The Optimal Strategy in the Minimum Effort Game
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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. -
Collusion Constrained Equilibrium
Theoretical Economics 13 (2018), 307–340 1555-7561/20180307 Collusion constrained equilibrium Rohan Dutta Department of Economics, McGill University David K. Levine Department of Economics, European University Institute and Department of Economics, Washington University in Saint Louis Salvatore Modica Department of Economics, Università di Palermo We study collusion within groups in noncooperative games. The primitives are the preferences of the players, their assignment to nonoverlapping groups, and the goals of the groups. Our notion of collusion is that a group coordinates the play of its members among different incentive compatible plans to best achieve its goals. Unfortunately, equilibria that meet this requirement need not exist. We instead introduce the weaker notion of collusion constrained equilibrium. This al- lows groups to put positive probability on alternatives that are suboptimal for the group in certain razor’s edge cases where the set of incentive compatible plans changes discontinuously. These collusion constrained equilibria exist and are a subset of the correlated equilibria of the underlying game. We examine four per- turbations of the underlying game. In each case,we show that equilibria in which groups choose the best alternative exist and that limits of these equilibria lead to collusion constrained equilibria. We also show that for a sufficiently broad class of perturbations, every collusion constrained equilibrium arises as such a limit. We give an application to a voter participation game that shows how collusion constraints may be socially costly. Keywords. Collusion, organization, group. JEL classification. C72, D70. 1. Introduction As the literature on collective action (for example, Olson 1965) emphasizes, groups often behave collusively while the preferences of individual group members limit the possi- Rohan Dutta: [email protected] David K. -
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. -
Game Theory Chris Georges Some Examples of 2X2 Games Here Are
Game Theory Chris Georges Some Examples of 2x2 Games Here are some widely used stylized 2x2 normal form games (two players, two strategies each). The ranking of the payoffs is what distinguishes the games, rather than the actual values of these payoffs. I will use Watson’s numbers here (see e.g., p. 31). Coordination game: two friends have agreed to meet on campus, but didn’t resolve where. They had narrowed it down to two possible choices: library or pub. Here are two versions. Player 2 Library Pub Player 1 Library 1,1 0,0 Pub 0,0 1,1 Player 2 Library Pub Player 1 Library 2,2 0,0 Pub 0,0 1,1 Battle of the Sexes: This is an asymmetric coordination game. A couple is trying to agree on what to do this evening. They have narrowed the choice down to two concerts: Nicki Minaj or Justin Bieber. Each prefers one over the other, but prefers either to doing nothing. If they disagree, they do nothing. Possible metaphor for bargaining (strategies are high wage, low wage: if disagreement we get a strike (0,0)) or agreement between two firms on a technology standard. Notice that this is a coordination game in which the two players are of different types (have different preferences). Player 2 NM JB Player 1 NM 2,1 0,0 JB 0,0 1,2 Matching Pennies: coordination is good for one player and bad for the other. Player 1 wins if the strategies match, player 2 wins if they don’t match. -
Coordination Games on Dynamical Networks
Games 2010, 1, 242-261; doi:10.3390/g1030242 OPEN ACCESS games ISSN 2073-4336 www.mdpi.com/journal/games Article Coordination Games on Dynamical Networks Marco Tomassini and Enea Pestelacci ? Information Systems Institute, Faculty of Business and Economics, University of Lausanne, CH-1015 Lausanne, Switzerland; E-Mail: [email protected] ? Author to whom correspondence should be addressed; E-Mail: [email protected]; Tel.: +41-21-692-3583; Fax: +41-21-692-3585. Received: 8 June 2010; in revised form: 7 July 2010 / Accepted: 28 July 2010 / Published: 29 July 2010 Abstract: We propose a model in which agents of a population interacting according to a network of contacts play games of coordination with each other and can also dynamically break and redirect links to neighbors if they are unsatisfied. As a result, there is co-evolution of strategies in the population and of the graph that represents the network of contacts. We apply the model to the class of pure and general coordination games. For pure coordination games, the networks co-evolve towards the polarization of different strategies. In the case of general coordination games our results show that the possibility of refusing neighbors and choosing different partners increases the success rate of the Pareto-dominant equilibrium. Keywords: evolutionary game theory; coordination games; games on dynamical networks; co-evolution 1. Introduction The purpose of Game Theory [1] is to describe situations in which two or more agents or entities may pursue different views about what is to be considered best by each of them. In other words, Game Theory, or at least the non-cooperative part of it, strives to describe what the agents’ rational decisions should be in such conflicting situations. -
