3,242 research outputs found

    Infinite subgame perfect equilibrium in the Hausdorff difference hierarchy

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    Subgame perfect equilibria are specific Nash equilibria in perfect information games in extensive form. They are important because they relate to the rationality of the players. They always exist in infinite games with continuous real-valued payoffs, but may fail to exist even in simple games with slightly discontinuous payoffs. This article considers only games whose outcome functions are measurable in the Hausdorff difference hierarchy of the open sets (\textit{i.e.} Δ20\Delta^0_2 when in the Baire space), and it characterizes the families of linear preferences such that every game using these preferences has a subgame perfect equilibrium: the preferences without infinite ascending chains (of course), and such that for all players aa and bb and outcomes x,y,zx,y,z we have ¬(z<ay<axx<bz<by)\neg(z <_a y <_a x \,\wedge\, x <_b z <_b y). Moreover at each node of the game, the equilibrium constructed for the proof is Pareto-optimal among all the outcomes occurring in the subgame. Additional results for non-linear preferences are presented.Comment: The alternative definition of the difference hierarchy has changed slightl

    Stationary quasi-perfect equilibrium partitions constitute the recursive core

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    We present sucient conditions for the implementation of the (pessimistic) recursive core (Kóczy, 2007) in discrete partition function form games using a modified version of the sequential coalition formation game by Bloch (1996) extending the results of Kóczy (2008) and - in a slightly different setup - Huang and Sjöström (2006) to games with empty residual cores (respectively, to games that are not r-balanced).Economics (Jel: A)

    A General Bargaining Model of Legislative Policy-making

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    We present a general model of legislative bargaining in which the status quo is an arbitrary point in a multidimensional policy space. In contrast to other bargaining models, the status quo is not assumed to be bad for all legislators, and delay may be Pareto efficient. We prove existence of stationary equilibria. We show that if all legislators are risk averse or if even limited transfers are possible, then delay is only possible if the status quo lies in the core. Thus, we expect immediate agreement in multidimensional models, where the core is typically empty. In one dimension, delay is possible if and only if the status quo lies in the core of the voting rule, and then it is the only possible outcome. Our comparative statics analysis yield two noteworthy insights: moderate status quos imply moderate policy outcomes, and legislative patience implies policy moderation

    Stationary consistent equilibrium coalition structures constitute the recursive core

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    We study coalitional games where the proceeds from cooperation depend on the entire coalition structure. The coalition structure core (Kóczy, GEB, 2007) is a generalisation of the coalition structure core for such games. We introduce a noncooperative, sequential coalition formation model and show that the set of equilibrium outcomes coincides with the recursive core. In order to extend past results to games that are not totally balanced (understood in this special setting) we introduce subgame-consistency that requires perfectness in relevant subgames only, while subgames that are never reached are ignored.partition function, externalities, implementation, recursive core, stationary perfect equilibrium, time consistent equi- librium

    Sufficient conditions for stable equilibria

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    A refinement of the set of Nash equilibria that satisfies two assumptions is shown to select a subset that is stable in the sense defined by Kohlberg and Mertens. One assumption requires that a selected set is invariant to adjoining redundant strategies and the other is a strong version of backward induction. Backward induction is interpreted as the requirement that each player's strategy is sequentially rational and conditionally admissible at every information set in an extensive-form game with perfect recall, implemented here by requiring that the equilibrium is quasi-perfect. The strong version requires 'truly' quasi-perfection in that each strategy perturbation refines the selection to a quasi-perfect equilibrium in the set. An exact characterization of stable sets is provided for two-player games.Game theory, equilibrium selection, stability
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