5 Reputation and Repeated Games with Symmetric Information
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PDL As a Multi-Agent Strategy Logic
PDL as a Multi-Agent Strategy Logic ∗ Extended Abstract Jan van Eijck CWI and ILLC Science Park 123 1098 XG Amsterdam, The Netherlands [email protected] ABSTRACT The logic we propose follows a suggestion made in Van Propositional Dynamic Logic or PDL was invented as a logic Benthem [4] (in [11]) to apply the general perspective of ac- for reasoning about regular programming constructs. We tion logic to reasoning about strategies in games, and links propose a new perspective on PDL as a multi-agent strategic up to propositional dynamic logic (PDL), viewed as a gen- logic (MASL). This logic for strategic reasoning has group eral logic of action [29, 19]. Van Benthem takes individual strategies as first class citizens, and brings game logic closer strategies as basic actions and proposes to view group strate- to standard modal logic. We demonstrate that MASL can gies as intersections of individual strategies (compare also express key notions of game theory, social choice theory and [1] for this perspective). We will turn this around: we take voting theory in a natural way, we give a sound and complete the full group strategies (or: full strategy profiles) as basic, proof system for MASL, and we show that MASL encodes and construct individual strategies from these by means of coalition logic. Next, we extend the language to epistemic strategy union. multi-agent strategic logic (EMASL), we give examples of A fragment of the logic we analyze in this paper was pro- what it can express, we propose to use it for posing new posed in [10] as a logic for strategic reasoning in voting (the questions in epistemic social choice theory, and we give a cal- system in [10] does not have current strategies). -
Repeated Games
6.254 : Game Theory with Engineering Applications Lecture 15: Repeated Games Asu Ozdaglar MIT April 1, 2010 1 Game Theory: Lecture 15 Introduction Outline Repeated Games (perfect monitoring) The problem of cooperation Finitely-repeated prisoner's dilemma Infinitely-repeated games and cooperation Folk Theorems Reference: Fudenberg and Tirole, Section 5.1. 2 Game Theory: Lecture 15 Introduction Prisoners' Dilemma How to sustain cooperation in the society? Recall the prisoners' dilemma, which is the canonical game for understanding incentives for defecting instead of cooperating. Cooperate Defect Cooperate 1, 1 −1, 2 Defect 2, −1 0, 0 Recall that the strategy profile (D, D) is the unique NE. In fact, D strictly dominates C and thus (D, D) is the dominant equilibrium. In society, we have many situations of this form, but we often observe some amount of cooperation. Why? 3 Game Theory: Lecture 15 Introduction Repeated Games In many strategic situations, players interact repeatedly over time. Perhaps repetition of the same game might foster cooperation. By repeated games, we refer to a situation in which the same stage game (strategic form game) is played at each date for some duration of T periods. Such games are also sometimes called \supergames". We will assume that overall payoff is the sum of discounted payoffs at each stage. Future payoffs are discounted and are thus less valuable (e.g., money and the future is less valuable than money now because of positive interest rates; consumption in the future is less valuable than consumption now because of time preference). We will see in this lecture how repeated play of the same strategic game introduces new (desirable) equilibria by allowing players to condition their actions on the way their opponents played in the previous periods. -
Norms, Repeated Games, and the Role of Law
