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1.
Economic management is crucial to winning elections, Robert Lind of UBS Phillips and Drew reviews the prospects and outlines possible strategies for victory. 相似文献
2.
The paper proposes an explanation to why electoral competition induces parties to state ambiguous platforms even if voters
dislike ambiguity. A platform is ambiguous if different voters may interpret it as different policy proposals. An ambiguous
platform puts more or less emphasis on alternative policies so that it is more or less easily interpreted as one policy or
the other. I suppose that a party can monitor exactly this platform design but cannot target its communications to individuals
one by one. Each individual votes according to her understanding of the parties’ platforms but dislikes ambiguity. It is shown
that this electoral competition has no Nash equilibrium. Nevertheless its max–min strategies are the optimal strategies of
the Downsian game in mixed strategies. Furthermore, if parties behave prudently enough and if the voters aversion to ambiguity
is small enough, these strategies do form an equilibrium. 相似文献
3.
There is a growing literature suggesting that the result for each constituency at British general elections can be predicted using ‘citizen forecasts’ obtained through voter surveys. This may be true for the majority of constituencies where the result at previous contests was a substantial majority for one party’s candidates: few ‘safe seats’ change hands. But is it true in the marginal constituencies, where elections are won and lost? Analysis of such ‘citizen forecast’ data for the Labour-Conservative marginal constituencies in 2017 indicates not. Although respondents were aware of the seats’ relative marginality and of general trends in party support during the campaign, they could not separate out those that were eventually lost by each party from those that were won again, even in seats where the elected party won comfortably. 相似文献
4.
In a model that encompasses a general equilibrium framework, we consider a monopolist (a producer) with subjective beliefs that endogenously hedges against fluctuations in input prices in a complete market. We allow for entries and Cournot competition in this economy, and we study how erroneous beliefs affect long-run survival for those firms. We introduce a notion of entropy of beliefs, and we use it to characterize the class of beliefs for which the monopolist eventually disappears almost surely. When disappearance occurs, the whole market power switches to the entrant making the most accurate predictions in our sense. The class of beliefs for which survival occurs is much broader than that of perfectly competitive settings. 相似文献
5.
Define a continuous game to be one in which every player's strategy set is a Polish space, and the payoff function of each player is bounded and continuous. We prove that in this class of games the process of sequentially eliminating “never-best-reply” strategies terminates before or at the first uncountable ordinal, and this bound is tight. Also, we examine the connection between this process and common belief of rationality in the universal type space of Mertens and Zamir (1985). 相似文献
7.
This paper presents a model of learning about a game. Players initially have little knowledge about the game. Through playing the same game repeatedly, each player not only learns which action to choose but also constructs a personal view of the game. The model is studied using a hybrid payoff matrix of the prisoner's dilemma and coordination games. Results of computer simulations show that (1) when all the players are slow at learning the game, they have only a partial understanding of the game, but might enjoy higher payoffs than in cases with full or no understanding of the game; (2) when one player is quick in learning the game, that player obtains a higher payoff than the others. However, all can receive lower payoffs than in the case in which all players are slow learners. 相似文献
8.
该论文将习用语翻译中出现的问题归纳为三类。一类是不求甚解,就习用语的表面意义直译;二是生搬硬套,用意义不合的汉语成语替换;三是忽略了习用语的文化内涵,使译文失去了原文的韵味。论文最后指出只要深入地掌握英语的文化背景知识,才能做好习用语的翻译。 相似文献
9.
The Condorcet efficiency of single-stage election procedures is considered under the assumption of impartial culture for large electorates. The most efficient ranked voting rule is either Borda rule or a truncated scoring rule. A decision rule is established to determine the number of candidates, k, that individuals should be required to vote for, whether or not ranking should be required, and the scoring rule that should be used if ranking is required. This decision depends upon the number of candidates available and the probabilities that individuals will vote if they must rank k candidates or simply report k candidates. 相似文献
10.
JEL classification: D41, D51
Received: 24 December 1999 / Accepted: 18 October 2001 相似文献
11.
