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1.
In game theory, four dynamic processes converging towards an equilibrium are distinguished and ordered by way of agents' decreasing cognitive capacities. In the eductive process, each player has enough information to simulate perfectly the others' behavior and gets immediately to the equilibrium. In epistemic learning, each player updates his beliefs about others' future strategies, with regard to their sequentially observed actions. In behavioral learning, each player modifies his own strategies according to the observed payoffs obtained from his past actions. In the evolutionary process, each agent has a fixed strategy and reproduces in proportion to the utilities obtained through stochastic interactions. All along the spectrum, longer term dynamics makes up for weaker rationality, and physical relations substitute for mental interactions. Convergence, if any, is towards an always stronger equilibrium notion and selection of an equilibrium state becomes more sensitive to context and history. The processes can be mixed if associated to different periods, agents or mechanisms and deepened if obtained by formal reasoning principles.  相似文献   

2.
    
In many areas of social life, individuals receive information about a particular issue of interest from multiple sources. When these sources are connected through a network, then proper aggregation of this information by an individual involves taking into account the structure of this network. The inability to aggregate properly may lead to various types of distortions. In our experiment, four agents all want to find out the value of a particular parameter unknown to all. Agents receive private signals about the parameter and can communicate their estimates of the parameter repeatedly through a network, the structure of which is known by all players. We present results from experiments with three different networks. We find that the information of agents who have more outgoing links in a network gets more weight in the information aggregation of the other agents than under optimal updating. Our results are consistent with the model of “persuasion bias” of DeMarzo et al. (2013. Q. J. Econ., 909) and at odds with an alternative heuristic according to which the most influential agents are those with more incoming links.  相似文献   

3.
Summary. Two kinds of theories of boundedly rational behavior are possible. Static theories focus on stationary behavior and do not include any explicit mechanism for temporal change. Dynamic theories, on the other hand, explicitly model the fine-grain adjustments made by the subjects in response to their recent experiences. The main contribution of this paper is to argue that the restrictions usually imposed on the distribution of choices in the static approach are generically not supported by a dynamic adjustment mechanism. The genericity here is understood both in the measure theoretic and in the topological sense.Received: 29 April 2002, Revised: 11 February 2004, JEL Classification Numbers: C0, D7.I thank Peter Bardsley and Rabee Tourky for useful suggestions. Special thanks are due to an anonymous referee.  相似文献   

4.
Empirical studies have shown that the majority of people are poorly informed about the size of government debts and deficits. This paper investigates whether it is nevertheless possible for households to mimic Ricardian behavior on the basis of those variables that they actually observe. In a simple two-period model, it is shown that imperfect information about government debt can lead to departures from Ricardian equivalence even if the households' estimates of debt are unbiased. The paper discusses why households face difficulties in obtaining relevant information about government debt.  相似文献   

5.
Sampling equilibrium, with an application to strategic voting   总被引:1,自引:0,他引:1  
We suggest an equilibrium concept for a strategic model with a large number of players in which each player observes the actions of only a small number of the other players. The concept fits well situations in which each player treats his sample as a prediction of the distribution of actions in the entire population, and responds optimally to this prediction. We apply the concept to a strategic voting model and investigate the conditions under which a centrist candidate can win the popular vote although his strength in the population is smaller than the strengths of the right and left candidates.  相似文献   

6.
    
