181 research outputs found

    Kludged

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    Kludged

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    Torture

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    Hierarchies of belief and interim rationalizability

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    In games with incomplete information, conventional hierarchies of belief are incomplete as descriptions of the players' information for the purposes of determining a player's behavior. We show by example that this is true for a variety of solution concepts. We then investigate what is essential about a player's information to identify behavior. We specialize to two player games and the solution concept of interim rationalizability. We construct the universal type space for rationalizability and characterize the types in terms of their beliefs. Infinite hierarchies of beliefs over conditional beliefs , which we call Delta-hierarchies, are what turn out to matter. We show that any two types in any two type spaces have the same rationalizable sets in all games if and only if they have the same Delta-hierarchies.Interim rationalizability, belief hierarchies

    Critical Types

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    HIERARCHIES OF BELIEF AND INTERIM RATIONALIZABILITY

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    In games with incomplete information, conventional hierarchies of belief are incomplete as descriptions of the players’ information for the purposes of determining a player’s behavior. We show by example that this is true for a variety of solution concepts. We then investigate what is essential about a player’s information to identify rationalizable behavior in any game. We do this by constructing the universal type space for rationalizability and characterizing the types in terms of their beliefs. Infinite hierarchies of beliefs over conditional beliefs, what we call delta-hierarchies, are what turn out to matter. We show that any two types in any two type spaces have the same rationalizable sets in all games if and only if they have the same delta-hierarchies.

    Sequential Information Design

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    We study games of incomplete information as both the information structure and the extensive form vary. An analyst may know the payoff‐relevant data but not the players' private information, nor the extensive form that governs their play. Alternatively, a designer may be able to build a mechanism from these ingredients. We characterize all outcomes that can arise in an equilibrium of some extensive form with some information structure. We show how to specialize our main concept to capture the additional restrictions implied by extensive‐form refinements
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