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1.
Amechanismfor a Bayesian gameGis a mapping μ from the set of states of nature to the set of players' actions. μ isself-fulfillingif players are truthful at the communication stage and, given the information revealed by μ, no player can gain in unilaterally deviating from the action prescribed by the mechanism. We investigate the properties of self-fulfilling mechanisms and we show in particular that they correspond to inert solutions of the infinitely repeated game generated byG. We also discuss applications to market games, regulation, and R&D games.Journal of Economic LiteratureClassification Numbers: D82, C72.  相似文献   

2.
We prove the existence of a greatest and a least interim Bayesian Nash equilibrium for supermodular games of incomplete information. There are two main differences from the earlier proofs and from general existence results for non-supermodular Bayesian games: (a) we use the interim formulation of a Bayesian game, in which each player's beliefs are part of his or her type rather than being derived from a prior; (b) we use the interim formulation of a Bayesian Nash equilibrium, in which each player and every type (rather than almost every type) chooses a best response to the strategy profile of the other players. There are no restrictions on type spaces and action sets may be any compact metric lattices.  相似文献   

3.
We propose two characteristics of beliefs and study their role in shaping the set of rationalizable strategy profiles in games with incomplete information. The first characteristic, type-sensitivity, is related to how informative a player thinks his type is. The second characteristic, optimism, is related to how “favorable” a player expects the outcome of the game to be. The paper has two main results: the first result provides an upper bound on the size of the set of rationalizable strategy profiles; the second gives a lower bound on the change of location of this set. These bounds are explicit expressions that involve type-sensitivity, optimism, and payoff characteristics. Our results generalize and clarify the well-known uniqueness result of global games (Carlsson and van Damme, 1993). They also imply new uniqueness results and allow us to study rationalizability in new environments. We provide applications to supermodular mechanism design (Mathevet, 2010b) and information processing errors.  相似文献   

4.
Certain voting bodies can be modeled as a simple game where a coalition's winning depends on whether it wins, blocks or loses in two smaller simple games. There are essentially five such ways to combine two proper games into a proper game. The most decisive is the lexicographic rule, where a coalition must either win in G1, or block in G1 and win in G2. When two isomorphic games are combined lexicographically, a given role for a player confers equal or more power when held in the first game than the second, if power is assessed by any semi-value. A game is lexicographically separable when the players of the two components partition the whole set. Games with veto players are not separable, and games of two or more players with identical roles are separable only if decisive. Some separable games are egalitarian in that they give players identical roles.  相似文献   

5.
This paper examines leader-follower games where a leader must purchase an essential input from a price-setting supplier in order to take an action. We show that equilibrium outcomes when the followers perfectly observe the leaders' actions cannot be approximated by mixed equilibrium outcomes of the game where followers imperfectly observe the leaders' actions, i.e. they are not accessible. Accessibility fails since in a pure strategy equilibrium, a supplier makes positive profits; however in an equilibrium where a leader randomizes, supplier profits must be zero. Our result follows from a generalized indifference principle that mixed strategies must satisfy in economic environments. While supplier profits cannot be approximated, player action profiles are accessible. Our results also apply to games with costly observation.  相似文献   

6.
We consider the strategic correlativity principle in strategic form games and potential games, which indicate the relationship between an arbitrary pair of players under correlated equilibria. Importantly, the strategies of a pair of players are positively correlated when their expected payoff functions are supermodular, while negatively correlated when their expected payoff functions are submodular. Furthermore, we extend the strategic correlativity principle to strategic form games and potential games in social networks, and investigate the monotonicity of correlated equilibrium in each player's own degree.  相似文献   

7.
Global games are widely used to predict behaviour in games with strategic complementarities and multiple equilibria. We establish two results on the global game selection. First, we show that, for any supermodular complete information game, the global game selection is independent of the payoff functions chosen for the game?s global game embedding. Second, we give a simple sufficient criterion to derive the selection and establish noise independence in many-action games by decomposing them into games with smaller action sets, to which we may often apply simple criteria. We also report in which small games noise independence may be established by counting the number of players or actions.  相似文献   

8.
This paper investigates which equilibria of a game are still viable when players have the opportunity to commit themselves. To that end we study a model of endogenous timing in which players face the trade-off between committing early and moving late. It is shown that mixed (resp. pure) equilibria of the original game are subgame perfect (resp. persistent) in the timing game only when no player has an incentive to move first. Consequently, mixed equilibria are viable only if no player has an incentive to move first. One needs strong evolutionary solution concepts to draw that conclusion for pure equilibria.Journal of Economic LiteratureClassification Number: C72.  相似文献   

9.
In perfect foresight dynamics, an action is linearly stable if expectation that people will always choose the action is self-fulfilling. A symmetric game is a PIM game if an opponent's particular action maximizes the incentive of an action, independently of the rest of the players. This class includes supermodular games, games with linear incentives and so forth. We show that, in PIM games, linear stability is equivalent to u-dominance, a generalization of risk-dominance, and that there is no path escaping a u-dominant equilibrium. Existing results on N-player coordination games, games with linear incentives and two-player games are obtained as corollaries.  相似文献   

