Minimax Regret and Strategic
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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. -
Best Experienced Payoff Dynamics and Cooperation in the Centipede Game
Theoretical Economics 14 (2019), 1347–1385 1555-7561/20191347 Best experienced payoff dynamics and cooperation in the centipede game William H. Sandholm Department of Economics, University of Wisconsin Segismundo S. Izquierdo BioEcoUva, Department of Industrial Organization, Universidad de Valladolid Luis R. Izquierdo Department of Civil Engineering, Universidad de Burgos We study population game dynamics under which each revising agent tests each of his strategies a fixed number of times, with each play of each strategy being against a newly drawn opponent, and chooses the strategy whose total payoff was highest. In the centipede game, these best experienced payoff dynamics lead to co- operative play. When strategies are tested once, play at the almost globally stable state is concentrated on the last few nodes of the game, with the proportions of agents playing each strategy being largely independent of the length of the game. Testing strategies many times leads to cyclical play. Keywords. Evolutionary game theory, backward induction, centipede game, computational algebra. JEL classification. C72, C73. 1. Introduction The discrepancy between the conclusions of backward induction reasoning and ob- served behavior in certain canonical extensive form games is a basic puzzle of game the- ory. The centipede game (Rosenthal (1981)), the finitely repeated prisoner’s dilemma, and related examples can be viewed as models of relationships in which each partic- ipant has repeated opportunities to take costly actions that benefit his partner and in which there is a commonly known date at which the interaction will end. Experimen- tal and anecdotal evidence suggests that cooperative behavior may persist until close to William H. -
1 Continuous Strategy Markov Equilibrium in a Dynamic Duopoly
1 Continuous Strategy Markov Equilibrium in a Dynamic Duopoly with Capacity Constraints* Milan Horniacˇek CERGE-EI, Charles University and Academy of Sciences of Czech Republic, Prague The paper deals with an infinite horizon dynamic duopoly composed of price setting firms, producing differentiated products, with sales constrained by capacities that are increased or maintained by investments. We analyze continuous strategy Markov perfect equilibria, in which strategies are continuous functions of (only) current capacities. The weakest possible criterion of a renegotiation-proofness, called renegotiation-quasi-proofness, eliminates all equilibria in which some continuation equilibrium path in the capacity space does not converge to a Pareto efficient capacity vector giving both firms no lower single period net profit than some (but the same for both firms) capacity unconstrained Bertrand equilibrium. Keywords: capacity creating investments, continuous Markov strategies, dynamic duopoly, renegotiation-proofness. Journal of Economic Literature Classification Numbers: C73, D43, L13. * This is a revised version of the paper that I presented at the 1996 Econometric Society European Meeting in Istanbul. I am indebted to participants in the session ET47 Oligopoly Theory for helpful and encouraging comments. Cristina Rata provided an able research assistance. The usual caveat applies. CERGE ESC Grant is acknowledged as a partial source of financial support. 2 1. INTRODUCTION Many infinite horizon, discrete time, deterministic oligopoly models involve physical links between periods, i.e., they are oligopolistic difference games. These links can stem, for example, from investment or advertising. In difference games, a current state, which is payoff relevant, should be taken into account by rational players when deciding on a current period action. -
Evolutionary Game Theory: ESS, Convergence Stability, and NIS
Evolutionary Ecology Research, 2009, 11: 489–515 Evolutionary game theory: ESS, convergence stability, and NIS Joseph Apaloo1, Joel S. Brown2 and Thomas L. Vincent3 1Department of Mathematics, Statistics and Computer Science, St. Francis Xavier University, Antigonish, Nova Scotia, Canada, 2Department of Biological Sciences, University of Illinois, Chicago, Illinois, USA and 3Department of Aerospace and Mechanical Engineering, University of Arizona, Tucson, Arizona, USA ABSTRACT Question: How are the three main stability concepts from evolutionary game theory – evolutionarily stable strategy (ESS), convergence stability, and neighbourhood invader strategy (NIS) – related to each other? Do they form a basis for the many other