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1.
We study cooperative games with transferable utility and limited cooperation possibilities. The focus is on communication structures where the set of players forms a circle, so that the possibilities of cooperation are represented by the connected sets of nodes of an undirected circular graph. Single-valued solutions are considered which are the average of specific marginal vectors. A marginal vector is deduced from a permutation on the player set and assigns as payoff to a player his marginal contribution when he joins his predecessors in the permutation. We compare the collection of all marginal vectors that are deduced from the permutations in which every player is connected to his immediate predecessor with the one deduced from the permutations in which every player is connected to at least one of his predecessors. The average of the first collection yields the average tree solution and the average of the second one is the Shapley value for augmenting systems. Although the two collections of marginal vectors are different and the second collection contains the first one, it turns out that both solutions coincide on the class of circular graph games. Further, an axiomatization of the solution is given using efficiency, linearity, some restricted dummy property, and some kind of symmetry.  相似文献   

2.
In the framework of (set-valued or single-valued) solutions for coalitional games with transferable utility, the three notions of consistency, bilateral consistency, and converse consistency are frequently used to provide axiomatic characterizations of a particular solution (like the core, prekernel, prenucleolus, Shapley value). Our main equivalence theorem claims that a solution satisfies consistency (with respect to an arbitrary reduced game) if and only if the solution satisfies both bilateral consistency and converse consistency (with respect to the same reduced game). The equivalence theorem presumes transitivity of the reduced game technique as well as difference independence on payoff vectors for two-person reduced games.  相似文献   

3.
A Folk Theorem for Repeated Sequential Games   总被引:1,自引:0,他引:1  
We study repeated sequential games where players may not move simultaneously in stage games. We introduce the concept of effective minimax for sequential games and establish a Folk theorem for repeated sequential games. The Folk theorem asserts that any feasible payoff vector where every player receives more than his effective minimax value in a sequential stage game can be supported by a subgame perfect equilibrium in the corresponding repeated sequential game when players are sufficiently patient. The results of this paper generalize those of Wen (1994), and of Fudenberg and Maskin (1986). The model of repeated sequential games and the concept of effective minimax provide an alternative view to the Anti–Folk theorem of Lagunoff and Matsui (1997) for asynchronously repeated pure coordination games.  相似文献   

4.
A characterization of the extreme core allocations of the assignment game is given in terms of the reduced marginal worth vectors. For each ordering in the player set, a payoff vector is defined where each player receives his or her marginal contribution to a certain reduced game played by his or her predecessors. This set of reduced marginal worth vectors, which for convex games coincide with the usual marginal worth vectors, is proved to be the set of extreme points of the core of the assignment game. Therefore, although assignment games are hardly ever convex, the same characterization of extreme core allocations is valid for convex games.  相似文献   

5.
Summary. We show, by employing a density result for probability measures, that in games with a finite number of players and ∞-dimensional pure strategy spaces Nash equilibria can be approximated by finite mixed strategies. Given ε>0, each player receives an expected utility payoff ε/2 close to his Nash payoff and no player could change his strategy unilaterally and do better than ε. Received: July 15, 1997; revised version: February 6, 1998  相似文献   

6.
We analyze reputation effects in two-player repeated games of strictly conflicting interests. In such games, player 1 has a commitment action such that a best reply to it gives player 1 the highest individually rational payoff and player 2 the minmax payoff. Players have equal discount factors. With positive probability player 1 is a type who chooses the commitment action after every history. We show that player 1's payoff converges to the maximally feasible payoff when the discount factor converges to one. This contrasts with failures of reputation effects for equal discount factors that have been demonstrated in the literature.  相似文献   

7.
An aggregate game is a normal-form game with the property that each playerʼs payoff is a function of only his own strategy and an aggregate of the strategy profile of all players. Such games possess properties that can often yield simple characterizations of equilibrium aggregates without requiring that one solves for the equilibrium strategy profile. When payoffs have a quasi-linear structure and a degree of symmetry, we construct a self-generating maximization program over the space of aggregates with the property that the solution set corresponds to the set of equilibrium aggregates of the original n-player game. We illustrate the value of this approach in common-agency games where the playersʼ strategy space is an infinite-dimensional space of nonlinear contracts. We derive equilibrium existence and characterization theorems for both the adverse selection and moral hazard versions of these games.  相似文献   

