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1.
The main objects here are noncooperative games in which all externalities occur via a one-dimensional variable. So-called mean-value iterates are used to approach Nash equilibrium. The proposed schemes generalize many received methods, and can be interpreted as learning taking place during repeated play. An important feature is that no player need be fully informed about the game structure. Particular examples include Cournot oligopolies and some nonatomic market games.  相似文献   

2.
At each moment in time, an alternative from a finite set is selected by a stochastic process. Players observe the selected alternative and sequentially cast a yes or a no vote. If the set of players casting a yes vote is decisive for the selected alternative, it is accepted and the game ends. Otherwise the next period begins. We refer to this class of problems as stopping games. Collective choice games, quitting games, and coalition formation games are particular examples. When the core of a stopping game is non-empty, a subgame perfect equilibrium in pure stationary strategies is shown to exist. But in general, even subgame perfect equilibria in mixed stationary strategies may not exist. We show that aggregate voting behavior can be summarized by a collective strategy. We insist on pure strategies, allow for simple forms of punishment, and provide a constructive proof to show that so-called two-step simple collective equilibria always exist. This implies the existence of a pure strategy subgame perfect equilibrium. We apply our approach to the case with three alternatives exhibiting a Condorcet cycle and to a model of redistributive politics.  相似文献   

3.
Folk Theorems in repeated games hold fixed the game payoffs, while the discount factor is varied freely. We show that these results may be sensitive to the order of limits in situations where players move asynchronously. Specifically, we show that when moves are asynchronous, then for a fixed discount factor close to one there is an open neighborhood of games which contains a pure coordination game such that every Perfect equilibrium of every game in the neighborhood approximates to an arbitrary degree the unique Pareto dominant payoff of the pure coordination game.  相似文献   

4.
This paper makes the observation that a finite Bayesian game with diffused and disparate private information can be conceived of as a large game with a non-atomic continuum of players. By using this observation as its methodological point of departure, it shows that (i) a Bayes–Nash equilibrium (BNE) exists in a finite Bayesian game with private information if and only if a Nash equilibrium exists in the induced large game, and (ii) both Pareto-undominated and socially-maximal BNE exist in finite Bayesian games with private information. In particular, it shows these results to be a direct consequence of results for a version of a large game re-modeled for situations where different players may have different action sets.  相似文献   

5.
Consider a multimarket oligopoly, where firms have a single license that allows them to supply exactly one market out of a given set of markets. How does the restriction to supply only one market influence the existence of equilibria in the game? To answer this question, we study a general class of aggregative location games where a strategy of a player is to choose simultaneously both a location out of a finite set and a non-negative quantity out of a compact interval. The utility of each player is assumed to depend solely on the chosen location, the chosen quantity, and the aggregated quantity of all other players on the chosen location. We show that each game in this class possesses a pure Nash equilibrium whenever the players’ utility functions satisfy the assumptions negative externality, decreasing marginal utility, continuity, and Location–Symmetry. We also provide examples exhibiting that, if one of the assumptions is violated, a pure Nash equilibrium may fail to exist.  相似文献   

6.
We present a particular class of measure spaces, hyperfinite Loeb spaces, as a model of situations where individual players are strategically negligible, as in large non-anonymous games, or where information is diffused, as in games with imperfect information. We present results on the existence of Nash equilibria in both kinds of games. Our results cover the case when the action sets are taken to be the unit interval, results now known to be false when they are based on more familiar measure spaces such as the Lebesgue unit interval. We also emphasize three criteria for the modelling of such game-theoretic situations—asymptotic implementability, homogeneity and measurability—and argue for games on hyperfinite Loeb spaces on the basis of these criteria. In particular, we show through explicit examples that a sequence of finite games with an increasing number of players or sample points cannot always be represented by a limit game on a Lebesgue space, and even when it can be so represented, the limit of an existing approximate equilibrium may disappear in the limit game. Thus, games on hyperfinite Loeb spaces constitute the ‘right' model even if one is primarily interested in capturing the asymptotic nature of large but finite game-theoretic phenomena.  相似文献   

7.
Carmona considered an increasing sequence of finite games in each of which players are characterized by payoff functions that are restricted to vary within a uniformly equicontinuous set and choose their strategies from a common compact metric strategy set. Then Carmona proved that each finite game in an upper tail of such a sequence admits an approximate Nash equilibrium in pure strategies.  相似文献   

8.
In order to remedy the possible loss of strategic interaction in non-atomic games with a societal choice, this study proposes a refinement of Nash equilibrium, strategic equilibrium. Given a non-atomic game, its perturbed game is one in which every player believes that he alone has a small, but positive, impact on the societal choice; and a distribution is a strategic equilibrium if it is a limit point of a sequence of Nash equilibrium distributions of games in which each player’s belief about his impact on the societal choice goes to zero. After proving the existence of strategic equilibria, we show that all of them must be Nash. We also show that all regular equilibria of smooth non-atomic games are strategic. Moreover, it is displayed that in many economic applications, the set of strategic equilibria coincides with that of Nash equilibria of large finite games.  相似文献   

