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1.
Epistemic logic of shallow depths has been developed by Kaneko–Suzuki using classical logic. In this paper, we adopt intuitionistic logic as the base logic to limit each player’s reasoning to constructive one. The resulting logical system is denoted by IG $_{EF}$ , and we introduce epistemic possible world semantics for IG $_{EF}$ . We show the soundness and completeness of IG $_{EF}$ with respect to this semantics for it. We also show some applications to game theoretical decision making.  相似文献   

2.
Summary. This article analyzes the two wise girls puzzle, which is a simpler variant of the so-called three wise men puzzle, with some proof-theoretic tools. We formulate the puzzle in an epistemic logic. Our chief assumption is that the reasoning ability of each player of the puzzle is equivalent to what is described by the epistemic logic. We will interpret the behaviors of the players in the puzzle in terms of unprovability of certain statements. The proof-theoretic tools we employ are consequences of a meta-theorem, known as the cut elimination theorem. Received: August 1, 2000; revised version: May 15, 2001  相似文献   

3.
ARichman gameis a combinatorial game in which, rather than alternating moves, the two players bid for the privilege of making the next move. The theory of such games is a hybrid between the classical theory of games (von Neumann, Morgenstern, …) and the combinatorial theory of games (Berlekamp, Conway, Guy, …). We expand upon our previous work by considering games with infinitely many positions as well as several variants including thePoorman variantin which the high bidder pays a third party (rather than the other player).Journal of Economic LiteratureClassification Number: C7.  相似文献   

4.
Aumann and Brandenburger [Econometrica63(1995), 1161–1180.] provide sufficient conditions on the knowledge of the players in a game for their beliefs to constitute a Nash equilibrium. They assume, among other things, mutual knowledge of rationality. By rationality of a player, it is meant that the action chosen by him maximizes his expected utility, given his beliefs. There is, however, no need to restrict the notion of rationality to expected utility maximization. This paper shows that their result can be generalized to the case where players' preferences over uncertain outcomes belong to a large class of non-expected utility preferences.Journal of Economic LiteratureClassification Numbers: C72, D81.  相似文献   

5.
Summary. This paper is written as an introduction to epistemic logics and their game theoretic applications. It starts with both semantics and syntax of classical logic, and goes to the Hilbert-style proof-theory and Kripke-style model theory of epistemic logics. In these theories, we discuss individual decision making in some simple game examples. In particular, we will discuss the distinction between beliefs and knowledge, and how false beliefs play roles in game theoretic decision making. Finally, we discuss extensions of epistemic logics to incorporate common knowledge. In the extension, we discuss also false beliefs on common knowledge. Received: July 1, 2000; revised version: April 19, 2001  相似文献   

6.
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   

7.
We evaluate the 3 child muddy children puzzle using the epistemic logic of shallow depths $\text{ GL}_{EF}$ . This system is used to evaluate what components are necessary for a resolution. These components include the basic beliefs of a child, the necessary depths of the epistemic structures, and the observations about the inactions of others added after a stage. These are all given explicitly, and their necessity is examined. We formulate the concept of a resolution as a process of inferences, actions, observations, and belief changes. We give three theorems. The first one gives a specific resolution, in which no common knowledge is involved. The second theorem states that any resolution has length of at least 3. The third theorem shows that the resolution given in the first theorem is minimal in various senses. In this manner, the necessary components for a resolution of the puzzle are evaluated.  相似文献   

8.
We provide a unified epistemic analysis of some forward-induction solution concepts in games with complete and incomplete information. We suggest that forward induction reasoning may be usefully interpreted as a set of assumptions governing the players' belief revision processes, and define a notion of strong belief to formalize these assumptions. Building on the notion of strong belief, we provide an epistemic characterization of extensive-form rationalizability and the intuitive criterion, as well as sufficient epistemic conditions for the backward induction outcome in generic games with perfect information. Journal of Economic Literature Classification Numbers: C72, D82.  相似文献   

9.
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   

10.
Gender pairing and bargaining—Beware the same sex!   总被引:1,自引:0,他引:1  
We study the influence of gender and gender pairing on economic decision making in an experimental two-person bargaining game where the other party’s gender is known to both actors. We find that (1) gender per se has no significant effect on behavior, whereas (2) gender pairing systematically affects behavior. In particular, we observe much more competition and retaliation and, thus, lower efficiency when the bargaining partners have the same gender than when they have the opposite gender. These findings are consistent with predictions from evolutionary psychology. Implications of our results for real-world organizations are discussed.  相似文献   

11.
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   

12.
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   

13.
We report an experiment on a decision task by Samuelson and Bazerman (1985). Subjects submit a bid for an item with an unknown value. A winners curse phenomenon arises when subjects bid too high and make losses. Learning direction theory can account for this. However, other influences on behaviour can also be identified. We introduce impulse balance theory to make quantitative predictions on the basis of learning direction theory. We also look at monotonic ladder processes. It is shown that for this kind of Markov chains the impulse balance point is connected to the mode of the stationary distribution.  相似文献   

14.
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   

15.
We modify the epistemic conditions for Nash equilibrium only to accommodate Gilboa and Schmeidler's [I. Gilboa, D. Schmeidler, Maxmin expected utility with nonunique prior, J. Math. Econ. 18 (1989) 141-153] maxmin expected utility preferences, and identify the equilibrium concept in n-player strategic games that characterizes the modified epistemic conditions. The epistemic characterization supports the equilibrium concept as a minimal generalization of Nash equilibrium, in the sense that it deviates from Nash equilibrium only in terms of players' attitude towards ambiguity. Consequently, comparing it with Nash equilibrium constitutes a ceteris paribus study of the effects of ambiguity on how a game is played. For example, with ambiguity, (beliefs about) action choices are in general correlated.  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.
We consider a sequential game in which one player produces a public good and the other player can influence this decision by making an unconditional transfer. An efficient allocation requires the Lindahl property: the sum of the two (implicit) individual prices has to be equal to the resource cost of the public good. Under mild conditions this requires a personal price for the providing player that lies below half of the resource cost. These results can, for example, justify high marginal taxes on wages of secondary earners.  相似文献   

18.
Reciprocity, Trust, and Payoff Privacy in Extensive Form Bargaining   总被引:1,自引:0,他引:1  
We report decision making in two-person extensive form game trees, using six treatments that vary matching protocol, payoffs, and payoff information. Our objective is to examine game theoretic hypotheses of decision making based on dominance and backward induction in comparison with the culturally or biologically derived hypothesis that reciprocity supports more cooperation than predicted by game theory. We find strong support for cooperation under complete information, even in single-play treatments and in games of trust, unreinforced by the prospect of punishment for defection from reciprocity. Only under private information do we observe strong support for noncooperative game theory.Journal of Economic LiteratureClassification Numbers: C78, C92.  相似文献   

19.
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   

20.
Nash equilibrium without mutual knowledge of rationality   总被引:2,自引:0,他引:2  
Summary. In a Nash equilibrium, players' rationality is mutual knowledge. However, both intuition and experimental evidence suggest that players do not know for sure the rationality of opponents. This paper proposes a new equilibrium concept, cautious equilibrium, that generalizes Nash equilibrium in terms of preferences in two person strategic games. In a cautious equilibrium, players do not necessarily know the rationality of opponents, but they view rationality as infinitely more likely than irrationality. For suitable models of preference, cautious equilibrium predicts that a player might take a “cautious” strategy that is not a best response in any Nash equilibrium. Received: January 28, 1998; revised version October 2, 1998  相似文献   

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