Global games have unique equilibria in which aggregate behavior changes sharply when an underlying random fundamental crosses some threshold. This property relies on the existence of dominance regions: all players have a highest and lowest action that, for some fundamentals, is strictly dominant. But if the fundamental follows a random walk, it eventually spends nearly all of its time in these regions: crises gradually disappear. We obtain recurring crises by adding a single large player who lacks dominance regions. We also show that in order to obtain recurring crises, one must either relax dominance regions or restrict to fundamentals that continually return to or cross over a fixed region. 相似文献
12.
We define proper strong-Fibonacci (PSF) games as the subset of proper homogeneous weighted majority games which admit a Fibonacci representation. This is a homogeneous, type-preserving representation whose ordered sequence of type weights and winning quota is the initial string of Fibonacci numbers of the one-step delayed Fibonacci sequence. We show that for a PSF game, the Fibonacci representation coincides with the natural representation of the game. A characterization of PSF games is given in terms of their profile. This opens the way up to a straightforward formula which gives the number \(\varPsi (t)\) of such games as a function of t, number of non-dummy players’ types. It turns out that the growth rate of \(\varPsi (t)\) is exponential. The main result of our paper is that, for two consecutive t values of the same parity, the ratio \(\varPsi (t+2)/\varPsi (t)\) converges toward the golden ratio \({\varPhi }\). 相似文献
13.
Restricted houseswapping games (RHGs) are a generalization of ‘one-sided matching games’, in which we specify a class II* of ‘allowable’ simple trading cycles. The cores of such games may be empty. Given II*, all possible closed RHGs have non-empty cores of II* is ‘strongly balanced’. Examples include the one-sided matching markets ( Shapley and Scarf. Journal of Mathematical Economics 1974. 1. 23–37. Tijs et al., OR Spektrum 1984, 6, 119–123; Quinzii, International Journal of Game Theory 1984, 13, 41–60) and the two-sided matching markets ( Gale and Shapley. American Mathematical Monthly 1962. 69, 9–16; Shapley and Shubik, International Journal of Game Theory 1972, 1, 111–130: and Demange and Gale Econometrica 1985, 53, 873–888).We then consider the subclass of RHGs in which there is no transferable resource. In this case, a weaker condition on II*, called ‘weak balancedness’, is sufficient to guarantee core non-emptiness. In addition, if II* is not weakly balanced, then there exists a preference profile such that the strict core of the resultant game is empty.Several other examples are given of II* that are (a) strongly balanced: (b) weakly balanced but not strongly balanced: and (c) not even weakly balanced.Finally, we discuss the issues of equilibrium definition, existence, and core-equilibrium allocation equivalence in RHGs. 相似文献
14.
A stationary variant of the repeated prisoners dilemma in which the game frontier is a parallelogram is analyzed. By using the probabilistic cheap talk concept of [3], the discount factor becomes fungible, and for a critical value of the discount factor a unique Pareto-optimal and Pareto-dominant solution can be found. The relative bargaining power of the players can be quantified in terms of the shape of the parallelogram. If the parallelogram is asymmetric, the solution results in an asymmetric allocation of payoffs. Players with more bargaining power receive a greater share of the allocation. The solution satisfies some standard bargaining axioms within the class of parallelogram games. A characterization is provided in terms of these axioms and one new axiom, weak-monotonicity, which is in the spirit of, but different from, the Kalai-Smorodinsky restricted-monotonicity axiom.Received: 15 January 2001, Accepted: 4 December 2003, We thank Wayne Shafer for interlocution and helpful comments. 相似文献
15.
In a preemption game, players decide when to take an irreversible action. Delaying the action exogenously increases payoffs, but there is an early mover advantage. Riordan (1992) shows that in a preemption game with two asymmetric players, players act in decreasing order of efficiency. This provides a microfoundation to the assumption that entry in a market occurs in the order of profitability, commonly used in the empirical analysis of market entry. We provide a counterexample showing that with more than two players this intuitive result can be reversed. We present a preemption game of entry into a new market. The potential entrants are three asymmetric firms: one “efficient” firm with high post-entry profits, and two “inefficient firms”. We show that the set of parameters such that the equilibrium entry order does not reflect the efficiency ranking is nonempty, and analyse which changes in post-entry profits preserve this entry order. 相似文献
16.
