Games on Networks∗†
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Labsi Working Papers
UNIVERSITY OF SIENA S.N. O’ H iggins Arturo Palomba Patrizia Sbriglia Second Mover Advantage and Bertrand Dynamic Competition: An Experiment May 2010 LABSI WORKING PAPERS N. 28/2010 SECOND MOVER ADVANTAGE AND BERTRAND DYNAMIC COMPETITION: AN EXPERIMENT § S.N. O’Higgins University of Salerno [email protected] Arturo Palomba University of Naples II [email protected] Patrizia Sbriglia §§ University of Naples II [email protected] Abstract In this paper we provide an experimental test of a dynamic Bertrand duopolistic model, where firms move sequentially and their informational setting varies across different designs. Our experiment is composed of three treatments. In the first treatment, subjects receive information only on the costs and demand parameters and on the price’ choices of their opponent in the market in which they are positioned (matching is fixed); in the second and third treatments, subjects are also informed on the behaviour of players who are not directly operating in their market. Our aim is to study whether the individual behaviour and the process of equilibrium convergence are affected by the specific informational setting adopted. In all treatments we selected students who had previously studied market games and industrial organization, conjecturing that the specific participants’ expertise decreased the chances of imitation in treatment II and III. However, our results prove the opposite: the extra information provided in treatment II and III strongly affects the long run convergence to the market equilibrium. In fact, whilst in the first session, a high proportion of markets converge to the Nash-Bertrand symmetric solution, we observe that a high proportion of markets converge to more collusive outcomes in treatment II and more competitive outcomes in treatment III. -
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. -
1 Sequential Games
1 Sequential Games We call games where players take turns moving “sequential games”. Sequential games consist of the same elements as normal form games –there are players, rules, outcomes, and payo¤s. However, sequential games have the added element that history of play is now important as players can make decisions conditional on what other players have done. Thus, if two people are playing a game of Chess the second mover is able to observe the …rst mover’s initial move prior to making his initial move. While it is possible to represent sequential games using the strategic (or matrix) form representation of the game it is more instructive at …rst to represent sequential games using a game tree. In addition to the players, actions, outcomes, and payo¤s, the game tree will provide a history of play or a path of play. A very basic example of a sequential game is the Entrant-Incumbent game. The game is described as follows: Consider a game where there is an entrant and an incumbent. The entrant moves …rst and the incumbent observes the entrant’sdecision. The entrant can choose to either enter the market or remain out of the market. If the entrant remains out of the market then the game ends and the entrant receives a payo¤ of 0 while the incumbent receives a payo¤ of 2. If the entrant chooses to enter the market then the incumbent gets to make a choice. The incumbent chooses between …ghting entry or accommodating entry. If the incumbent …ghts the entrant receives a payo¤ of 3 while the incumbent receives a payo¤ of 1. -
Videogames in the Museum: Participation, Possibility and Play in Curating Meaningful Visitor Experiences
Videogames in the museum: participation, possibility and play in curating meaningful visitor experiences Gregor White Lynn Parker This paper was presented at AAH 2016 - 42nd Annual Conference & Book fair, University of Edinburgh, 7-9 April 2016 White, G. & Love, L. (2016) ‘Videogames in the museum: participation, possibility and play in curating meaningful visitor experiences’, Paper presented at Association of Art Historians 2016 Annual Conference and Bookfair, Edinburgh, United Kingdom, 7-9 April 2016. Videogames in the Museum: Participation, possibility and play in curating meaningful visitor experiences. Professor Gregor White Head of School of Arts, Media and Computer Games, Abertay University, Dundee, UK Email: [email protected] Lynn Parker Programme Leader, Computer Arts, Abertay University, Dundee, UK Email: [email protected] Keywords