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1.
This paper uses curb sets to study the evolution of effective pre-play communication in games where a single communication round precedes a simultaneous-move, complete-information game. It is shown that the effectiveness of one-sided pre-play communication is inversely related to risk in the underlying game, and to the size of the message space. If messages have somea prioriinformation content, then multi-sided communication is more effective than one-sided communication; i.e., risk and the size of the message space play no role.Journal of Economic LiteratureClassification Number: C72.  相似文献   

2.
It is well known that communication often serves as a facilitator for cooperation in static games. Yet, communication can serve entirely different purposes in dynamic settings as communication during the game may work as a means for renegotiation, potentially undermining the credibility of cooperative strategies. To explore this issue, this paper experimentally investigates cooperation and non-binding communication in a two-stage game. More specifically, two treatments are considered: one with only pre-play communication and one where subjects can also communicate intra-play between the stages of the game. The results highlight a nontrivial difference concerning the effects of pre-play communication between the two treatments. Sending or receiving pre-play messages has a positive and significant effect on cooperation if there is no possibility of intra-play communication. However, this effect is significantly reduced when when intra-play communication is allowed. The results suggest that the credibility of pre-play messages may depend crucially on future communication opportunities.  相似文献   

3.
Numerous studies have examined factors influencing the likelihood of cooperative outcomes in nonzero-sum games, but there has been little study of the interaction between two of the most important: group size and pre-play cheap talk. We report results from an experiment in which groups of size between 2 and 15 play a one-shot multi-player threshold public-good game. In our random leader treatment, all group members select a suggestion (e.g., “Everyone should choose X”), with one randomly chosen to be broadcast to the group. In a choice only treatment, subjects choose suggestions but none is sent, and in a baseline treatment, there are no suggestions at all. We find a negative interaction between group size and this kind of communication: the beneficial effect of both suggestions overall and cooperative suggestions on cooperation, cooperative outcomes, and payoffs decreases sharply as the group size increases. We find a similar negative interaction in a follow-up treatment in which all group members’ suggestions are broadcast to the group. Our results suggest that care should be taken in generalising conclusions from small-group experiments to large groups.  相似文献   

4.
This paper proposes a model of multilateral contracting where players are engaged in two parallel interactions: they dynamically form coalitions and play a repeated normal form game with temporary and permanent decisions. We show that when outside options are independent of the actions of other players all Markov perfect equilibrium without coordination failures are efficient, regardless of externalities created by interim actions. Otherwise, in the presence of externalities on outside options, all Markov perfect equilibrium may be inefficient. This formulation encompasses many economic models, and we analyze the distribution of coalitional gains and the dynamics of coalition formation in four illustrative applications.  相似文献   

5.
The present paper assesses the usefulness of game theory in explaining crisis interactions between Israel and Syria. We begin with the simplest game-theoretic tool for analyzing strategic situations: the one-shot 2×2 game. By analyzing the various episodes of the protracted Syrian--Israeli conflict as one-shot 2×2 games, we avoid the multiplicity of equilibria of the infinitely repeated game and the difficulty of specifying an endpoint of a finitely repeated game. The pure strategy Nash equilibria of these one-shot games are treated as theoretical predictions and are compared with the observed outcomes.  相似文献   

6.
We report results of one-shot traveler’s dilemma game experiments to test the predictions of a model of introspection. The model describes a noisy out-of-equilibrium process by which players reach a decision of what to do in one-shot games. To test the robustness of the model and to compare it to other models of introspection without noise, we introduce non-binding advice. Advice has the effect of coordinating all players’ beliefs onto a common strategy. Experimentally, advice is implemented by asking subjects who participated in a repeated traveler’s dilemma game to recommend an action to subjects playing one-shot games with identical parameters. In contrast to observations, models based on best-response dynamics would predict lower claims than the advised. We show that our model’s predictions with and without advice are consistent with the data.   相似文献   

7.
We incorporate a four-eyes-mechanism on the briber’s side into a bribery game. Our results are mixed. We find no effect of the mechanism in a one-shot setting, but a reduction of bribes when the setting is repeated.  相似文献   

