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1.
We investigate farsighted stable sets in a class of strategic games with dominant punishment strategies. In this class of games, each player has a strategy that uniformly minimizes the other players’ payoffs for any given strategies chosen by these other players. We particularly investigate a special class of farsighted stable sets, each of which consists of strategy profiles yielding a single payoff vector. We call such a farsighted stable set as a single-payoff farsighted stable set. We propose a concept called an inclusive set that completely characterizes single-payoff farsighted stable sets in strategic games with dominant punishment strategies. We also show that the set of payoff vectors yielded by single-payoff farsighted stable sets is closely related to the strict \(\alpha \)-core in a strategic game. Furthermore, we apply the results to strategic games where each player has two strategies and strategic games associated with some market models.  相似文献   

2.
We consider Effort Games, a game‐theoretic model of cooperation in open environments, which is a variant of the principal‐agent problem from economic theory. In our multiagent domain, a common project depends on various tasks; carrying out certain subsets of the tasks completes the project successfully, while carrying out other subsets does not. The probability of carrying out a task is higher when the agent in charge of it exerts effort, at a certain cost for that agent. A central authority, called the principal, attempts to incentivize agents to exert effort, but can only reward agents based on the success of the entire project. We model this domain as a normal form game, where the payoffs for each strategy profile are defined based on the different probabilities of carrying out each task and on the boolean function that defines which task subsets complete the project, and which do not. We view this boolean function as a simple coalitional game, and call this game the underlying coalitional game. We suggest the Price of Myopia (PoM) as a measure of the influence the model of rationality has on the minimal payments the principal has to make in order to motivate the agents in such a domain to exert effort. We consider the computational complexity of testing whether exerting effort is a dominant strategy for an agent, and of finding a reward strategy for this domain, using either a dominant strategy equilibrium or using iterated elimination of dominated strategies. We show these problems are generally #P‐hard, and that they are at least as computationally hard as calculating the Banzhaf power index in the underlying coalitional game. We also show that in a certain restricted domain, where the underlying coalitional game is a weighted voting game with certain properties, it is possible to solve all of the above problems in polynomial time. We give bounds on PoM in weighted voting effort games, and provide simulation results regarding PoM in another restricted class of effort games, namely effort games played over Series‐Parallel Graphs (© 2009 WILEY‐VCH Verlag GmbH & Co. KGaA, Weinheim)  相似文献   

3.
This paper examines the stochastic processes generated by sequential games that involve repeated play of a specific game. Such sequential games are viewed as adaptive decision-making processes over time wherein each player updates his “state” after every play. This revision may involve one's strategy or one's prior distribution on the competitor's strategies. It is shown that results from the theory of discrete time Markov processes can be applied to gain insight into the asymptotic behavior of the game. This is illustrated with a duopoly game in economics.  相似文献   

4.
5.
We consider a class of stochastic games, where each state is identified with a player. At any moment during play, one of the players is called active. The active player can terminate the game, or he can announce any player, who then becomes the active player. There is a non-negative payoff for each player upon termination of the game, which depends only on the player who decided to terminate. We give a combinatorial proof of the existence of subgame-perfect equilibria in pure strategies for the games in our class.  相似文献   

6.
We propose two flexible game models to represent and analyze cases that cannot be modeled by current game models. One is called sharing creditability game (SCG) and the other is called bottomline game (BLG). The new models transform cooperative games into new games that incorporate auxiliary information (noncooperative in nature) usually neglected in previous theories. The new games will be solved only by traditional noncooperative game theory. When the new solutions are applied to the original games, the solutions can reflect the auxiliary information in addition to the original objectives of the decision makers or players. Generally, the new solutions are different from the cooperative and the noncooperative solutions of the original games. Existing transferable utility (TU) games and noncooperative games will coincide with special cases of the two new game models. Using SCG and BLG, the prisoner’s dilemma can be reformulated and a richer set of decisions can be considered for the players. The two new game models have potential applications in military and socioeconomic situations.This research was partly funded by the College Engineering, Ohio State University.  相似文献   

7.
均衡选择理论是博弈理论的重要组成部分.风险占优均衡是人们经济决策或行为的一个主要结果.利用混合策略及其性质和“抵制”的概念,“支持”了海萨尼和泽尔腾用公理定义的风险占优概念,且具体给出了识别风险占优均衡的标准和方法,并把它们推广到对称博弈中去.最后对均衡占优的直觉概念和风险占优相冲突的一些博弈进行了类似的讨论.  相似文献   

