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An Improvement of Leniency Programs Where There Exists the Coordination Problem 存在协调问题的宽赦程序的改进
Pub Date : 2020-03-12 DOI: 10.2139/ssrn.3554793
Sei Beom Won
Leniency programs have become one of important tools in cartel enforcement. In recent years there has been a decrease in leniency applications, and growth of the applications, under current leniency programs based on Prisoner's Dilemma, is limited unless an institutional circumstance about the programs is changed. I suggest revising leniency programs by improving the coordination problem among cartel participants in order to stimulate the incentive of cartel participants to report collusion where no application is made. I suggest a leniency program with a minimum-evidence standard (i) giving applicants rewards funded by the fines paid by cartel participants that do not report collusion, and (ii) selecting candidates for immunity according to the order of application and reducing fines of candidates that provide evidence above a minimum-evidence standard.
宽大处理已成为卡特尔执法的重要工具之一。近年来,从宽申请的数量有所减少,而在当前基于囚徒困境的从宽计划下,除非有关该计划的制度环境发生改变,否则申请的增长是有限的。我建议通过改善卡特尔参与者之间的协调问题来修改宽大程序,以激发卡特尔参与者在没有申请的情况下报告勾结的动机。我建议采用具有最低证据标准的宽大处理方案:(I)由不报告串通的卡特尔参与者支付的罚款资助申请人,以及(ii)根据申请顺序选择豁免候选人,并减少提供高于最低证据标准证据的候选人的罚款。
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引用次数: 0
An Aggregation Method for Large-Scale Dynamic Games 大规模动态博弈的一种聚合方法
Pub Date : 2020-01-17 DOI: 10.2139/ssrn.3521302
C. Santos
It is a well known fact that many dynamic games are subject to the curse of dimensionality, limiting the ability to use them in the study of real-world problems. I propose a new method to solve complex large-scale dynamic games using aggregation as an approximate solution. I obtain two fundamental characterization results. First, approximations with small within-state variation in the primitives have a smaller maximum error bound. I provide numerical results which compare the exact errors and the bound. Second, I find that for monotone games, order preserving aggregation is a necessary condition of any optimal aggregation. I suggest using quantiles as a straightforward implementation of an order preserving aggregation architecture for industry distributions. I conclude with an illustration, by solving and estimating a stylized dynamic reputation game for the hotel industry. Simulation results show maximal errors between the exact and approximated solutions below 6%, with average errors below 1%.
众所周知,许多动态游戏都受到维度的诅咒,这限制了它们在现实世界问题研究中的使用能力。我提出了一种新的方法来解决复杂的大规模动态博弈使用聚合作为近似解。我得到了两个基本的表征结果。首先,基元状态内变化较小的近似具有较小的最大误差界。我提供了数值结果来比较精确误差和边界。其次,我发现对于单调对策,保序聚合是任何最优聚合的必要条件。我建议使用分位数作为行业分布的保序聚合架构的直接实现。我通过解决和估计一个酒店行业的风格化动态声誉博弈,用一个例子来结束我的研究。仿真结果表明,精确解与近似解之间的最大误差小于6%,平均误差小于1%。
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引用次数: 2
Mood Swings, Media Coverage, and Elections 情绪波动、媒体报道和选举
Pub Date : 2019-11-23 DOI: 10.2139/ssrn.3492299
Saptarshi P. Ghosh, N. Jain, César Martinelli, J. Roy
Can public mood swings that make all voters undergo an ideological shift towards a policy, hurt the electoral performance of that policy? The answer depends interestingly on the operations of an apolitical, viewership-maximizing dominant media. The media chooses news quality about fundamental uncertainties. Ex-ante preferences and news quality affect the voters' ex-ante value for information and viewership, and ex-post policy preferences and votes. Public mood swings in a policy's favor can reduce the expected vote share and the probability of winning by affecting the news quality, crowding out the mass ideological gain that initiates the change.
