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1.
In defining random belief equilibrium (RBE) in finite, normal form games we assume a player's beliefs about others' strategy choices are randomly drawn from a belief distribution that is dispersed around a central strategy profile, the focus. At an RBE: (1) Each chooses a best response relative to her beliefs. (2) Each player's expected choice coincides with the focus of the other players' belief distributions. RBE provides a statistical framework for estimation which we apply to data from three experimental games. We also characterize the limit-RBE as players' beliefs converge to certainty. When atoms in the belief distributions vanish in the limit, not all limit-RBE (called robust equilibria) are trembling hand perfect Nash equilibria and not all perfect equilibria are robust.  相似文献   

2.
We study repeated games with discounting where perfect monitoring is possible, but costly. It is shown that if players can make public announcements, then every payoff vector which is an interior point in the set of feasible and individually rational payoffs can be implemented in a sequential equilibrium of the repeated game when the discount factor is high enough. Thus, efficiency can be approximated even when the cost of monitoring is high, provided that the discount factor is high enough.  相似文献   

3.
We consider finitely repeated games with imperfect private monitoring, and provide several sufficient conditions for such a game to have an equilibrium whose outcome is different from repetition of Nash equilibria of the stage game. Surprisingly, the conditions are consistent with uniqueness of the stage game equilibrium. A class of repeated chicken is shown to satisfy the condition.  相似文献   

4.
We characterize the set of communication equilibrium payoffs of any undiscounted repeated matrix-game with imperfect monitoring and complete information. For two-player games, a characterization is provided by Mertens, Sorin, and Zamir (Repeated games, Part A (1994) CORE DP 9420), mainly using Lehrer's (Math. Operations Res. (1992) 175) result for correlated equilibria. The main result of this paper is to extend this characterization to the n-player case. The proof of the characterization relies on an analogy with an auxiliary 2-player repeated game with incomplete information and imperfect monitoring. We use Kohlberg's (Int. J. Game Theory (1975) 7) result to construct explicitly a canonical communication device for each communication equilibrium payoff.  相似文献   

5.
This paper introduces an equilibrium concept called perfect communication equilibrium for repeated games with imperfect private monitoring. This concept is a refinement of Myerson's [Myerson, R.B., 1982. Optimal coordination mechanisms in generalized principal agent problems, J. Math. Econ. 10, 67–81] communication equilibrium. A communication equilibrium is perfect if it induces a communication equilibrium of the continuation game, after every history of messages of the mediator. We provide a characterization of the set of corresponding equilibrium payoffs and derive a Folk Theorem for discounted repeated games with imperfect private monitoring.  相似文献   

6.
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   

7.
This paper presents repeated games with hidden moves, in which players receive imperfect private signals and are able to communicate. We propose a conditional probability approach to solve the learning problem in repeated games with correlated private signals and delayed communication. We then apply this approach to symmetric n-player games to obtain an approximate efficiency result.  相似文献   

8.
This paper provides a dual characterization of the existing ones for the limit set of perfect public equilibrium payoffs in a class of finite stochastic games (in particular, repeated games) as the discount factor tends to one. As a first corollary, the folk theorems of Fudenberg et al. (1994), Kandori and Matsushima (1998) and Hörner et al. (2011) obtain. As a second corollary, it is shown that this limit set of payoffs is a convex polytope when attention is restricted to perfect public equilibria in pure strategies. This result fails for mixed strategies, even when attention is restricted to two-player repeated games.  相似文献   

9.
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   

10.
I consider repeated games with private monitoring played on a network. Each player has a set of neighbors with whom he interacts: a player's payoff depends on his own and his neighbors' actions only. Monitoring is private and imperfect: each player observes his stage payoff but not the actions of his neighbors. Players can communicate costlessly at each stage: communication can be public, private or a mixture of both. Payoffs are assumed to be sensitive to unilateral deviations. First, for any network, a folk theorem holds if some Joint Pairwise Identifiability condition regarding payoff functions is satisfied. Second, a necessary and sufficient condition on the network topology for a folk theorem to hold for all payoff functions is that no two players have the same set of neighbors not counting each other.  相似文献   

11.
How complex are networks playing repeated games?   总被引:1,自引:0,他引:1  
Summary. This paper examines implications of complexity cost in implementing repeated game strategies through networks with finitely many classifiers. A network consists of individual classifiers that summarize the history of repeated play according to a weighted sum of the empirical frequency of the outcomes of the stage game, and a decision unit that chooses an action in each period based on the summaries of the classifiers. Each player maximizes his long run average payoff, while minimizing the complexity cost of implementing his strategy through a network, measured by its number of classifiers. We examine locally stable equilibria where the selected networks are robust against small perturbations. In any locally stable equilibrium, no player uses a network with more than a single classifier. Moreover, the set of locally stable equilibrium payoff vectors lies on two line segments in the payoff space of the stage game. Received: May 9, 1997; revised version: November 18, 1997  相似文献   

12.
This paper uses properties of the logistic quantal response equilibrium correspondence to compute Nash equilibria in finite games. It is shown that branches of the correspondence may be numerically traversed efficiently and securely. The method can be implemented on a multicomputer, allowing for application to large games. The path followed by the method has an interpretation analogous to that of Harsanyi and Selten's Tracing Proecdure. As an application, it is shown that the principal branch of any quantal response equilibrium correspondence satisfying a monotonicity property converges to the risk-dominant equilibrium in 2 × 2 games.  相似文献   

