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1.
For the class of 2×2 matrix games with two strict Nash equilibria the paper introduces an equilibrium refinement called incentive monotonicity. It selects the risk-dominant equilibrium if interests are conflicting, while it remains silent in games with common interests. These results suggest that the equilibrium-selection problem might be more difficult in games with common interests, which is certainly the case if risk dominance and payoff dominance go in opposite directions.  相似文献   

2.
It is known that every discrete-time fictitious play process approaches equilibrium in nondegenerate 2×2 games, and that every continuous-time fictitious play process approaches equilibrium in nondegenerate 2×2 and 2×3 games. It has also been conjectured that convergence to the set of equilibria holds generally for nondegenerate 2×n games. We give a simple geometric proof of this for the continuous-time process, and also extend the result to discrete-time fictitious play.  相似文献   

3.
In perfect foresight dynamics, an action is linearly stable if expectation that people will always choose the action is self-fulfilling. A symmetric game is a PIM game if an opponent's particular action maximizes the incentive of an action, independently of the rest of the players. This class includes supermodular games, games with linear incentives and so forth. We show that, in PIM games, linear stability is equivalent to u-dominance, a generalization of risk-dominance, and that there is no path escaping a u-dominant equilibrium. Existing results on N-player coordination games, games with linear incentives and two-player games are obtained as corollaries.  相似文献   

4.
I characterize games for which there is an order on strategies such that the game has strategic complementarities. I prove that, with some qualifications, games with a unique equilibrium have complementarities if and only if Cournot best-response dynamics has no cycles; and that all games with multiple equilibria have complementarities. As applications of my results, I show that: (1) generic 2×2 games either have no pure-strategy equilibria, or have complementarities; (2) generic two-player finite ordinal potential games have complementarities.  相似文献   

5.
This paper examines the convergence of payoffs and strategies in Erev and Roth's model of reinforcement learning. When all players use this rule it eliminates iteratively dominated strategies and in two-person constant-sum games average payoffs converge to the value of the game. Strategies converge in constant-sum games with unique equilibria if they are pure or if they are mixed and the game is 2×2. The long-run behaviour of the learning rule is governed by equations related to Maynard Smith's version of the replicator dynamic. Properties of the learning rule against general opponents are also studied.  相似文献   

6.
This paper examines many-player many-action global games with multidimensional state parameters. It establishes that the notion of noise-independent selection introduced by Frankel, Morris and Pauzner [D. Frankel, S. Morris, A. Pauzner, Equilibrium selection in global games with strategic complementarities, J. Econ. Theory 108 (2003) 1–44] for one-dimensional global games is robust when the setting is extended to the one proposed by Carlsson and Van Damme [H. Carlsson, E. Van Damme, Global games and Equilibrium selection, Econometrica 61 (1993) 989–1018]. More precisely, our main result states that if an action profile of some complete information game is noise-independently selected in one-dimensional global games, then it is also noise-independently selected in all multidimensional global games.  相似文献   

7.
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   

8.
Amechanismfor a Bayesian gameGis a mapping μ from the set of states of nature to the set of players' actions. μ isself-fulfillingif players are truthful at the communication stage and, given the information revealed by μ, no player can gain in unilaterally deviating from the action prescribed by the mechanism. We investigate the properties of self-fulfilling mechanisms and we show in particular that they correspond to inert solutions of the infinitely repeated game generated byG. We also discuss applications to market games, regulation, and R&D games.Journal of Economic LiteratureClassification Numbers: D82, C72.  相似文献   

9.
Players coordinate continuation play in repeated games with public monitoring. We investigate the robustness of such equilibrium behavior with respect to ex-ante small private-monitoring perturbations. We show that with full support of public signals, no perfect public equilibrium is robust if it induces a “regular” 2×22×2 coordination game in the continuation play. This regularity condition is violated in all belief-free equilibria. Indeed, with an individual full rank condition, every interior belief-free equilibrium is robust. We also analyze block belief-free equilibria and point out that the notion of robustness is sensitive to whether we allow for uninterpretable signals.  相似文献   

10.
Evolving Aspirations and Cooperation   总被引:1,自引:0,他引:1  
A 2×2 game is played repeatedly by two satisficing players. The game considered includes the Prisoner's Dilemma, as well as games of coordination and common interest. Each player has anaspirationat each date, and takes an action. The action is switched at the subsequent period only if the achieved payoff falls below aspirations; the switching probability depends on the shortfall. Aspirations are periodically updated according to payoff experience, but are occasionally subject to trembles. For sufficiently slow updating of aspirations and small tremble probability, it is shown that both players must ultimately cooperate most of the time.Journal of Economic LiteratureClassification Numbers C72, D83.  相似文献   

11.
We consider n-person games with quasi-concave payoffs that depend on a player's own action and the sum of all players' actions. We show that a discrete-time, stochastic process in which players move towards better replies—the better-reply dynamics—converges globally to a Nash equilibrium if actions are either strategic substitutes or strategic complements for all players around each Nash equilibrium that is asymptotically stable under a deterministic, adjusted best-reply dynamics. We present an example of a 2-person game with a unique equilibrium where the derivatives of the best-reply functions have different signs and the better-reply dynamics does not converge.  相似文献   

12.
Non-incentivized belief elicitation has a negative effect on the belief accuracy of experienced observers predicting choices in 2 × 2 matrix games. This negative impact extends to the accuracy of group beliefs and revised beliefs after forecasters know each other's initial beliefs.  相似文献   