definitions proposed in the literature? Mathematical methods: Ecological and evolutionary dynamics of population sizes and heritable strategies respectively, and adaptive and NIS landscapes. Results: Only six of the eight combinations of ESS, convergence stability, and NIS are possible. An ESS that is NIS must also be convergence stable; and a non-ESS, non-NIS cannot be convergence stable. A simple example shows how a single model can easily generate solutions with all six combinations of stability properties and explains in part the proliferation of jargon, terminology, and apparent complexity that has appeared in the literature. A tabulation of most of the evolutionary stability acronyms, definitions, and terminologies is provided for comparison. Key conclusions: The tabulated list of definitions related to evolutionary stability are variants or combinations of the three main stability concepts. Keywords: adaptive landscape, convergence stability, Darwinian dynamics, evolutionary game stabilities, evolutionarily stable strategy, neighbourhood invader strategy, strategy dynamics. INTRODUCTION Evolutionary game theory has and continues to make great strides. -
1 Bertrand Model
ECON 312: Oligopolisitic Competition 1 Industrial Organization Oligopolistic Competition Both the monopoly and the perfectly competitive market structure has in common is that neither has to concern itself with the strategic choices of its competition. In the former, this is trivially true since there isn't any competition. While the latter is so insignificant that the single firm has no effect. In an oligopoly where there is more than one firm, and yet because the number of firms are small, they each have to consider what the other does. Consider the product launch decision, and pricing decision of Apple in relation to the IPOD models. If the features of the models it has in the line up is similar to Creative Technology's, it would have to be concerned with the pricing decision, and the timing of its announcement in relation to that of the other firm. We will now begin the exposition of Oligopolistic Competition. 1 Bertrand Model Firms can compete on several variables, and levels, for example, they can compete based on their choices of prices, quantity, and quality. The most basic and funda- mental competition pertains to pricing choices. The Bertrand Model is examines the interdependence between rivals' decisions in terms of pricing decisions. The assumptions of the model are: 1. 2 firms in the market, i 2 f1; 2g. 2. Goods produced are homogenous, ) products are perfect substitutes. 3. Firms set prices simultaneously. 4. Each firm has the same constant marginal cost of c. What is the equilibrium, or best strategy of each firm? The answer is that both firms will set the same prices, p1 = p2 = p, and that it will be equal to the marginal ECON 312: Oligopolisitic Competition 2 cost, in other words, the perfectly competitive outcome. -
A Cournot-Nash–Bertrand Game Theory Model of a Service-Oriented Internet with Price and Quality Competition Among Network Transport Providers
A Cournot-Nash–Bertrand Game Theory Model of a Service-Oriented Internet with Price and Quality Competition Among Network Transport Providers Anna Nagurney1,2 and Tilman Wolf3 1Department of Operations and Information Management Isenberg School of Management University of Massachusetts, Amherst, Massachusetts 01003 2School of Business, Economics and Law University of Gothenburg, Gothenburg, Sweden 3Department of Electrical and Computer Engineering University of Massachusetts, Amherst, Massachusetts 01003 December 2012; revised May and July 2013 Computational Management Science 11(4), (2014), pp 475-502. Abstract: This paper develops a game theory model of a service-oriented Internet in which profit-maximizing service providers provide substitutable (but not identical) services and compete with the quantities of services in a Cournot-Nash manner, whereas the network transport providers, which transport the services to the users at the demand markets, and are also profit-maximizers, compete with prices in Bertrand fashion and on quality. The consumers respond to the composition of service and network provision through the demand price functions, which are both quantity and quality dependent. We derive the governing equilibrium conditions of the integrated game and show that it satisfies a variational in- equality problem. We then describe the underlying dynamics, and provide some qualitative properties, including stability analysis. The proposed algorithmic scheme tracks, in discrete- time, the dynamic evolution of the service volumes, quality levels, and the prices until an approximation of a stationary point (within the desired convergence tolerance) is achieved. Numerical examples demonstrate the modeling and computational framework. Key words: network economics, game theory, oligopolistic competition, service differen- tiation, quality competition, Cournot-Nash equilibrium, service-oriented Internet, Bertrand competition, variational inequalities, projected dynamical systems 1 1. -