Norms, Repeated Games, and the Role of Law Paul G. Mahoneyt & Chris William Sanchiricot TABLE OF CONTENTS Introduction ............................................................................................ 1283 I. Repeated Games, Norms, and the Third-Party Enforcement P rob lem ........................................................................................... 12 88 II. B eyond T it-for-Tat .......................................................................... 1291 A. Tit-for-Tat for More Than Two ................................................ 1291 B. The Trouble with Tit-for-Tat, However Defined ...................... 1292 1. Tw o-Player Tit-for-Tat ....................................................... 1293 2. M any-Player Tit-for-Tat ..................................................... 1294 III. An Improved Model of Third-Party Enforcement: "D ef-for-D ev". ................................................................................ 1295 A . D ef-for-D ev's Sim plicity .......................................................... 1297 B. Def-for-Dev's Credible Enforceability ..................................... 1297 C. Other Attractive Properties of Def-for-Dev .............................. 1298 IV. The Self-Contradictory Nature of Self-Enforcement ....................... 1299 A. The Counterfactual Problem ..................................................... 1300 B. Implications for the Self-Enforceability of Norms ................... 1301 C. Game-Theoretic Workarounds ................................................ -
Biographies BIOGRAPHIES 327
Biographies BIOGRAPHIES 327 ALDRICH, John Herbert Articles 1. “A method of scaling with applications to the 1968 and 1972 U.S. presidential elections.” American Political Born Science Review, 11(March):1977 (with Richard September 24, 1947, Pittsburgh, Pennsylvania, USA McKelvey). Current Position 2. “The dilemma of a paretian liberal: some consequences Pfizer-Pratt University Professor of Political Science, Duke of Sen’s theorem,” and “Liberal games: further thoughts University, Durham, North Carolina, 1997–. on social choice and game theory.” Public Choice, 30(Summer):1977. Degrees 3. “Electoral choice in 1972: a test of some theorems of B.A., Allegheny College, 1969; M.A., Ph.D., University of the spatial model of electoral competition.” Journal of Rochester, 1971, 1975. Mathematical Sociology, 5:1977. 4. “A dynamic model of presidential nomination Offices and Honors campaigns.” American Political Science Review, Co-Editor, American Journal of Political Science, 14(September):1980. 1985–1988 (with John L. Sullivan). 5. “A spatial model with party activists: implications for President, Southern Political Science Association, electoral dynamics,” and “rejoinder.” Public Choice, 1988–1989. 41:1983. Fellow, Center for Advanced Study in the Behavioral 6. “A downsian spatial model with party activism.” Sciences, 1989–1990. American Political Science Review, 17(December):1983. Fellow, Bellagio Center, 2002. 7. “Southern parties in state and nation.” Journal of Heinz Eulau Award (best article in the American Political Politics, August:2000. Science Review), 1990 (with Eugene Borgida and John L. 8. “Challenges to the American two-party system: Sullivan). evidence from the 1968, 1980, 1992, and 1996 presi- Gladys Kammerer Award (best book on U.S. -
Scenario Analysis Normal Form Game
Overview Economics 3030 I. Introduction to Game Theory Chapter 10 II. Simultaneous-Move, One-Shot Games Game Theory: III. Infinitely Repeated Games Inside Oligopoly IV. Finitely Repeated Games V. Multistage Games 1 2 Normal Form Game A Normal Form Game • A Normal Form Game consists of: n Players Player 2 n Strategies or feasible actions n Payoffs Strategy A B C a 12,11 11,12 14,13 b 11,10 10,11 12,12 Player 1 c 10,15 10,13 13,14 3 4 Normal Form Game: Normal Form Game: Scenario Analysis Scenario Analysis • Suppose 1 thinks 2 will choose “A”. • Then 1 should choose “a”. n Player 1’s best response to “A” is “a”. Player 2 Player 2 Strategy A B C a 12,11 11,12 14,13 Strategy A B C b 11,10 10,11 12,12 a 12,11 11,12 14,13 Player 1 11,10 10,11 12,12 c 10,15 10,13 13,14 b Player 1 c 10,15 10,13 13,14 5 6 1 Normal Form Game: Normal Form Game: Scenario Analysis Scenario Analysis • Suppose 1 thinks 2 will choose “B”. • Then 1 should choose “a”. n Player 1’s best response to “B” is “a”. Player 2 Player 2 Strategy A B C Strategy A B C a 12,11 11,12 14,13 a 12,11 11,12 14,13 b 11,10 10,11 12,12 11,10 10,11 12,12 Player 1 b c 10,15 10,13 13,14 Player 1 c 10,15 10,13 13,14 7 8 Normal Form Game Dominant Strategy • Regardless of whether Player 2 chooses A, B, or C, Scenario Analysis Player 1 is better off choosing “a”! • “a” is Player 1’s Dominant Strategy (i.e., the • Similarly, if 1 thinks 2 will choose C… strategy that results in the highest payoff regardless n Player 1’s best response to “C” is “a”. -