We consider a set-up where two governments have either conflicting or matching preferences on the provision of differentiated
(local) goods supplied by a common monopoly bureau. We develop a two-stage game. At stage-1, the two governments decide whether
or not to merge into a single institution. At stage-2, all players simultaneously and independently take their decisions in
terms of production and rents, with perfect knowledge of the other players' strategies. We solve the subgame perfect Nash
equilibrium of this game, and show that, if the bureau immediately updates its objective function to institutional changes,
then the governments always prefer merging. However, if there is an initial bureaucratic inertia in adjusting the bureau's
objective function to the institutional change, then ruling politicians may prefer decentralisation to centralisation, depending
on the strategic properties of the compliance game and on their own discounting.
Received: May 1999 / Accepted April 2000 相似文献
17.
How should an organization be designed in order to provide its members with minimal incentives to defect? And how does the optimal design depend on the type of strategic interaction between defectors and remaining organizational members? This paper addresses such issues in a game theoretic model of cooperation, in which an organization is formally represented by a connected network, and where gains from cooperation are given by a partition function. We show that critical structural features of the organization depend in a clear-cut way on the sign of spillovers. In particular, positive spillovers favor the adoption of dispersed and centralized forms, while negative spillovers favor cohesive and horizontal ones. Moreover, if the organizational form determines all the communication possibilities of members, a highly centralized organization—the star—emerges under positive spillovers, whereas two horizontal architectures—the circle and the complete—emerge under negative spillovers. 相似文献
18.
A general nontransferable utility (NTU) game is interpreted as a collection of pure bargaining games that can be played by individual coalitions. The threatpoints or claims points respectively, in these pure bargaining games reflect the players' opportunities outside a given coalition. We develop a solution concept for general NTU games that is consistent in the sense that the players' outside opportunities are determined by the solution to a suitably defined reduced game. For any general NTU game the solution predicts which coalitions are formed and how the payoffs are distributed among the players. 相似文献
19.
We consider multiple-principal multiple-agent games of incomplete information. We identify a class of two-way communication mechanisms which mirror those considered in the single principal analysis of Myerson (1982). In such mechanisms, every agent truthfully reveals her type to all principals, and obeys the private recommendations she receives from each of them. We show that there is a rationale in restricting attention to this class of mechanisms: if principals use these mechanisms, there is no unilateral incentive to deviate towards more sophisticated ones. We develop three examples to analyze possible extensions and limits of our approach. The first two examples show that the restriction to direct and incentive compatible mechanisms is not sufficient to provide a complete characterization of all pure strategy equilibria. The third one shows that private recommendations play a fundamental role in competing mechanism games, suggesting that one cannot safely restrict to one-sided communication mechanisms. 相似文献
20.
A sharing game is a very simple device for partially reconciling an organization’s goal with the interests of its members. Each member chooses an action, bears its cost, and receives a share of the revenue which the members’ actions generate. A (pure-strategy) equilibrium of the game may be inefficient: surplus (revenue minus the sum of costs) may be less than maximal. In a previous paper, we found that for a wide class of reward functions, no one squanders at an inefficient equilibrium (spends more than at an efficient profile) if the revenue function has a complementarity property. In the present paper, we examine the “opposite” of the complementarity property (Substitutes) and we study a class of finite games where squandering equilibria indeed occur if Substitutes holds strongly enough. Squandering equilibria play a key role when one traces the effect of technological improvement on a sharing game’s surplus shortfall. We then turn to the question of choice among reward functions in a principal/agents setting. We find that if we again assume complementarity then strong conclusions can be reached about the reward functions preferred by “society”, by the players (agents), and by the principal. 相似文献
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