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1.
Experimental Economics - An inequality game is an asymmetric 2 × 2 coordination game in which player 1 earns a substantially higher payoff than player 2 except in the inefficient Nash...  相似文献   

2.
We develop an asynchronous framework in which each player can optimally select the frequency of his moves based on cost-benefit considerations. To demonstrate how such ability to commit can alleviate coordination problems, we apply the framework to monetary policy.  相似文献   

3.
We report the results of experiments designed to test the impact of social status on learning in a coordination game. In the experiment, all subjects observe the play of an agent who either has high status or low status. In one treatment the agent is another player in the game; in the other the agent is a simulated player. Status is assigned within the experiment based on answers to a trivia quiz. The coordination game has two equilibria: one is payoff-dominant but risky, and the other is risk-dominant. The latter is most commonly chosen in experiments where there is no coordination device. We find that a commonly observed agent enhances coordination on the payoff-dominant equilibrium more often when the agent has high status.   相似文献   

4.
This paper investigates optimal play in coordination games in which cognition plays an important role. In our game logically omniscient players would be able to identify a distinct coordination opportunity from other obvious facts. Real players may be unable to make the required inference. Our main experimental results are that in a coordination task with a cognitive component (1) players play differently when playing against themselves rather than against another player, and (2) given the opportunity, players signal cognition by choosing the coordination task over an outside option, a phenomenon which we refer to as cognitive forward induction.  相似文献   

5.
This paper investigates the role of endogenous timing of decisions on coordination under asymmetric information. In the equilibrium of a global coordination game, where players choose the timing of their decision, a player who has sufficiently high beliefs about the state of the economy undertakes an investment without delay. This decision (potentially) triggers an investment by the other player whose beliefs would have led to inaction otherwise. Endogenous timing has two distinct effects on coordination: a learning effect (early decisions reveal information) and a complementarity effect (early decisions eliminate strategic uncertainty for late movers). The experiments that we conduct to test these theoretical results show that the learning effect of timing has more impact on the subjects' behavior than the complementarity effect. We also observe that subjects' welfare improves significantly under endogenous timing.  相似文献   

6.
Previous studies have shown that simply knowing one player moves first can affect behavior in games, even when the first-mover's moves are known to be unobservable. This observation violates the game-theoretic principle that timing of unobserved moves is irrelevant, but is consistent with virtual observability, a theory of how timing can matter without the ability to observe actions. However, this previous research only shows that timing matters in games where knowledge that one player moved first can help select that player's preferred equilibrium, presenting an alternative explanation to virtual observability. We extend this work by varying timing of unobservable moves in ultimatum bargaining games and “weak link” coordination games. In the latter, the equilibrium selection explanation does not predict any change in behavior due to timing differences. We find that timing without observability affects behavior in both games, but not substantially.  相似文献   

7.
Constitutional analysis is used to evaluate the role of the WTO. The following questions are addressed: - can the WTO define and implement its own decisions, rather than those of its members? - if so, does this make it an ‘organised player’, capable of having its own role? - what allows it to exist as an ‘organised player’? My main conclusion is that the WTO's legitimisation depends not only on its safeguarding of existing rules, but also on its long-term ability to maintain equity in the distribution of benefits and costs among member Countries.  相似文献   

8.
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   

9.
Laboratory experiments are used to evaluate the extent to which players in games can coordinate investments that diminish the probability of losses due to security breaches or terrorist attacks. In this environment, economically sensible investments may be foregone if their potential benefits are negated by failures to invest in security at other sites. The result is a coordination game with a desirable high-payoff, high-security equilibrium and an undesirable low-security equilibrium that may result if players do not expect others to invest in security. One unique feature of this coordination situation is that investment in security by one player generates a positive externality such that all other players’ expected payoffs are increased, regardless of those other players’ investment decisions. Coordination failures are pervasive in a baseline experiment with simultaneous decisions, but coordination is improved if players are allowed to move in an endogenously determined sequence. In addition, coordinated security investments are observed more often when the largest single security threat to individuals is preventable by their own decisions to invest in security. The security coordination game is a “potential game,” and the success of coordination on the more secure equilibrium is related to the notion of potential function maximization and basin of attraction.   相似文献   

10.
《Research in Economics》2014,68(4):306-314
There is tight link between coordination and common knowledge. The role of higher order beliefs in static incomplete information games has been widely studied. In particular, information frictions break down common knowledge. A large body of literature in economics examine dynamic coordination problems when there are timing frictions, in the sense that players do not all move at once. Timing frictions in dynamic coordination games play a role that is closely analogous to information frictions in static coordination games.This paper makes explicit the role of higher order beliefs about timing in dynamic coordination games with timing frictions. An event is said to be effectively known if a player knew the event when he last had an option to change his behavior. The lack of effective common knowledge of the time drives results of dynamic coordination games.  相似文献   

11.
国家创新能力是衡量一个国家发展水平的重要指标,创新政策是提升国家创新能力的重要手段,多部门推出的创新政策“组合拳”关乎国家创新能力的命脉。因此,实现多部门协同创新即跨部门协调合作显得至关重要。中美两国最初以不同方式组建了国家创新体系,美国以市场为导向,中国以政府为导向,其结果是美国形成了“官产学研用”创新模式,中国仍停留在“官产学研”阶段。在创新政策制定过程中,美国形成了“制衡-合作”的跨部门协调主导模式,中国形成了“等级-线性”的跨部门协调主导模式。对比研究发现,中国国家创新体系存在创新转化能力弱的问题,而跨部门协调存在协调范围窄、协调方式单一、协调时效性滞后、协调不规范、主体间协调沟通机制不健全等问题。  相似文献   

