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1.
In this paper, an alternative definition of stable sets, defined by Mertens [Mertens, 1989. Stable equilibria – a reformulation. Part I. Definitions and basic properties. Mathematics of Operations Research 14, 575–625], is given where perturbations are interpreted as restrictions on the strategy space instead of perturbations of the payoffs. This alternative interpretation is then used to compute a special type of stable sets –called standard stable sets – in the context of bimatrix games, exclusively using linear optimization techniques and finite enumerations.  相似文献   

2.
We propose the notions of mixed and behavioral Ellsberg strategies for extensive form games and prove that these strategies are outcome-equivalent if and only if mixed Ellsberg strategies satisfy a certain rectangularity condition. In addition, we show that not only the profile of Ellsberg strategies must be appropriately chosen but also the extensive form must satisfy further restrictions beyond those implied by perfect recall in order to ensure that each player will respect his ex ante strategy choice with the evolution of play.  相似文献   

3.
A rather general class of strategic games is described where the coalitional improvements are acyclic and hence strong Nash equilibria exist: The players derive their utilities from the use of certain facilities; all players using a facility extract the same amount of local utility therefrom, which amount depends both on the set of users and on their actions, and is decreasing in the set of users; the ultimate utility of each player is the minimum of the local utilities at all relevant facilities. Two important subclasses are “games with structured utilities,” basic properties of which were discovered in 1970s and 1980s, and “bottleneck congestion games,” which attracted researchers’ attention quite recently. The former games are representative in the sense that every game from the whole class is isomorphic to one of them. The necessity of the minimum aggregation for the existence of strong Nash equilibria, actually, just Pareto optimal Nash equilibria, in all games of this type is established.  相似文献   

4.
This paper studies the existence of a pure strategy Nash equilibrium in games with strategic complementarities where the strategy sets are totally ordered. By relaxing the conventional conditions related to upper semicontinuity and single crossing, we enlarge the class of games to which monotone techniques are applicable. The results are illustrated with a number of economics-related examples.  相似文献   

5.
6.
We develop a notion of subgames and the related notion of subgame-perfect equilibrium – possibly in mixed strategies – for stochastic timing games. To capture all situations that can arise in continuous-time models, it is necessary to consider stopping times as the starting dates of subgames. We generalize Fudenberg and Tirole’s (Rev. Econom. Stud. 52, 383–401, 1985) mixed-strategy extensions to make them applicable to stochastic timing games and thereby provide a sound basis for subgame-perfect equilibria of preemption games. Sufficient conditions for equilibrium existence are presented, and examples illustrate their application as well as the fact that intuitive arguments can break down in the presence of stochastic processes with jumps.  相似文献   

7.
It is well known that a symmetric game has only symmetric (pure strategy) Nash equilibria if its best-reply correspondences admit only increasing selections and its strategy sets are totally ordered. Several nonexamples of the literature show that this result is generally false when the totality condition of the relation that orders the strategy sets is simply dropped. Making use of the structure of interaction functions, this note provides sufficient conditions for the symmetry of all (pure strategy) Nash equilibria in symmetric games where best-reply correspondences admit only increasing selections, but strategy sets are not necessarily totally ordered.  相似文献   

8.
In this paper we investigate possible ways to define consistency of assessments in infinite signaling games, i.e. signaling games in which the sets of types, messages and answers are complete, separable metric spaces. Roughly speaking, a consistency concept is called appropriate if it implies Bayesian consistency and copies the original idea of consistency in finite extensive form games as introduced by Kreps and Wilson (Econometrica 1982, 50, 863–894). We present a particular appropriate consistency concept, which we call strong consistency and give a characterization of strongly consistent assessments. It turns out that all appropriate consistency concepts are refinements of strong consistency. Finally, we define and characterize structurally consistent assessments in infinite signaling games.  相似文献   

