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1.
We characterize the maxmin of repeated zero-sum games in which player one plays in pure strategies conditional on the private observation of a fixed sequence of random variables. Meanwhile we introduce a definition of a strategic distance between probability measures, and relate it to the standard Kullback distance.  相似文献   

2.
A basic model of commitment is to convert a two-player game in strategic form to a “leadership game” with the same payoffs, where one player, the leader, commits to a strategy, to which the second player always chooses a best reply. This paper studies such leadership games for games with convex strategy sets. We apply them to mixed extensions of finite games, which we analyze completely, including nongeneric games. The main result is that leadership is advantageous in the sense that, as a set, the leader's payoffs in equilibrium are at least as high as his Nash and correlated equilibrium payoffs in the simultaneous game. We also consider leadership games with three or more players, where most conclusions no longer hold.  相似文献   

3.
We analyze a myopic strategy adjustment process in strategic-form games. It is shown that the steady states of the continuous time limit, which is constructed assuming frequent play and slow adjustment of strategies, are exactly the best-reply matching equilibria, as discussed by Droste, Kosfeld, and Voorneveld (2000. Mimeo, Tilburg University). In a best-reply matching equilibrium every player ‘matches’ the probability of playing a pure strategy to the probability that this pure strategy is a best reply to the pure-strategy profile played by his opponents. We derive stability results for the steady states of the continuous time limit in 2×2 bimatrix games and coordination games. Analyzing the asymptotic behavior of the stochastic adjustment process in discrete time shows convergence to minimal curb sets of the game. Moreover, absorbing states of the process correspond to best-reply matching equilibria of the game.  相似文献   

4.
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   

5.
A characterization of the extreme core allocations of the assignment game is given in terms of the reduced marginal worth vectors. For each ordering in the player set, a payoff vector is defined where each player receives his or her marginal contribution to a certain reduced game played by his or her predecessors. This set of reduced marginal worth vectors, which for convex games coincide with the usual marginal worth vectors, is proved to be the set of extreme points of the core of the assignment game. Therefore, although assignment games are hardly ever convex, the same characterization of extreme core allocations is valid for convex games.  相似文献   

6.
We analyze normal form games where a player has to pay a price to a supplier in order to play a specific action. Our focus is on supplier competition, arising from the fact that distinct suppliers supply different players, and possibly different actions of the same player. With private contracts, where a player only observes the prices quoted by his own suppliers, the set of equilibrium distributions over player actions coincides with the set of equilibrium distributions when all actions are supplied competitively, at cost. With public contracts, the two distributions differ dramatically even in simple games.  相似文献   

7.
We analyze normal form games where a player has to pay a price to a supplier in order to play a specific action. Our focus is on supplier competition, arising from the fact that distinct suppliers supply different players, and possibly different actions of the same player. With private contracts, where a player only observes the prices quoted by his own suppliers, the set of equilibrium distributions over player actions coincides with the set of equilibrium distributions when all actions are supplied competitively, at cost. With public contracts, the two distributions differ dramatically even in simple games.  相似文献   

8.
Summary.   This paper considers the existence and computation of Markov perfect equilibria in games with a “monotone” structure. Specifically, it provides a constructive proof of the existence of Markov perfect equilibria for a class of games in which a) there is a continuum of players, b) each player has the same per period payoff function and c) these per period payoff functions are supermodular in the player's current and past action and have increasing differences in the player's current action and the entire distribution of actions chosen by other players. The Markov perfect equilibria that are analyzed are symmetric, not in the sense that each player adopts the same action in any period, but rather in the sense that each player uses the same policy function. Since agents are typically distributed across many states they will typically take different actions. The formal environment considered has particular application to models of industries (or economies) in which firms face costs of price adjustment. It is in this context that the results are developed. Received: November 9, 1999; revised version: February 10, 2000  相似文献   

9.
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   

10.
We demonstrate that efficiency is achievable in a certain class of N player repeated games with private, almost perfect monitoring. Our equilibrium requires only one period memory and can be implemented by two state automata. Furthermore, we show that this efficiency result holds with any degree of accuracy of monitoring if private signals are hemiindependent. Whereas most existing research focuses on two player cases or only a special example of N player games, our results are applicable to a wide range of N player games of economic relevance, such as trading goods games and price-setting oligopolies.  相似文献   

