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1.
This study tests whether individuals are reluctant to tell lies, or perhaps only “harmful lies”, in a previously untested environment: an expert sending a message to a decision maker whose interpretation of that message is subject to error, i.e. a noisy sender–receiver game. In the Aligned treatment, the expert can send a “white lie” to the receiver, eliminating the negative effects of noise and improving both parties’ payoffs. In the Conflict treatment, lies are harmful and the inability to commit to truthtelling destroys all meaningful communication in equilibrium unless there is a cost of lying. In the experiment, receivers are overly trusting and experts learn to take advantage of this. As experts gain experience they tell stronger and more frequent lies in both treatments, consistent with models of reinforcement learning. The findings suggest that neither harmful nor universal lie aversion is a factor when communication is noisy, provided individuals have time to discover their personal benefits of lies.  相似文献   

2.
Stochastic fictitious play (SFP) assumes that agents do not try to influence the future play of their current opponents, an assumption that is justified by appeal to a setting with a large population of players who are randomly matched to play the game. However, the dynamics of SFP have only been analyzed in models where all agents in a player role have the same beliefs. We analyze the dynamics of SFP in settings where there is a population of agents who observe only outcomes in their own matches and thus have heterogeneous beliefs. We provide conditions that ensure that the system converges to a state with homogeneous beliefs, and that its asymptotic behavior is the same as with a single representative agent in each player role.  相似文献   

3.
In the past, many refinements have been proposed to select equilibria in cheap talk games. Usually, these refinements were motivated by a discussion of how rational agents would reason in some particular cheap talk games. In this paper, we propose a new refinement and stability measure that is intended to predict actual behavior in a wide range of cheap talk games. According to our Average Credible Deviation Criterion (ACDC), the stability of an equilibrium is determined by the frequency and size of credible deviations. ACDC organizes the results from several cheap talk experiments in which behavior converges to equilibrium, even in cases where other criteria do not make a prediction.  相似文献   

4.
This paper investigates the incentives for informed traders in financial markets to reveal their information truthfully to the public. In the model, a subset of traders receive noisy signals about the value of a risky asset. The signals are composed of a directional component (“high” vs. “low”) as well as a precision component that represents the quality of the directional component. Between trading periods, the informed agents make public announcements to the uninformed traders. With a sufficiently large number of informed traders, an equilibrium exists in which the directional components are credibly revealed, but not the precision components. Even though the informed traders retain some of their rivate information, the post-communication estimate of the asset value converges in probability to the full-information estimate as the number of informed traders increases. The paper is based on a chapter of my Ph.D. thesis at the University of Western Ontario and was circulated previously under the title “Public Communication Devices in Financial Markets.” I thank my dissertation committee Arthur Robson, Hari Govindan, and Al Slivinski for their guidance and support. I also thank Murali Agastya, Roland Benabou, Philippe Grégoire, Rick Harbaugh, Mike Peters, an anonymous referee and an associate editor, and seminar participants at various universities and conferences at which this paper was presented.  相似文献   

5.
Several recent studies in experimental economics have tried to measure beliefs of subjects engaged in strategic games with other subjects. Using data from one such study we conduct an experiment where our experienced subjects observe early rounds of strategy choices from that study and are given monetary incentives to report forecasts of choices in later rounds. We elicit beliefs using three different scoring rules: linear, logarithmic, and quadratic. We compare forecasts across the scoring rules and compare the forecasts of our trained observers to forecasts of the actual players in the original experiment. We find significant differences across scoring rules. The improper linear scoring rule produces forecasts closer to 0 and 1 than the proper rules, and these forecasts are poorly calibrated. The two proper scoring rules induce significantly different distributions of forecasts. We find that forecasts by observers under both proper scoring rules are significantly different from the forecasts of the actual players, in terms of accuracy, calibration, and the distribution of forecasts. We also find evidence for belief convergence among the observers.  相似文献   

