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1.
We examine an n-player prisoners’ dilemma game in which only individual deviations are allowed, while coalitional deviations (even non-binding ones) are not, and every player is assumed to be sufficiently farsighted to understand not only the direct outcome of his own deviation but also the ultimate outcome resulting from a chain of subsequent deviations by other players. We show that there exists a unique, noncooperative farsighted stable set (NFSS) and that it supports at least one (partially and/or fully) cooperative outcome, which is individually rational and Pareto-efficient. We provide a sufficient condition for full cooperation. Further, we discuss the relationship between NFSS and other “stable set” concepts such as the (myopic) von Neumann–Morgenstern stable set, Harsanyi (1974)’s strictly stable set, Chwe (1994)’s largest consistent set, and the cooperative farsighted stable set examined by Suzuki and Muto (2005). The author is very grateful to Professor Eiichi Miyagawa, the editor and the associate editor of this journal for their insightful comments and suggestions. He also acknowledges the financial support of Japan Society for the Promotion of Science [Grant-in-Aid for Scientific Research (C), No. 18530175].  相似文献   

2.
This paper deals with 2-player coordination games with vanishing actions, which are repeated games where all diagonal payoffs are strictly positive and all non-diagonal payoffs are zero with the following additional property: At any stage beyond r, if a player has not played a certain action for the last r stages, then he unlearns this action and it disappears from his action set. Such a game is called an r-restricted game. To evaluate the stream of payoffs we use the average reward. For r = 1 the game strategically reduces to a one-shot game and for r ≥ 3 in Schoenmakers (Int Game Theory Rev 4:119–126, 2002) it is shown that all payoffs in the convex hull of the diagonal payoffs are equilibrium rewards. In this paper for the case r = 2 we provide a characterization of the set of equilibrium rewards for 2 × 2 games of this type and a technique to find the equilibrium rewards in m × m games. We also discuss subgame perfection.  相似文献   

3.
Multicriteria games describe strategic interactions in which players, having more than one criterion to take into account, don’t have an a-priori opinion on the relative importance of all these criteria. Roemer (Econ. Bull. 3:1–13, 2005) introduces an organizational interpretation of the concept of equilibrium: each player can be viewed as running a bargaining game among criteria. In this paper, we analyze the bargaining problem within each player by considering the Kalai-Smorodinsky bargaining solution (see Kalai and Smorodinsky in Econometrica 43:513–518, 1975). We provide existence results for the so called Kalai-Smorodinsky bargaining solution equilibria for a general class of disagreement points which properly includes the one considered by Roemer (Econ. Bull. 3:1–13, 2005). Moreover we look at the refinement power of this equilibrium concept and show that it is an effective selection device even when combined with classical refinement concepts based on stability with respect to perturbations; in particular, we consider the extension to multicriteria games of the Selten’s trembling hand perfect equilibrium concept (see Selten in Int. J. Game Theory 4:25–55, 1975) and prove that perfect Kalai-Smorodinsky bargaining solution equilibria exist and properly refine both the perfect equilibria and the Kalai-Smorodinsky bargaining solution equilibria.  相似文献   

4.
In this paper, we deal with Aubin cores and bargaining sets in convex cooperative fuzzy games. We first give a simple and direct proof to the well-known result (proved by Branzei et al. (Fuzzy Sets Syst 139:267–281, 2003)) that for a convex cooperative fuzzy game v, its Aubin core C(v) coincides with its crisp core C cr (v). We then introduce the concept of bargaining sets for cooperative fuzzy games and prove that for a continuous convex cooperative fuzzy game v, its bargaining set coincides with its Aubin core, which extends a well-known result by Maschler et al. for classical cooperative games to cooperative fuzzy games. We also show that some results proved by Shapley (Int J Game Theory 1:11–26, 1971) for classical decomposable convex cooperative games can be extended to convex cooperative fuzzy games.  相似文献   

