82 research outputs found

    Interaction on Hypergraphs

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    Interaction on hypergraphs generalizes interaction on graphs, also known as pairwise local interaction. For games played on a hypergraph which are supermodular potential games, logit-perturbed best-response dynamics are studied. We find that the associated stochastically stable states form a sublattice of the lattice of Nash equilibria and derive comparative statics results for the smallest and the largest stochastically stable state. In the special case of networking games, we obtain comparative statics results with respect to investment costs, for Nash equilibria of supermodular games as well as for Nash equilibria of submodular games.

    Nonspecific Networking

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    A new model of strategic network formation is developed and analyzed, where an agent's investment in links is nonspecific. The model comprises a large class of games which are both potential and super- or submodular games. We obtain comparative statics results for Nash equilibria with respect to investment costs for supermodular as well as submodular networking games. We also study logit-perturbed best-response dynamics for supermodular games with potentials. We find that the associated set of stochastically stable states forms a sublattice of the lattice of Nash equilibria and derive comparative statics results for the smallest and the largest stochastically stable state. Finally, we provide a broad spectrum of applications from social interaction to industrial organization. Models of strategic network formation typically assume that each agent selects his direct links to other agents in which to invest. Nonspecific networking means that an agent cannot select a specific subset of feasible links which he wants to establish or strengthen. Rather, each agent chooses an effort level or intensity of networking. In the simplest case, the agent faces a binary choice: to network or not to network. If an agent increases his networking effort, all direct links to other agents are strengthened to various degrees. We assume that benefits accrue only from direct links. The set of agents or players is finite. Each agent has a finite strategy set consisting of the networking levels to choose from. For any pair of agents, their networking levels determine the individual benefits which they obtain from interacting with each other. An agent derives an aggregate benefit from the pairwise interactions with all others. In addition, the agent incurs networking costs, which are a function of the agent's own networking level. The agent's payoff is his aggregate benefit minus his cost.Network Formation, Potential Games, Supermodular Games

    Farsighted Coalitional Stability in TU-games

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    We study farsighted coalitional stability in the context of TUgames. Chwe (1994, p.318) notes that, in this context, it is difficult to prove nonemptiness of the largest consistent set. We show that every TU-game has a nonempty largest consistent set. Moreover, the proof of this result points out that each TU-game has a farsighted stable set. We go further by providing a characterization of the collection of farsighted stable sets in TU-games. We also show that the farsighted core of a TU-game is empty or is equal to the set of imputations of the game. Next, the relationships between the core and the largest consistent set are studied in superadditive TU-games and in clan games. In the last section, we explore the stability of the Shapley value. It is proved that the Shapley value of a superadditive TU-game is always a stable imputation: it is a core imputation or it constitutes a farsighted stable set. A necessary and sufficient condition for a superadditive TU-game to have the Shapley value in the largest consistent set is given.

    Local interactions and p-best response set

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    International audienceWe study a local interaction model where agents play a finite n-person game following a perturbed best-response process with inertia. We consider the concept of minimal p-best response set to analyze distributions of actions in the long run. We distinguish between two assumptions made by agents about the matching rule. We show that only actions contained in the minimal p-best response set can be selected provided p is sufficiently small. We demonstrate that these predictions are sensitive to the assumptions about the matching rule

    Ordinal Games

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    We study strategic games where players' preferences are weak orders which need not admit utility representations. First of all, we ex- tend Voorneveld's concept of best-response potential from cardinal to ordi- nal games and derive the analogue of his characterization result: An ordi- nal game is a best-response potential game if and only if it does not have a best-response cycle. Further, Milgrom and Shannon's concept of quasi- supermodularity is extended from cardinal games to ordinal games. We ¯nd that under certain compactness and semicontinuity assumptions, the ordinal Nash equilibria of a quasi-supermodular game form a nonempty complete lattice. Finally, we extend several set-valued solution concepts from cardinal to ordinal games in our sense.Ordinal Games, Potential Games, Quasi-Supermodularity, Rationalizable Sets, Sets Closed under Behavior Correspondences

    Interaction on hypergraphs

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    Interaction on hypergraphs generalizes interaction on graphs, also known as pairwise local interaction. For games played on a hypergraph which are supermodular potential games, logit-perturbed best-response dynamics are studied. We find that the associated stochastically stable states form a sublattice of the lattice of Nash equilibria and derive comparative statics results for the smallest and the largest stochastically stable state. In the special case of networking games, we obtain comparative statics results with respect to investment costs, for Nash equilibria of supermodular games as well as for Nash equilibria of submodular games

    Farsighted coalitional stability in TU-games

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    We study farsighted coalitional stability in the context of TUgames. Chwe (1994, p.318) notes that, in this context, it is difficult to prove nonemptiness of the largest consistent set. We show that every TU-game has a nonempty largest consistent set. Moreover, the proof of this result points out that each TU-game has a farsighted stable set. We go further by providing a characterization of the collection of farsighted stable sets in TU-games. We also show that the farsighted core of a TU-game is empty or is equal to the set of imputations of the game. Next, the relationships between the core and the largest consistent set are studied in superadditive TU-games and in clan games. In the last section, we explore the stability of the Shapley value. It is proved that the Shapley value of a superadditive TU-game is always a stable imputation: it is a core imputation or it constitutes a farsighted stable set. A necessary and sufficient condition for a superadditive TU-game to have the Shapley value in the largest consistent set is given

    Algorythme de fictitious play et cycles

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    Fudenberg et Kreps (1993), Young (1993), et Sela et Herreiner (1999) ont souligné l'insuffisance du critère de convergence en croyances du processus de Fictitious Play dans un cadre d'apprentissage des équilibres de Nash. En conséquence, nous choisissons d'étudier la convergence en stratégies du processus de Fictitious Play dans des jeux de coordination 2x2. Notre propos est de montrer que la convergence en stratégies de ce processus dépend de manière cruciale de la forme des croyances initiales des joueurs. Premièrement, lorsque les croyances initiales forment un profil de stratégies pures, nous établissons que la convergence en stratégies est certaine pour n'importe quelle catégorie de jeux de coordination. Deuxièmement, si les croyances initiales forment un profil de stratégies mixtes, le processus de Fictitious Play converge pour certaines catégories de jeux de coordination. Ainsi, nous caractérisons complètement les conditions assurant la convergence en stratégies.Apprentissage, Croyances, Equilibre de Nash, Fictitious Play

    When Influencers Compete on Social Networks

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    Also available at https://papers.ssrn.com/sol3/papers.cfm?abstract_id=3546523We study an opinion formation game between a Designer and an Adversary. While the Designer creates the network, both these players can influence network nodes (agents) initially, with ties being broken in favor of the Designer. Final opinions of agents are a convex combination of own opinions and the average network peer opinion. The optimal influence strategy shows threshold effects with non-empty equilibrium networks having star type architectures. By contrast, when the tie-breaking rule favors the Adversary, non-empty equilibrium networks are regular networks. The effect of random interactions between network nodes altering the network is also studied
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