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1.
Hypothetical Knowledge and Games with Perfect Information   总被引:2,自引:0,他引:2  
Standard structures of information, in particular partition structures, are inadequate for the modeling of strategic thinking. They fail to capture the inner structure of hypotheses players make about situations they know will not occur. An extension of the partition structure is proposed in which such hypotheses can be modeled in detail. Hypothetical knowledge operators are defined for extended structures and are axiomatically characterized. The use of extended structures to model games with complete information is demonstrated. A sufficient condition is derived for players to play the backward induction in such games.Journal of Economic LiteratureClassification Numbers: C72, D81, D82.  相似文献   

2.
组织员工隐性知识共享的博弈分析   总被引:3,自引:0,他引:3  
组织员工隐性知识共享的程度直接反映了组织的知识管理水平,但是在实际的隐性知识共享过程中还存在很多障碍。从现有定性理论研究出发,提取组织员工知识共享的影响变量,给出知识共享过程中员工的效用函数,并利用效用函数建立了动态重复博弈模型。通过模型分析了不同等级知识拥有者在知识共享中的决策方案。根据员工的决策,为组织实现企业内部员工知识共享的良性循环提出对策,以期在知识共享中实现企业和员工的双赢。  相似文献   

3.
In this paper I present a syntactic approach to modeling the interactive knowledge of rationality in finite games of perfect information. This approach allows for a more transparent interpretation. In particular, we have the intuitive picture of viewing knowledge as the input and decisions as the output of a player’s deliberation. This distinction is blurred in the semantic state-space approach.  相似文献   

4.
Common Pool Games are Convex Games   总被引:1,自引:0,他引:1  
For the class of cooperative common pool games the paper focuses on the question of how, during the preplay negotiation process, the ability of coalitions to enforce their claims imposes externalities on the opposition by having an impact on the jointly produced resource. One of our main results is that common pool games are clear games. Based on this result we are able to derive sufficient conditions for the convexity of the characteristic function, which establishes the second main result in the paper, namely that cooperative common pool games are characterized by increasing returns with respect to the coalition size.  相似文献   

5.
6.
Ambiguous Games   总被引:3,自引:0,他引:3  
This paper introduces ambiguous games, a modification of the normal form that allows the presence of vagueness in players' beliefs over the opponents' choice of strategies. An appropriate notion of equilibrium is presented, and a general existence result is proved. Journal of Economic Literature Classification Numbers: C72, D81.  相似文献   

7.
Network Games   总被引:3,自引:0,他引:3  
In contexts ranging from public goods provision to information collection, a player's well-being depends on his or her own action as well as on the actions taken by his or her neighbours. We provide a framework to analyse such strategic interactions when neighbourhood structure, modelled in terms of an underlying network of connections, affects payoffs. In our framework, individuals are partially informed about the structure of the social network. The introduction of incomplete information allows us to provide general results characterizing how the network structure, an individual's position within the network, the nature of games (strategic substitutes vs. complements and positive vs. negative externalities) and the level of information shape individual behaviour and payoffs.  相似文献   

8.
Representing and reasoning with games becomes difficult once they involve large numbers of actions and players, because the space requirement for utility functions can grow unmanageably. Action-Graph Games (AGGs) are a fully-expressive game representation that can compactly express utility functions with structure such as context-specific independence, anonymity, and additivity. We show that AGGs can be used to compactly represent all games that are compact when represented as graphical games, symmetric games, anonymous games, congestion games, and polymatrix games, as well as games that require exponential space under all of these existing representations. We give a polynomial-time algorithm for computing a player's expected utility under an arbitrary mixed-strategy profile, and show how to use this algorithm to achieve exponential speedups of existing methods for computing sample Nash equilibria. We present results of experiments showing that using AGGs leads to a dramatic increase in the size of games accessible to computational analysis.2  相似文献   

9.
博弈论的新发展:行为博弈论   总被引:1,自引:0,他引:1  
标准博弈论在经济理性假设下分析博弈参与者如何在追求各自最优目标的同时实现均衡。但是,由于现实行为人是有限理性的,标准博弈论对实践的解释和指导受到限制。为了延伸博弈论对现实活动的解释,行为博弈论将实验经济学与标准博弈论相融合,在博弈实验的基础上,考察和解释标准理论推断与实验结果之间的差异,引入行为因素改进标准博弈论的基本假定,重构博弈分析模型,以求达到准确解读有限理性的行为人在现实约束中如何行动的目的。  相似文献   