5.
In a strategic game, a curb set (Basu and Weibull, Econ Lett 36:141–146, 1991) is a product set of pure strategies containing all best responses to every possible belief restricted to this set. Prep sets (Voorneveld, Games Econ Behav 48:403–414, 2004) relax this condition by only requiring the presence of at least one best response to such a belief. The purpose of this paper is to provide sufficient conditions under which minimal prep sets give sharp predictions. These conditions are satisfied in many economically relevant classes of games, including supermodular games, potential games, and congestion games with player-specific payoffs. In these classes, minimal curb sets generically have a large cutting power as well, although it is shown that there are relevant subclasses of coordination games and congestion games where minimal curb sets have no cutting power at all and simply consist of the entire strategy space.  相似文献   

6.
We demonstrate that, if there are sufficiently many players, any Bayesian equilibrium of an incomplete information game can be “ε-purified” . That is, close to any Bayesian equilibrium there is an approximate Bayesian equilibrium in pure strategies. Our main contribution is obtaining this result for games with a countable set of pure strategies. In order to do so we derive a mathematical result, in the spirit of the Shapley–Folkman Theorem, permitting countable strategy sets. Our main assumption is a “large game property,” dictating that the actions of relatively small subsets of players cannot have large affects on the payoffs of other players. E. Cartwright and M. Wooders are indebted to Phillip Reny, Frank Page and two anonymous referees for helpful comments.  相似文献   

7.
Loss aversion equilibrium   总被引:1,自引:0,他引:1  
The Nash equilibrium solution concept for games is based on the assumption of expected utility maximization. Reference dependent utility functions (in which utility is determined not only by an outcome, but also by the relationship of the outcome to a reference point) are a better predictor of behavior than expected utility. In particular, loss aversion is an important element of such utility functions.  We extend games to include loss aversion characteristics of the players. We define two types of loss-aversion equilibrium, a solution concept endogenizing reference points. The two types reflect different procedures of updating reference points during the game. Reference points emerge as expressions of anticipation which are fulfilled.  We show existence of myopic loss-aversion equilibrium for any extended game, and compare it to Nash equilibrium. Comparative statics show that an increase in loss aversion of one player can affect her and other players' payoffs in different directions. Received August 1998/Revised version February 2000  相似文献   

8.
We study the cores of non-atomic market games, a class of transferable utility cooperative games introduced by Aumann and Shapley (Values of non-atomic games, 1974), and, more in general, of those games that admit a na-continuous and concave extension to the set of ideal coalitions, studied by Einy et al. (Int J Game Theory 28:1–14, 1999). We show that the core of such games is norm compact and some related results. We also give a Multiple Priors interpretation of some of our findings.  相似文献   

9.
Proper rationalizability and backward induction   总被引:1,自引:0,他引:1  
This paper introduces a new normal form rationalizability concept, which in reduced normal form games corresponding to generic finite extensive games of perfect information yields the unique backward induction outcome. The basic assumption is that every player trembles “more or less rationally” as in the definition of a ε-proper equilibrium by Myerson (1978). In the same way that proper equilibrium refines Nash and perfect equilibrium, our model strengthens the normal form rationalizability concepts by Bernheim (1984), B?rgers (1994) and Pearce (1984). Common knowledge of trembling implies the iterated elimination of strategies that are strictly dominated at an information set. The elimination process starts at the end of the game tree and goes backwards to the beginning. Received: October 1996/Final version: May 1999  相似文献   

10.
A product set of strategies is a p-best response set if for each agent it contains all best responses to any distribution placing at least probability p on his opponents’ profiles belonging to the product set. A p-best response set is minimal if it does not properly contain another p-best response set. We study a perturbed joint fictitious play process with bounded memory and sample and a perturbed independent fictitious play process as in Young (Econometrica 61:57–84, 1993). We show that in n-person games only strategies contained in the unique minimal p-best response set can be selected in the long run by both types of processes provided that the rate of perturbations and p are sufficiently low. For each process, an explicit bound of p is given and we analyze how this critical value evolves when n increases. Our results are robust to the degree of incompleteness of sampling relative to memory.  相似文献   

