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1.
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   

2.
This paper builds on the work of Fudenberg and Levine (J. Econ. Theory31 (1983), 251–268). It shows that the perfect equilibria of any game in which events become uniformly unimportant as their distance into the future increases can be characterised as limits of sequences of perfect approximate equilibrium points of finite horizon approximations to the game. The result holds both for a strong and for a weak topology. The topologies are tractable, and the nature of convergence relative to them is transparent. Finally, the weak topology is probably the weakest tractable topology in which the result holds.  相似文献   

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Aumann (1995) showed that for games with perfect information common knowledge of substantive rationality implies backward induction. Substantive rationality is defined in epistemic terms, that is, in terms of knowledge. We show that when substantive rationality is defined in doxastic terms, that is, in terms of belief, then common belief of substantive rationality implies backward induction. Aumann (1998) showed that material rationality implies backward induction in the centipede game. This result does not hold when rationality is defined doxastically. However, if beliefs are interpersonally consistent then common belief of material rationality in the centipede game implies common belief of backward induction.  相似文献   

5.
Summary. This paper derives the equilibrium of an infinite-horizon discrete-time CAPM economy in which agents have discounted expected quadratic utility functions. We show that there is an income stream obtainable by trading on the financial markets which best approximates perfect consumption smoothing (called the {\it least variable income stream} or LVI) such that the equilibrium consumption of each agent is some multiple of the LVI and some share of aggregate output. The welfare of agents is a decreasing function of the lack of consumption smoothing achievable, measured by the distance of the LVI from the perpetuity of one unit of income for ever. If in addition the economy has a Markov structure, the LVI, and hence the equilibrium, can be calculated by dynamic programming. When the model is calibrated to US data a striking prediction emerges: the quasi-irrelevance of the bond market. Infinitely-lived agents achieve almost all their desired consumption smoothing by applying carryover strategies to equity, the proportion of agents' portfolios in bonds rarely exceeding 3%.  相似文献   

6.
Nöldeke and Samuelson [Games Econ. Behav. 5 (1993) 425] investigate a stochastic evolutionary model for extensive form games and show that even for games of perfect information with a unique subgame perfect equilibrium, non-subgame perfect equilibrium-strategies may well survive in the long run even when mutation rates tend to zero. In a different model of evolution in the agent normal form of these games Hart [Games Econ. Behav. 41 (2002) 227] shows that under suitable limit-taking, where small mutation rates are accompanied by large population sizes in a particular way, the unique prediction is again the subgame perfect equilibrium. This paper provides a proof of a similar result for the model of Nöldeke and Samuelson.  相似文献   

7.
Summary. The paper studies the evolution of cooperation when satisficing players repeatedly play a symmetric two-by-two game of common interest. We show that if initial aspiration levels are sufficiently close to the efficient payoff and aspiration adjusts at a sufficiently slow speed then the unique long run state will be the efficient outcome. In the special case of coordination games, the more tension there is between payoff dominance and risk dominance, the longer it takes for the system to lock into the payoff dominant outcome. Received: June 23, 1997; revised version: November 19, 1997  相似文献   

8.
For extensive form games with perfect information, consider a learning process in which, at any iteration, each player unilaterally deviates to a best response to his current conjectures of others' strategies; and then updates his conjectures in accordance with the induced play of the game. We show that, for generic payoffs, the outcome of the game becomes stationary, and is consistent with Nash equilibrium. In general, if payoffs have ties or if players observe more of each others' strategies than is revealed by plays of the game, the same result holds provided a rationality constraint is imposed on unilateral deviations: no player changes his moves in subgames that he deems unreachable, unless he stands to improve his payoff there. Moreover, with this constraint, the sequence of strategies and conjectures also becomes stationary, and yields a self-confirming equilibrium.  相似文献   

9.
We study infinite-action games of perfect information with finitely or countably many players. It is assumed that payoff functions are continuous, strategy sets are compact, and constraint correspondences are continuous. Under these assumptions we prove the existence of subgame-perfect equilibria in pure strategies which are measurable functions. If for any date t, the subgame that is played from date t on depends on the history up to t only as this history affects some vector of “state” variables, then equilibrium strategies admit a “closed-loop” representation as measurable functions of the “state” trajectories.  相似文献   

