34 research outputs found
Common Knowledge and Game Theory
Perhaps the most important area in which common knowledge problems arise is in the study of rational expectations equilibria in the trading of risky securities. How can there be trade if everybody's willingness to trade means that everybody knows that everybody expects to be a winner? (see Milgrom/Stokey [1982] and Geanakoplos [1988].) Since risky securities are traded on the basis of private information, there must presumably be some "agreeing to disagree" in the real world. But to assess its extent and its implications, one needs to have a precise theory of the norm from wich "agreeing to disagree" is seen as a deviation. The beginnings of such a theory are presented here. Some formalism is necessary in such a presentation because the English language is not geared up to express the appropriate ideas compactly. Without some formalism, it is therefore very easy to get confused. However, nothing requiring any mathematical expertise is to be described.Center for Research on Economic and Social Theory, Department of Economics, University of Michiganhttp://deepblue.lib.umich.edu/bitstream/2027.42/100630/1/ECON107.pd
Admissibility and Common Knowledge
The implications of assuming that it is commonly known that players consider only admissible best responses are investigated.Within a states-of-the-world model where a state, for each player, determines a strategy set rather than a strategy the concept of fully permissible sets is defined.General existence is established, and a finite algorithm (eliminating strategy sets instead of strategies) is provided.The concept refines rationalizability as well as the Dekel-Fudenberg procedure, and captures a notion of forward induction.When players consider all best responses, the same framework can be used to define the concept of rationalizable sets, which characterizes rationalizability.game theory
Market uncertainty: correlated and sunspot equilibria in imperfectly competitive economies
An imperfectly competitive economy is very prone to market uncertainty, including uncertainty about the liquidity (or "thickness") of markets. We show, in particular, that there exist stochastic equilibrium outcomes in nonstochastic market games if (and only if) the endowments are not Pareto optimal. We also provide a link between extrinsic uncertainty arising in games (e.g. correlated equilibria) and extrinsic uncertainty in market economies (e.g. sunspot equilibria). A correlated equilibria to the market game is either a sunspot equilibrium or a non-sunspot equilibrium to the related securities games, but the converse is not true in general. 1
Admissibility and Common Knowledge
The implications of assuming that it is commonly known that players consider only admissible best responses are investigated.Within a states-of-the-world model where a state, for each player, determines a strategy set rather than a strategy the concept of fully permissible sets is defined.General existence is established, and a finite algorithm (eliminating strategy sets instead of strategies) is provided.The concept refines rationalizability as well as the Dekel-Fudenberg procedure, and captures a notion of forward induction.When players consider all best responses, the same framework can be used to define the concept of rationalizable sets, which characterizes rationalizability.
The Impartial Observer Theorem of Social Ethics
Following a long-standing philosophical tradition, impartiality is a distinctive and determining feature of moral judgments, especially in matters of distributive justice. This broad ethical tradition was revived in welfare economics by Vickrey, and above all, Harsanyi, under the form of the so-called Impartial Observer Theorem. The paper offers an analytical reconstruction of this argument, using a simple mathematical formalism, as well as a conceptual critique of each its premisses.Utilitarianism, Impartiality, Sympathy, Von Neumann- Morgenstern Utility Theory, Subjective Probability.
On Large Games with a Bio-Social Typology
We present a comprehensive theory of large non-anonymous games in which agents have a name and a determinate social-type and/or biological trait to resolve the dissonance of a (matching-pennies type) game with an exact pure-strategy Nash equilibrium with finite agents, but without one when modeled on the Lebesgue unit interval. We (i) establish saturated player spaces as both necessary and sufficient for an existence result for Nash equilibrium in pure strategies, (ii) clarify the relationship between pure, mixed and behavioral strategies via the exact law of large numbers in a framework of Fubini extension, (iii) illustrate corresponding asymptotic results.
Communication Equilibria and Bounded Rationality
In this paper, we generalize the notion of a communication equilibrium (Forges 1986, Myerson 1986) of a game with incomplete information by introducing two new types of correlation device, namely extended and Bayesian devices. These new devices explicitly model the `thinking process' of the device, i.e. the manner in which it generates outputs conditional on inputs. We proceed to endow these devices with both information processing errors, in the form of non-partitional information, and multiple transition and prior distributions, and prove that these two properties are equivalent in this context, thereby generalizing the result of Brandenburger, Dekel and Geanakoplos (1988). We proceed to discuss the Revelation Principle for each device, and conclude by nesting a certain class of `cheap-talk' equilibria of the underlying game within Bayesian communication equilibria. These so-called fallible talk equilibria cannot be generated by standard communication equilibria.
Bayesian models and repeated games
A
game is
a theoretical
model of a social situation where the people
involved have individually
only partial control over the outcomes.
Game theory is then the method used
to analyse these
models.
As
a player's outcome
from
a game
depends upon the actions of
his
opponents,
there
is
some uncertainty
in
these models.
This
uncertainty
is described probabilistically,
in terms
of
a player's subjective
beliefs
about the future
play of
his
opponent.
Any
additional
information
that is
acquired
by
the player can
be incorporated into the
analysis and
these subjective
beliefs
are revised.
Hence, the
approach taken is `Bayesian'.
Each
outcome
from the
game
has
a value
to
each of
the players, and the measure of merit
from
an outcome
is
referred to
as a player's utility.
This
concept of utility
is
combined with a
player's subjective probabilities to form
an expected utility, and
it is
assumed that each player
is trying to
maximise
his
expected utility.
Bayesian
models
for
games are constructed
in
order
to determine
strategies
for the
players that
are expected utility maximising.
These
models
are guided
by the belief that the other players are also
trying to maximise
their
own expected
utilities.
It is
shown
that
a player's
beliefs
about the
other players
form
an
infinite
regress.
This
regress can
be truncated to
a
finite
number of
levels of
beliefs,
under some assumptions about
the
utility
functions
and
beliefs
of
the
other players.
It is
shown
how the
dichotomy between
prescribed good play and observed good play exists
because of the
lack
of assumptions about
the
rationality of
the
opponents
(i.
e. the
ability of the opponents
to
be
utility maximising).
It
is
shown
how
a model
for
a game can
be built
which
is both faithful to the
observed common
sense
behaviour
of
the
subjects of an experimental game, and
is
also rational
(in
a
Bayesian
sense).
It is illustrated how
the
mathematical
form
of an optimal solution
to
a game can
be found,
and
then
used with an
inductive
algorithm to determine
an explicit optimal strategy.
It is
argued that the derived form
of
the
optimal solution can
be
used
to gain more
insight into
the
game, and
to determine
whether an assumed model
is
realistic.
It is
also shown
that
under weak regularity conditions, and assuming that an opponent
is
playing a strategy
from
a
given class of strategies,
S, it is
not optimal
for the
player
to
adopt any strategy
from S, thus
compromising the chosen model
The Framing of Games and the Psychology of Strategic Choice
Psychological game theory can provide a rational choice explanation of framing effects; frames influence beliefs, and beliefs influence motivations. We explain this point theoretically, and explore its empirical relevance experimentally. In a 2×2-factorial framing design of one-shot public good experiments we show that frames affect subject’s first- and second-order beliefs, and contributions. From a psychological game-theoretic framework we derive two mutually compatible hypotheses about guilt aversion and reciprocity under which contributions are related to second- and first-order beliefs, respectively. Our results are consistent with either.Framing; psychological games; guilt aversion; reciprocity; public good games; voluntary cooperation