公众情绪的波动会使所有选民对某项政策产生意识形态上的转变,从而损害该政策在选举中的表现吗?有趣的是,答案取决于一个非政治性的、收视率最大化的主流媒体的运作。媒体选择有关基本面不确定性的新闻质量。事前偏好和新闻质量影响选民事前的信息价值和收视率,以及事后的政策偏好和投票。公众对某项政策的情绪波动会影响新闻质量,从而降低预期的得票比例和获胜的可能性,挤出引发变革的大众意识形态收益。
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引用次数: 1
Sophisticated Attacks on Decoy Ballots: A Devil's Menu 对诱饵选票的复杂攻击:魔鬼的菜单
Pub Date : 2019-09-27 DOI: 10.2139/ssrn.3088508
H. Gersbach, A. Mamageishvili, O. Tejada
Voting systems based on decoy ballots aim at preventing real ballots from being bought. Decoy ballots do not count in election outcomes, but are indistinguishable from real ballots. We introduce a “Devil’s Menu” consisting of several price offers and allocation rules, which can be used by a malevolent third party—called the adversary—to curb the protection offered by decoy ballots. In equilibrium, the adversary can buy the real ballots of any strict subset of voting districts at a price corresponding to the willingness to sell them. By contrast, the voters holding decoy ballots are trapped into selling them at a low or negligible price. Decoy ballots may thus be ineffective against vote-buying even if the adversary’s budget is limited.
以假选票为基础的投票系统旨在防止真正的选票被购买。假选票不计入选举结果,但与真实选票无法区分。我们引入了一个“魔鬼菜单”,由几个价格报价和分配规则组成,可以被恶意的第三方(称为对手)使用,以遏制诱饵选票提供的保护。在均衡状态下,对手可以以与出售意愿相对应的价格购买任何严格选区子集的真实选票。相比之下,持有诱饵选票的选民则被困以低价或微不足道的价格出售选票。因此,即使对手的预算有限,诱骗选票也可能对贿选无效。
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引用次数: 3
Disguising Lies - Image Concerns and Partial Lying in Cheating Games 伪装谎言——作弊游戏中的形象问题和部分谎言
Pub Date : 2019-09-17 DOI: 10.1257/MIC.20170193
Kiryl Khalmetski, Dirk Sliwka
We study equilibrium reporting behavior in cheating games when agents have a fixed cost of lying and image concerns not to be perceived as a liar. We show that equilibria naturally arise in which agents with low costs of lying randomize among a set of the highest potential reports. Such equilibria induce a distribution of reports in line with observed experimental patterns. We also find that higher image concerns lead to an increase in the range of reported lies, while the effect of the fixed cost of lying is the opposite. (JEL C72, D82, Z13)
我们研究了欺骗博弈中的均衡报告行为,当代理人有固定的撒谎成本和不被视为骗子的形象问题时。我们的研究表明,均衡是自然产生的,在这种均衡中,具有低撒谎成本的行为体随机分布在一组最高潜力报告中。这种均衡导致报告的分布与观察到的实验模式一致。我们还发现,更高的形象关注度会导致谎言报道范围的扩大,而说谎的固定成本的影响则相反。(jel c72, d82, z13)
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引用次数: 78
Efficient Non-Cooperative Provision of Costly Positive Externalities via Conditional Commitments 通过有条件的承诺有效地提供代价高昂的正外部性
Pub Date : 2019-09-06 DOI: 10.2139/ssrn.3449004
J. Heitzig
We consider games where individual contributions are costly but beneficial to other players, so that contributing nothing is a dominant strategy. Considering that players may be unable to write binding agreements but may make binding unilateral commitments that are conditional on others' actions, we study a mechanism based on conditional commitment functions (CCFs). If players must choose their CCFs once and simultaneously, the mechanism contributes to the Nash program since its strong (or coalition-proof) equilibria realize precisely the core outcomes of the corresponding bargaining problem. If players can communicate, the outcome can thus be expected to be Pareto-efficient. Even without communication, the core outcomes may be found by simple individual learning rules. We motivate the idea in a Cournot duopoly and a public good problem and then derive our results in a very general decision-theoretic framework and give further examples from different areas of economics.