9.
This paper introduces the notion of generalized weak transfer continuity and establishes that a bounded, compact locally convex metric quasiconcave and generalized weak transfer continuous game has a Nash equilibrium. Our equilibrium existence result neither implies nor is implied by the existing results in the literature such as those in [Carmona, G., 2011. Understanding some recent existence results for discontinuous games. Economic Theory 48, 31–45], [Prokopovych, P., 2011. On equilibrium existence in payoff secure games. Economic Theory 48, 5–16], [Carmona, G., 2009. An existence result for discontinuous games. Journal of Economic Theory 144, 1333–1340], and [Reny, P.J., 1999. On the existence of pure and mixed strategy Nash equilibria in discontinuous games, Econometrica 67, 1029–1056].  相似文献   

10.
We consider discounted repeated two-person zero-sum games with private monitoring. We show that even when players have different and time-varying discount factors, each player’s payoff is equal to his stage-game minmax payoff in every sequential equilibrium. Furthermore, we show that: (a) in every history on the equilibrium path, the pair formed by each player’s conjecture about his opponent’s action must be a Nash equilibrium of the stage game, and (b) the distribution of action profiles in every period is a correlated equilibrium of the stage game. In the particular case of public strategies in public monitoring games, players must play a Nash equilibrium after any public history.  相似文献   

11.
In a Bayesian game players play an unknown game. Before the game starts some players may receive a signal regarding the specific game actually played. Typically, information structures that determine different signals, induce different equilibrium payoffs. In two-person zero-sum games the equilibrium payoff measures the value of the particular information structure which induces it. We pose a question as to what restrictions Bayesian games impose on the value of information. We provide answers for two kinds of information structures: symmetric, where both players are equally informed, and one-sided, where only one player is informed.  相似文献   

12.
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   

13.
In this paper, we extend the Radner–Rosenthal theorem with finite action spaces on the existence of a pure strategy equilibrium for a finite game to the case that the action space is countable and complete. We also prove the existence of a pure strategy equilibrium for a game with a continuum of players of finite types and with a countable and complete action space. To work with the countably infinite action spaces, we prove some regularity properties on the set of distributions induced by the measurable selections of a correspondence with a countable range by using the Bollobás–Varopoulos extension of the marriage lemma.  相似文献   

14.
This paper analyses properties of games modeling multilateral negotiations leading to the formation of coalitions in an environment with widespread externalities. The payoff generated by each coalition is determined by an exogenous partition function (the parameter space). We show that in almost all games, except in a set of measure zero of the parameter space, the Markov perfect equilibrium value of coalitions and the state transition probability that describe the path of coalition formation is locally unique and stable. Therefore, comparative statics analysis are well-defined and can be performed using standard calculus tools. Global uniqueness does not hold in general, but the number of equilibria is finite and odd. In addition, a sufficient condition for global uniqueness is derived, and using this sufficient condition we show that there is a globally unique equilibrium in three-player superadditive games.  相似文献   

15.
We criticize the R.E.E. approach to asymmetric information general equilibrium because it does not explain how information gets ‘into’ the prices. This leads to well-known paradoxes. We suggest a multiperiod game instead, where the flow of information into and out of prices is explicitly modeled. In our game Nash equilibria (N.E.) (1) generalize Walrasian equilibria to asymmetric information, (2) exist generically, (3) eliminate pure speculation, (4) allow prices to reveal information and markets to become more efficient over time, (5) are consistent with the weak efficient markets hypothesis that tracking past prices is not profitable, (6) yet always lead to higher utility for better informed agents (such as experts). Throughout the paper we use one concrete game. In the last section we prove that there is a broad range of games that would have the same properties.  相似文献   

16.
This note demonstrates that a symmetric 3×3 supermodular game may fail to have any equilibrium robust to incomplete information. Since the global game solution in symmetric 3×3 supermodular games is known to be independent of the noise structure, this result implies that a noise-independent selection in global games may not be a robust equilibrium. Our proof reveals that the assumption in global games that the noise errors are independent of the state imposes a non-trivial restriction on incomplete information perturbations.  相似文献   

17.
We provide new results for two-stage games in which firms make capacity investments when demand is uncertain, then, when demand is realized, compete in prices. We consider games with demand rationing schemes ranging from efficient to proportional rationing. In all cases, there is a subgame perfect equilibrium outcome coinciding with the outcome of the Cournot game with demand uncertainty if and only if (i) the fluctuation in absolute market size is small relative to the cost of capacity, or (ii) uncertainty is such that with high probability the market demand is very large and with the remaining probability the market demand is extremely small. Otherwise, equilibria involve mixed strategies. Further, we show under efficient rationing that condition (i) is sufficient for the unique equilibrium outcome to be an equilibrium outcome of the Cournot game with demand uncertainty.  相似文献   

18.
19.
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   

20.
Unicity of the equilibrium in the unconstrained Hotelling model   总被引:1,自引:0,他引:1  
A spatial duopoly is described, where firms are free to locate along the real axis, while consumers are distributed along a linear city of finite length. By adding a preplay stage where firms are required to set the timing of moves, one can analyze issues such as the endogenous choice of roles and the nature of differentiation at equilibrium. The distribution of roles is discussed both at the location stage and at the price stage. The game exhibits a unique subgame perfect equilibrium in pure strategies (up to a permutation), where firms play simultaneously in locations and sequentially in prices. Moreover, the results highlight the relevance of endogenous differentiation in altering some of the conclusions reached by previous literature. Finally, it turns out that the nature of differentiation may be heavily affected by the sequence of decisions.  相似文献   

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