6,857 research outputs found
Privacy-Preserving Public Information for Sequential Games
In settings with incomplete information, players can find it difficult to
coordinate to find states with good social welfare. For example, in financial
settings, if a collection of financial firms have limited information about
each other's strategies, some large number of them may choose the same
high-risk investment in hopes of high returns. While this might be acceptable
in some cases, the economy can be hurt badly if many firms make investments in
the same risky market segment and it fails. One reason why many firms might end
up choosing the same segment is that they do not have information about other
firms' investments (imperfect information may lead to `bad' game states).
Directly reporting all players' investments, however, raises confidentiality
concerns for both individuals and institutions.
In this paper, we explore whether information about the game-state can be
publicly announced in a manner that maintains the privacy of the actions of the
players, and still suffices to deter players from reaching bad game-states. We
show that in many games of interest, it is possible for players to avoid these
bad states with the help of privacy-preserving, publicly-announced information.
We model behavior of players in this imperfect information setting in two ways
-- greedy and undominated strategic behaviours, and we prove guarantees on
social welfare that certain kinds of privacy-preserving information can help
attain. Furthermore, we design a counter with improved privacy guarantees under
continual observation
Supermodular mechanism design
This paper introduces a mechanism design approach that allows dealing with the multiple equilibrium problem, using mechanisms that are robust to bounded rationality. This approach is a tool for constructing supermodular mechanisms, i.e. mechanisms that induce games with strategic complementarities. In quasilinear environments, I prove that if a social choice function can be implemented by a mechanism that generates bounded strategic substitutes - as opposed to strategic complementarities - then this mechanism can be converted into a supermodular mechanism that implements the social choice function. If the social choice function also satisfies some efficiency criterion, then it admits a supermodular mechanism that balances the budget. Building on these results, I address the multiple equilibrium problem. I provide sufficient conditions for a social choice function to be implementable with a supermodular mechanism whose equilibria are contained in the smallest interval among all supermodular mechanisms. This is followed by conditions for supermodular implementability in unique equilibrium. Finally, I provide a revelation principle for supermodular implementation in environments with general preferences.Implementation, mechanisms, learning, strategic complementarities, supermodular games
Dynamic Sender-Receiver Games
We consider a dynamic version of sender-receiver games, where the sequence of
states follows an irreducible Markov chain observed by the sender. Under mild
assumptions, we provide a simple characterization of the limit set of
equilibrium payoffs, as players become very patient. Under these assumptions,
the limit set depends on the Markov chain only through its invariant measure.
The (limit) equilibrium payoffs are the feasible payoffs that satisfy an
individual rationality condition for the receiver, and an incentive
compatibility condition for the sender
Mixed duopolies with advance production
Production to order and production in advance has been compared in many frameworks. In this paper we investigate a mixed production in advance version of the capacity-constrained Bertrand-Edgeworth duopoly game and determine the solution of the respective timing game. We show that a pure-strategy (subgame-perfect) Nash-equilibrium point exists for all possible orderings of moves. It is pointed out that unlike the production-to-order case, the equilibrium of the timing game lies at simultaneous moves. An analysis of the public firm's impact on social welfare is also carried out. All the results are compared to those of the production-to order version of the respective game
Communication, coordination and networks
We study experimentally how the network structure and length of pre-play communication affect behavior and outcome in a multi-player coordination game with
conflicting preferences. Network structure matters but the interaction between network and time effects is more subtle. Under each time treatment, substantial variations are observed in both the rate of coordination and distribution of coordinated outcomes across networks. But, increasing the communication length improves both efficiency and equity of coordination. In all treatments, coordination is mostly explained by convergence in communication. We also identify behaviors that explain
variations in the distribution of coordinated outcomes both within and across networks
Antidumping: Welfare Enhancing Retaliation?
Over the last two decades, the use of antidumping (AD) measures has been characterized by two main features. First and foremost, it has increased dramatically. Additionally, it has not - to a large extent - been used to counteract the existence of dumping, but rather in a strategic or retaliatory fashion. These empirical findings have led many to propose the elimination of this instrument altogether, on the basis that its current use is arbitrary and, consequently, welfare reducing. We argue that these concerns may be unfounded since, in a world of restricted trade policy instruments, a retaliatory use of AD might be welfar enhancing. By modeling the trade relationship between countries as a repeated game of hidden information, we show that retaliation can be welfare increasing with respect to a rigid rule on the use of AD. We stress the fact that, underlying this result, is the unavailability of transfers or export subsidies in the current world trading system.
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