8.
We experimentally study optional costly communication in Stag-Hunt games. Prior research demonstrates that efficient coordination is difficult without a communication option but obtains regularly with mandatory costless pre-play messages. We find that even small communication costs dramatically reduce message use when communication is optional, but efficient coordination can occur with similar frequency as under costless communication. These findings can be accounted for by formalizations of forward induction that take Nash equilibrium as a reference point (such as Kohlberg and Mertens in Econometrica 54: 1003–1037, 1986; Govindan and Wilson in Econometrica 77: 1–28, 2009), while formalizations that only appeal to (higher-order) knowledge of rationality remain silent in this environment.  相似文献   

9.
In this paper we consider dynamic processes, in repeated games, that are subject to the natural informational restriction of uncoupledness. We study the almost sure convergence of play (the period-by-period behavior as well as the long-run frequency) to Nash equilibria of the one-shot stage game, and present a number of possibility and impossibility results. Basically, we show that if in addition to random experimentation some recall, or memory, is introduced, then successful search procedures that are uncoupled can be devised. In particular, to get almost sure convergence to pure Nash equilibria when these exist, it suffices to recall the last two periods of play.  相似文献   

10.
We report experiments where subjects generally fail to attain the efficient equilibrium of a one-shot game, but attain the efficient equilibrium of the repeated version. The results suggest that in the repeated game actions are used to signal future intentions.  相似文献   

11.
Stochastic uncoupled dynamics and Nash equilibrium   总被引:1,自引:1,他引:0  
In this paper we consider dynamic processes, in repeated games, that are subject to the natural informational restriction of uncoupledness. We study the almost sure convergence of play (the period-by-period behavior as well as the long-run frequency) to Nash equilibria of the one-shot stage game, and present a number of possibility and impossibility results. Basically, we show that if in addition to random experimentation some recall, or memory, is introduced, then successful search procedures that are uncoupled can be devised. In particular, to get almost sure convergence to pure Nash equilibria when these exist, it suffices to recall the last two periods of play.  相似文献   

12.
Using a laboratory experiment, we investigate whether a variety of behaviors in repeated games are related to an array of individual characteristics that are popular in economics: risk attitude, time preference, trust, trustworthiness, altruism, strategic skills in one-shot matrix games, compliance with first-order stochastic dominance, ability to plan ahead, and gender. We do find some systematic relationships. A subject’s compliance with first-order stochastic dominance as well as, possibly, patience, gender, and altruism have some systematic effects on her behavior in repeated games. At the level of a pair of subjects who are playing a repeated game, each subject’s gender as well as, possibly, patience and ability to choose an available dominant strategy in a one-shot matrix game systematically affect the frequency of the cooperate–cooperate outcome. However, overall, the number of systematic relationships is surprisingly small.  相似文献   

13.
The effectiveness of pre-play communication in achieving efficient outcomes has long been a subject of controversy. Aumann conjectures that, in a variant of the Stag Hunt game, “an agreement to play [the efficient outcome] conveys no information about what the players will do” and thus should not affect behavior. Farrell and Rabin suspect that cheap talk will achieve efficiency. Results show impressive coordination when the sender first chooses a signal and then an action. Without communication, efforts to achieve efficiency are largely unsuccessful. As Farrell suggests, reversing the order of the action and signal appears to change players' behavior. Journal of Economic Literature Classification Numbers: A13, C72, C91, D82, D84.  相似文献   

14.
We investigate the effects of order-of-play (simultaneous, unobserved sequential and fully observed sequential play) and form of presentation (extensive vs. normal) in three simple two person games: battle-of-the-sexes with and without outside option and a three strategy game which differentiates between virtual observability (VO) and iterated elimination of dominated strategies as principles of equilibrium selection. VO predicts that knowledge of the order of play alone will affect the distribution of strategies chosen. We contrast this with the predictions of iterated elimination of dominated strategies. We report results from 1800 one-shot games conducted in 6 sessions with 120 subjects and analysed as panel data. The form of presentation strongly affects the distribution of outcomes and strategies. Information about order of play shifts the distribution of strategies away from the distribution in simultaneous play and towards the distribution in fully observed play, especially in the less complicated games presented in normal order. Order-of-play effects are less evident as complexity of the game increases. Extensive form presentation appears to induce sequential thinking even in simultaneously played games.  相似文献   