8.
Dynamics for play of transferable‐utility cooperative games are proposed that require information regarding own payoff experiences and other players’ past actions, but not regarding other players’ payoffs. The proposed dynamics provide an evolutionary interpretation of the proto‐dynamic ‘blocking argument’ (Edgeworth, 1881) based on the behavioral principles of ‘aspiration adaptation’ (Sauermann and Selten, 1962) instead of best response. If the game has a non‐empty core, the dynamics are absorbed into the core in finite time with probability one. If the core is empty, the dynamics cycle infinitely through all coalitions.  相似文献   

9.
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   

10.
A payoff for a game is partnered if it admits no asymmetric dependencies. We introduce the partnered core of a game without side payments and show that the partnered core of a balanced game is nonempty. The result is a strengthening of Scarf's Theorem on the nonemptiness of the core of a balanced game without side payments. In addition, it is shown that if there are at most a countable number of points in the partnered core of a game then at least one core point isminimallypartnered, meaning that no player requires any other player in particular to obtain his part of the core payoff.Journal of Economic LiteratureClassification Number: C71.  相似文献   

11.
We introduce a “dynamic non-equivalent utilities” (DNEU) condition and the notion of dynamic player-specific punishments for a general repeated game with unequal discounting, both naturally generalizing the stationary counterparts in Abreu et al. (1994). We show that if the DNEU condition, i.e., no pair of players have equivalent utility functions in the repeated game, is satisfied, then any feasible and strictly sequentially individually rational payoff sequence allows dynamic player-specific punishments. Using this result, we prove a folk theorem for unequal discounting repeated games that satisfy the DNEU condition.  相似文献   

12.
As a justification of the core as a set of stable social states, Sengupta and Sengupta [1996. A property of the core. Games Econ. Behav. 12, 266–273] show that for any transferable utility (TU) cooperative game with non-empty core, for every imputation outside the core there is an element in the core that indirectly dominates the imputation in a desirable way. In this note we show that this appealing property of the core no longer holds even for the class of hyperplane games, an immediate generalization of TU games into the environments without side payments.  相似文献   

13.
I consider repeated games on a network where players interact and communicate with their neighbors. At each stage, players choose actions and exchange private messages with their neighbors. The payoff of a player depends only on his own action and on the actions of his neighbors. At the end of each stage, a player is only informed of his payoff and of the messages he received from his neighbors. Payoffs are assumed to be sensitive to unilateral deviations. The main result is to establish a necessary and sufficient condition on the network for a Nash folk theorem to hold, for any such payoff function.  相似文献   

14.
In an extensive form game, an assessment is said to satisfy the one-deviation property if for all possible payoffs at the terminal nodes the following holds: if a player at each of his information sets cannot improve upon his expected payoff by deviating unilaterally at this information set only, he cannot do so by deviating at any arbitrary collection of information sets. Hendon et al. (1996. Games Econom. Behav. 12, 274–282) have shown that pre-consistency of assessments implies the one-deviation property. In this note, it is shown that an appropriate weakening of pre-consistency, termed updating consistency, is both a sufficient and necessary condition for the one-deviation property. The result is extended to the context of rationalizability.  相似文献   

15.
Proving the folk theorem in a game with three or more players usually requires imposing restrictions on the dimensionality of the stage-game payoffs. Fudenberg and Maskin (1986) assume full dimensionality of payoffs, while Abreu et al. (1994) assume the weaker NEU condition (“nonequivalent utilities”). In this note, we consider a class of n-player games where each player receives the same stage-game payoff, either zero or one. The stage-game payoffs therefore constitute a one-dimensional set, violating NEU. We show that if all players have different discount factors, then for discount factors sufficiently close to one, any strictly individually rational payoff profile can be obtained as the outcome of a subgame-perfect equilibrium with public correlation.  相似文献   