8.
9.
A fundamental maxim for any theory of social behavior is that knowledge of the theory should not cause behavior that contradicts the theory's assertions. Although this maxim consistently has been heeded in the theory of noncooperative games, it largely has been ignored in solution theory for cooperative games. Solution theory, the central concern of this paper, seeks to identify a subset of the feasible outcomes of a cooperative game that are ‘stable’ results of competition among participants, each of whom attempts to bring about an outcome he favors, rather than to prescribe ‘fair’ outcomes that accord with a standard of equity. We show that learning by participants about the solution theory can cause the outcomes identified as stable by certain solution concepts to become unstable, and discover that an important distinction in this regard is whether the solution concept requires each element of the solution set to defend itself against alternatives rather than relying on other elements for its defense. Finally, we develop a concept of ‘solid’ solutions which have a special claim for stability.The unifying theme of this paper concerns the sense in which certain outcomes of a cooperative game may be regarded as stable, and the extent to which this stability requires that the players are ignorant of the theory. Although the issues raised here have implications for the theory of cooperative games in general, Section 1 establishes the focus of the analysis on collective decision games. Section 2 develops some general perspectives on solution theory which are used in Sections 3 and 4 to evaluate the Condorcet solution, the core, the robust proposals set, von Neumann- Morgenstern solutions and competitive solutions. Section 5 presents the concept of a solid solution and relates this idea to the solution concepts reviewed earlier. We demonstrate that in general a solution concept has a strong claim to stability only if it is solid. Finally, Section 6 concludes by indicating that the basic argument also can be applied to Aumann and Maschler's bargaining sets and, more generally, to solution theory for any cooperative game.  相似文献   

10.
Games played by Boole and Galois   总被引:1,自引:0,他引:1  
We define an infinite class of 2-pile subtraction games, where the amount that can be subtracted from both piles simultaneously is an extended Boolean function f of the size of the piles, or a function over GF(2). Wythoff's game is a special case. For each game, the second player winning positions are a pair of complementary sequences. Sample games are presented, strategy complexity questions are discussed, and possible further studies are indicated. The motivation stems from the major contributions of Professor Peter Hammer to the theory and applications of Boolean functions.  相似文献   

11.
以往对演化博弈的研究都假设个体从博弈中获得的支付是确定的并以精确的数来表示。然而由于受环境中各种不确定因素的影响,个体博弈时所获得的支付并不是一个精确的数值,而需要用一个模糊数来表示。本文研究模糊支付下2×2的对称博弈, 利用模糊数的运算, 分析具有模糊支付的有限种群Moran过程演化动态。在弱选择下以梯形模糊数和三角模糊数表示博弈支付,计算策略的模糊扎根概率,分析自然选择有利于策略扎根及策略成为模糊演化稳定策略的条件。将经典博弈推广到模糊环境中丰富了演化博弈理论,更具有现实意义。  相似文献   

12.
通过理论分析与实验研究相结合,在完全信息和不完全信息两种模式下,探讨供应短缺情景中小订单优先分配规则对零售商订货决策的影响。理论结果表明,小订单优先诱导零售商制定不超过真实市场需求量的订货决策,并且订货量不随运作成本而改变。实验数据表明,完全信息模式下,被试者的订货量高于理论预测值,不同运作成本的订货决策存在显著差异,并且被试者在不断重复决策中存在学习效应;不完全信息模式下,被试者的订货量与理论的预测没有显著偏差。这些研究结论为小订单优先分配规则的实践应用提供了理论和实证依据。  相似文献   

13.
In this paper the class of homogeneousn-person games “without dummies and steps” is characterized by two algebraic axioms. Each of these games induces a natural vector of lengthn, called incidence vector of the game, and vice versa. A geometrical interpretation of incidence vectors allows to construct all of these games and to enumerate them recursively with respect to the number of persons. In addition an algorithm is defined, which maps each directed game to a minimal representation of a homogeneous game. Moreover both games coincide, if the initial game is homogeneous.  相似文献   