Comparative Statics and Perfect Foresight in Infinite Horizon Economies
Digitized by the Internet Archive in 2011 with funding from Boston Library Consortium IVIember Libraries http://www.archive.org/details/comparativestatiOOkeho working paper department of economics Comparative Statics And Perfect Foresight in Infinite Horizon Economies Timothy J. Kehoe David K. Levine* Number 312 December 1982 massachusetts institute of technology 50 memorial drive Cambridge, mass. 02139 Comparative Statics And Perfect Foresight in Infinite Horizon Economies Timothy J. Kehoe David K. Levine* Number 312 December 1982 Department of Economics, M.I.T. and Department of Economics, U.C.L.A., respectively. Abstract This paper considers whether infinite horizon economies have determinate perfect foresight equilibria. ¥e consider stationary pure exchange economies with both finite and infinite numbers of agents. When there is a finite number of infinitely lived agents, we argue that equilibria are generically determinate. This is because the number of equations determining the equilibria is not infinite, but is equal to the number of agents minus one and must determine the marginal utility of income for all but one agent. In an overlapping generations model with infinitely many finitely lived agents, this reasoning breaks down. ¥e ask whether the initial conditions together with the requirement of convergence to a steady state locally determine an equilibrium price path. In this framework there are many economies with isolated equilibria, many with continue of equilibria, and many with no equilibria at all. With two or more goods in every period not only can the price level be indeterminate but relative prices as well. Furthermore, such indeterminacy can occur whether or not there is fiat money in the economy. -
8. Maxmin and Minmax Strategies
CMSC 474, Introduction to Game Theory 8. Maxmin and Minmax Strategies Mohammad T. Hajiaghayi University of Maryland Outline Chapter 2 discussed two solution concepts: Pareto optimality and Nash equilibrium Chapter 3 discusses several more: Maxmin and Minmax Dominant strategies Correlated equilibrium Trembling-hand perfect equilibrium e-Nash equilibrium Evolutionarily stable strategies Worst-Case Expected Utility For agent i, the worst-case expected utility of a strategy si is the minimum over all possible Husband Opera Football combinations of strategies for the other agents: Wife min u s ,s Opera 2, 1 0, 0 s-i i ( i -i ) Football 0, 0 1, 2 Example: Battle of the Sexes Wife’s strategy sw = {(p, Opera), (1 – p, Football)} Husband’s strategy sh = {(q, Opera), (1 – q, Football)} uw(p,q) = 2pq + (1 – p)(1 – q) = 3pq – p – q + 1 We can write uw(p,q) For any fixed p, uw(p,q) is linear in q instead of uw(sw , sh ) • e.g., if p = ½, then uw(½,q) = ½ q + ½ 0 ≤ q ≤ 1, so the min must be at q = 0 or q = 1 • e.g., minq (½ q + ½) is at q = 0 minq uw(p,q) = min (uw(p,0), uw(p,1)) = min (1 – p, 2p) Maxmin Strategies Also called maximin A maxmin strategy for agent i A strategy s1 that makes i’s worst-case expected utility as high as possible: argmaxmin ui (si,s-i ) si s-i This isn’t necessarily unique Often it is mixed Agent i’s maxmin value, or security level, is the maxmin strategy’s worst-case expected utility: maxmin ui (si,s-i ) si s-i For 2 players it simplifies to max min u1s1, s2 s1 s2 Example Wife’s and husband’s strategies -
Bounded Rationality and Correlated Equilibria Fabrizio Germano, Peio Zuazo-Garin
Bounded Rationality and Correlated Equilibria Fabrizio Germano, Peio Zuazo-Garin To cite this version: Fabrizio Germano, Peio Zuazo-Garin. Bounded Rationality and Correlated Equilibria. 