Lecture Notes
Chapter 12 Repeated Games In real life, most games are played within a larger context, and actions in a given situation affect not only the present situation but also the future situations that may arise. When a player acts in a given situation, he takes into account not only the implications of his actions for the current situation but also their implications for the future. If the players arepatient andthe current actionshavesignificant implications for the future, then the considerations about the future may take over. This may lead to a rich set of behavior that may seem to be irrational when one considers the current situation alone. Such ideas are captured in the repeated games, in which a "stage game" is played repeatedly. The stage game is repeated regardless of what has been played in the previous games. This chapter explores the basic ideas in the theory of repeated games and applies them in a variety of economic problems. As it turns out, it is important whether the game is repeated finitely or infinitely many times. 12.1 Finitely-repeated games Let = 0 1 be the set of all possible dates. Consider a game in which at each { } players play a "stage game" , knowing what each player has played in the past. ∈ Assume that the payoff of each player in this larger game is the sum of the payoffsthat he obtains in the stage games. Denote the larger game by . Note that a player simply cares about the sum of his payoffs at the stage games. Most importantly, at the beginning of each repetition each player recalls what each player has 199 200 CHAPTER 12. -
Prisoner's Dilemma: Pavlov Versus Generous Tit-For-Tat
Proc. Natl. Acad. Sci. USA Vol. 93, pp. 2686-2689, April 1996 Evolution Human cooperation in the simultaneous and the alternating Prisoner's Dilemma: Pavlov versus Generous Tit-for-Tat CLAUS WEDEKIND AND MANFRED MILINSKI Abteilung Verhaltensokologie, Zoologisches Institut, Universitat Bern, CH-3032 Hinterkappelen, Switzerland Communicated by Robert M. May, University of Oxford, Oxford, United Kingdom, November 9, 1995 (received for review August 7, 1995) ABSTRACT The iterated Prisoner's Dilemma has become Opponent the paradigm for the evolution of cooperation among egoists. Since Axelrod's classic computer tournaments and Nowak and C D Sigmund's extensive simulations of evolution, we know that natural selection can favor cooperative strategies in the C 3 0 Prisoner's Dilemma. According to recent developments of Player theory the last champion strategy of "win-stay, lose-shift" D 4 1 ("Pavlov") is the winner only ifthe players act simultaneously. In the more natural situation of the roles players alternating FIG. 1. Payoff matrix of the game showing the payoffs to the player. of donor and recipient a strategy of "Generous Tit-for-Tat" Each player can either cooperate (C) or defect (D). In the simulta- wins computer simulations of short-term memory strategies. neous game this payoff matrix could be used directly; in the alternating We show here by experiments with humans that cooperation game it had to be translated: if a player plays C, she gets 4 and the dominated in both the simultaneous and the alternating opponent 3 points. If she plays D, she gets 5 points and the opponent Prisoner's Dilemma. -
Repeated Games