Restoring Fun to Game Theory
Restoring Fun to Game Theory Avinash Dixit Abstract: The author suggests methods for teaching game theory at an introduc- tory level, using interactive games to be played in the classroom or in computer clusters, clips from movies to be screened and discussed, and excerpts from novels and historical books to be read and discussed. JEL codes: A22, C70 Game theory starts with an unfair advantage over most other scientific subjects—it is applicable to numerous interesting and thought-provoking aspects of decision- making in economics, business, politics, social interactions, and indeed to much of everyday life, making it automatically appealing to students. However, too many teachers and textbook authors lose this advantage by treating the subject in such an abstract and formal way that the students’ eyes glaze over. Even the interests of the abstract theorists will be better served if introductory courses are motivated using examples and classroom games that engage the students’ interest and encourage them to go on to more advanced courses. This will create larger audiences for the abstract game theorists; then they can teach students the mathematics and the rigor that are surely important aspects of the subject at the higher levels. Game theory has become a part of the basic framework of economics, along with, or even replacing in many contexts, the traditional supply-demand frame- work in partial and general equilibrium. Therefore economics students should be introduced to game theory right at the beginning of their studies. Teachers of eco- nomics usually introduce game theory by using economics applications; Cournot duopoly is the favorite vehicle. -
Maximin Equilibrium∗
Maximin equilibrium∗ Mehmet ISMAILy March, 2014. This version: June, 2014 Abstract We introduce a new theory of games which extends von Neumann's theory of zero-sum games to nonzero-sum games by incorporating common knowledge of individual and collective rationality of the play- ers. Maximin equilibrium, extending Nash's value approach, is based on the evaluation of the strategic uncertainty of the whole game. We show that maximin equilibrium is invariant under strictly increasing transformations of the payoffs. Notably, every finite game possesses a maximin equilibrium in pure strategies. Considering the games in von Neumann-Morgenstern mixed extension, we demonstrate that the maximin equilibrium value is precisely the maximin (minimax) value and it coincides with the maximin strategies in two-player zero-sum games. We also show that for every Nash equilibrium that is not a maximin equilibrium there exists a maximin equilibrium that Pareto dominates it. In addition, a maximin equilibrium is never Pareto dominated by a Nash equilibrium. Finally, we discuss maximin equi- librium predictions in several games including the traveler's dilemma. JEL-Classification: C72 ∗I thank Jean-Jacques Herings for his feedback. I am particularly indebted to Ronald Peeters for his continuous comments and suggestions about the material in this paper. I am also thankful to the participants of the MLSE seminar at Maastricht University. Of course, any mistake is mine. yMaastricht University. E-mail: [email protected]. 1 Introduction In their ground-breaking book, von Neumann and Morgenstern (1944, p. 555) describe the maximin strategy1 solution for two-player games as follows: \There exists precisely one solution. -
Observability and Equilibrium Selection