10.
We study equilibrium and maximin play in supergames consisting of the sequential play of a finite collection of stage games, where each stage game has two outcomes for each player. We show that for two-player supergames in which each stage game is strictly competitive, in any Nash equilibrium of the supergame, play at each stage is a Nash equilibrium of the stage game provided preferences over certain supergame outcomes satisfy a natural monotonicity condition. In particular, equilibrium play does not depend on risk attitudes. We establish an invariance result for games with more than two players when the solution concept is subgame perfection. Journal of Economic Literature Classification Numbers: C72, C9.  相似文献   

11.
A Folk Theorem for Repeated Sequential Games   总被引:1,自引:0,他引:1  
We study repeated sequential games where players may not move simultaneously in stage games. We introduce the concept of effective minimax for sequential games and establish a Folk theorem for repeated sequential games. The Folk theorem asserts that any feasible payoff vector where every player receives more than his effective minimax value in a sequential stage game can be supported by a subgame perfect equilibrium in the corresponding repeated sequential game when players are sufficiently patient. The results of this paper generalize those of Wen (1994), and of Fudenberg and Maskin (1986). The model of repeated sequential games and the concept of effective minimax provide an alternative view to the Anti–Folk theorem of Lagunoff and Matsui (1997) for asynchronously repeated pure coordination games.  相似文献   

12.
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   

13.
I compare two information structures in a common value first-price auction with two bidders: In one, each of the two bidders knows only his own signal about the value of the object, and in the other, one of the bidders learns his opponent's signal as well. Gaining the additional information in the second information structure makes the informed bidder worse off if the value is submodular in the bidders' signals and better off if it is supermodular. If the value is supermodular, then the seller's revenue tends to be lower with the informed bidder than without.  相似文献   

14.
I consider a repeated prisoners' dilemma where in each period, each player receives an imperfect private signal about his opponent's current action. I show that when players are patient enough, any equilibrium where players use trigger strategies (i.e., do not revert to cooperation once they have started defecting) yields players a value arbitrarily close to the mutual minimax. I also examine the robustness of the result to perturbations of the game. Journal of Economic Literature Classification Numbers: C72.  相似文献   

15.
We consider infinite horizon common interest games with perfect information. A game is a K-coordination game if each player can decrease other players' payoffs by at most K times his own cost of punishment. The number K represents the degree of commonality of payoffs among the players. The smaller K is, the more interest the players share. A K-coordination game tapers off if the greatest payoff variation conditional on the first t periods of an efficient history converges to 0 at a rate faster than Kt as t→∞. We show that every subgame perfect equilibrium outcome is efficient in any tapering-off game with perfect information. Applications include asynchronously repeated games, repeated games of extensive form games, asymptotically finite horizon games, and asymptotically pure coordination games.  相似文献   

16.
Aner Sela 《Economic Theory》1999,14(3):635-651
Summary. A compound game is an (n + 1) player game based on n two-person subgames. In each of these subgames player 0 plays against one of the other players. Player 0 is regulated, so that he must choose the same strategy in all n subgames. We show that every fictitious play process approaches the set of equilibria in compound games for which all subgames are either zero-sum games, potential games, or games. Received: July 18, 1997; revised version: December 4, 1998  相似文献   

17.
I consider n-person normal form games where the strategy set of each player is a non-empty compact convex subset of an Euclidean space, and the payoff function of player i is continuous in joint strategies and continuously differentiable and concave in the player i's strategy. No further restrictions (such as multilinearity of the payoff functions or the requirement that the strategy sets be polyhedral) are imposed. I demonstrate that the graph of the Nash equilibrium correspondence on this domain is homeomorphic to the space of games. This result generalizes a well-known structure theorem in [Kohlberg, E., Mertens, J.-F., 1986. On the strategic stability of equilibria. Econometrica 54, 1003–1037]. It is supplemented by an extension analogous to the unknottedness theorems in [Demichelis S., Germano, F., 2000. Some consequences of the unknottedness of the Walras correspondence. J. Math. Econ. 34, 537–545; Demichelis S., Germano, F., 2002. On (un)knots and dynamics in games. Games Econ. Behav. 41, 46–60]: the graph of the Nash equilibrium correspondence is ambient isotopic to a trivial copy of the space of games.  相似文献   

18.
Imitation and selective matching in reputational games   总被引:1,自引:1,他引:0  
This paper investigates imitation and selective matching in reputational games with an outside option. We identify two classes of such games, ultimatum and trust games. By selective matching we mean that short-run players have the possibility of selecting the long-run player they play against. We find that selective matching (unlike random matching) favors the equilibrium associated to reputation in the ultimatum game, but not in the trust game.  相似文献   

19.
In this paper I present conditions, not involving common knowledge of rationality, that lead to (correlated) rationalizability. The basic observation is that, if the actual world belongs to a set of states where the set Z of action profiles is played, everyone is rational and it is mutual knowledge that the action profiles played are in Z, then the actions played at the actual world are rationalizable actions. Alternatively, if at the actual world the support of the conjecture of player i is Di, there is mutual knowledge of: (i) the game being played, (ii) that the players are rational, and (iii) that for every i the support of the conjecture of player i is contained in Di, then every strategy in the support of the conjectures is rationalizable. The results do not require common knowledge of anything and are valid for games with any number of players.  相似文献   

20.
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