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1.
Experimental Economics - An inequality game is an asymmetric 2 × 2 coordination game in which player 1 earns a substantially higher payoff than player 2 except in the inefficient Nash...  相似文献   

2.
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   

3.
We model a reputation game, in which a sequence of short-run players chooses if to interact with a long-run player. Although beliefs may be identical, choices may be different, as not-interacting can lead the long-run player to improve on effort.  相似文献   

4.
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   

5.
Nash equilibrium is often interpreted as a steady state in which each player holds the correct expectations about the other players' behavior and acts rationally. This paper investigates the robustness of this interpretation when there are small costs associated with complicated forecasts. The model consists of a two-person strategic game in which each player chooses a finite machine to implement a strategy in an infinitely repeated 2×2 game with discounting. I analyze the model using a solution concept called Nash Equilibrium with Stable Forecasts (ESF). My main results concern the structure of equilibrium machine pairs. They provide necessary and sufficient conditions on the form of equilibrium strategies and plays. In contrast to the “folk theorem,” these structural properties place severe restrictions on the set of equilibrium paths and payoffs. For example, only sequences of the one-shot Nash equilibrium can be generated by any ESF of the repeated game of chicken.  相似文献   

6.
Game theory predicts that players make strategic commitments that may appear counter-intuitive. We conducted an experiment to see if people make a counter-intuitive but strategically optimal decision to avoid information. The experiment is based on a sequential Nash demand game in which a responding player can commit ahead of the game not to see what a proposing player demanded. Our data show that subjects do, but only after substantial time, learn to make the optimal strategic commitment. We find only weak evidence of physical timing effects.  相似文献   

7.
The voluntary exchange model, where the amount of a public good and contributions to its cost are simultaneously determined, is treated as a (2×2) non-cooperative non-constant-sum game. Three conceptually different types of games emerge. One of them is ‘Chicken’; each player can gain by pre-emptively threatening to pay nothing—unless the other player acts likewise. ‘Zero public goods’ is thus a possible outcome of voluntary exchange, even though it is Pareto inferior.  相似文献   

8.
We explore the inductively derived views obtained by players with partial temporal (short-term) memories. A player derives his personal view of the objective game situation from his accumulated (long-term) memories, and then uses it for decision making. A salient feature that distinguishes this paper from others on inductive game theory is partiality of a memory function of a player. This creates a multiplicity of possibly derived views. Although this is a difficulty for a player in various senses, it is an essential problem of induction. Faced with multiple possible views, a player may try to resolve this using further experiences. The two-way interaction between behavior and personal views is another distinguishing feature of the present paper.  相似文献   

9.
We consider the sequential bargaining game à la Stahl–Binmore–Rubinstein with random proposers, juxtaposing an ex ante coalition formation stage to their bargaining game. On the basis of the expected outcomes in the negotiation over how to split a dollar, players can form coalitions in a sequential manner, within each of which they can redistribute their payoffs. It turns out that the grand coalition does form, and that each player receives his discounted expected payoff, which is obtained by playing as a single player in the negotiation, although there could be many equilibria in the bargaining stage.  相似文献   

10.
Two-player zero-sum stochastic games with finite state and action spaces are known to have undiscounted values. We study such games under the assumption that one or both players observe the actions of their opponent after some time-dependent delay. We develop criteria for the rate of growth of the delay such that a player subject to such an information lag can still guarantee himself in the undiscounted game as much as he could have with perfect monitoring. We also demonstrate that the player in the Big Match with the absorbing action subject to information lags that grows too rapidly will not be able to guarantee as much as he could have in the game with perfect monitoring.  相似文献   

11.
A general class of adaptive processes in games is developed, which significantly generalises weakened fictitious play [Van der Genugten, B., 2000. A weakened form of fictitious play in two-person zero-sum games. Int. Game Theory Rev. 2, 307–328] and includes several interesting fictitious-play-like processes as special cases. The general model is rigorously analysed using the best response differential inclusion, and shown to converge in games with the fictitious play property. Furthermore, a new actor–critic process is introduced, in which the only information given to a player is the reward received as a result of selecting an action—a player need not even know they are playing a game. It is shown that this results in a generalised weakened fictitious play process, and can therefore be considered as a first step towards explaining how players might learn to play Nash equilibrium strategies without having any knowledge of the game, or even that they are playing a game.  相似文献   

