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1.
Aner Sela 《Economic Theory》2012,51(2):383-395
We study a two-stage all-pay auction with two identical prizes. In each stage, the players compete for one prize. Each player may win either one or two prizes. We analyze the unique subgame-perfect equilibrium of our model with two players where each player??s marginal values for the prizes are decreasing, constant, or increasing. We also analyze an equilibrium of the model with more than two players where each player??s marginal values for the prizes are nonincreasing.  相似文献   

2.
We study two-person extensive form games, or “matches,” in which the only possible outcomes (if the game terminates) are that one player or the other is declared the winner. The winner of the match is determined by the winning of points, in “point games.” We call these matches binary Markov games. We show that if a simple monotonicity condition is satisfied, then (a) it is a Nash equilibrium of the match for the players, at each point, to play a Nash equilibrium of the point game; (b) it is a minimax behavior strategy in the match for a player to play minimax in each point game; and (c) when the point games all have unique Nash equilibria, the only Nash equilibrium of the binary Markov game consists of minimax play at each point. An application to tennis is provided.  相似文献   

3.
We report an experiment in which subjects may learn from each other. Specifically, a “queue” of players who are identically informed ex ante make decisions in sequence over two lotteries. Every player except the first in the queue observes (only) his immediate predecessor’s choice and payoff before making his own decision. In equilibrium decisions are identical from the first or second player onwards in all experimental conditions. However, complete adherence to equilibrium play is seldom observed in our experiment. We further analyze our data using a quantal response equilibrium approach and test for behavioral regularities related to base rate fallacy/conservatism bias, social conformity/rebelliousness, and preference for experimentation (preferring the lottery with potentially more information spillover value). Our estimations reveal a consistent preference for experimentation across conditions, and further analysis offers some support to our surmise that this behavioral regularity is due, in part, to an attempt to influence others behind in the queue.  相似文献   

4.
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   

5.
A common observation in experiments involving finite repetition of the prisoners' dilemma is that players do not always play the single-period dominant strategies (“finking”), but instead achieve some measure of cooperation. Yet finking at each stage is the only Nash equilibrium in the finitely repeated game. We show here how incomplete information about one or both players' options, motivation or behavior can explain the observed cooperation. Specifically, we provide a bound on the number of rounds at which Fink may be played, when one player may possibly be committed to a “Tit-for-Tat” strategy.  相似文献   

6.
We analyze a model of repeated play between two boundedly rational agents. In each stage each player recalls the outcomes from the most recent few rounds, calculates the distribution of its opponent's past reactions to this outcome pattern, and then optimizes myopically against this distribution. If both players use the same pattern length then the limit points of pattern matching are in the convex hull of the limit points of fictitious play. Thus if fictitious play converges into the set of Nash equilibria then pattern matching converges into the convex hull of Nash equilibria. If the players use different pattern lengths, the more sophisticated player may, but does not generally, succeed in playing as if it could perfectly predict its opponent's play.  相似文献   

7.
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   

8.
In a game of common interest there is one action vector that all players prefer to every other. Yet there may be multiple Pareto-ranked Nash equilibria in the game and the “coordination problem” refers to the fact that rational equilibrium play cannot rule out Pareto-dominated equilibria. In this paper, I prove that two elements — asynchronicity and a finite horizon — are sufficient to uniquely select the Pareto-dominant action vector (in subgame perfect equilibrium play). Asynchronicity may be exogenously specified by the rules of the game. Alternatively, in a game where players choose when to move, asynchronicity may emerge as an equilibrium move outcome.  相似文献   

9.
We give simple proofs of refinements of the complexity results of Gilboa and Zemel (1989), and we derive additional results of this sort. Our constructions employ imitation games, which are two person games in which both players have the same sets of pure strategies and the second player wishes to play the same pure strategy as the first player.  相似文献   

10.
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   

11.
We consider a non-cooperative multilateral bargaining game and study an action-dependent bargaining protocol, that is, the probability with which a player becomes the proposer in a round of bargaining depends on the identity of the player who previously rejected. An important example is the frequently studied rejector-becomes-proposer protocol. We focus on subgame perfect equilibria in stationary strategies which are shown to exist and to be efficient. Equilibrium proposals do not depend on the probability to propose conditional on the rejection by another player. We consider the limit, as the bargaining friction vanishes. In case no player has a positive probability to propose conditional on his rejection, each player receives his utopia payoff conditional on being recognized. Otherwise, equilibrium proposals of all players converge to a weighted Nash bargaining solution, where the weights are determined by the probability to propose conditional on one's own rejection.  相似文献   

