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1.
This paper studies n-player \((n\ge 3)\) undiscounted repeated games with imperfect monitoring. We prove that all uniform communication equilibrium payoffs of a repeated game can be obtained as Nash equilibrium payoffs of the game extended by unmediated cheap talk. We also show that all uniform communication equilibrium payoffs of a repeated game can be reached as Nash equilibrium payoffs of the game extended by a pre-play correlation device and a cheap-talk procedure that only involves public messages; furthermore, in the case of imperfect public and deterministic signals, no cheap talk is conducted on the equilibrium path.  相似文献   

2.
Various models of 2-player stopping games have been considered which assume that players simultaneously observe a sequence of objects. Nash equilibria for such games can be found by first solving the optimal stopping problems arising when one player remains and then defining by recursion the normal form of the game played at each stage when both players are still searching (a 2 × 2 matrix game). The model considered here assumes that Player 1 always observes an object before Player 2. If Player 1 accepts the object, then Player 2 does not see that object. If Player 1 rejects an object, then Player 2 observes it and may choose to accept or reject it. It is shown that such a game can be solved using recursion by solving appropriately defined subgames, which are played at each moment when both players are still searching. In these subgames Player 1 chooses a threshold, such that an object is accepted iff its value is above this threshold. The strategy of Player 2 in this subgame is a stopping rule to be used when Player 1 accepts this object, together with a threshold to be used when Player 1 rejects the object. Whenever the payoff of Player 1 does not depend on the value of the object taken by Player 2, such a game can be treated as two optimisation problems. Two examples are given to illustrate these approaches.  相似文献   

3.
Markov stopping games with random priority   总被引:1,自引:0,他引:1  
In the paper a construction of Nash equilibria for a random priority finite horizon two-person non-zero sum game with stopping of Markov process is given. The method is used to solve the two-person non-zero-sum game version of the secretary problem. Each player can choose only one applicant. If both players would like to select the same one, then the lottery chooses the player. The aim of the players is to choose the best candidate. An analysis of the solutions for different lotteries is given. Some lotteries admit equilibria with equal Nash values for the players.The research was supported in part by Committee of Scientific Research under Grant KBN 211639101.  相似文献   

4.
This paper studies a special class of differential information games with pre-play communication —games with “cheap play”. We consider problems in which there are several rounds of payoff-irrelevant publicly observable choice (or discussion) of actions, followed by a final round in which actions are binding and payoff relevant. A natural focal subset of equilibria of such games in one that consists of equilibria involvingno regret. Such games were first studied by Green and Laffont (1987), where a criterion calledposterior implementability is introduced with the intention of identifying regret-free equilibria in games with cheap play. This is simply a restriction on the Bayesian equilibrium of the underlying one-shot game. If indeed such a restriction does characterize regret-freeness, then the analytics of such situations would be enormously simplified since one can ignore the messy extended-form of the cheap play game; merely examining the one-shot game is sufficient. We argue that regret-freeness of an equilibrium has a subtle distinction: regret-freeness in moves and regret-freeness in assessments. We show that the former causes the extended-form to be irrelevant; posterior implementability completely characterizes equilibria with regret-freeness in moves. The latter, on the other hand, does not yield a similar principle: the extended-form cannot be ignored.  相似文献   

5.
连续对策上的计策问题   总被引:8,自引:0,他引:8  
限定一个连续对策不是平凡地无意义(例如对某个局中人绝对有利等),我们提出了连续对策上的计策的基本概念。最后得到结论,如果局中人1使用经典对策,那么他的赢得期望必不是赢得函数的最大值。如果局中人1使用计策成功(即使得局中人2中计),那么局中人1必取得赢得函数的最大值,局中人2也有对偶的结果。  相似文献   

6.
In a role game, players can condition their strategies on their player position in the base game. If the base game is strategically equivalent to a zero-sum game, the set of Nash equilibria of the role game is globally asymptotically stable under the best response dynamics. If the base game is 2 ×2, then in the cyclic case the set of role game equilibria is a continuum. We identify a single equilibrium in this continuum that attracts all best response paths outside the continuum. Received: June 2001  相似文献   

