Quantal Response Methods for Equilibrium Selection in 2×2 Coordination Games
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The Determinants of Efficient Behavior in Coordination Games
The Determinants of Efficient Behavior in Coordination Games Pedro Dal B´o Guillaume R. Fr´echette Jeongbin Kim* Brown University & NBER New York University Caltech May 20, 2020 Abstract We study the determinants of efficient behavior in stag hunt games (2x2 symmetric coordination games with Pareto ranked equilibria) using both data from eight previous experiments on stag hunt games and data from a new experiment which allows for a more systematic variation of parameters. In line with the previous experimental literature, we find that subjects do not necessarily play the efficient action (stag). While the rate of stag is greater when stag is risk dominant, we find that the equilibrium selection criterion of risk dominance is neither a necessary nor sufficient condition for a majority of subjects to choose the efficient action. We do find that an increase in the size of the basin of attraction of stag results in an increase in efficient behavior. We show that the results are robust to controlling for risk preferences. JEL codes: C9, D7. Keywords: Coordination games, strategic uncertainty, equilibrium selection. *We thank all the authors who made available the data that we use from previous articles, Hui Wen Ng for her assistance running experiments and Anna Aizer for useful comments. 1 1 Introduction The study of coordination games has a long history as many situations of interest present a coordination component: for example, the choice of technologies that require a threshold number of users to be sustainable, currency attacks, bank runs, asset price bubbles, cooper- ation in repeated games, etc. In such examples, agents may face strategic uncertainty; that is, they may be uncertain about how the other agents will respond to the multiplicity of equilibria, even when they have complete information about the environment. -
Learning and Equilibrium
Learning and Equilibrium Drew Fudenberg1 and David K. Levine2 1Department of Economics, Harvard University, Cambridge, Massachusetts; email: [email protected] 2Department of Economics, Washington University of St. Louis, St. Louis, Missouri; email: [email protected] Annu. Rev. Econ. 2009. 1:385–419 Key Words First published online as a Review in Advance on nonequilibrium dynamics, bounded rationality, Nash equilibrium, June 11, 2009 self-confirming equilibrium The Annual Review of Economics is online at by 140.247.212.190 on 09/04/09. For personal use only. econ.annualreviews.org Abstract This article’s doi: The theory of learning in games explores how, which, and what 10.1146/annurev.economics.050708.142930 kind of equilibria might arise as a consequence of a long-run non- Annu. Rev. Econ. 2009.1:385-420. Downloaded from arjournals.annualreviews.org Copyright © 2009 by Annual Reviews. equilibrium process of learning, adaptation, and/or imitation. If All rights reserved agents’ strategies are completely observed at the end of each round 1941-1383/09/0904-0385$20.00 (and agents are randomly matched with a series of anonymous opponents), fairly simple rules perform well in terms of the agent’s worst-case payoffs, and also guarantee that any steady state of the system must correspond to an equilibrium. If players do not ob- serve the strategies chosen by their opponents (as in extensive-form games), then learning is consistent with steady states that are not Nash equilibria because players can maintain incorrect beliefs about off-path play. Beliefs can also be incorrect because of cogni- tive limitations and systematic inferential errors. -
Improving Fictitious Play Reinforcement Learning with Expanding Models
Improving Fictitious Play Reinforcement Learning with Expanding Models Rong-Jun Qin1;2, Jing-Cheng Pang1, Yang Yu1;y 1National Key Laboratory for Novel Software Technology, Nanjing University, China 2Polixir emails: [email protected], [email protected], [email protected]. yTo whom correspondence should be addressed Abstract Fictitious play with reinforcement learning is a general and effective framework for zero- sum games. However, using the current deep neural network models, the implementation of fictitious play faces crucial challenges. Neural network model training employs gradi- ent descent approaches to update all connection weights, and thus is easy to forget the old opponents after training to beat the new opponents. Existing approaches often maintain a pool of historical policy models to avoid the forgetting. However, learning to beat a pool in stochastic games, i.e., a wide distribution over policy models, is either sample-consuming or insufficient to exploit all models with limited amount of samples. In this paper, we pro- pose a learning process with neural fictitious play to alleviate the above issues. We train a single model as our policy model, which consists of sub-models and a selector. Everytime facing a new opponent, the model is expanded by adding a new sub-model, where only the new sub-model is updated instead of the whole model. At the same time, the selector is also updated to mix up the new sub-model with the previous ones at the state-level, so that the model is maintained as a behavior strategy instead of a wide distribution over policy models. -