11.
Quitting games are multi-player sequential games in which, at every stage, each player has the choice between continuing and quitting. The game ends as soon as at least one player chooses to quit; each player i then receives a payoff r S i, which depends on the set S of players that did choose to quit. If the game never ends, the payoff to each player is zero.? We exhibit a four-player quitting game, where the “simplest” equilibrium is periodic with period two. We argue that this implies that all known methods to prove existence of an equilibrium payoff in multi-player stochastic games are therefore bound to fail in general, and provide some geometric intuition for this phenomenon. Received: October 2001  相似文献   

12.
A stochastic game isvalued if for every playerk there is a functionr k:S→R from the state spaceS to the real numbers such that for every ε>0 there is an ε equilibrium such that with probability at least 1−ε no states is reached where the future expected payoff for any playerk differs fromr k(s) by more than ε. We call a stochastic gamenormal if the state space is at most countable, there are finitely many players, at every state every player has only finitely many actions, and the payoffs are uniformly bounded and Borel measurable as functions on the histories of play. We demonstrate an example of a recursive two-person non-zero-sum normal stochastic game with only three non-absorbing states and limit average payoffs that is not valued (but does have ε equilibria for every positive ε). In this respect two-person non-zero-sum stochastic games are very different from their zero-sum varieties. N. Vieille proved that all such non-zero-sum games with finitely many states have an ε equilibrium for every positive ε, and our example shows that any proof of this result must be qualitatively different from the existence proofs for zero-sum games. To show that our example is not valued we need that the existence of ε equilibria for all positive ε implies a “perfection” property. Should there exist a normal stochastic game without an ε equilibrium for some ε>0, this perfection property may be useful for demonstrating this fact. Furthermore, our example sews some doubt concerning the existence of ε equilibria for two-person non-zero-sum recursive normal stochastic games with countably many states. This research was supported financially by the German Science Foundation (Deutsche Forschungsgemeinschaft) and the Center for High Performance Computing (Technical University, Dresden). The author thanks Ulrich Krengel and Heinrich Hering for their support of his habilitation at the University of Goettingen, of which this paper is a part.  相似文献   

13.
A general communication device is a device that at every stage of the game receives a private message from each player, and in return sends a private signal to each player; the signals the device sends depend on past play, past signals it sent, and past messages it received.  An autonomous correlation device is a general communication device where signals depend only on past signals the device sent, but not on past play or past messages it received.  We show that the set of all equilibrium payoffs in extended games that include a general communication device coincides with the set of all equilibrium payoffs in extended games that include an autonomous correlation device. A stronger result is obtained when the punishment level is independent of the history. Final version July 2001  相似文献   

14.
In Bolger [1993], an efficient value was obtained for a class of games called games with n players and r alternatives. In these games, each of the n players must choose one and only one of the r alternatives. This value can be used to determine a player’s “a priori” value in such a game. In this paper, we show that the value has a consistency property similar to the “consistency” for TU games in Hart/Mas-Colell [1989] and we present a set of axioms (including consistency) which characterizes this value.  The games considered in this paper differ from the multi-choice games considered by Hsiao and Raghavan [1993]. They consider games in which the actions of the players are ordered in the sense that, if i >j, then action i carries more “weight” than action j.  These games also differ from partition function games in that the worth of a coalition depends not only on the partitioning of the players but also on the action chosen by each subset of the partition. Received: April 1994/final version: June 1999  相似文献   

15.
We extend the reduced games introduced by Davis and Maschler (Naval Res Log Q 12:223–259, 1965) and Moulin (J Econ Theory 36:120–148, 1985) to multi-choice non-transferable utility games and define two related properties of consistency. We also show that the core proposed by Hwang and Li (Math Methods Oper Res 61:33–40, 2005) violates these two consistency properties. In order to investigate how seriously it violates these two consistency properties, we provide consistent extensions and consistent subsolutions of the core.  相似文献   