11.
We consider discrete-time learning dynamics in finite strategic form games, and show that games that are close to a potential game inherit many of the dynamical properties of potential games. We first study the evolution of the sequence of pure strategy profiles under better/best response dynamics. We show that this sequence converges to a (pure) approximate equilibrium set whose size is a function of the “distance” to a given nearby potential game. We then focus on logit response dynamics, and provide a characterization of the limiting outcome in terms of the distance of the game to a given potential game and the corresponding potential function. Finally, we turn attention to fictitious play, and establish that in near-potential games the sequence of empirical frequencies of player actions converges to a neighborhood of (mixed) equilibria, where the size of the neighborhood increases according to the distance to the set of potential games.  相似文献   

12.
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   

13.
We study the equilibria of non-atomic congestion games in which there are two types of players: rational players, who seek to minimize their own delay, and malicious players, who seek to maximize the average delay experienced by the rational players. We study the existence of pure and mixed Nash equilibria for these games, and we seek to quantify the impact of the malicious players on the equilibrium. One counterintuitive phenomenon which we demonstrate is the “windfall of malice”: paradoxically, when a myopically malicious player gains control of a fraction of the flow, the new equilibrium may be more favorable for the remaining rational players than the previous equilibrium.  相似文献   

14.
Within the framework of stochastic two-person nonzero-sum games, we deal with two commonly used models in engineering and economics—namely, the LQG (Linear-Quadratic-Gaussian) and the duopoly problems. We investigate how variations in information available to either player affect the equilibrium Nash strategies for these two models, whose existence and uniqueness have been proven in the paper. We show that for the LQG model better information for either player results in lower average Nash costs for both players; whereas for the duopoly model better information for one player helps him alone to achieve a higher average Nash profit, and it hurts the other player in the sense that his average Nash profit decreases. We further relate these properties of the Nash solutions for these two games to some of the distinct features of zero-sum games and team problems.  相似文献   

15.
Summary. We show, by employing a density result for probability measures, that in games with a finite number of players and ∞-dimensional pure strategy spaces Nash equilibria can be approximated by finite mixed strategies. Given ε>0, each player receives an expected utility payoff ε/2 close to his Nash payoff and no player could change his strategy unilaterally and do better than ε. Received: July 15, 1997; revised version: February 6, 1998  相似文献   

16.
There are many experimental studies of bargaining behavior, but suprisingly enough nearly no attempt has been made to investigate the so-called ultimatum bargaining behavior experimentally. The special property of ultimatum bargaining games is that on every stage of the bargaining process only one player has to decide and that before the last stage the set of outcomes is already restricted to only two results. To make the ultimatum aspect obvious we concentrated on situations with two players and two stages. In the ‘easy games’ a given amount c has to be distributed among the two players, whereas in the ‘complicated games’ the players have to allocate a bundle of black and white chips with different values for both players. We performed two main experiments for easy games as well as for complicated games. By a special experiment it was investigated how the demands of subjects as player 1 are related to their acceptance decisions as player 2.  相似文献   

17.
Evolutionary Stability in Games of Communication   总被引:1,自引:0,他引:1  
This paper identifies evolutionarily stable outcomes in games in which one player has private information and the other takes a payoff-relevant action. The informed player can communicate at little cost. Outcomes satisfying a set-valued evolutionary stability condition must exist and be efficient in common-interest games. When there is a small cost associated with using each message the outcome preferred by the informed player is stable. The paper introduces a nonequilibrium, set-valued stability notion of entry resistant sets. For games with partial common interest, the no-communication outcome is never an element of an entry resistant set. Journal of Economic Literature Classification Numbers: C72,D82.  相似文献   

18.
In this paper we show that an invariant solution for normal form games can be extended uniquely to an invariant solution for strategic form games. This result has the following consequence for the reduction of a (normal form) game. Suppose that the pure strategies are removed that are payoff equivalent with some (possibly mixed) strategy. Then, if one is concerned with an invariant solution, a further reduction by identifying for each player arbitrary payoff-equivalent strategies is not necessary.Journal of Economic LiteratureClassification Number: C72.  相似文献   

19.
We study the evolution of preferences under perfect and almost perfect observability in symmetric 2-player games. We demonstrate that if nature can choose from a sufficiently general preference space, which includes preferences over outcomes that may depend on the opponent's preference-type, then, in most games, only discriminating preferences (treating different types of opponents differently in the same situation) can be evolutionary stable and some discriminating types are stable in a very strong sense in all games. We use these discriminating types to show that any symmetric outcome which gives players more than their minmax value in material payoffs (fitness) can be seen as equilibrium play of a player population with such strongly stable preferences.  相似文献   

20.
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   

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