15.
Game theory provides predictions of behavior in many one-shot games. On the other hand, most experimenters usually play repeated games with subjects, to provide experience. To avoid subjects rationally employing strategies that are appropriate for the repeated game, experimenters typically employ a “random strangers” design in which subjects are randomly paired with others in the session. There is some chance that subjects will meet in multiple rounds, but it is claimed that this chance is so small that subjects will behave as if they are in a one-shot environment. We present evidence from public goods experiments that this claim is not always true.  相似文献   

16.
We present experimental results on a repeated coordination game with Pareto-ranked equilibria in which a payoff from choosing an action is positive only if a critical mass of players choose that action. We design a baseline version of the game in which payoffs remain constant for values above the critical mass, and an increasing returns version in which payoffs keep increasing for values above the critical mass. We test the predictive power of security and payoff-dominance under different information treatments. Our results show that convergence to the payoff-dominant equilibrium is the modal limit outcome when players have full information about others' previous round choices, while this outcome never occurs in the remaining treatments. The paths of play in some groups reveal a tacit dynamic coordination by which groups converge to the efficient equilibrium in a step-like manner. Moreover, the frequency and speed of convergence to the payoff-dominant equilibrium are higher, ceteris paribus, when increasing returns are present. Finally, successful coordination seems to crucially depend on players' willingness to signal to others the choice of the action supporting the efficient equilibrium.  相似文献   

17.
We examine three tools that can enhance coordination success in a repeated multiple-choice coordination game. Gradualism means that the game starts as an easy coordination problem and moves gradually to a more difficult one. The Endogenous Ascending mechanism implies that a gradual increase in the upper bound of coordination occurs only if coordination with the Pareto superior equilibrium in a stage game is attained. The Endogenous Descending mechanism requires that when the game’s participants fail to coordinate, the level of the next coordination game be adjusted such that the game becomes simpler. We show that gradualism may not always work, but in such instances, its effect can be reinforced by endogeneity. Our laboratory experiment provides evidence that a mechanism that combines three tools, herein termed the “Gradualism with Endogenous Ascending and Descending (GEAD)” mechanism, works well. We discuss how the GEAD mechanism can be applied to real-life situations that suffer from coordination failure.  相似文献   

18.
Summary. We show the role of unmediated talk with computational complexity bounds as both an information transmission and a coordination device for the class of two-player games with incomplete information and rational parameters. We prove that any communication equilibrium payoff of such games can be reached as a Bayesian-Nash equilibrium payoff of the game extended by a two phase universal mechanism of interim computationally restricted pre-play communication. The communication protocols are designed with the help of modern cryptographic tools. A familiar context in which our results could be applied is bilateral trading with incomplete information.Received: 9 September 2002, Revised: 14 March 2003, JEL Classification Numbers: C72. Correspondence to: Amparo UrbanoWe wish to thank financial aid from the Valencian Institute of Economic Research (IVIE) and partial support by DIGCYT under project PB95 - 1074. A previous version of this work appears as IVIE Working Paper WP-AD 99-07, under the title: "Unmediated talk under incomplete information".  相似文献   

19.
We use experiments to investigate the efficacy of recommended play and performance bonuses in resolving coordination failures in a stag-hunt type coordination game with multiple Pareto-ranked equilibria, often referred to as a “weak link” game. Participants routinely find it difficult to coordinate to the payoff-dominant outcome in such games. We look at performance in both fixed and randomly re-matched groups. A recommendation to the payoff-dominant outcome is successful in resolving coordination failures with fixed groups but only when this recommendation is “common knowledge” in the sense that all members of the group receive the same message and it is read out loud for everyone to hear. Resolving coordination failures is harder with randomly re-matched groups and the greatest success is achieved only upon payment of a performance bonus.  相似文献   

20.
This paper studies the global dynamics of a class of infinitely repeated two-player games in which the action space of each player is an interval, and the one-shot payoff of each player is additively separable in actions. We define an immediately reactive equilibrium (IRE) as a pure-strategy subgame perfect equilibrium such that each player's action is a stationary function of the opponent's last action. We completely characterize IREs and their dynamics in terms of certain indifference curves. Our results are used to show that in a prisoners' dilemma game with mixed strategies, gradual cooperation occurs when the players are sufficiently patient, and that in a certain duopoly game, kinked demand curves emerge naturally.  相似文献   

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