Videogames, games design, curators, museums, exhibition, agency, participation, rules, play, possibility space, co-creation, meaning-making Abstract In 2014 Videogames in the Museum [1] engaged with creative practitioners, games designers, curators and museums professionals to debate and explore the challenges of collecting and exhibiting videogames and games design. Discussions around authorship in games and games development, the transformative effect of the gallery on the cultural reception and significance of videogames led to the exploration of participatory modes and playful experiences that might more effectively expose the designer’s intent and enhance the nature of our experience as visitors and players. In proposing a participatory mode for the exhibition of videogames this article suggests an approach to exhibition and event design that attempts to resolve tensions between traditions of passive consumption of curated collections and active participation in meaning making using theoretical models from games analysis and criticism and the conceit of game and museum spaces as analogous rules based environments. -
Finitely Repeated Games
Repeated games 1: Finite repetition Universidad Carlos III de Madrid 1 Finitely repeated games • A finitely repeated game is a dynamic game in which a simultaneous game (the stage game) is played finitely many times, and the result of each stage is observed before the next one is played. • Example: Play the prisoners’ dilemma several times. The stage game is the simultaneous prisoners’ dilemma game. 2 Results • If the stage game (the simultaneous game) has only one NE the repeated game has only one SPNE: In the SPNE players’ play the strategies in the NE in each stage. • If the stage game has 2 or more NE, one can find a SPNE where, at some stage, players play a strategy that is not part of a NE of the stage game. 3 The prisoners’ dilemma repeated twice • Two players play the same simultaneous game twice, at ! = 1 and at ! = 2. • After the first time the game is played (after ! = 1) the result is observed before playing the second time. • The payoff in the repeated game is the sum of the payoffs in each stage (! = 1, ! = 2) • Which is the SPNE? Player 2 D C D 1 , 1 5 , 0 Player 1 C 0 , 5 4 , 4 4 The prisoners’ dilemma repeated twice Information sets? Strategies? 1 .1 5 for each player 2" for each player D C E.g.: (C, D, D, C, C) Subgames? 2.1 5 D C D C .2 1.3 1.5 1 1.4 D C D C D C D C 2.2 2.3 2 .4 2.5 D C D C D C D C D C D C D C D C 1+1 1+5 1+0 1+4 5+1 5+5 5+0 5+4 0+1 0+5 0+0 0+4 4+1 4+5 4+0 4+4 1+1 1+0 1+5 1+4 0+1 0+0 0+5 0+4 5+1 5+0 5+5 5+4 4+1 4+0 4+5 4+4 The prisoners’ dilemma repeated twice Let’s find the NE in the subgames. -
The Logic of Costly Punishment Reversed: Expropriation of Free-Riders and Outsiders∗,†
The logic of costly punishment reversed: expropriation of free-riders and outsiders∗ ,† David Hugh-Jones Carlo Perroni University of East Anglia University of Warwick and CAGE January 5, 2017 Abstract Current literature views the punishment of free-riders as an under-supplied pub- lic good, carried out by individuals at a cost to themselves. It need not be so: often, free-riders’ property can be forcibly appropriated by a coordinated group. This power makes punishment profitable, but it can also be abused. It is easier to contain abuses, and focus group punishment on free-riders, in societies where coordinated expropriation is harder. Our theory explains why public goods are un- dersupplied in heterogenous communities: because groups target minorities instead of free-riders. In our laboratory experiment, outcomes were more efficient when coordination was more difficult, while outgroup members were targeted more than ingroup members, and reacted differently to punishment. KEY WORDS: Cooperation, costly punishment, group coercion, heterogeneity JEL CLASSIFICATION: H1, H4, N4, D02 ∗We are grateful to CAGE and NIBS grant ES/K002201/1 for financial support. We would like to thank Mark Harrison, Francesco Guala, Diego Gambetta, David Skarbek, participants at conferences and presentations including EPCS, IMEBESS, SAET and ESA, and two anonymous reviewers for their comments. †Comments and correspondence should be addressed to David Hugh-Jones, School of Economics, University of East Anglia, [email protected] 1 Introduction Deterring free-riding is a central element of social order. Most students of collective action believe that punishing free-riders is costly to the punisher, but benefits the community as a whole. -