Approximation Guarantees for Fictitious Play
Approximation Guarantees for Fictitious Play Vincent Conitzer Abstract— Fictitious play is a simple, well-known, and often- significant progress has been made in the computation of used algorithm for playing (and, especially, learning to play) approximate Nash equilibria. It has been shown that for any games. However, in general it does not converge to equilibrium; ǫ, there is an ǫ-approximate equilibrium with support size even when it does, we may not be able to run it to convergence. 2 Still, we may obtain an approximate equilibrium. In this O((log n)/ǫ ) [1], [22], so that we can find approximate paper, we study the approximation properties that fictitious equilibria by searching over all of these supports. More play obtains when it is run for a limited number of rounds. recently, Daskalakis et al. gave a very simple algorithm We show that if both players randomize uniformly over their for finding a 1/2-approximate Nash equilibrium [12]; we actions in the first r rounds of fictitious play, then the result will discuss this algorithm shortly. Feder et al. then showed is an ǫ-equilibrium, where ǫ = (r + 1)/(2r). (Since we are examining only a constant number of pure strategies, we know a lower bound on the size of the supports that must be that ǫ < 1/2 is impossible, due to a result of Feder et al.) We considered to be guaranteed to find an approximate equi- show that this bound is tight in the worst case; however, with an librium [16]; in particular, supports of constant sizes can experiment on random games, we illustrate that fictitious play give at best a 1/2-approximate Nash equilibrium. -
Modeling Human Learning in Games
Modeling Human Learning in Games Thesis by Norah Alghamdi In Partial Fulfillment of the Requirements For the Degree of Masters of Science King Abdullah University of Science and Technology Thuwal, Kingdom of Saudi Arabia December, 2020 2 EXAMINATION COMMITTEE PAGE The thesis of Norah Alghamdi is approved by the examination committee Committee Chairperson: Prof. Jeff S. Shamma Committee Members: Prof. Eric Feron, Prof. Meriem T. Laleg 3 ©December, 2020 Norah Alghamdi All Rights Reserved 4 ABSTRACT Modeling Human Learning in Games Norah Alghamdi Human-robot interaction is an important and broad area of study. To achieve success- ful interaction, we have to study human decision making rules. This work investigates human learning rules in games with the presence of intelligent decision makers. Par- ticularly, we analyze human behavior in a congestion game. The game models traffic in a simple scenario where multiple vehicles share two roads. Ten vehicles are con- trolled by the human player, where they decide on how to distribute their vehicles on the two roads. There are hundred simulated players each controlling one vehicle. The game is repeated for many rounds, allowing the players to adapt and formulate a strategy, and after each round, the cost of the roads and visual assistance is shown to the human player. The goal of all players is to minimize the total congestion experienced by the vehicles they control. In order to demonstrate our results, we first built a human player simulator using Fictitious play and Regret Matching algorithms. Then, we showed the passivity property of these algorithms after adjusting the passivity condition to suit discrete time formulation. -
Muddling Through: Noisy Equilibrium Selection*
Journal of Economic Theory ET2255 journal of economic theory 74, 235265 (1997) article no. ET962255 Muddling Through: Noisy Equilibrium Selection* Ken Binmore Department of Economics, University College London, London WC1E 6BT, England and Larry Samuelson Department of Economics, University of Wisconsin, Madison, Wisconsin 53706 Received March 7, 1994; revised August 4, 1996 This paper examines an evolutionary model in which the primary source of ``noise'' that moves the model between equilibria is not arbitrarily improbable mutations but mistakes in learning. We model strategy selection as a birthdeath process, allowing us to find a simple, closed-form solution for the stationary distribution. We examine equilibrium selection by considering the limiting case as the population gets large, eliminating aggregate noise. Conditions are established under which the risk-dominant equilibrium in a 2_2 game is selected by the model as well as conditions under which the payoff-dominant equilibrium is selected. Journal of Economic Literature Classification Numbers C70, C72. 1997 Academic Press Commonsense is a method of arriving at workable conclusions from false premises by nonsensical reasoning. Schumpeter 1. INTRODUCTION Which equilibrium should be selected in a game with multiple equilibria? This paper pursues an evolutionary approach to equilibrium selection based on a model of the dynamic process by which players adjust their strategies. * First draft August 26, 1992. Financial support from the National Science Foundation, Grants SES-9122176 and SBR-9320678, the Deutsche Forschungsgemeinschaft, Sonderfor- schungsbereich 303, and the British Economic and Social Research Council, Grant L122-25- 1003, is gratefully acknowledged. Part of this work was done while the authors were visiting the University of Bonn, for whose hospitality we are grateful. -