2015. halshs- 01251512 HAL Id: halshs-01251512 https://halshs.archives-ouvertes.fr/halshs-01251512 Preprint submitted on 6 Jan 2016 HAL is a multi-disciplinary open access L’archive ouverte pluridisciplinaire HAL, est archive for the deposit and dissemination of sci- destinée au dépôt et à la diffusion de documents entific research documents, whether they are pub- scientifiques de niveau recherche, publiés ou non, lished or not. The documents may come from émanant des établissements d’enseignement et de teaching and research institutions in France or recherche français ou étrangers, des laboratoires abroad, or from public or private research centers. publics ou privés. Working Papers / Documents de travail Bounded Rationality and Correlated Equilibria Fabrizio Germano Peio Zuazo-Garin WP 2015 - Nr 51 Bounded Rationality and Correlated Equilibria∗ Fabrizio Germano† and Peio Zuazo-Garin‡ November 2, 2015 Abstract We study an interactive framework that explicitly allows for nonrational behavior. We do not place any restrictions on how players’ behavior deviates from rationality. Instead we assume that there exists a probability p such that all players play rationally with at least probability p, and all players believe, with at least probability p, that their opponents play rationally. This, together with the assumption of a common prior, leads to what we call the set of p-rational outcomes, which we define and characterize for arbitrary probability p. We then show that this set varies continuously in p and converges to the set of correlated equilibria as p approaches 1, thus establishing robustness of the correlated equilibrium concept to relaxing rationality and common knowledge of rationality. -
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. -
Alpha-Beta Pruning
Alpha-Beta Pruning Carl Felstiner May 9, 2019 Abstract This paper serves as an introduction to the ways computers are built to play games. We implement the basic minimax algorithm and expand on it by finding ways to reduce the portion of the game tree that must be generated to find the best move. We tested our algorithms on ordinary Tic-Tac-Toe, Hex, and 3-D Tic-Tac-Toe. With our algorithms, we were able to find the best opening move in Tic-Tac-Toe by only generating 0.34% of the nodes in the game tree. We also explored some mathematical features of Hex and provided proofs of them. 1 Introduction Building computers to play board games has been a focus for mathematicians ever since computers were invented. The first computer to beat a human opponent in chess was built in 1956, and towards the late 1960s, computers were already beating chess players of low-medium skill.[1] Now, it is generally recognized that computers can beat even the most accomplished grandmaster. Computers build a tree of different possibilities for the game and then work backwards to find the move that will give the computer the best outcome. Al- though computers can evaluate board positions very quickly, in a game like chess where there are over 10120 possible board configurations it is impossible for a computer to search through the entire tree. The challenge for the computer is then to find ways to avoid searching in certain parts of the tree. Humans also look ahead a certain number of moves when playing a game, but experienced players already know of certain theories and strategies that tell them which parts of the tree to look. -
14.12 Game Theory Lecture Notes∗ Lectures 7-9
14.12 Game Theory Lecture Notes∗ Lectures 7-9 Muhamet Yildiz Intheselecturesweanalyzedynamicgames(withcompleteinformation).Wefirst analyze the perfect information games, where each information set is singleton, and develop the notion of backwards induction. Then, considering more general dynamic games, we will introduce the concept of the subgame perfection. We explain these concepts on economic problems, most of which can be found in Gibbons. 1 Backwards induction The concept of backwards induction corresponds to the assumption that it is common knowledge that each player will act rationally at each node where he moves — even if his rationality would imply that such a node will not be reached.1 Mechanically, it is computed as follows. Consider a finite horizon perfect information game. Consider any node that comes just before terminal nodes, that is, after each move stemming from this node, the game ends. If the player who moves at this node acts rationally, he will choose the best move for himself. Hence, we select one of the moves that give this player the highest payoff. Assigning the payoff vector associated with this move to the node at hand, we delete all the moves stemming from this node so that we have a shorter game, where our node is a terminal node. Repeat this procedure until we reach the origin. ∗These notes do not include all the topics that will be covered in the class. See the slides for a more complete picture. 1 More precisely: at each node i the player is certain that all the players will act rationally at all nodes j that follow node i; and at each node i the player is certain that at each node j that follows node i the player who moves at j will be certain that all the players will act rationally at all nodes k that follow node j,...ad infinitum.