14.
We study a differential game of information security investment and information sharing in a market consisting of n complementary firms. Two game approaches, the non-cooperative game and the totally cooperative game, are employed to investigate the steady state strategy of each firm. Under certain conditions, a unique steady state can be obtained for both games. We find that the steady state security investment and information sharing level are not always less in the non-cooperative game than that in the totally cooperative game. In addition, some theoretical analyses are made on the impacts of the complementarity degree and industry size on firms’ steady state strategies for both games. Finally, some numerical experiments are conducted to give some insights related to the instantaneous profit in the steady state. It can be found that a firm will obtain more instantaneous profit in the steady state of the totally cooperative game than that of the non-cooperative game, which emphasizes the importance of coordinating strategies. The effects of the complementarity degree and industry size on the instantaneous profits in the steady state are also obtained through the numerical experiment results.  相似文献   

15.
16.
Order of play in strategically equivalent games in extensive form   总被引:1,自引:0,他引:1  
“Can we find a pair of extensive form games that give rise to the same strategic form game such that, when played by a reasonable subject population, there is a statistically significant difference in how the games are played?” (Kreps, 1990, p. 112). And if yes, “can we organize these significant differences according to some principles that reflect recognizable differences in the extensive forms?” Both questions are answered positively by reporting results from three different experiments on public goods provision, resource dilemmas, and pure coordination games.  相似文献   

17.
An information structure in a non-cooperative game determines the signal that each player observes as a function of the strategy profile. Such information structure is called non-manipulable if no player can gain new information by changing his strategy. A Conjectural Equilibrium (CE) (Battigalli in Unpublished undergraduate dissertation, 1987; Battigalli and Guaitoli 1988; Decisions, games and markets, 1997) with respect to a given information structure is a strategy profile in which each player plays a best response to his conjecture about his opponents’ play and his conjecture is not contradicted by the signal he observes. We provide a sufficient condition for the existence of pure CE in games with a non-manipulable information structure. We then apply this condition to prove existence of pure CE in two classes of games when the information that players have is the distribution of strategies in the population. This work is based on a chapter from my Ph.D. dissertation written at the School of Mathematical Sciences of Tel-Aviv University under the supervision of Prof. Ehud Lehrer. I am grateful to Ehud Lehrer as well as to Pierpaolo Battigalli, Yuval Heller, two anonymous referees, an Associate Editor and the Editor for very helpful comments and references.  相似文献   

18.
An approach to define a rule for an airport problem is to associate to each problem a cooperative game, an airport game, and using game theory to come out with a solution. In this paper, we study the rule that is the average of all the core allocations: the core-center (González-Díaz and Sánchez-Rodríguez, 2007). The structure of the core is exploited to derive insights on the core-center. First, we provide a decomposition of the core in terms of the cores of the downstream-subtraction reduced games. Then, we analyze the structure of the faces of the core of an airport game that correspond to the no-subsidy constraints to find that the faces of the core can be seen as new airport games, the face games, and that the core can be decomposed through the no-subsidy cones (those whose bases are the cores of the no-subsidy face games). As a consequence, we provide two methods for computing the core-center of an airport problem, both with interesting economic interpretations: one expresses the core-center as a ratio of the volume of the core of an airport game for which a player is cloned over the volume of the original core, the other defines a recursive algorithm to compute the core-center through the no-subsidy cones. Finally, we prove that the core-center is not only an intuitive appealing game-theoretic solution for the airport problem but it has also a good behavior with respect to the basic properties one expects an airport rule to satisfy. We examine some differences between the core-center and, arguably, the two more popular game theoretic solutions for airport problems: the Shapley value and the nucleolus.  相似文献   

19.
We consider simple games which are constructed as iterated weighted majority games. It turns out that every proper simple game can be obtained in this way. The minimal number of iterations necessary to obtain a given game is called the height of this game. We investigate the behaviour ofh (n), the maximal height of a simple game withn players.  相似文献   

20.
李豪  彭庆  谭美容 《运筹与管理》2018,27(4):118-125
研究航空公司在需求学习下的动态定价策略。通过假设乘客到达率不确定以及具有策略等待行为,运用贝叶斯理论和博弈论对航空公司需求学习下的多周期动态定价问题进行建模,探讨了机票最优定价策略的充分条件,并通过分析航空公司收益函数的性质,得到了最优定价随时间和已出售机票数量的变化趋势。最后应用算例分析了需求学习的效果,得出:需求学习能够缓解需求不确定带来的损失,但不能完全消除;乘客策略程度越大,需求学习效果越明显。  相似文献   

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