40 research outputs found

    Brown-von Neumann-Nash Dynamics: The Continuous Strategy Case

    Get PDF
    In John Nash’s proofs for the existence of (Nash) equilibria based on Brouwer’s theorem, an iteration mapping is used. A continuous— time analogue of the same mapping has been studied even earlier by Brown and von Neumann. This differential equation has recently been suggested as a plausible boundedly rational learning process in games. In the current paper we study this Brown—von Neumann—Nash dynamics for the case of continuous strategy spaces. We show that for continuous payoff functions, the set of rest points of the dynamics coincides with the set of Nash equilibria of the underlying game. We also study the asymptotic stability properties of rest points. While strict Nash equilibria may be unstable, we identify sufficient conditions for local and global asymptotic stability which use concepts developed in evolutionary game theory.Learning in games; evolutionary stability; BNN

    Pure Strategy Equilibria in Symmetric Two-Player Zero-Sum Games

    Get PDF
    We observe that a symmetric two-player zero-sum game has a pure strategy equilibrium if and only if it is not a generalized rock-paper-scissors matrix. Moreover, we show that every finite symmetric quasiconcave two-player zero-sum game has a pure equilibrium. Further sufficient conditions for existence are provided. Our findings extend to general two-player zero-sum games using the symmetrization of zero-sum games due to von Neumann. We point out that the class of symmetric two-player zero-sum games coincides with the class of relative payoff games associated with symmetric two-player games. This allows us to derive results on the existence of finite population evolutionary stable strategies.Symmetric two-player games, zero-sum games, Rock-Paper-Scissors, single-peakedness, quasiconcavity, finite population evolutionary stable strategy, saddle point, exact potential games

    Once Beaten, Never Again: Imitation in Two-Player Potential Games

    Get PDF
    We show that in symmetric two-player exact potential games, the simple decision rule "imitate-if-better" cannot be beaten by any strategy in a repeated game by more than the maximal payoff difference of the one-period game. Our results apply to many interesting games including examples like 2x2 games, Cournot duopoly, price competition, public goods games, common pool resource games, and minimum effort coordination games.Imitate-the-best, learning, exact potential games, symmetric games, relative payoffs, zero-sum games

    Herding and Contrarian Behavior in Financial Markets - An Internet Experiment

    Get PDF
    We report results of an internet experiment designed to test the theory of informational cascades in financial markets. More than 6000 subjects, including a subsample of 267 consultants from an international consulting firm, participated in the experiment. As predicted by theory, we find that the presence of a flexible market price prevents herding. However, the presence of contrarian behavior, which can (partly) be rationalized via error models, distorts prices, and even after 20 decisions convergence to the fundamental value is rare. We also study the effects of transaction costs and the expectations of subjects with respect to future prices. Finally, we look at the behavior of various subsamples of our heterogeneous subject pool.herd behavior, informational cascades, contrarian investors, market efficiency, internet experiment

    Unbeatable Imitation

    Get PDF
    We show that for many classes of symmetric two-player games, the simple decision rule "imitate-the-best" can hardly be beaten by any other decision rule. We provide necessary and sufficient conditions for imitation to be unbeatable and show that it can only be beaten by much in games that are of the rock-scissors-paper variety. Thus, in many interesting examples, like 2x2 games, Cournot duopoly, price competition, rent seeking, public goods games, common pool resource games, minimum effort coordination games, arms race, search, bargaining, etc., imitation cannot be beaten by much even by a very clever opponent.Imitate-the-best, learning, symmetric games, relative payoffs, zero-sum games, rock-paper-scissors, finite population ESS, potential games, quasisubmodular games, quasisupermodular games, quasiconcave games, aggregative games

