  相似文献   

3.
We consider equilibrium timing decisions in a model with a large number of players and informational externalities. The players have private information about a common payoff parameter that determines the optimal time to invest. They learn from each other in real time by observing past investment decisions. We develop new methods of analysis for such large games, and we give a full characterization of symmetric equilibria. We show that the equilibrium statistical inferences are based on an exponential learning model. Although the beliefs converge to truth, learning takes place too late. Ex-ante welfare is strictly between that without observational learning and that with full information.  相似文献   

4.
We study infinitely repeated symmetric 2×2 games played by bounded rational agents who follow a simple rule of thumb: each agent continues to play the same action if the current payoff exceeds the average of the past payoffs, and switches to the other action with a positive probability otherwise. By applying the stochastic approximation technique, we characterize the asymptotic outcomes for all 2×2 games. In the prisoners’ dilemma game, for example, the players cooperate in the limit if and only if the gain from defecting against cooperation is “modest.”  相似文献   

5.
We study existence of equilibria in large games where players use boundedly rational procedures. The equilibria are different from Nash equilibria; the difference persists even when players use procedures for which the observations gathered in any period are used to evaluate the payoff from different actions.  相似文献   

6.
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   

7.
We report experiments studying mixed strategy Nash equilibria that are theoretically stable or unstable under learning. The Time Average Shapley Polygon (TASP) predicts behavior in the unstable case. We study two versions of Rock-Paper-Scissors that include a fourth strategy, Dumb. The unique Nash equilibrium is identical in the two games, but the predicted frequency of Dumb is much higher in the game where the NE is stable. Consistent with TASP, the observed frequency of Dumb is lower and play is further from Nash in the high payoff unstable treatment. However, Dumb is played too frequently in all treatments.  相似文献   

8.
The present paper studies repeated games with private monitoring, and characterizes the set of belief-free equilibrium payoffs in the limit as the discount factor approaches one and the noise on private information vanishes. Contrary to the conjecture by Ely et al. [J.C. Ely, J. Hörner, W. Olszewski, Belief-free equilibria in repeated games, Econometrica 73 (2005) 377-415], the equilibrium payoff set is computed by the same formula, no matter how many players there are. As an application of this result, a version of the folk theorem is established for N-player prisoner's dilemma games.  相似文献   

9.
We investigate the role personality plays in Finitely Repeated Prisoner’s Dilemma (FRPD) games. Even after controlling for demographic factors such as race, course of study, and cognitive ability, we find that cooperative behavior is significantly related to the Big Five personality trait Agreeableness. A one standard deviation increase in agreeableness increases the predicted probability of cooperation by a subject with modal demographic characteristics from 67.9% to 80.6%.  相似文献   

10.
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   

11.
We study finitely repeated games where players can decide whether to monitor the other players? actions or not every period. Monitoring is assumed to be costless and private. We compare our model with the standard one where the players automatically monitor each other. Since monitoring other players never hurts, any equilibrium payoff vector of a standard finitely repeated game is an equilibrium payoff vector of the same game with monitoring options. We show that some finitely repeated games with monitoring options have sequential equilibrium outcomes which cannot be sustained under the standard model, even if the stage game has a unique Nash equilibrium. We also present sufficient conditions for a folk theorem, when the players have a long horizon.  相似文献   

12.
Random matching is often used in economic models as a means of introducing uncertainty in sequential decision problems. We show that random matching processes that satisfy standard proportionality laws are not unique. We give conditions on the payoffs and transition functions of sequential decision models that insure that economic models are robust to the nonuniqueness of the matching process. Under these conditions, the information contained in the proportionality laws is all that is needed to know about the matching process to formulate the model.  相似文献   

13.
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   

14.
Fictitious play is a classical learning process for games, and games with strategic complementarities are an important class including many economic applications. Knowledge about convergence properties of fictitious play in this class of games is scarce, however. Beyond games with a unique equilibrium, global convergence has only been claimed for games with diminishing returns [V. Krishna, Learning in games with strategic complementarities, HBS Working Paper 92-073, Harvard University, 1992]. This result remained unpublished, and it relies on a specific tie-breaking rule. Here we prove an extension of it by showing that the ordinal version of strategic complementarities suffices. The proof does not rely on tie-breaking rules and provides some intuition for the result.  相似文献   

15.
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   

16.
Ying Chen 《Economics Letters》2012,114(3):343-345
I find in two classes of sender-receiver games that the receiver’s equilibrium payoff is not increasing in the informativeness of a public signal because the sender may transmit less information when the public signal is more informative.  相似文献   

17.
This paper introduces a notion of robustness to ambiguous beliefs for Bayesian Nash equilibria. An equilibrium is robust if the corresponding strategies remain approximately optimal for a class of games with ambiguous beliefs that results from an appropriately defined perturbation of the belief structure of the original non-ambiguous belief game. The robustness definition is based on a novel definition of equilibrium for games with ambiguous beliefs that requires equilibrium strategies to be approximate best responses for all measures that define a player's belief. Conditions are derived under which robustness is characterized by a newly defined strategic continuity property, which can be verified without reference to perturbations and corresponding ambiguous belief games.  相似文献   

18.
It is known that every discrete-time fictitious play process approaches equilibrium in nondegenerate 2×2 games, and that every continuous-time fictitious play process approaches equilibrium in nondegenerate 2×2 and 2×3 games. It has also been conjectured that convergence to the set of equilibria holds generally for nondegenerate 2×n games. We give a simple geometric proof of this for the continuous-time process, and also extend the result to discrete-time fictitious play.  相似文献   

19.
Robustness and ambiguity in continuous time   总被引:1,自引:0,他引:1  
We use statistical detection theory in a continuous-time environment to provide a new perspective on calibrating a concern about robustness or an aversion to ambiguity. A decision maker repeatedly confronts uncertainty about state transition dynamics and a prior distribution over unobserved states or parameters. Two continuous-time formulations are counterparts of two discrete-time recursive specifications of Hansen and Sargent (2007) [16]. One formulation shares features of the smooth ambiguity model of Klibanoff et al. (2005) and (2009) [24] and [25]. Here our statistical detection calculations guide how to adjust contributions to entropy coming from hidden states as we take a continuous-time limit.  相似文献   

20.
We study the steady state of a market with incoming cohorts of buyers and sellers who are matched pairwise and bargain under private information. A friction parameter is τ, the length of the time period until the next meeting. We provide a necessary and sufficient condition for the convergence of mechanism outcomes to perfect competition at the linear rate in τ, which is shown to be the fastest possible among all bargaining mechanisms. The condition requires that buyers and sellers always retain some bargaining power. The bargaining mechanisms that satisfy this condition are called nonvanishing bargaining power (NBP) mechanisms. Simple random proposer take-it-or-leave-it protocols are NBP, while k-double auctions (k-DA) are not. We find that k-DAs have equilibria that converge to perfect competition at a linear rate, converge at a slower rate or even do not converge at all.  相似文献   

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