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《Research in Economics》1999,53(1):77-99
Restricting attention to the class of extensive games defined by von Neumann and Morgenstern (1944) with the added assumption of perfect recall, we specify the information of each player at each node of the game-tree in a way which is coherent with the original information structure of the extensive form. We show that this approach provides a framework for a formal and rigorous treatment of questions of knowledge and common knowledge at every node of the tree. We construct a particular information partition for each player and show that it captures the notion of maximum information in the sense that it is the finest within the class of information partitions that satisfy four natural properties. Using this notion of “maximum information” we are able to provide an alternative characterization of the meet of the information partitions.  相似文献   

12.
Summary. We study a strategic market game associated to an intertemporal economy with a finite horizon and incomplete markets. We demonstrate that generically, for any finite number of players, every sequentially strictly individually rational and default-free stream of allocations can be approximated by a full subgame-perfect equilibrium. As a consequence, imperfect competition may Pareto-dominate perfect competition when markets are incomplete. Moreover - and this contrasts with the main message conveyed by the market games literature - there exists a large open set of initial endowments for which full subgame-perfect equilibria do not converge to -efficient allocations when the number of players tends to infinity. Finally, strategic speculative bubbles may survive at full subgame-perfect equilibria.Received: 24 January 2002, Revised: 21 February 2003, JEL Classification Numbers: C72, D43, D52. Correspondence to: Gaël GiraudWe thank Tim Van Zandt for his comments.  相似文献   

13.
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   

14.
Summary. This paper compares the implications of short and long horizon planning in dynamic optimization problems with the structure of a standard one-sector growth model if agents have incomplete knowledge about the production function. Agents know the output and rate of return at the current capital stock and use an estimation of the production function based on this knowledge to determine current consumption. For standard utility functions without wealth-effects both long and short planning horizons yield convergence to the steady state - however at a faster rate than optimal -, or fluctuations around the steady state, and in both cases, long horizon planning yields a policy which locally at the steady state is closer to the optimal one than short horizon planning. On the other hand, for preferences with wealth effects where the intertemporal optimal path exhibits fluctuations, long horizon planning destabilizes the path and short horizon planning can generate paths which are qualitatively closer to the optimal one and yield higher discounted utility.Received: 5 April 2001, Revised: 15 September 2003, JEL Classification Numbers: C61, D83, D90.Herbert Dawid: The author would like to thank Richard Day for numerous stimulating discussions which led to this article and an anonymous referee for helpful comments  相似文献   

15.
This article studies situations in which agents do not initially know the effect of their decisions, but learn from experience the payoffs induced by their choices and their opponents'. We chararacterize equilibrium payoffs in terms of simple strategies in which an exploration phase is followed by a payoff acquisition phase.  相似文献   

16.
The paper studies Bayesian games which are extended by adding pre-play communication. Let Γ be a Bayesian game with full support and with three or more players. The main result is that if players can send private messages to each other and make public announcements then every communication equilibrium outcome, q, that is rational (i.e., involves probabilities that are rational numbers) can be implemented in a sequential equilibrium of a cheap talk extension of Γ, provided that the following condition is satisfied: There exists a Bayesian Nash equilibrium s in Γ such that for each type ti of each player i the expected payoff of ti in q is larger than the expected payoff of ti in s.  相似文献   

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We consider equilibrium timing decisions in a model with a large number of players and informational externalities. The players have private information about a common payoff parameter that determines the optimal time to invest. They learn from each other in real time by observing past investment decisions. We develop new methods of analysis for such large games, and we give a full characterization of symmetric equilibria. We show that the equilibrium statistical inferences are based on an exponential learning model. Although the beliefs converge to truth, learning takes place too late. Ex-ante welfare is strictly between that without observational learning and that with full information.  相似文献   

19.
Players who have a common interest are engaged in a game with incomplete information. Before playing they get differential stochastic signals that depend on the actual state of nature. These signals provide the players with partial information about the state of nature and may also serve as a means of correlation.Different information structures induce different outcomes. An information structure is better than another, with respect to a certain solution concept, if the highest solution payoff it induces is at least that induced by the other structure. This paper characterizes the situation where one information structure is better than another with respect to various solution concepts: Nash equilibrium, strategic-normal-form correlated equilibrium, agent-normal-form correlated equilibrium and belief-invariant Bayesian solution. These solution concepts differ from one another in the scope of communication allowed between the players. The characterizations use maps that stochastically translate signals of one structure to signals of another.  相似文献   

20.
In games with population uncertainty some perfect equilibria are in dominated strategies. We prove that every Poisson game has at least one perfect equilibrium in undominated strategies.  相似文献   

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