10.
A team is a group of people having the same motives but possibly different available actions. A team game is a game where two teams face each other. An absorbing game is a repeated game where some of the entries are absorbing, in the sense that once they are chosen the play terminates, and all future payoffs are equal to the payoff at the stage of termination. We prove that every absorbing team game has an equilibrium payoff and that there are -equilibrium profiles with cyclic structure. Journal of Economic Literature Classification Numbers: C72, C73.  相似文献   

11.
Extendable Cooperative Games   总被引:2,自引:0,他引:2  
A (TU) cooperative game is extendable if every core allocation of each subgame can be extended to a core allocation of the game. It is strongly extendable if any minimal vector in the upper core of any of its subgames can be extended to a core allocation. We prove that strong extendability is equivalent to largeness of the core. Further, we characterize extendability in terms of an extension of the balanced cover of the game. It is also shown how this extension can unify the analysis of many families of games under one roof.  相似文献   

12.
This paper considers simple flow situations. We introduce the minimum cut solution and characterize it in terms of one-person efficiency, consistency, and converse consistency. Furthermore, we give several relations between the core of a simple flow game and four other solution concepts: the minimum cut solution, the least core, the kernel, and the bargaining set.Journal of Economic LiteratureClassification Numbers: C71.  相似文献   

13.
Games of Status     
A status game is a cooperative game in which the outcomes are rank orderings of the players. They are a good model for certain situations in which players care about how their "status" compares with that of other players.
We present several formal models within this class. Included are authoritarian status games (where coalitions may assign positions in the rank ordering to nonmembers) and oligarchic status games (where they are unableto do so). We consider the issues of a value concept for authoritarian games and that of core existence for oligarchic games. We then add a transferable resource to the models, obtaining "games of wealth and status."
Finally, we consider an interesting variant, called a "secession game," where coalitions have the right to secede from the grand coalition and form their own smaller "subsocieties," each with its own hierarchy.  相似文献   

14.
15.
A subclass of monotonic transferable utility (T.U.) games is studied: average monotonic games. These games are totally balanced. We prove that the core coincides with both the bargaining set à la Davis and Maschler and the bargaining set à la Mas-Colell. To obtain this result a technique based on reduced games is used. Journal of Economic Literature Classification Number: C71  相似文献   

16.
We consider the problem of fairly allocating an indivisible good to one of several agents equally entitled to it when monetary compensations to the others are possible. Our primary normative concept is no-envy. First, we show that there is no non-manipulable selection from the no-envy solution. Then we study the direct revelation games associated with subsolutions of the no-envy solution. The set of equilibrium allocations of any one of them coincides with the set of envy-free allocations for the true preferences. Journal of Economic Literature Classification Numbers: C72, D63, D7l, D82.  相似文献   

17.
Aggregative Public Good Games   总被引:1,自引:0,他引:1  
We exploit the aggregative structure of the public good model to provide a simple analysis of the voluntary contribution game. In contrast to the best response function approach, ours avoids the proliferation of dimensions as the number of players is increased, and can readily analyze games involving many heterogeneous players. We demonstrate the approach at work on the standard pure public good model and show how it can analyze extensions of the basic model.  相似文献   

18.
The author describes a series of matrix choice games illustrating monopoly, shared monopoly, Cournot, Bertrand, and Stackelberg behavior given either perfect complements or perfect substitutes. The games are created by using a spreadsheet to fill out a profit table given the choices of two players. One player selects the column, the other the row, and the table gives the profit of the row chooser. Because each player has a table, each thinks of him- or herself as the row chooser and the other as the column chooser. The games may be applied to international trade through the traditional Boeing v. Airbus story or, more currently, through foreign sales corporations. Addition of Bertrand competition allows discussion of price wars, and addition of perfect complements allows discussion of the proposed Microsoft breakup.  相似文献   

19.
知识管理中的知识惰性研究   总被引:1,自引:0,他引:1  
知识惰性是知识管理和知识转化过程中知识不易流动的特性,知识惰性的存在将降低企业知识创新和知识应用的效率。分析了知识管理中知识转化的基础性作用,在此基础上分析了知识惰性的内涵、知识惰性产生的原因,并提出了有针对性的管理措施。  相似文献   

20.
在知识发酵理论的基础上,从仿生学和生物进化角度重新审视知识共享问题,剖析了知识共享的内在机理,提出了知识共享发酵模型,分析了各种知识共享类型的特征,并就如何提高组织内部的知识共享效果提出了相关建议。  相似文献   

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