    Pure Saddle Points and Symmetric Relative Payoff Games

    Get PDF
    It is well known that the rock-paper-scissors game has no pure saddle point. We show that this holds more generally: A symmetric two-player zero-sum game has a pure saddle point if and only if it is not a generalized rock-paper-scissors game. Moreover, we show that every finite symmetric quasiconcave two-player zero-sum game has a pure saddle point. Further sufficient conditions for existence are provided. We apply our theory to a rich collection of examples by noting that the class of symmetric two-player zero-sum games coincides with the class of relative payoff games associated with symmetric two-player games. This allows us to derive results on the existence of a finite population evolutionary stable strategies.symmetric two-player games, zero-sum games, Rock-Paper-Scissors, single-peakedness, quasiconcavity, finite population evolutionary stable strategy, increasing differences, decreasing differences, potentials, additive separability

    Pure Saddle Points and Symmetric Relative Payoff Games

    Get PDF
    It is well known that the rock-paper-scissors game has no pure saddle point. We show that this holds more generally: A symmetric two-player zero-sum game has a pure saddle point if and only if it is not a generalized rock-paper-scissors game. Moreover, we show that every finite symmetric quasiconcave two-player zero-sum game has a pure saddle point. Further sufficient conditions for existence are provided. We apply our theory to a rich collection of examples by noting that the class of symmetric two-player zero-sum games coincides with the class of relative payoff games associated with symmetric two-player games. This allows us to derive results on the existence of a finite population evolutionary stable strategies.symmetric two-player games; zero-sum games; Rock-Paper-Scissors; single-peakedness; quasiconcavity; finite population evolutionary stable strategy; increasing differences; decreasing differences; potentials; additive separability

    Unbeatable Imitation

    Get PDF
    We show that for many classes of symmetric two-player games, the simple decision rule "imitate-the-best" can hardly be beaten by any other decision rule. We provide necessary and sufficient conditions for imitation to be unbeatable in the sense that, even against a very clever opponent, imitation is subject to a money pump if and only if the relative payoff function of the game is of the rock-scissors-paper variety. For many interesting classes of games including examples like 2x2 games, Cournot duopoly, price competition, public goods games, common pool resource games, and minimum effort coordination games, we obtain an even stronger notion of the unbeatability of imitation.imitate-the-best, learning, symmetric games, relative payoffs, zero-sum games, rock-paper-scissors, finite population ESS, potential games, quasisubmodular games, quasisupermodular games, quasiconcave games, aggregative games

    Rage Against the Machines: How Subjects Learn to Play Against Computers

    Get PDF
    We use an experiment to explore how subjects learn to play against computers which are programmed to follow one of a number of standard learning algorithms. The learning theories are (unbeknown to subjects) a best response process, fictitious play, imitation, reinforcement learning, and a trial & error process. We test whether subjects try to influence those algorithms to their advantage in a forward-looking way (strategic teaching). We find that strategic teaching occurs frequently and that all learning algorithms are subject to exploitation with the notable exception of imitation. The experiment was conducted, both, on the internet and in the usual laboratory setting. We find some systematic differences, which however can be traced to the different incentives structures rather than the experimental environment.learning; fictitious play; imitation; reinforcement; trial & error; strategic teaching; Cournot duopoly; experiments; internet.

    Measuring Skill and Chance in Games

    Get PDF
    Online and offline gaming has become a multi-billion dollar industry. However, games of chance are prohibited or tightly regulated in many jurisdictions. Thus, the question whether a game predominantly depends on skill or chance has important legal and regulatory implications. In this paper, we suggest a new empirical criterion for distinguishing games of skill from games of chance: All players are ranked according to a "best-fit" Elo algorithm. The wider the distribution of player ratings are in a game, the more important is the role of skill. Most importantly, we provide a new benchmark ("50%-chess") that allows to decide whether games predominantly (more than 50%) depend on chance, as this criterion is often used by courts. We apply the method to large datasets of various two-player games (e.g. chess, poker, backgammon, tetris). Our findings indicate that most popular online games, including poker, are below the threshold of 50% skill and thus depend pre- dominantly on chance. In fact, poker contains about as much skill as chess when 3 out of 4 chess games are replaced by a coin flip
    corecore