This paper uncovers the fact that cognitive discounting modeled à la Gabaix (2020) is highly generalizable to alternative models and expectational assumptions by offering a mathematically tractable way of introducing behavioral elements in linearized models. This is not the case for other models of bounded rationality, as most derivations, if not all among those proposed up to today, are algebraically too cumbersome to be of general applicability.This finding is used to introduce cognitive discounting into the Smets and Wouters (2007) model, hence building and estimating the first micro-founded behavioral medium scale DSGE model, to my knowledge. The empirical estimation shows that the data prefers a substantial degree of bounded rationality even in a model with as many frictions as the Smets and Wouters model.  相似文献   

7.
In this paper, I show that the standard Bertrand competition argument does not apply when firms compete for myopic consumers who optimize period-by-period. I develop the model in the context of aftermarket. With overlapping-generations of consumers, simultaneous product offerings in the primary market and aftermarket establishes a price floor for the primary good. This constraint prevents aftermarket rents from being dissipated by the primary market competition. Duopoly firms earn positive profits despite price competition with undifferentiated products. Nonetheless, government interventions to reinforce aftermarket competition such as a standardization requirement may lead to the partial collapse of the primary market.  相似文献   

8.
Improving the performance of an economic system: Controlling chaos   总被引:10,自引:0,他引:10  
In this paper we use a simple model of evolutionary market dynamics to illustrate how chaotic behavior can be controlled by making small changes in a parameter that is accessible to the decision makers. This approach is commonly referred to as `targeting' – one can easily switch from a chaotic evolution of the market to any desired regular motion. We show that complex dynamics leads to inferior performance in our model and that an application of such a correction mechanism by the decision makers of the firms yields a considerable improvement in the system's economical properties in terms of profits and profitability. We present numerical simulations in order to illustrate the effectiveness of this method.  相似文献   

9.
Adaptation and complexity in repeated games   总被引:1,自引:0,他引:1  
The paper presents a learning model for two-player infinitely repeated games. In an inference step players construct minimally complex inferences of strategies based on observed play, and in an adaptation step players choose minimally complex best responses to an inference. When players randomly select an inference from a probability distribution with full support the set of steady states is a subset of the set of Nash equilibria in which only stage game Nash equilibria are played. When players make ‘cautious’ inferences the set of steady states is the subset of self-confirming equilibria with Nash outcome paths. When players use different inference rules, the set of steady states can lie between the previous two cases.  相似文献   

10.
Topi Miettinen   《Economics Letters》2009,105(2):162-164
Recent literature has established a link between the fully cursed equilibrium and the analogy-based expectation equilibrium. In this note, even the partially cursed equilibrium is shown to correspond to an analogy-based expectation equilibrium.  相似文献   

11.
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   

12.
Information provided at the moment a person makes a decision can influence behavior in predictable ways. The United Kingdom's Behavioural Insights Team have used this idea to help improve the insulation of lofts, collect taxes, and even reduce litter. The authors of this article developed software that appends a personalized message to each assignment in the class regarding the student's current grade. This “grade nudge” explains precisely how the assignment will impact the student's final grade given their current standing in the class. Through a randomized trial, the authors show that the nudge improves student homework performance by about four percentage points.  相似文献   

13.
    
There is a large repeated games literature illustrating how future interactions provide incentives for cooperation. Much of the earlier literature assumes public monitoring. Departures from public monitoring to private monitoring that incorporate differences in players' observations may dramatically complicate coordination and the provision of incentives, with the consequence that equilibria with private monitoring often seem unrealistically complex or fragile. We set out a model in which players accomplish cooperation in an intuitively plausible fashion. Players process information via a mental system – a set of psychological states and a transition function between states depending on observations. Players restrict attention to a relatively small set of simple strategies, and consequently, might learn which perform well.  相似文献   

14.
Learning by trial and error   总被引:2,自引:0,他引:2  
A person learns by trial and error if he occasionally tries out new strategies, rejecting choices that are erroneous in the sense that they do not lead to higher payoffs. In a game, however, strategies can become erroneous due to a change of behavior by someone else. We introduce a learning rule in which behavior is conditional on whether a player experiences an error of the first or second type. This rule, called interactive trial and error learning, implements Nash equilibrium behavior in any game with generic payoffs and at least one pure Nash equilibrium.  相似文献   