Collusion and Equilibrium Selection in Auctions∗
Collusion and equilibrium selection in auctions∗ By Anthony M. Kwasnica† and Katerina Sherstyuk‡ Abstract We study bidder collusion and test the power of payoff dominance as an equi- librium selection principle in experimental multi-object ascending auctions. In these institutions low-price collusive equilibria exist along with competitive payoff-inferior equilibria. Achieving payoff-superior collusive outcomes requires complex strategies that, depending on the environment, may involve signaling, market splitting, and bid rotation. We provide the first systematic evidence of successful bidder collusion in such complex environments without communication. The results demonstrate that in repeated settings bidders are often able to coordinate on payoff superior outcomes, with the choice of collusive strategies varying systematically with the environment. Key words: multi-object auctions; experiments; multiple equilibria; coordination; tacit collusion 1 Introduction Auctions for timber, automobiles, oil drilling rights, and spectrum bandwidth are just a few examples of markets where multiple heterogeneous lots are offered for sale simultane- ously. In multi-object ascending auctions, the applied issue of collusion and the theoretical issue of equilibrium selection are closely linked. In these auctions, bidders can profit by splitting the markets. By acting as local monopsonists for a disjoint subset of the objects, the bidders lower the price they must pay. As opposed to the sealed bid auction, the ascending auction format provides bidders with the -
Sensitivity of Equilibrium Behavior to Higher-Order Beliefs in Nice Games
Forthcoming in Games and Economic Behavior SENSITIVITY OF EQUILIBRIUM BEHAVIOR TO HIGHER-ORDER BELIEFS IN NICE GAMES JONATHAN WEINSTEIN AND MUHAMET YILDIZ Abstract. We consider “nice” games (where action spaces are compact in- tervals, utilities continuous and strictly concave in own action), which are used frequently in classical economic models. Without making any “richness” assump- tion, we characterize the sensitivity of any given Bayesian Nash equilibrium to higher-order beliefs. That is, for each type, we characterize the set of actions that can be played in equilibrium by some type whose lower-order beliefs are all as in the original type. We show that this set is given by a local version of interim correlated rationalizability. This allows us to characterize the robust predictions of a given model under arbitrary common knowledge restrictions. We apply our framework to a Cournot game with many players. There we show that we can never robustly rule out any production level below the monopoly production of each firm.Thisiseventrueifweassumecommonknowledgethat the payoffs are within an arbitrarily small neighborhood of a given value, and that the exact value is mutually known at an arbitrarily high order, and we fix any desired equilibrium. JEL Numbers: C72, C73. This paper is based on an earlier working paper, Weinstein and Yildiz (2004). We thank Daron Acemoglu, Pierpaolo Battigalli, Tilman Börgers, Glenn Ellison, Drew Fudenberg, Stephen Morris, an anonymous associate editor, two anonymous referees, and the seminar participants at various universities and conferences. We thank Institute for Advanced Study for their generous support and hospitality. Yildiz also thanks Princeton University and Cowles Foundation of Yale University for their generous support and hospitality. -
Lecture 10: Learning in Games Ramesh Johari May 9, 2007
MS&E 336 Lecture 10: Learning in games Ramesh Johari May 9, 2007 This lecture introduces our study of learning in games. We first give a conceptual overview of the possible approaches to studying learning in repeated games; in particular, we distinguish be- tween approaches that use a Bayesian model of the opponents, vs. nonparametric or “model-free” approaches to playing against the opponents. Our investigation will focus almost entirely on the second class of models, where the main results are closely tied to the study of regret minimization in online regret. We introduce two notions of regret minimization, and also consider the corre- sponding equilibrium notions. (Note that we focus attention on repeated games primarily because learning results in stochastic games are significantly weaker.) Throughout the lecture we consider a finite N-player game, where each player i has a finite pure action set ; let , and let . We let denote a pure action for Ai A = Qi Ai A−i = Qj=6 i Aj ai player i, and let si ∈ ∆(Ai) denote a mixed action for player i. We will typically view si as a Ai vector in R , with si(ai) equal to the probability that player i places on ai. We let Πi(a) denote the payoff to player i when the composite pure action vector is a, and by an abuse of notation also let Πi(s) denote the expected payoff to player i when the composite mixed action vector is s. More q q a a generally, if is a joint probability distribution on the set A, we let Πi( )= Pa∈A q( )Π( ). -