7.
This paper defines “negotiation-proof Nash equilibrium', a notion that applies to environments where players can negotiate openly and directly prior to the play of a noncooperative game. It recognizes the possibility that a group of self-interested players may choose, voluntarily and without binding agreement, to coordinate their choice of strategies and make joint objections; moreover, it takes the perfect foresight of rational players fully into account. The merit of the notion of negotiation-proof Nash equilibrium is twofold: (1) It offers a way to rectify the nestedness assumption and myopia embedded in the notion of coalition-proof Nash equilibrium. (2) The negotiation process is formalized by a “graph”, which serves as a natural extension to the approach that models preplay communication by an extensive game. Received: October 1998/Final version: May 2000  相似文献   

8.
We consider two-person zero-sum attrition games in which an attacker and a defender are in combat with each other on a network. The attacker marches from a starting node to a destination node, hoping that the initial members survive the march. The defender deploys his forces on arcs in order to intercept the attacker. If the attacker encounters the defender on an arc, the attacker incurs casualties according to Lanchester’s square law. We consider two models: a one-shot game in which the two players have no information about their opponents, and a two-stage game in which both players have some information about their opponents. For both games, the payoff is defined as the number of survivors for the attacker. The attacker’s strategy is to choose a path, and the defender’s is to deploy the defending forces on arcs. We propose a numerical algorithm, in which nonlinear programming is embedded, to derive the equilibrium of the game.  相似文献   

9.
We consider zero-sum game which is called Simple MIX game. Each of two players (I and II) draws a number (x andy respectively) according to a uniform distribution on [0, 1]. After observing his number each player can then choose to offer or not offer to exchange his number for the other player's number. Conditions for an exchange are the following: 1) both players must offer for a trade to occur with certainty; 2) if only one player offers, a trade occurs with probabilityp. A player's payoff is equal to 1, 0 or — 1 if the value of the number which he finally gets is greater, equal or less than the number of his opponent. In the present paper we shall investigate Simple MIX game in which both of the players can obtain additional information about the opponent's number. Besides, we consider two-stage variant of this game.  相似文献   

10.
We study the properties of finitely complex, symmetric, globally stable, and semi-perfect equilibria. We show that: (1) If a strategy satisfies these properties then players play a Nash equilibrium of the stage game in every period; (2) The set of finitely complex, symmetric, globally stable, semi-perfect equilibrium payoffs in the repeated game equals the set of Nash equilibria payoffs in the stage game; and (3) A strategy vector satisfies these properties in a Pareto optimal way if and only if players play some Pareto optimal Nash equilibrium of the stage game in every stage. Our second main result is a strong anti-Folk Theorem, since, in contrast to what is described by the Folk Theorem, the set of equilibrium payoffs does not expand when the game is repeated.This paper is a revised version of Chapter 3 of my Ph.D. thesis, which has circulated under the title “An Interpretation of Nash Equilibrium Based on the Notion of Social Institutions”.  相似文献   

11.
We consider the following game: Two players independently choose a chain in a partially ordered set. How many bits of information have to be communicated until at least one of the players knows whether the chains have exactlyt elements in common? This model generalizes thet-intersection problem for subsets of a finite set. We establish the deterministic communication complexity in general. For the special cases of generalized Boolean algebras, we present improved nondeterministic and probabilistic protocols that are of optimal order of complexity for classes with fixed widthq.  相似文献   

12.
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   

13.
In this paper we consider cooperative games in which the possibilities for cooperation between the players are restricted because communication between the players is restricted. The bilateral communication possibilities are modeled by means of a (communication) graph. We are interested in how the communication restrictions influence the game. In particular, we investigate what conditions on the communication graph guarantee that certain appealing properties of the original game are inherited by the graph-restricted game, the game that arises once the communication restrictions are taken into account. We study inheritance of the following properties: average convexity, inclusion of the Shapley value in the core, inclusion of the Shapley values of a game and all its subgames in the corresponding cores, existence of a population monotonic allocation scheme, and the property that the extended Shapley value is a population monotonic allocation scheme. Received May 1998/Revised version January 2000  相似文献   