9.
This paper provides sufficient conditions to ensure nonemptiness of approximate cores of many-player games and symmetry of approximate core payoffs (the equal treatment property). The conditions are: (a) essential superadditivity—an option open to a group of players is to partition into smaller groups and realize the worths of these groups and (b) small group effectiveness (SGE)—almost all gains to collective activities can be realized by cooperation only within members of some partition of players into relatively small groups. Another condition, small group negligibility (SGN), is introduced and shown to be equivalent to SGE. SGN dictates that small groups of players cannot have significant effects on average (i.e., per capita) payoffs of large populations; thus, SGN is a analogue, for games with a finite player set, of the condition built into models with a continuum of player that sets of measure zero can be ignored. SGE implies per capita boundedness (PCB), that the supremum of average or per capita payoffs is uniformly bounded above. Further characterization of SGE in terms of its relationship to PCB is provided. It is known that if SGE does not hold, then approximate cores of many-player games may be empty. Examples are developed to show that if SGE does not hold and if there are players of “scarce types” (in other works, players with scarce attributes) then even if there is only a finite number of types of players and approximate cores are non-empty, symmetry may be lost; moreover, even players of abundant types may be treated asymmetrically by the core.  相似文献   

10.
We show that on the domain of convex games, Dutta-Ray’s egalitarian solution is characterized by core selection, aggregate monotonicity, and bounded richness, a new property requiring that the poorest players cannot be made richer within the core. Replacing “poorest” by “poorer” allows to eliminate aggregate monotonicity. Moreover, we show that the egalitarian solution is characterized by constrained welfare egalitarianism and either bilateral consistency à la Davis and Maschler or, together with individual rationality, by bilateral consistency à la Hart and Mas-Colell.  相似文献   

11.
This paper studies potential games allowing the possibility that players have incomplete preferences and empty best-response sets. We define four notions of potential games, ordinal, generalized ordinal, best-response, and generalized best-response potential games, and characterize them using cycle conditions. We study Nash equilibria of potential games and show that the set of Nash equilibria remains the same when every player’s preferences are replaced with the smallest generalized (best-response) potential relation or a completion of it. Similar results are established about strict Nash equilibria of ordinal and best-response potential games. Lastly, we examine the relations among the four notions of potential games as well as pseudo-potential games.  相似文献   

12.
Continuous exact non-atomic games are naturally associated to certain operators between Banach spaces. It thus makes sense to study games by means of the corresponding operators. We characterize non-atomic exact market games in terms of the properties of the associated operators. We also prove a separation theorem for weak compact sets of countably additive non-atomic measures, which is of independent interest.  相似文献   

13.
In this paper, for each solution for TU games, we define its “dual” and “anti-dual”. Then, we apply these notions to axioms: two axioms are (anti-)dual to each other if whenever a solution satisfies one of them, its (anti-)dual satisfies the other. It turns out that these definitions allow us not only to organize existing axiomatizations of various solutions but also to find new axiomatizations of some solutions. As an illustration, we show that two well-known axiomatizations of the core are essentially equivalent in the sense that one can be derived from the other, and derive new axiomatizations of the Shapley value and the Dutta–Ray solution.  相似文献   

14.
We present a particular class of measure spaces, hyperfinite Loeb spaces, as a model of situations where individual players are strategically negligible, as in large non-anonymous games, or where information is diffused, as in games with imperfect information. We present results on the existence of Nash equilibria in both kinds of games. Our results cover the case when the action sets are taken to be the unit interval, results now known to be false when they are based on more familiar measure spaces such as the Lebesgue unit interval. We also emphasize three criteria for the modelling of such game-theoretic situations—asymptotic implementability, homogeneity and measurability—and argue for games on hyperfinite Loeb spaces on the basis of these criteria. In particular, we show through explicit examples that a sequence of finite games with an increasing number of players or sample points cannot always be represented by a limit game on a Lebesgue space, and even when it can be so represented, the limit of an existing approximate equilibrium may disappear in the limit game. Thus, games on hyperfinite Loeb spaces constitute the ‘right' model even if one is primarily interested in capturing the asymptotic nature of large but finite game-theoretic phenomena.  相似文献   