Recency, Records and Recaps: Learning and Non-Equilibrium Behavior in a Simple Decision Problem*
Recency, Records and Recaps: Learning and Non-equilibrium Behavior in a Simple Decision Problem* DREW FUDENBERG, Harvard University ALEXANDER PEYSAKHOVICH, Facebook Nash equilibrium takes optimization as a primitive, but suboptimal behavior can persist in simple stochastic decision problems. This has motivated the development of other equilibrium concepts such as cursed equilibrium and behavioral equilibrium. We experimentally study a simple adverse selection (or “lemons”) problem and find that learning models that heavily discount past information (i.e. display recency bias) explain patterns of behavior better than Nash, cursed or behavioral equilibrium. Providing counterfactual information or a record of past outcomes does little to aid convergence to optimal strategies, but providing sample averages (“recaps”) gets individuals most of the way to optimality. Thus recency effects are not solely due to limited memory but stem from some other form of cognitive constraints. Our results show the importance of going beyond static optimization and incorporating features of human learning into economic models. Categories & Subject Descriptors: J.4 [Social and Behavioral Sciences] Economics Author Keywords & Phrases: Learning, behavioral economics, recency, equilibrium concepts 1. INTRODUCTION Understanding when repeat experience can lead individuals to optimal behavior is crucial for the success of game theory and behavioral economics. Equilibrium analysis assumes all individuals choose optimal strategies while much research in behavioral economics -
Public Goods Agreements with Other-Regarding Preferences
NBER WORKING PAPER SERIES PUBLIC GOODS AGREEMENTS WITH OTHER-REGARDING PREFERENCES Charles D. Kolstad Working Paper 17017 http://www.nber.org/papers/w17017 NATIONAL BUREAU OF ECONOMIC RESEARCH 1050 Massachusetts Avenue Cambridge, MA 02138 May 2011 Department of Economics and Bren School, University of California, Santa Barbara; Resources for the Future; and NBER. Comments from Werner Güth, Kaj Thomsson and Philipp Wichardt and discussions with Gary Charness and Michael Finus have been appreciated. Outstanding research assistance from Trevor O’Grady and Adam Wright is gratefully acknowledged. Funding from the University of California Center for Energy and Environmental Economics (UCE3) is also acknowledged and appreciated. The views expressed herein are those of the author and do not necessarily reflect the views of the National Bureau of Economic Research. NBER working papers are circulated for discussion and comment purposes. They have not been peer- reviewed or been subject to the review by the NBER Board of Directors that accompanies official NBER publications. © 2011 by Charles D. Kolstad. All rights reserved. Short sections of text, not to exceed two paragraphs, may be quoted without explicit permission provided that full credit, including © notice, is given to the source. Public Goods Agreements with Other-Regarding Preferences Charles D. Kolstad NBER Working Paper No. 17017 May 2011, Revised June 2012 JEL No. D03,H4,H41,Q5 ABSTRACT Why cooperation occurs when noncooperation appears to be individually rational has been an issue in economics for at least a half century. In the 1960’s and 1970’s the context was cooperation in the prisoner’s dilemma game; in the 1980’s concern shifted to voluntary provision of public goods; in the 1990’s, the literature on coalition formation for public goods provision emerged, in the context of coalitions to provide transboundary pollution abatement. -
The Impact of Beliefs on Effort in Telecommuting Teams
The impact of beliefs on effort in telecommuting teams E. Glenn Dutcher, Krista Jabs Saral Working Papers in Economics and Statistics 2012-22 University of Innsbruck http://eeecon.uibk.ac.at/ University of Innsbruck Working Papers in Economics and Statistics The series is jointly edited and published by - Department of Economics - Department of Public Finance - Department of Statistics Contact Address: University of Innsbruck Department of Public Finance Universitaetsstrasse 15 A-6020 Innsbruck Austria Tel: + 43 512 507 7171 Fax: + 43 512 507 2970 E-mail: [email protected] The most recent version of all working papers can be downloaded at http://eeecon.uibk.ac.at/wopec/ For a list of recent