12.
We study an all-pay contest with multiple identical prizes (“lifeboat seats”). Prizes are partitioned into subsets of prizes (“lifeboats”). Players play a two-stage game. First, each player chooses an element of the partition (“a lifeboat”). Then each player competes for a prize in the subset chosen (“a seat”). We characterize and compare the subgame perfect equilibria in which all players employ pure strategies or all players play identical mixed strategies in the first stage. The partitioning of prizes can lead to coordination failure when players employ nondegenerate mixed strategies. In these equilibria some rents are sheltered and rent dissipation is reduced.  相似文献   

13.
Punishment of shirkers is often an effective means of attenuating incentive problems and sustaining coordination in work teams. Explanations of the motivation to punish generally rely either on small group size or on a Folk theorem that requires coordinated punishment and, hence, highly accurate information concerning the behavior of each player. We provide a model of team production in which the punishment of shirkers depends on strong reciprocity: the willingness of some team members to contribute altruistically to a joint project and also to bear costs in order to discipline fellow members who do not contribute. This alternative does not require small group size, complex coordinated punishing activities, or implausible informational assumptions. An experimental public goods game provides evidence for the behavioral relevance of strong reciprocity and how it differs from unconditional altruism.  相似文献   

14.
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   

15.
This paperendogenously determines the order of offers and the duration of delay in reaching agreement between buyers and sellers in a continuous-time bargaining game in which a seller wishes to vend an object of known cost to a buyer, to whom the value of the good is private information, and in which each player can choose to strategically delay a response to a previous offer or to interrupt the delay of his rival. Both buyers and sellers are shown to prefer to move first in a model of bargaining in which: (1) either player can make the first offer; (2) after the minimum time has elapsed from the previous offer, either player can make an offer; and (3) players can choose to strategically delay and refrain from making an offer after the previous offer. When the buyer moves first, the equilibrium response for the seller is to accept the offer immediately. When the seller moves first the equilibrium is characterized by the seller making all but the last offer, with minimal feasible delay between successive offers. Observable endogenous delay in reaching an agreement in such equilibria approaches zero as the minimal feasible delay between offers approaches zero. This indicates that in noncooperative bargaining models with private information, where players can strategically delay their offers, endogenizing the order in which players make offers removes the ability of informational asymmetries to generate equilibria exhibiting endogenous delay in reaching an agreement.  相似文献   

16.
This paper studies a stochastic equilibrium selection model for binary coordination games. Players switch strategies stochastically so that the mistake probabilities are fully dependent on the population states. A probabilistic behavior is said to be aspiration (imitation, resp.) oriented if strategy switches are mainly driven by the aspiration (imitation, resp.) effect. In general, a strategy switch by one player generates externalities on others. Strategies in a coordination game can be classified according to the relative magnitude of their externality effects. It is shown that the selection outcome for a linear coordination game is determined in a specific way by the balance of the risk dominance, the aspiration/imitation, and the externality effects. It is also shown that an aspiration (imitation, resp.) oriented behavior tends to select payoff dominant (maxmin, resp.) equilibrium and that risk dominant equilibrium is always selected if and only if the aspiration and the imitation effects exactly cancel each other out, which in turn makes the selection process insensitive to externality effects. Journal of Economic Literature Classification Number: C72.  相似文献   

17.
As elected politicians’ knowledge, information and expertise about the policy process decrease, so will their ability to control it and to independently shape its agenda. When elected politicians spend less time in their positions due to cabinet instability, they will have less knowledge about policy issues in comparison to career bureaucrats. Multiparty parliamentary systems are characterized by cabinet instability, hence increasing the likelihood of this phenomenon. Indeed it has been shown that in these systems the bureaucracy is the main player in the policy process. This paper illustrates this phenomenon in the Israeli context, a clear example of a multiparty democracy with an unstable cabinet and a dominant bureaucracy.  相似文献   

18.
In many economic situations, a player pursues coordination or anti-coordination with her neighbors on a network, but she also has intrinsic preferences among the available options. We here introduce a model which allows to analyze this issue by means of a simple framework in which players endowed with an idiosyncratic identity interact on a social network through strategic complements or substitutes. We classify the possible types of Nash equilibria under complete information, finding two thresholds for switching action that relate to the two-player setup of the games. This structure of equilibria is considerably reduced when turning to incomplete information, in a setup in which players only know the distribution of the number of neighbors of the network. For high degrees of heterogeneity in the population the equilibria is such that every player can choose her preferred action, whereas if one of the identities is in the minority frustration ensues.  相似文献   

19.
In a global game, larger ambiguity is shown to decrease the amount of coordination each player perceives. Consequently, small uncertainty tends to select the Pareto dominated equilibrium of the game without uncertainty. Implications for models of financial crises are drawn.  相似文献   

20.
The voluntary exchange model, where the amount of a public good and contributions to its cost are simultaneously determined, is treated as a (2×2) non-cooperative non-constant-sum game. Three conceptually different types of games emerge. One of them is ‘Chicken’; each player can gain by pre-emptively threatening to pay nothing—unless the other player acts likewise. ‘Zero public goods’ is thus a possible outcome of voluntary exchange, even though it is Pareto inferior.  相似文献   

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