13.
This paper considers the robustness of equilibria to a small amount of incomplete information, where players are allowed to have heterogeneous priors. An equilibrium of a complete information game is robust to incomplete information under non-common priors if for every incomplete information game where each player's prior assigns high probability on the event that the players know at arbitrarily high order that the payoffs are given by the complete information game, there exists a Bayesian Nash equilibrium that generates behavior close to the equilibrium in consideration. It is shown that for generic games, an equilibrium is robust under non-common priors if and only if it is the unique rationalizable action profile. Set-valued concepts are also introduced, and for generic games, a smallest robust set is shown to exist and coincide with the set of a posteriori equilibria.  相似文献   

14.
We study the extent to which equilibrium payoffs of discounted repeated games can be obtained by 1-memory strategies. We establish the following in games with perfect (rich) action spaces: First, when the players are sufficiently patient, the subgame perfect Folk Theorem holds with 1-memory. Second, for arbitrary level of discounting, all strictly enforceable subgame perfect equilibrium payoffs can be approximately supported with 1-memory if the number of players exceeds two. Furthermore, in this case all subgame perfect equilibrium payoffs can be approximately supported by an ε-equilibrium with 1-memory. In two-player games, the same set of results hold if an additional restriction is assumed: Players must have common punishments. Finally, to illustrate the role of our assumptions, we present robust examples of games in which there is a subgame perfect equilibrium payoff profile that cannot be obtained with 1-memory. Thus, our results are the best that can be hoped for.  相似文献   

15.
Best response equivalence   总被引:1,自引:0,他引:1  
Two games are best-response equivalent if they have the same best-response correspondence. We provide a characterization of when two games are best-response equivalent. The characterizations exploit a dual relationship between payoff differences and beliefs. Some “potential game” arguments [Games Econ. Behav. 14 (1996) 124] rely only on the property that potential games are best-response equivalent to identical interest games. Our results show that a large class of games are best-response equivalent to identical interest games, but are not potential games. Thus we show how some existing potential game arguments can be extended.  相似文献   

16.
This paper studies the learning process carried out by two agents who are involved in many games. As distinguishing all games can be too costly (require too much reasoning resources) agents might partition the set of all games into categories. Partitions of higher cardinality are more costly. A process of simultaneous learning of actions and partitions is presented and equilibrium partitions and action choices characterized. Learning across games can destabilize strict Nash equilibria even for arbitrarily small reasoning costs and even if players distinguish all the games at the stable point. The model is also able to explain experimental findings from the traveler?s dilemma and deviations from subgame perfection in bargaining games.  相似文献   

17.
An Evolutionary Interpretation of Mixed-Strategy Equilibria   总被引:1,自引:0,他引:1  
A convincing interpretation of mixed-strategy equilibria describes them as steady states in a large population in which players use pure strategies but the population as a whole mimics a mixed strategy. I study the conditions under which an evolutionary, stochastic learning process converges to the appropriate distribution over pure strategies in the population. I find that not all mixed equilibria can be justified as the result of an evolutionary process even if the equilibrium is unique. For symmetric 2 × 2 and 3 × 3 games I give necessary and sufficient conditions for convergence, which are related to the concept of an ESS, and forn × ngames I give a sufficient condition.Journal of Economic LiteratureClassification Numbers: C73, D83.  相似文献   

18.
In traditional reputation models, the ability to build a reputation is good for the long-run player. In [Ely, J., Valimaki, J., 2003. Bad reputation. NAJ Econ. 4, 2; http://www.najecon.org/v4.htm. Quart. J. Econ. 118 (2003) 785–814], Ely and Valimaki give an example in which reputation is unambiguously bad. This paper characterizes a class of games in which that insight holds. The key to bad reputation is that participation is optional for the short-run players, and that every action of the long-run player that makes the short-run players want to participate has a chance of being interpreted as a signal that the long-run player is “bad.” We allow a broad set of commitment types, allowing many types, including the “Stackelberg type” used to prove positive results on reputation. Although reputation need not be bad if the probability of the Stackelberg type is too high, the relative probability of the Stackelberg type can be high when all commitment types are unlikely.  相似文献   

19.
It is well established for evolutionary dynamics in asymmetric games that a pure strategy combination is asymptotically stable if and only if it is a strict Nash equilibrium. We use an extension of the notion of a strict Nash equilibrium to sets of strategy combinations called ‘strict equilibrium set’ and show the following. For a large class of evolutionary dynamics, including all monotone regular selection dynamics, every asymptotically stable set of rest points that contains a pure strategy combination in each of its connected components is a strict equilibrium set. A converse statement holds for two-person games, for convex sets and for the standard replicator dynamic.  相似文献   

20.
For Bayesian games of strategic complementarities, we provide a constructive proof of the existence of a greatest and a least Bayesian Nash equilibrium, each one in strategies that are monotone in type. Our main assumptions, besides strategic complementarities, are that each player's payoff displays increasing differences in own action and the profile of types and that each player's interim beliefs are increasing in type with respect to first-order stochastic dominance (e.g., types are affiliated). The result holds for general action and type spaces (single-, multi-, or infinite-dimensional; continuous or discrete) and no prior is assumed. We also provide the following comparative statics result: the greatest and least equilibria are higher if there is a first-order stochastic dominant shift in the interim beliefs. We apply this result to strategic information revelation in games of voluntary disclosure.  相似文献   

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