12.
A payoff for a game is partnered if it admits no asymmetric dependencies. We introduce the partnered core of a game without side payments and show that the partnered core of a balanced game is nonempty. The result is a strengthening of Scarf's Theorem on the nonemptiness of the core of a balanced game without side payments. In addition, it is shown that if there are at most a countable number of points in the partnered core of a game then at least one core point isminimallypartnered, meaning that no player requires any other player in particular to obtain his part of the core payoff.Journal of Economic LiteratureClassification Number: C71.  相似文献   

13.
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   

14.
结构化多人博弈是一种把博弈方嵌入到具体的社会关系之中,在两两博弈的基础上求解整体博弈均衡状态的分析框架。和现有的合作博弈(Cooperative Game Theory)、网络博弈(Network Games)、进化图论(Evolutionary Graph Theory,EGT)、计算博弈论(Computational Game Theory)等多人博弈分析框架相比,结构化博弈既有和它们相似的地方,也有非常重要的差别。结构化博弈更适合用来分析政治问题和社会现象中的多人博弈局面。作为最简单的情况,本文先给出了一个三人结构化博弈的一般分析框架,然后根据这个分析框架对传统的联盟博弈进行了新的分析,发现经典的"三人分300元"博弈事实上有稳定的均衡解,即三人各分100元。作为一个简单的应用,文章分析了三个国家之间的"战争-同盟博弈",我们发现该博弈有两个稳定的均衡解,在这两个稳定的均衡解中,超级大国和小国总是选择结盟,而小国总是选择和地区大国进行战争。从这两个例子可以看出,结构化多人博弈在分析复杂的政治、经济、社会问题上具有传统博弈论方法所不具备的很多优势,其获得的均衡解也更符合社会实际。  相似文献   

15.
This article investigates how helping behavior can be sustained in large societies in the presence of agents who never help. I consider a game with many players who are anonymously and randomly matched every period in pairs. Within each match, one player may provide socially optimal but individually costly help to the other player. I introduce and characterize the class of “linear equilibria” in which, unlike equilibria used in the previous literature, there is help even in the presence of behavioral players. Such equilibria are close to a tit‐for‐tat strategy and feature smooth help dynamics when the society is large.  相似文献   

16.
Summary A single long-run player plays a fixed stage game (simultaneous orsequential move) against an infinite sequence of short-run opponents that play only once but can observe all past realized actions. Assuming that the probability distributions over types of long and short-run players have full support, we show that the long-run player can always establish a reputation for theStackelberg strategy and is therefore guaranteed almost his Stackelberg payoff in all Nash equilibria of the repeated game.The financial support of the National Science Foundation, Grant SES 90-7999, and of Consiglio Nazionale delle Ricerche is gratefully acknowledged. I wish to thank David Levine, Wolfgang Pesendorfer and Seminar Participants at UCLA, Universidad Carlos III de Madrid and University of Naples for useful discussions and suggestions.  相似文献   

17.
This paper analyses the game model between the individual and the group that has the characteristics of Stackelberg model in traditional game theory and replicator dynamic model in evolutionary game theory. In the first phase of game, the bounded rationality group players adopt the replicator dynamic behavior. Secondly, the full rationality individual player decides the own response function by the strategies distribution of group players. The shortsighted individual player will take the risk-dominant strategy. This model has some unique characteristics.  相似文献   

18.
This study experimentally examines the role of indirect higher order beliefs in sequential psychological games. We consider a three-player sequential game in which the first and third players do not interact sequentially, but only through an intermediary, the second player. We posit that the third player’s decision to cooperate depends on his indirect higher order belief, namely, his belief about what the first player believes the second player would choose. We employ pre-play communication between the first and third players as a way to influence the third player’s indirect higher order belief. The evidence demonstrates that communication can effectively induce cooperation from the third player by shaping his indirect higher order belief.  相似文献   

19.
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   

20.
We consider a dynamic competition game involving three players, in which each player can vary the extent of his competition on a per-rival basis. We call such competition targeted. We show that if the players are myopic, then the weaker players eventually lose the game to their strongest rival. If instead the players are sufficiently far-sighted, then all three players converge in their power and stay in the game. We develop our model in application to drug wars, but the approach of targeted competition can be applied to competition between firms or political parties, or to warfare.  相似文献   

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