A variation of the Minority Game has been applied to study the timing of promotional actions at retailers in the fast moving consumer goods market. The underlying hypotheses for this work are that price promotions are more effective when fewer than average competitors do a promotion, and that a promotion strategy can be based on past sales data. The first assumption has been checked by analysing 1467 promotional actions for three products on the Dutch market (ketchup, mayonnaise and curry sauce) over a 120-week period, both on an aggregated level and on retailer chain level.
The second assumption was tested by analysing past sales data with the Minority Game. This revealed that high or low competitor promotional pressure for actual ketchup, mayonnaise, curry sauce and barbecue sauce markets is to some extent predictable up to a forecast of some 10 weeks. Whereas a random guess would be right 50% of the time, a single-agent game can predict the market with a success rate of 56% for a 6–9 week forecast. This number is the same for all four mentioned fast moving consumer markets. For a multi-agent game a larger variability in the success rate is obtained, but predictability can be as high as 65%.
Contrary to expectation, the actual market does the opposite of what game theory would predict. This points at a systematic oscillation in the market. Even though this result is not fully understood, merely observing that this trend is present in the data could lead to exploitable trading benefits. As a check, random history strings were generated from which the statistical variation in the game prediction was studied. This shows that the odds are 1:1,000,000 that the observed pattern in the market is based on coincidence. 相似文献
Both social psychology and experimental economics empirically investigate social dilemmas. However, these two disciplines sometimes use different notions for very similar scenarios. While it is irrelevant for economists whether an experimental public-good game is conceptualised as a take-some or give-some game – i.e., whether something is conceptualised as produced or extracted – it is not irrelevant for some psychologists: they grasp public-goods games as “give-some” games. And whereas most economists define social dilemmas in reference to a taxonomy of goods, some psychologists think that dominant strategies are a necessary attribute. This paper presents a taxonomy that relies on a formal game-theoretic analysis of social dilemmas, which integrates and clarifies both approaches. Because this taxonomy focuses on the underlying incentive structure, it facilitates the evaluation of experimental results from both social psychology and experimental economics. 相似文献
We analyze the pricing decision of a firm selling a product for which there is a significant and continuous saturation effect over time and that can be pirated. Assuming that the firm uses a skimming strategy, we solve three profit maximization models, given demand that is linearly decreasing in price. Few prices can be used over the life of the product. The effects of both piracy and saturation are combined in the first model. In the second model, the firm can invest in technology or copyright enforcement to reduce piracy. The third model describes the case in which piracy leads to increased awareness of the product and increased demand. Numerical sensitivity analysis and examples are used to illustrate the results. The results indicate that under strong piracy and saturation effects, a skimming strategy is suboptimal. 相似文献
We study the role of recommendation in a co-evolutionary public goods game in which groups can recommend their members for establishment of new relationships with individuals outside the current group according to group quality. Intriguingly, for square lattices and ER graphs there exists optimal group quality for recommendation that induces positive feedback between cooperation and recommendation. Snapshots of spatial patterns of cooperators, defectors, recommended cooperators and recommended defectors show that if group quality is appropriate for recommendation, cooperation and recommendation can simultaneously emerge. Moreover, we find that local recommendation improves cooperation more than global recommendation. As an extension, we also present results for Barabási–Albert networks. The positive effect of recommendation on cooperation for Barabási–Albert networks is independent of group quality. Our results provide an insight into the evolution of cooperation in real social systems. 相似文献