15.
This paper introduces the iterative solution concept of strong point-rationalizability as a strengthening of standard point-rationalizability by stipulating that any two players have identical beliefs about the strategy choices of their common opponents. By adopting and generalizing the contraction-property approach of Moulin [Moulin, H., 1984. Dominance solvability and cournot stability. Mathematical Social Sciences 7, 83–102] and Bernheim [Bernheim, B.D., 1984. Rationalizable strategic behavior. Econometrica 52, 1007–1028] we derive sufficient conditions for the existence of unique strongly point-rationalizable strategies in strategic games with best response functions. These uniqueness results are derived under fairly general assumptions and are especially useful for complete and bounded, as well as finite strategy sets. For games with monotonic individual best response functions, equivalence between a unique strongly point-rationalizable and a unique point-rationalizable solution in the standard sense is established. Furthermore, the existence of unique fixed points is proven under conditions that generalize for bounded metric spaces an established fixed point theorem by Bonsall [Bonsall, F.F., 1962. Lectures on Some Fixed Point Theorems of Functional Analysis. Tata Institute of Fundamental Research, Bombay] and Smart [Smart, D.R., 1974. Fixed Point Theorems. Cambridge University Press, Cambridge, London]. Possible extensions of our findings to games with multi-valued best response correspondences are discussed.  相似文献   

16.
We introduce the “relative diffuseness” assumption to characterize the differences between payoff-relevant and strategy-relevant diffuseness of information. Based on this assumption, the existence of pure strategy equilibria in games with incomplete information and general action spaces can be obtained. Moreover, we introduce a new notion of “undistinguishable purification” which strengthens the standard purification concept, and its existence follows from the relative diffuseness assumption.  相似文献   

17.
A sharing game is a very simple device for partially reconciling an organization’s goal with the interests of its members. Each member chooses an action, bears its cost, and receives a share of the revenue which the members’ actions generate. A (pure-strategy) equilibrium of the game may be inefficient: surplus (revenue minus the sum of costs) may be less than maximal. In a previous paper, we found that for a wide class of reward functions, no one squanders at an inefficient equilibrium (spends more than at an efficient profile) if the revenue function has a complementarity property. In the present paper, we examine the “opposite” of the complementarity property (Substitutes) and we study a class of finite games where squandering equilibria indeed occur if Substitutes holds strongly enough. Squandering equilibria play a key role when one traces the effect of technological improvement on a sharing game’s surplus shortfall. We then turn to the question of choice among reward functions in a principal/agents setting. We find that if we again assume complementarity then strong conclusions can be reached about the reward functions preferred by “society”, by the players (agents), and by the principal.  相似文献   

18.
In a Bayesian game players play an unknown game. Before the game starts some players may receive a signal regarding the specific game actually played. Typically, information structures that determine different signals, induce different equilibrium payoffs. In two-person zero-sum games the equilibrium payoff measures the value of the particular information structure which induces it. We pose a question as to what restrictions Bayesian games impose on the value of information. We provide answers for two kinds of information structures: symmetric, where both players are equally informed, and one-sided, where only one player is informed.  相似文献   

19.
At each moment in time, an alternative from a finite set is selected by a stochastic process. Players observe the selected alternative and sequentially cast a yes or a no vote. If the set of players casting a yes vote is decisive for the selected alternative, it is accepted and the game ends. Otherwise the next period begins. We refer to this class of problems as stopping games. Collective choice games, quitting games, and coalition formation games are particular examples. When the core of a stopping game is non-empty, a subgame perfect equilibrium in pure stationary strategies is shown to exist. But in general, even subgame perfect equilibria in mixed stationary strategies may not exist. We show that aggregate voting behavior can be summarized by a collective strategy. We insist on pure strategies, allow for simple forms of punishment, and provide a constructive proof to show that so-called two-step simple collective equilibria always exist. This implies the existence of a pure strategy subgame perfect equilibrium. We apply our approach to the case with three alternatives exhibiting a Condorcet cycle and to a model of redistributive politics.  相似文献   

20.
The video games industry, one of the fastest growing creative industries and now engaging larger proportions of populations as smartphones and tablets achieve wider use, seeks to enhance its institutional legitimacy in order to further exploit the new economic possibilities provided by, for example, portable digital media and their market penetration. This strategy is based on a form of consecration, a portrayal of video games as cultural artifacts, i.e., objects carrying a wider cultural and aesthetic significance than merely being a form of entertainment. In order to consecrate the video game, the industry relies on video game reviewers and journalists. This strategy, rooted in market opportunity recognition, challenges some of the conventional wisdom of the industry, the gamer community, and the inherited mainstream media view. As a consequence, institutional legitimacy is not easily acquired or earned since historical conditions and path-dependencies also matter in high-pace industries such as the video game industry.  相似文献   

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