papers see the backpages of this paper. The Impact of Beliefs on E¤ort in Telecommuting Teams E. Glenn Dutchery Krista Jabs Saralz February 2014 Abstract The use of telecommuting policies remains controversial for many employers because of the perceived opportunity for shirking outside of the traditional workplace; a problem that is potentially exacerbated if employees work in teams. Using a controlled experiment, where individuals work in teams with varying numbers of telecommuters, we test how telecommut- ing a¤ects the e¤ort choice of workers. We …nd that di¤erences in productivity within the team do not result from shirking by telecommuters; rather, changes in e¤ort result from an individual’s belief about the productivity of their teammates. In line with stereotypes, a high proportion of both telecommuting and non-telecommuting participants believed their telecommuting partners were less productive. Consequently, lower expectations of partner productivity resulted in lower e¤ort when individuals were partnered with telecommuters. -
Heroes of Warland in Madrid World Football Summit
PRESS RELEASE 24 September 2018 at 09:00 (EEST) Heroes of Warland in Madrid World Football Summit Nitro Games presents its upcoming game Heroes of Warland in World Football Summit this week in Madrid, Spain. “We consider Spain a very important market in the field of eSports. In WFS we’re presenting Heroes of Warland for Spanish speaking audience, as well as exploring opportunities related to competitive gaming and eSports on mobile.” says Jussi Tähtinen, CEO & Co-Founder, Nitro Games Oyj. The World Football Summit takes place in Teatro Goya, Madrid on September 24 – 25. WFS is the international event of the football industry, gathering 2300+ attendees and the most influential professionals from 80+ countries, as well as 160+ clubs and 100+ medias, in order to discuss the most relevant topics and to generate business opportunities. Several of these parties are also active in the field of eSports. Nitro Games is attending the event to showcase Heroes of Warland and Heroes & Superstars reality show. CEO Jussi Tähtinen is also a speaker at the event. Find out more about WFS: https://worldfootballsummit.com/en/ Heroes of Warland is now available in Google Play Open Beta in 139 countries. This means the game is available globally for early testers having Android devices, excluding China and few other countries. The game is featured in Google Play in Early Access category in all 139 countries. Heroes of Warland is a team-based competitive multiplayer game on mobile. With Heroes of Warland, Nitro Games is introducing hero-based shooter genre on mobile for the first time. -
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. -
Chapter 16 Oligopoly and Game Theory Oligopoly Oligopoly
Chapter 16 “Game theory is the study of how people Oligopoly behave in strategic situations. By ‘strategic’ we mean a situation in which each person, when deciding what actions to take, must and consider how others might respond to that action.” Game Theory Oligopoly Oligopoly • “Oligopoly is a market structure in which only a few • “Figuring out the environment” when there are sellers offer similar or identical products.” rival firms in your market, means guessing (or • As we saw last time, oligopoly differs from the two ‘ideal’ inferring) what the rivals are doing and then cases, perfect competition and monopoly. choosing a “best response” • In the ‘ideal’ cases, the firm just has to figure out the environment (prices for the perfectly competitive firm, • This means that firms in oligopoly markets are demand curve for the monopolist) and select output to playing a ‘game’ against each other. maximize profits • To understand how they might act, we need to • An oligopolist, on the other hand, also has to figure out the understand how players play games. environment before computing the best output. • This is the role of Game Theory. Some Concepts We Will Use Strategies • Strategies • Strategies are the choices that a player is allowed • Payoffs to make. • Sequential Games •Examples: • Simultaneous Games – In game trees (sequential games), the players choose paths or branches from roots or nodes. • Best Responses – In matrix games players choose rows or columns • Equilibrium – In market games, players choose prices, or quantities, • Dominated strategies or R and D levels. • Dominant Strategies. – In Blackjack, players choose whether to stay or draw.