14.
S. Miquel  M. Núñez 《TOP》2011,19(1):189-212
In the framework of two-sided assignment markets, we first consider that, with several markets available, the players may choose where to trade. It is shown that the corresponding game, represented by the maximum of a finite set of assignment games, may not be balanced. Some conditions for balancedness are provided and, in that case, properties of the core are analyzed. Secondly, we consider that players may trade simultaneously in more than one market and then add up the profits. The corresponding game, represented by the sum of a finite set of assignment games, is balanced. Moreover, under some conditions, the sum of the cores of two assignment games coincides with the core of the sum game.  相似文献   

15.
We describe a coalitional value from a non-cooperative point of view, assuming coalitions are formed for the purpose of bargaining. The idea is that all the players have the same chances to make proposals. This means that players maintain their own “right to talk” when joining a coalition. The resulting value coincides with the weighted Shapley value in the game between coalitions, with weights given by the size of the coalitions. Moreover, the Harsanyi paradox (forming a coalition may be disadvantageous) disappears for convex games.  相似文献   

16.
考察内生网络环境下局中人之间的局部策略互动, 网络中的局中人只与直接邻居进行协同对策. 网络生成的过程中, 建立连接的费用是异质的~(具有两种水平), 与采取有效行动的局中人建立连接时执行高水平费用, 与采取风险占优行动的局中人建立连接时执行低水平费用. 在异质连接费用的情形下, 首次较为完整地给出了均衡网络的结构特性和局中人的行动选择, 并分析了费用参数对均衡结果的影响.  相似文献   

17.
Forming coalitions and the Shapley NTU value   总被引:1,自引:0,他引:1  
A simple protocol for coalition formation is presented. First, an order of the players is randomly chosen. Then, a coalition grows by sequentially incorporating new members in this order. The protocol is studied in the context of non-transferable utility (NTU) games in characteristic function form. If (weighted) utility transfers are feasible when everybody cooperates, then the expected subgame perfect equilibrium payoff allocation anticipated before any implemented game is the Shapley NTU value.  相似文献   

18.
19.
We consider a repeated game where at each stage players simultaneously choose one of the two rooms. The players who choose the less crowded room are rewarded with one euro. The players in the same room do not recognize each other, and between the stages only the current majority room is publicly announced, hence the game has imperfect public monitoring. An undiscounted version of this game was considered by Renault et al. [Renault, J., Scarlatti, S., Scarsini, M., 2005. A folk theorem for minority games. Games Econom. Behav. 53 (2), 208–230], who proved a folk theorem. Here we consider a discounted version and a finitely repeated version of the game, and we strengthen our previous result by showing that the set of equilibrium payoffs Hausdorff-converges to the feasible set as either the discount factor goes to one or the number of repetition goes to infinity. We show that the set of public equilibria for this game is strictly smaller than the set of private equilibria.  相似文献   

20.
It is frequently suggested that predictions made by game theory could be improved by considering computational restrictions when modeling agents. Under the supposition that players in a game may desire to balance maximization of payoff with minimization of strategy complexity, Rubinstein and co-authors studied forms of Nash equilibrium where strategies are maximally simplified in that no strategy can be further simplified without sacrificing payoff. Inspired by this line of work, we introduce a notion of equilibrium whereby strategies are also maximally simplified, but with respect to a simplification procedure that is more careful in that a player will not simplify if the simplification incents other players to deviate. We study such equilibria in two-player machine games in which players choose finite automata that succinctly represent strategies for repeated games; in this context, we present techniques for establishing that an outcome is at equilibrium and present results on the structure of equilibria.  相似文献   

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