6.
In game theory, four dynamic processes converging towards an equilibrium are distinguished and ordered by way of agents' decreasing cognitive capacities. In the eductive process, each player has enough information to simulate perfectly the others' behavior and gets immediately to the equilibrium. In epistemic learning, each player updates his beliefs about others' future strategies, with regard to their sequentially observed actions. In behavioral learning, each player modifies his own strategies according to the observed payoffs obtained from his past actions. In the evolutionary process, each agent has a fixed strategy and reproduces in proportion to the utilities obtained through stochastic interactions. All along the spectrum, longer term dynamics makes up for weaker rationality, and physical relations substitute for mental interactions. Convergence, if any, is towards an always stronger equilibrium notion and selection of an equilibrium state becomes more sensitive to context and history. The processes can be mixed if associated to different periods, agents or mechanisms and deepened if obtained by formal reasoning principles.  相似文献   

7.
We study two-person extensive form games, or “matches,” in which the only possible outcomes (if the game terminates) are that one player or the other is declared the winner. The winner of the match is determined by the winning of points, in “point games.” We call these matches binary Markov games. We show that if a simple monotonicity condition is satisfied, then (a) it is a Nash equilibrium of the match for the players, at each point, to play a Nash equilibrium of the point game; (b) it is a minimax behavior strategy in the match for a player to play minimax in each point game; and (c) when the point games all have unique Nash equilibria, the only Nash equilibrium of the binary Markov game consists of minimax play at each point. An application to tennis is provided.  相似文献   

8.
We offer a definition of iterated elimination of strictly dominated strategies (IESDS*) for games with (in)finite players, (non)compact strategy sets, and (dis)continuous payoff functions. IESDS* is always a well-defined order independent procedure that can be used to solve Nash equilibrium in dominance-solvable games. We characterize IESDS* by means of a “stability” criterion, and offer a sufficient and necessary epistemic condition for IESDS*. We show by an example that IESDS* may generate spurious Nash equilibria in the class of Reny's better-reply secure games. We provide sufficient/necessary conditions under which IESDS* preserves the set of Nash equilibria.  相似文献   

9.
We investigate the incentives faced by poll respondents when candidates use polling data to inform their selection of policy platforms. Focusing on models with a unidimensional policy space, single peaked preferences and two office-seeking candidates observing a summary statistic from polls that ask respondents their preferences, we find that for most environments honest poll response cannot occur in a perfect Bayesian equilibrium. However, simple partially-revealing equilibria exist when the poll only asks respondents which party or candidate they prefer. When the candidates learn the sample average or see all the data, there are partially revealing equilibria that mimic those of the binary message game. Interpretation of polling data requires knowledge of the equilibrium played as the meanings of poll responses are endogenously determined. The analysis suggests that naive use of polling data may be misleading.  相似文献   

10.
Game theoretic models of learning which are based on the strategic form of the game cannot explain learning in games with large extensive form. We study learning in such games by using valuation of moves. A valuation for a player is a numeric assessment of her moves that purports to reflect their desirability. We consider a myopic player, who chooses moves with the highest valuation. Each time the game is played, the player revises her valuation by assigning the payoff obtained in the play to each of the moves she has made. We show for a repeated win-lose game that if the player has a winning strategy in the stage game, there is almost surely a time after which she always wins. When a player has more than two payoffs, a more elaborate learning procedure is required. We consider one that associates with each move the average payoff in the rounds in which this move was made. When all players adopt this learning procedure, with some perturbations, then, with probability 1 there is a time after which strategies that are close to subgame perfect equilibrium are played. A single player who adopts this procedure can guarantee only her individually rational payoff.  相似文献   

11.
The study evaluates the issues related to the manpower planning for developing the information, communication and technology (ICT) industry under the economic restructuring in Singapore and Taiwan. Using data collected from 211 multinational companies (MNCs) operating in these two countries, we measured recruitment difficulty and attrition rate experienced by MNCs, and evaluate the extent of ICT skill shortages among the companies surveyed. We found some impact of the nation-pushed ICT manpower planning and development on easing the recruitment difficulty overall at firm level. However, a high attrition rate especially of the low-medium ICT professionals identified in this study may be related to an imbalanced approach taken by the governments to focus on developing high level of science and technology and ICT skills. Implications to the two countries examined and other latecomer countries such as China, India and Vietnam are discussed.  相似文献   

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