On the Convergence of Fictitious Play Author(S): Vijay Krishna and Tomas Sjöström Source: Mathematics of Operations Research, Vol
On the Convergence of Fictitious Play Author(s): Vijay Krishna and Tomas Sjöström Source: Mathematics of Operations Research, Vol. 23, No. 2 (May, 1998), pp. 479-511 Published by: INFORMS Stable URL: http://www.jstor.org/stable/3690523 Accessed: 09/12/2010 03:21 Your use of the JSTOR archive indicates your acceptance of JSTOR's Terms and Conditions of Use, available at http://www.jstor.org/page/info/about/policies/terms.jsp. JSTOR's Terms and Conditions of Use provides, in part, that unless you have obtained prior permission, you may not download an entire issue of a journal or multiple copies of articles, and you may use content in the JSTOR archive only for your personal, non-commercial use. Please contact the publisher regarding any further use of this work. Publisher contact information may be obtained at http://www.jstor.org/action/showPublisher?publisherCode=informs. Each copy of any part of a JSTOR transmission must contain the same copyright notice that appears on the screen or printed page of such transmission. JSTOR is a not-for-profit service that helps scholars, researchers, and students discover, use, and build upon a wide range of content in a trusted digital archive. We use information technology and tools to increase productivity and facilitate new forms of scholarship. For more information about JSTOR, please contact [email protected]. INFORMS is collaborating with JSTOR to digitize, preserve and extend access to Mathematics of Operations Research. http://www.jstor.org MATHEMATICS OF OPERATIONS RESEARCH Vol. 23, No. 2, May 1998 Printed in U.S.A. -
Information and Beliefs in a Repeated Normal-Form Game
Beliefs inaRepeated Forschungsgemeinschaft through through Forschungsgemeinschaft SFB 649DiscussionPaper2008-026 Normal-form Game Information and This research was supported by the Deutsche the Deutsche by was supported This research * TechnischeUniversitätBerlin,Germany SFB 649, Humboldt-Universität zu Berlin zu SFB 649,Humboldt-Universität Dorothea Kübler* Spandauer Straße 1,D-10178 Berlin Spandauer Dietmar Fehr* http://sfb649.wiwi.hu-berlin.de http://sfb649.wiwi.hu-berlin.de David Danz* ISSN 1860-5664 the SFB 649 "Economic Risk". "Economic the SFB649 SFB 6 4 9 E C O N O M I C R I S K B E R L I N Information and Beliefs in a Repeated Normal-form Game Dietmar Fehr Dorothea Kübler Technische Universität Berlin Technische Universität Berlin & IZA David Danz Technische Universität Berlin March 29, 2008 Abstract We study beliefs and choices in a repeated normal-form game. In addition to a baseline treatment with common knowledge of the game structure and feedback about choices in the previous period, we run treatments (i) without feedback about previous play, (ii) with no infor- mation about the opponent’spayo¤s and (iii) with random matching. Using Stahl and Wilson’s (1995) model of limited strategic reasoning, we classify behavior with regard to its strategic sophistication and consider its development over time. We use belief statements to track the consistency of subjects’actions and beliefs as well as the accuracy of their beliefs (relative to the opponent’strue choice) over time. In the baseline treatment we observe more sophisticated play as well as more consistent and more accurate beliefs over time. We isolate feedback as the main driving force of such learning. -
Arxiv:1911.08418V3 [Cs.GT] 15 Nov 2020 Minimax Point Or Nash Equilibrium If We Have: to Tune
Fast Convergence of Fictitious Play for Diagonal Payoff Matrices Jacob Abernethy∗ Kevin A. Lai† Andre Wibisono‡ Abstract later showed the same holds for non-zero-sum games Fictitious Play (FP) is a simple and natural dynamic for [20]. Von Neumann's theorem is often stated in terms repeated play in zero-sum games. Proposed by Brown in of the equivalence of a min-max versus a max-min: 1949, FP was shown to converge to a Nash Equilibrium by min max x>Ay = max min x>Ay: Robinson in 1951, albeit at a slow rate that may depend on x2∆n y2∆m y2∆m x2∆n the dimension of the problem. In 1959, Karlin conjectured p that FP converges at the more natural rate of O(1= t). It is easy to check that the minimizer of the left hand However, Daskalakis and Pan disproved a version of this side and the maximizer of the right exhibit the desired conjecture in 2014, showing that a slow rate can occur, equilibrium pair. although their result relies on adversarial tie-breaking. In One of the earliest methods for computing Nash this paper, we show that Karlin's conjecture is indeed correct Equilibria in zero sum games is fictitious play (FP), pro- for the class of diagonal payoff matrices, as long as ties posed by Brown [7, 8]. FP is perhaps the simplest dy- are broken lexicographically. Specifically, we show that FP namic one might envision for repeated play in a game| p converges at a O(1= t) rate in the case when the payoff in each round, each player considers the empirical distri- matrix is diagonal.