16.
Summary. A law of scarcity is that scarceness is rewarded. We demonstrate laws of scarcity for cores and approximate cores of games. Furthermore, we show that equal treatment core payoff vectors satisfy a condition of cyclic monotonicity. Our results are developed for parameterized collections of games and exact bounds on the maximum possible deviation of approximate core payoff vectors from satisfying a law of scarcity are stated in terms of the parameters describing the games. We note that the parameters can, in principle, be estimated.Received: 21 November 2002, Revised: 7 October 2003, JEL Classification Numbers: C71, C78, D41. Correspondence to: Myrna WoodersThis research was initiated in 1994 when the first author was in the IDEA Ph.D. Program of the Autonomous University of Barcelona. Support by the IBM Fund Award, the Latané Fund, the University of North Carolina Research Council, and the Warwick Centre for Public Economics is acknowledged. The second author gratefully acknowledges the support of the Direccio General dUniversitats of Catalonia, the Social Sciences and Humanities Research Council of Canada, and the Department of Economics of the Autonomous University of Barcelona. This article is dedicated to Marcel (Ket) Richter, a distinguished researcher and a wonderful teacher and mentor to his students. We are delighted to contribute our paper to this special issue of Economic Theory in his honor.  相似文献   

17.
Some well‐known coalitional TU (transferable utility) games applied to specific economic problems are shown to be connected through the relation defined as the anti‐dual. Solutions such as the core, the Shapley value and the nucleolus of anti‐dual games are obtained straightforwardly from original games.  相似文献   

18.
Two discrete time tâtonnement processes—one featuring successive tâtonnement, the other featuring simultaneous tâtonnement—for the core of coalitional games with transferable utility are introduced. For totally balanced games, the successive core tâtonnement process corresponds to the standard simultaneous price tâtonnement process of competitive equilibrium theory via the Shapley-Shubik (market game-direct market) correspondence. The simultaneous core tâtonnement process is based entirely on the intuition behind the definition of the core for games with transferable utility, and it does not correspond to any evident competitive equilibrium tâtonnement process. Both processes are proven to be globally stable. The two processes offer easily implementable algorithms for approximately computing core points.  相似文献   

19.
A situation in which a finite set of players can obtain certain payoffs by cooperation can be described by a cooperative game with transferable utility, or simply a TU-game. A (single-valued) solution for TU-games assigns a payoff distribution to every TU-game. A well-known solution is the Shapley value. In the literature various models of games with restricted cooperation can be found. So, instead of allowing all subsets of the player set N to form, it is assumed that the set of feasible coalitions is a subset of the power set of N. In this paper, we consider such sets of feasible coalitions that are closed under union, i.e. for any two feasible coalitions also their union is feasible. We consider and axiomatize two solutions or rules for these games that generalize the Shapley value: one is obtained as the conjunctive permission value using a corresponding superior graph, the other is defined as the Shapley value of a modified game similar as the Myerson value for games with limited communication.  相似文献   

20.
Game theoretic models of learning which are based on the strategic form of the game cannot explain learning in games with large extensive form. We study learning in such games by using valuation of moves. A valuation for a player is a numeric assessment of her moves that purports to reflect their desirability. We consider a myopic player, who chooses moves with the highest valuation. Each time the game is played, the player revises her valuation by assigning the payoff obtained in the play to each of the moves she has made. We show for a repeated win-lose game that if the player has a winning strategy in the stage game, there is almost surely a time after which she always wins. When a player has more than two payoffs, a more elaborate learning procedure is required. We consider one that associates with each move the average payoff in the rounds in which this move was made. When all players adopt this learning procedure, with some perturbations, then, with probability 1 there is a time after which strategies that are close to subgame perfect equilibrium are played. A single player who adopts this procedure can guarantee only her individually rational payoff.  相似文献   

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