Repeated games Felix Munoz-Garcia Strategy and Game Theory - Washington State University Repeated games are very usual in real life: 1 Treasury bill auctions (some of them are organized monthly, but some are even weekly), 2 Cournot competition is repeated over time by the same group of firms (firms simultaneously and independently decide how much to produce in every period). 3 OPEC cartel is also repeated over time. In addition, players’ interaction in a repeated game can help us rationalize cooperation... in settings where such cooperation could not be sustained should players interact only once. We will therefore show that, when the game is repeated, we can sustain: 1 Players’ cooperation in the Prisoner’s Dilemma game, 2 Firms’ collusion: 1 Setting high prices in the Bertrand game, or 2 Reducing individual production in the Cournot game. 3 But let’s start with a more "unusual" example in which cooperation also emerged: Trench warfare in World War I. Harrington, Ch. 13 −! Trench warfare in World War I Trench warfare in World War I Despite all the killing during that war, peace would occasionally flare up as the soldiers in opposing tenches would achieve a truce. Examples: The hour of 8:00-9:00am was regarded as consecrated to "private business," No shooting during meals, No firing artillery at the enemy’s supply lines. One account in Harrington: After some shooting a German soldier shouted out "We are very sorry about that; we hope no one was hurt. It is not our fault, it is that dammed Prussian artillery" But... how was that cooperation achieved? Trench warfare in World War I We can assume that each soldier values killing the enemy, but places a greater value on not getting killed. -
Matsui 2005 IER-23Wvu3z
INTERNATIONAL ECONOMIC REVIEW Vol. 46, No. 1, February 2005 ∗ A THEORY OF MONEY AND MARKETPLACES BY AKIHIKO MATSUI AND TAKASHI SHIMIZU1 University of Tokyo, Japan; Kansai University, Japan This article considers an infinitely repeated economy with divisible fiat money. The economy has many marketplaces that agents choose to visit. In each mar- ketplace, agents are randomly matched to trade goods. There exist a variety of stationary equilibria. In some equilibrium, each good is traded at a single price, whereas in another, every good is traded at two different prices. There is a contin- uum of such equilibria, which differ from each other in price and welfare levels. However, it is shown that only the efficient single-price equilibrium is evolution- arily stable. 1. INTRODUCTION In a transaction, one needs to have what his trade partner wants. However, it is hard for, say, an economist who wants to have her hair cut to find a hairdresser who wishes to learn economics. In order to mitigate this problem of a lack of double coincidence of wants, money is often used as a medium of exchange. If there is a generally acceptable good called money, then the economist can divide the trading process into two: first, she teaches economics students to obtain money, and then finds a hairdresser to exchange money for a haircut. The hairdresser accepts the money since he can use it to obtain what he wants. Money is accepted by many people as it is believed to be accepted by many. Focusing on this function of money, Kiyotaki and Wright (1989) formalized the process of monetary exchange. -
SUPPLEMENT to “VERY SIMPLE MARKOV-PERFECT INDUSTRY DYNAMICS: THEORY” (Econometrica, Vol
Econometrica Supplementary Material SUPPLEMENT TO “VERY SIMPLE MARKOV-PERFECT INDUSTRY DYNAMICS: THEORY” (Econometrica, Vol. 86, No. 2, March 2018, 721–735) JAAP H. ABBRING CentER, Department of Econometrics & OR, Tilburg University and CEPR JEFFREY R. CAMPBELL Economic Research, Federal Reserve Bank of Chicago and CentER, Tilburg University JAN TILLY Department of Economics, University of Pennsylvania NAN YANG Department of Strategy & Policy and Department of Marketing, National University of Singapore KEYWORDS: Demand uncertainty, dynamic oligopoly, firm entry and exit, sunk costs, toughness of competition. THIS SUPPLEMENT to Abbring, Campbell, Tilly, and Yang (2018) (hereafter referred to as the “main text”) (i) proves a theorem we rely upon for the characterization of equilibria and (ii) develops results for an alternative specification of the model. Section S1’s Theorem S1 establishes that a strategy profile is subgame perfect if no player can benefit from deviating from it in one stage of the game and following it faith- fully thereafter. Our proof