16.
For accep/reject games and coalitionless games, the classical Roos-Nash equilibrium is generalized to a so-called strongly dependent equilibrium, which exists for a wider class of games than the classical equilibrium. The following hierarchical chain of progressively stronger equilibria is established: symmetrical activeA-equilibrium, strongly dependent equilibrium, symmetricalB-equilibrium, Roos-Nash classical dependent equilibrium. The first three of these have been proposed by the author as weaker versions of the classical coalitionless equilibrium. Translated from Nelineinaya Dinamika i Upravlenie, pp. 217–227, 1999.  相似文献   

17.
Consider a set N of n (> 1) stores with single-item and single-period nondeterministic demands like in a classic newsvendor setting with holding and penalty costs only. Assume a risk-pooling single-warehouse centralized inventory ordering option. Allocation of costs in the centralized inventory ordering corresponds to modelling it as a cooperative cost game whose players are the stores. It has been shown that when holding and penalty costs are identical for all subsets of stores, the game based on optimal expected costs has a non empty core (Hartman et al. 2000, Games Econ Behav 31:26–49; Muller et al. 2002, Games Econ Behav 38:118–126). In this paper we examine a related inventory centralization game based on demand realizations that has, in general, an empty core even with identical penalty and holding costs (Hartman and Dror 2005, IIE Trans Scheduling Logistics 37:93–107). We propose a repeated cost allocation scheme for dynamic realization games based on allocation processes introduced by Lehrer (2002a, Int J Game Theor 31:341–351). We prove that the cost subsequences of the dynamic realization game process, based on Lehrer’s rules, converge almost surely to either a least square value or the core of the expected game. We extend the above results to more general dynamic cost games and relax the independence hypothesis of the sequence of players’ demands at different stages.  相似文献   

18.
 We consider diffraction at random point scatterers on general discrete point sets in ℝν, restricted to a finite volume. We allow for random amplitudes and random dislocations of the scatterers. We investigate the speed of convergence of the random scattering measures applied to an observable towards its mean, when the finite volume tends to infinity. We give an explicit universal large deviation upper bound that is exponential in the number of scatterers. The rate is given in terms of a universal function that depends on the point set only through the minimal distance between points, and on the observable only through a suitable Sobolev-norm. Our proof uses a cluster expansion and also provides a central limit theorem. Received: 10 October 2001 / Revised version: 26 January 2003 / Published online: 15 April 2003 Work supported by the DFG Mathematics Subject Classification (2000): 78A45, 82B44, 60F10, 82B20 Key words or phrases: Diffraction theory – Random scatterers – Random point sets – Quasicrystals – Large deviations – Cluster expansions  相似文献   

19.
We propose two variations of the non-cooperative bargaining model for games in coalitional form, introduced by Hart and Mas-Colell (Econometrica 64:357–380, 1996a). These strategic games implement, in the limit, two new NTU-values: the random marginal and the random removal values. Their main characteristic is that they always select a unique payoff allocation in NTU-games. The random marginal value coincides with the Consistent NTU-value (Maschler and Owen in Int J Game Theory 18:389–407, 1989) for hyperplane games, and with the Shapley value for TU games (Shapley in In: Contributions to the theory of Games II. Princeton University Press, Princeton, pp 307–317, 1953). The random removal value coincides with the solidarity value (Nowak and Radzik in Int J Game Theory 23:43–48, 1994) in TU-games. In large games we show that, in the special class of market games, the random marginal value coincides with the Shapley NTU-value (Shapley in In: La Décision. Editions du CNRS, Paris, 1969), and that the random removal value coincides with the equal split value.   相似文献   

20.
In this paper, we introduce and study a new iterative scheme for finding the common element of the set of common fixed points of a sequence of nonexpansive mappings, the set of solutions of an equilibrium problem and the set of solutions of the general system of variational inequality for α and μ-inverse-strongly monotone mappings. We show that the sequence converges strongly to a common element of the above three sets under some parameters controlling conditions. This main theorem extends a recent result of Ceng et al. (Math Meth Oper Res 67:375–390, 2008) and many others.  相似文献   

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