1,742 research outputs found

    Games with Small Forgetfulness

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    While it is known how players may learn to play in a game they know, the issue of how their model of the game evolves over time is largely unexplored. This paper introduces small forgetfulness and shows that it may destabilize standard full-memory solutions. Players are repeatedly matched to play a game. After any match, they forget with infinitesimal probability the feasibility of any opponents' unobserved action, and they are reminded of all actions that they observe. During each period, they play an equilibrium consistent with their perception of the game. We show that the unique backward induction path drifts into a non-Nash, self-confirming equilibrium, in a class of extensive-form games that are fully characterized. Such a long-run prediction is always Pareto-undominated, and may Pareto dominate the original backward induction path. In one-shot simultaneous-move games, forgetfulness yields a refinement stronger than trembling hand perfection. Our results imply that there are games that players may never fully learn.

    The Evolution of Coordination under Inertia

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    This paper models the phenomenon of inertia driven by individual strategy switching costs in a stochastic evolutionary context. Kandori, Mailath, and Rob's (1993) model of a finite population of agents repeatedly playing a 2x2 symmetric coordination game is extended to allow for such inertia. Taking noise to the limit, a number of new short- to medium-run equilibria emerge, centred around the mixed-strategy equilibrium. Thus, unusually, an evolutionary model is seen to provide some justification for the controversial concept of mixed-strategy equilibrium. However, Kandori, Mailath, and Rob's long-run selection of the risk-dominant equilibrium continues to hold, both under fixed-rate mutations and under state-dependent mutations driven by stochastic switching costs. The key to this is the satisfaction of Blume's (1999) "skew-symmetry" of the noise process, which is shown to be crucial even under simultaneous strategy revisions. In fact, the presence of the new short-run equilibria can under certain conditions serve to reduce the expected waiting time before the risk-dominant equilibrium is reached - an instance of Ellison's (2000) idea that evolution is more rapid when it can proceed via a series of small "steps" between extremes. This suggests inertia to be a surprisingly efficient phenomenon, and also serves to moderate the force of the Ellison (1993) critique of excessively long transition times in models with vanishing noise.

    Payoff-Based Dynamics for Multiplayer Weakly Acyclic Games

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    We consider repeated multiplayer games in which players repeatedly and simultaneously choose strategies from a finite set of available strategies according to some strategy adjustment process. We focus on the specific class of weakly acyclic games, which is particularly relevant for multiagent cooperative control problems. A strategy adjustment process determines how players select their strategies at any stage as a function of the information gathered over previous stages. Of particular interest are “payoff-based” processes in which, at any stage, players know only their own actions and (noise corrupted) payoffs from previous stages. In particular, players do not know the actions taken by other players and do not know the structural form of payoff functions. We introduce three different payoff-based processes for increasingly general scenarios and prove that, after a sufficiently large number of stages, player actions constitute a Nash equilibrium at any stage with arbitrarily high probability. We also show how to modify player utility functions through tolls and incentives in so-called congestion games, a special class of weakly acyclic games, to guarantee that a centralized objective can be realized as a Nash equilibrium. We illustrate the methods with a simulation of distributed routing over a network
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