very closely follows that of the analogous Theorem 4.2 in Fudenberg and Tirole (1991). That theorem only applies to games that are “continuous at infinity” (Fudenberg and Tirole, p. 110), which our game is not. In particular, we only bound payoffs from above (Assumption A1 in the main text) and not from below, be- cause we want the model to encompass econometric specifications like Abbring, Camp- bell, Tilly, and Yang’s (2017) that feature arbitrarily large cost shocks. Instead, our proof leverages the presence of a repeatedly-available outside option with a fixed and bounded payoff, exit. Section S2 presents the primitive assumptions and analysis for an alternative model of Markov-perfect industry dynamics in which one potential entrant makes its entry decision at the same time as incumbents choose between continuation and exit. -
Paradoxes Situations That Seems to Defy Intuition
Paradoxes Situations that seems to defy intuition PDF generated using the open source mwlib toolkit. See http://code.pediapress.com/ for more information. PDF generated at: Tue, 08 Jul 2014 07:26:17 UTC Contents Articles Introduction 1 Paradox 1 List of paradoxes 4 Paradoxical laughter 16 Decision theory 17 Abilene paradox 17 Chainstore paradox 19 Exchange paradox 22 Kavka's toxin puzzle 34 Necktie paradox 36 Economy 38 Allais paradox 38 Arrow's impossibility theorem 41 Bertrand paradox 52 Demographic-economic paradox 53 Dollar auction 56 Downs–Thomson paradox 57 Easterlin paradox 58 Ellsberg paradox 59 Green paradox 62 Icarus paradox 65 Jevons paradox 65 Leontief paradox 70 Lucas paradox 71 Metzler paradox 72 Paradox of thrift 73 Paradox of value 77 Productivity paradox 80 St. Petersburg paradox 85 Logic 92 All horses are the same color 92 Barbershop paradox 93 Carroll's paradox 96 Crocodile Dilemma 97 Drinker paradox 98 Infinite regress 101 Lottery paradox 102 Paradoxes of material implication 104 Raven paradox 107 Unexpected hanging paradox 119 What the Tortoise Said to Achilles 123 Mathematics 127 Accuracy paradox 127 Apportionment paradox 129 Banach–Tarski paradox 131 Berkson's paradox 139 Bertrand's box paradox 141 Bertrand paradox 146 Birthday problem 149 Borel–Kolmogorov paradox 163 Boy or Girl paradox 166 Burali-Forti paradox 172 Cantor's paradox 173 Coastline paradox 174 Cramer's paradox 178 Elevator paradox 179 False positive paradox 181 Gabriel's Horn 184 Galileo's paradox 187 Gambler's fallacy 188 Gödel's incompleteness theorems -
2.4 Finitely Repeated Games
UC Berkeley UC Berkeley Electronic Theses and Dissertations Title Three Essays on Dynamic Games Permalink https://escholarship.org/uc/item/5hm0m6qm Author Plan, Asaf Publication Date 2010 Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California Three Essays on Dynamic Games By Asaf Plan A dissertation submitted in partial satisfaction of the requirements for the degree of Doctor of Philosophy in Economics in the Graduate Division of the University of California, Berkeley Committee in charge: Professor Matthew Rabin, Chair Professor Robert M. Anderson Professor Steven Tadelis Spring 2010 Abstract Three Essays in Dynamic Games by Asaf Plan Doctor of Philosophy in Economics, University of California, Berkeley Professor Matthew Rabin, Chair Chapter 1: This chapter considers a new class of dynamic, two-player games, where a stage game is continuously repeated but each player can only move at random times that she privately observes. A player’s move is an adjustment of her action in the stage game, for example, a duopolist’s change of price. Each move is perfectly observed by both players, but a foregone opportunity to move, like a choice to leave one’s price unchanged, would not be directly observed by the other player. Some adjustments may be constrained in equilibrium by moral hazard, no matter how patient the players are. For example, a duopolist would not jump up to the monopoly price absent costly incentives. These incentives are provided by strategies that condition on the random waiting times between moves; punishing a player for moving slowly, lest she silently choose not to move.