Observability and Equilibrium Selection George W. Evans University of Oregon and University of St Andrews Bruce McGough University of Oregon August 28, 2015 Abstract We explore the connection between shock observability and equilibrium. When aggregate shocks are unobserved the rational expectations solutions re- main unchanged if contemporaneous aggregate outcomes are observable, but their stability under adaptive learning must be reconsidered. We obtain learn- ing stability conditions and show that, provided there is not large positive expectational feedback, the minimum state variable solution is robustly sta- ble under learning, while the nonfundamental solution is never robustly stable. Using agent-level micro-founded settings we apply our results to overlapping generations and New Keynesian models, and we address the uniqueness con- cerns raised in Cochrane (2011). JEL Classifications: E31; E32; E52; D84; D83 Key Words: Expectations; Learning; Observability; Selection; New Keyne- sian; Indeterminacy. 1 Introduction We explore the connection between shock observability and equilibrium selection un- der learning. Under rational expectations (RE) the assumption of shock observability does not affect equilibrium outcomes if current aggregates are in the information set. However, stability under adaptive learning is altered. The common assumption that exogenous shocks are observable to forward-looking agents has been questioned by prominent authors, including Cochrane (2009) and Levine et al. (2012). We exam- ine the implications for equilibrium selection of taking the shocks as unobservable. 1 Within the context of a simple model, we establish that determinacy implies the ex- istence of a unique robustly stable rational expectations equilibrium. Our results also cover the indeterminate case. As an important application of our results, we examine the concerns raised in Cochrane (2009, 2011) about the New Keynesian model. -
Minimax Regret and Deviations Form Nash Equilibrium
Minmax regret and deviations from Nash Equilibrium Michal Lewandowski∗ December 10, 2019 Abstract We build upon Goeree and Holt [American Economic Review, 91 (5) (2001), 1402-1422] and show that the departures from Nash Equilibrium predictions observed in their experiment on static games of complete in- formation can be explained by minimizing the maximum regret. Keywords: minmax regret, Nash equilibrium JEL Classification Numbers: C7 1 Introduction 1.1 Motivating examples Game theory predictions are sometimes counter-intuitive. Below, we give three examples. First, consider the traveler's dilemma game of Basu (1994). An airline loses two identical suitcases that belong to two different travelers. The airline worker talks to the travelers separately asking them to report the value of their case between $2 and $100. If both tell the same amount, each gets this amount. If one amount is smaller, then each of them will get this amount with either a bonus or a malus: the traveler who chose the smaller amount will get $2 extra; the other traveler will have to pay $2 penalty. Intuitively, reporting a value that is a little bit below $100 seems a good strategy in this game. This is so, because reporting high value gives you a chance of receiving large payoff without risking much { compared to reporting lower values the maximum possible loss is $4, i.e. the difference between getting the bonus and getting the malus. Bidding a little below instead of exactly $100 ∗Warsaw School of Economics, [email protected] Minmax regret strategies Michal Lewandowski Figure 1: Asymmetric matching pennies LR T 7; 0 0; 1 B 0; 1 1; 0 Figure 2: Choose an effort games Game A Game B LR LR T 2; 2 −3; 1 T 5; 5 0; 1 B 1; −3 1; 1 B 1; 0 1; 1 avoids choosing a strictly dominant action. -
Chapter 10 Game Theory: Inside Oligopoly
Managerial Economics & Business Strategy Chapter 10 Game Theory: Inside Oligopoly McGraw-Hill/Irwin Copyright © 2010 by the McGraw-Hill Companies, Inc. All rights reserved. Overview I. Introduction to Game Theory II. Simultaneous-Move, One-Shot Games III. Infinitely Repeated Games IV. Finitely Repeated Games V. Multistage Games 10-2 Game Environments Players’ planned decisions are called strategies. Payoffs to players are the profits or losses resulting from strategies. Order of play is important: – Simultaneous-move game: each player makes decisions with knowledge of other players’ decisions. – Sequential-move game: one player observes its rival’s move prior to selecting a strategy. Frequency of rival interaction – One-shot game: game is played once. – Repeated game: game is played more than once; either a finite or infinite number of interactions. 10-3 Simultaneous-Move, One-Shot Games: Normal Form Game A Normal Form Game consists of: – Set of players i ∈ {1, 2, … n} where n is a finite number. – Each players strategy set or feasible actions consist of a finite number of strategies. • Player 1’s strategies are S 1 = {a, b, c, …}. • Player 2’s strategies are S2 = {A, B, C, …}. – Payoffs. • Player 1’s payoff: π1(a,B) = 11. • Player 2’s payoff: π2(b,C) = 12. 10-4 A Normal Form Game Player 2 Strategy ABC a 12 ,11 11 ,12 14 ,13 b 11 ,10 10 ,11 12 ,12 Player 1 Player c 10 ,15 10 ,13 13 ,14 10-5 Normal Form Game: Scenario Analysis Suppose 1 thinks 2 will choose “A”. Player 2 Strategy ABC a 12 ,11 11 ,12 14 ,13 b 11 ,10 10 ,11 12 ,12 Player 1 Player c 10 ,15 10 ,13 13 ,14 10-6 Normal Form Game: Scenario Analysis Then 1 should choose “a”.