12.
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   

13.
I build a dynamic game consisting of a continuum of players to investigate the effects of previous winners’ actions on the spreading of subsequent players’ actions. In each stage, besides the private signal, each player also observes actions taken by the winners of all previous stages as public signals. A unique equilibrium of the game is found and characterized. I then define the variances of three forms of gap: the gap between the average play and the underlying fundamental value, the gap between a generic player’s action and the average play, and the gap between a generic player’s action and the winner’s play. By checking their dynamics in the equilibrium, it is shown that the accumulation of private signals always reduces the first variance and the accumulation of the public signals always reduces the second variance. However, the effects of accumulated public (private) signals on the first (second) variance are rather ambiguous. Based on a theoretical finding that expresses the third variance as a weighted sum of the other two, I conduct an empirical study on the Miss Korea pageant during 1994–2013. I find a descending trend in the variance of the gap between the average face and the underlying “true beauty” face over these years. Moreover, this process is accompanied by ascending trends in the other two variances, indicating that contestants’ faces have been converging to the “true beauty” overall but diverging from each other over the two decades, which is consistent with our theoretical results.  相似文献   

14.
Yaw Nyarko 《Economic Theory》1998,11(3):643-655
Summary. Consider an infinitely repeated game where each player is characterized by a “type” which may be unknown to the other players in the game. Suppose further that each player's belief about others is independent of that player's type. Impose an absolute continuity condition on the ex ante beliefs of players (weaker than mutual absolute continuity). Then any limit point of beliefs of players about the future of the game conditional on the past lies in the set of Nash or Subjective equilibria. Our assumption does not require common priors so is weaker than Jordan (1991); however our conclusion is weaker, we obtain convergence to subjective and not necessarily Nash equilibria. Our model is a generalization of the Kalai and Lehrer (1993) model. Our assumption is weaker than theirs. However, our conclusion is also weaker, and shows that limit points of beliefs, and not actual play, are subjective equilibria. Received: March 3, 1995; revised version: February 17, 1997  相似文献   

15.
Many interesting phenomena (electoral competition, R&D races, lobbying) are instances of multiple simultaneous contests with unconditional commitment of limited resources. Specifically, the following game is analyzed. Two players compete in a number of simultaneous contests. The players have limited resources (budgets) and must decide how to allocate these to the different contests. In each contest the player who expends more resources than his adversary wins a corresponding prize. Mixed-strategy equilibria are characterized in the case of identical values and budgets and the connections with the classical Blotto game are analyzed.  相似文献   

16.
This paper analyzes three‐party negotiations in the presence of externalities. We obtain a closed‐form solution for the Markov perfect equilibrium of a multilateral non‐cooperative bargaining model, yielding an equilibrium value and dynamics of negotiations that are supported by experimental studies. Players’ values are monotonically increasing (or decreasing) in the amount of negative (or positive) externalities that they impose on others. Moreover, players’ values are continuous and piecewise linear on the worth of bilateral coalitions, and are inextricably related to their negotiation strategies: the equilibrium value is the Nash bargaining solution when no bilateral coalitions form; the Shapley value when all bilateral coalitions form; or the nucleolus, when either one bilateral coalition among “natural partners” or two bilateral coalitions including a “pivotal player” form.  相似文献   

17.
We study an infinite horizon game in which pairs of players connected in a network are randomly matched to bargain over a unit surplus. Players who reach agreement are removed from the network without replacement. The global logic of efficient matchings and the local nature of bargaining, in combination with the irreversible exit of player pairs following agreements, create severe hurdles to the attainment of efficiency in equilibrium. For many networks all Markov perfect equilibria of the bargaining game are inefficient, even as players become patient. We investigate how incentives need to be structured in order to achieve efficiency via subgame perfect, but non-Markovian, equilibria. The analysis extends to an alternative model in which individual players are selected according to some probability distribution, and a chosen player can select a neighbor with whom to bargain.  相似文献   

18.
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   

19.
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   

20.
This paper examines a dynamic game in which each player only observes a private and imperfect signal on the actions played. Our main result is that in a repeated prisoner's dilemma where defections are irreversible (at least for a long enough period of time), patient enough players may achieve almost efficient outcomes. Dealing with models of imperfect private monitoring is difficult because (i) continuation games are games of incomplete information, hence they do not have the same structure as the original game. In particular, continuation equilibria are correlated equilibria. (ii) Players are typically uncertain about their opponents' past observations and actions, and they use their entire own private history to learn about these actions. As a result equilibrium strategies are in general nontrivial and increasingly complex functions of past observations. We bypass these difficulties by looking at correlated equilibria of the original game and find correlated equilibria in which the decision problem faced by each player remains the same over time. Journal of Economic Literature Classification Numbers: C72.  相似文献   

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