15.
  总被引:2,自引:0,他引:2  
In this paper we study a stochastic learning model for 2×2 normal form games that are played repeatedly. The main emphasis is put on the emergence of cycles. We assume that the players have neither information about the payoff matrix of their opponent nor about their own. At every round each player can only observe his or her action and the payoff he or she receives. We prove that the learning algorithm, which is modeled by an urn scheme proposed by Arthur (1993), leads with positive probability to a cycling of strategy profiles if the game has a mixed Nash equilibrium. In case there are strict Nash equilibria, the learning process converges a.s. to the set of Nash equilibria.  相似文献   

16.
Summary A number of authors have used formal models of computation to capture the idea of bounded rationality in repeated games. Most of this literature has used computability by a finite automaton as the standard. A conceptual difficulty with this standard is that the decision problem is not closed. That is, for every strategy implementable by an automaton, there is some best response implementable by an automaton, but there may not exist any algorithm forfinding such a best response that can be implemented by an automaton. However, such algorithms can always be implemented by a Turing machine, the most powerful formal model of computation. In this paper, we investigate whether the decision problem can be closed by adopting Turing machines as the standard of computability. The answer we offer is negative. Indeed, for a large class of discounted repeated games (including the repeated Prisoner's Dilemma) there exist strategies implementable by a Turing machine for whichno best response is implementable by a Turing machine.The work was begun while Nachbar was a visitor at The Center for Mathematical studies in Economics and Management Science at Northwestern University; he is grateful for their hospitality. We are also grateful to Robert Anderson and Neil Gretsky and to seminar audiences at UCLA for useful comments, and to the National Science Foundation and the UCLA Academic Senate Committee on Research for financial support. This paper is an outgrowth of work reported in Learning and Computability in Discounted Supergames.  相似文献   

17.
Three very simple games and what it takes to solve them   总被引:1,自引:0,他引:1  
We study experimentally the nature of dominance violations in three minimalist dominance-solvable guessing games. Only about a third of our subjects report reasoning consistent with dominance; they all make dominant choices and almost all expect others to do so. Nearly two-third of our subjects report reasoning inconsistent with dominance, yet a quarter of them actually make dominant choices and half of those expect others to do so. Reasoning errors are more likely for subjects with lower working memory, intrinsic motivation and premeditation attitude. Dominance-incompatible reasoning arises mainly from subjects misrepresenting the strategic nature (payoff structure) of the guessing games.  相似文献   

18.
    
We characterize the optimal dynamic price policy of a monopolist who faces “viscous” demand for its services. Demand is viscous if it adjusts relatively slowly to price changes. We show that with the optimal policy the monopolist stops short of achieving 100% market penetration, even when all of the consumers have the same long-run willingness to pay for the service. Furthermore, for certain parameter values in the model, the price policy requires rapid oscillations of the price path.  相似文献   

19.
    
Bounded rationality theories are typically characterized over exhaustive data sets. We develop a methodology to understand the empirical content of such theories with limited data, adapting the classic revealed-preference approach to new forms of revealed information. We apply our approach to an array of theories, illustrating its versatility. We identify theories and data sets testable in the same elegant way as rationality, and theories and data sets where testing is more challenging. We show that previous attempts to test consistency of limited data with bounded rationality theories are subject to a conceptual pitfall that may lead to false conclusions that the data are consistent with the theory.  相似文献   

20.
    
《Research in Economics》2023,77(1):25-33
This paper studies how an optimal menu chosen by a social planner depends on whether agents receive imperfect signals about their true tastes (imperfect self-knowledge) or the properties of available alternatives (imperfect information). Under imperfect self-knowledge, it is not optimal to offer fewer alternatives than the number of different tastes present in the population, unless noise is infinite (agents have no clue about their true preferences). As noise increases, the social planner offers menu items that are closer together (more similar). However, under imperfect information, as noise increases, it could be optimal to construct a menu with more distinct alternatives, restrict the number of options, or, for some finite noise, offer a single item.  相似文献   

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