13.
This paper studies the effects of analogy-based expectations in static two-player games of incomplete information. Players are assumed to be boundedly rational in the way they forecast their opponent's state-contingent strategy: they bundle states into analogy classes and play best-responses to their opponent's average strategy in those analogy classes. We provide general properties of analogy-based expectation equilibria and apply the model to a variety of well known games. We characterize conditions on the analogy partitions for successful coordination in coordination games under incomplete information [Rubinstein, A., 1989. The electronic mail game: Strategic behavior under ‘almost common knowledge’. Amer. Econ. Rev. 79, 385–391], we show how analogy grouping of the receiver may facilitate information transmission in Crawford and Sobel's cheap talk games [Crawford, V.P., Sobel, J., 1982. Strategic information transmission. Econometrica 50, 1431–1451], and we show how analogy grouping may give rise to betting in zero-sum betting games such as those studied to illustrate the no trade theorem.  相似文献   

14.
Summary. This paper studies repeated games with imperfect private monitoring when there exists a third-party mediator who coordinates play by giving non-binding instructions to players on which action to take and by collecting their private information. The paper presents a Nash-threat folk theorem for a communication equilibrium based on such mediation when monitoring is jointly -perfect in the sense that every player is almost perfectly monitored collectively by other players.JEL Classification Numbers: C72, D82.I am very grateful to Mark Armstrong, V. Bhaskar, and Michihiro Kandori for helpful comments. Part of this research was conducted while I was visiting the University College London. Their hospitality is gratefully acknowledged.  相似文献   

15.
We study learning with bounded memory in zero-sum repeated games with one-sided incomplete information. The uninformed player has only a fixed number of memory states available. His strategy is to choose a transition rule from state to state, and an action rule, which is a map from each memory state to the set of actions. We show that the equilibrium transition rule involves randomization only in the intermediate memory states. Such randomization, or less frequent updating, is interpreted as a way of testing the opponent, which generates inertia in the player's behavior and is the main short-run bias in information processing exhibited by the bounded memory player.  相似文献   

16.
Regret minimization in repeated matrix games has been extensively studied ever since Hannan's seminal paper [Hannan, J., 1957. Approximation to Bayes risk in repeated play. In: Dresher, M., Tucker, A.W., Wolfe, P. (Eds.), Contributions to the Theory of Games, vol. III. Ann. of Math. Stud., vol. 39, Princeton Univ. Press, Princeton, NJ, pp. 97–193]. Several classes of no-regret strategies now exist; such strategies secure a long-term average payoff as high as could be obtained by the fixed action that is best, in hindsight, against the observed action sequence of the opponent. We consider an extension of this framework to repeated games with variable stage duration, where the duration of each stage may depend on actions of both players, and the performance measure of interest is the average payoff per unit time. We start by showing that no-regret strategies, in the above sense, do not exist in general. Consequently, we consider two classes of adaptive strategies, one based on Blackwell's approachability theorem and the other on calibrated play, and examine their performance guarantees. We further provide sufficient conditions for existence of no-regret strategies in this model.  相似文献   

17.
Kajii and Morris (J. Econ. Theory 82 (1998) 267) provide necessary and sufficient conditions for two priors to be strategically close. The restrictiveness of these conditions establishes that strategic behavior can be highly sensitive to the assumed prior. Their results thus recommend care in the use of priors in economic modelling. Unfortunately, their proof of a central proposition fails for zero probability types. This comment corrects their proof to account for these cases.  相似文献   

18.
A folk theorem for minority games   总被引:1,自引:0,他引:1  
We study a particular case of repeated games with public signals. In the stage game an odd number of players have to choose simultaneously one of two rooms. The players who choose the less crowded room receive a reward of one euro (whence the name “minority game”). The players in the same room do not recognize each other, and between the stages only the current majority room is publicly announced. We show that in the infinitely repeated game any feasible payoff can be achieved as a uniform equilibrium payoff, and as an almost sure equilibrium payoff. In particular we construct an inefficient equilibrium where, with probability one, all players choose the same room at almost all stages. This equilibrium is sustained by punishment phases which use, in an unusual way, the pure actions that were played before the start of the punishment.  相似文献   

19.
Summary The perfect folk theorem (Fudenberg and Maskin [1986]) need not rely on excessively complex strategies. We recover the perfect folk theorem for two person repeated games with discounting through neural networks (Hopfield [1982]) that have finitely many associative units. For any individually rational payoff vector, we need neural networks with at most 7 associative units, each of which can handle only elementary calculations such as maximum, minimum or threshold operation. The uniform upper bound of the complexity of equilibrium strategies differentiates this paer from Ben-Porath and Peleg [1987] in which we need to admit ever more complex strategies in order to expand the set of equilibrium outcomes.I would like to thank Hao Li and John Curran for excellent research assistance. Financial support from National Science Foundation (SES-9223483), Sloan Foundation and the Division of Social Sciences at the University of Chicago is gratefully acknowledged.  相似文献   

20.
We consider infinite horizon common interest games with perfect information. A game is a K-coordination game if each player can decrease other players' payoffs by at most K times his own cost of punishment. The number K represents the degree of commonality of payoffs among the players. The smaller K is, the more interest the players share. A K-coordination game tapers off if the greatest payoff variation conditional on the first t periods of an efficient history converges to 0 at a rate faster than Kt as t→∞. We show that every subgame perfect equilibrium outcome is efficient in any tapering-off game with perfect information. Applications include asynchronously repeated games, repeated games of extensive form games, asymptotically finite horizon games, and asymptotically pure coordination games.  相似文献   

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