我们认为在游戏中,个人的贡献是昂贵的,但对其他玩家有益,所以不贡献是一种主导策略。考虑到参与者可能无法签署具有约束力的协议,但可能会以他人的行为为条件做出具有约束力的单方面承诺,我们研究了一种基于条件承诺函数(CCFs)的机制。如果参与者必须同时选择一次ccf,则该机制有助于纳什方案,因为它的强(或防联盟)均衡精确地实现了相应议价问题的核心结果。如果玩家能够进行交流,那么结果便能够达到帕累托效率。即使没有交流,核心成果也可以通过简单的个人学习规则找到。我们在古诺双寡头垄断和公共产品问题中激发了这个想法,然后在一个非常一般的决策理论框架中推导出我们的结果,并从不同的经济学领域给出了进一步的例子。
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引用次数: 2
Reputation and Screening in a Noisy Environment with Irreversible Actions 具有不可逆行为的噪声环境中的声誉与筛选
Pub Date : 2019-08-28 DOI: 10.2139/ssrn.3617179
M. Ekmekci, Lucas J. Maestri
We introduce a class of two-player dynamic games to study the effectiveness of screening in a principal-agent problem. In every period, the principal chooses either to irreversibly stop the game or to continue, and the agent chooses an action if the principal chooses to continue. The agent’s type is his private information, and his actions are imperfectly observed. Players’ flow payoffs depend on the agent’s action, and players’ lump-sum payoffs when the game stops depends on the agent’s type. Both players are long-lived and share a common discount factor. We study the limit of the equilibrium outcomes as both players get arbitrarily patient. Nash equilibrium payoff vectors converge to the unique Nash equilibrium payoff vector of an auxiliary, two-stage game with observed mixed actions. The principal learns some but not all information about the agent’s type. Any payoff-relevant information revelation takes place at the beginning of the game. We calculate the probability that the principal eventually stops the game, against each type of the agent.
本文引入一类二人动态博弈来研究委托代理问题中筛选的有效性。在每个时期,委托人要么选择不可逆转地停止博弈,要么选择继续博弈,如果委托人选择继续博弈,代理人也会选择相应的行动。代理人的类型是他的私人信息,他的行为是不完全观察到的。玩家的流收益取决于代理的行为,而玩家在游戏停止时的一次性收益则取决于代理的类型。这两款游戏的寿命都很长,并且拥有相同的折扣率。我们研究了当双方都有任意耐心时均衡结果的极限。纳什均衡支付向量收敛到唯一的纳什均衡支付向量的辅助,两阶段博弈观察到的混合行动。主体学习代理类型的部分信息,但不是全部信息。任何与收益相关的信息披露都发生在游戏开始时。我们计算委托人最终停止博弈的概率,针对每种类型的代理人。
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引用次数: 5
Redistribution under General Decision Rules 根据一般决定规则重新分配
Pub Date : 2019-05-03 DOI: 10.2139/ssrn.3286377
Giri Parameswaran, Hunter Rendleman
We study the political economy of redistribution over a broad class of decision rules. Since the core is generically non-unique, we suggest a simple and elegant procedure to select a robust equilibrium. Our selected policy depends on the full income profile, and in particular, on the preferences of two decisive voters. The effect of increasing inequality on redistribution depends on the decision rule and the shape of the income distribution; redistribution will increase if both decisive voters are 'relatively poor', and decrease if at least one is sufficiently 'rich'. Additionally, redistribution decreases as the polity adopts increasingly stringent super-majority rules.
我们研究了一大类决策规则上的再分配的政治经济学。由于核心一般是非唯一的,我们建议一个简单而优雅的程序来选择一个稳健的平衡。我们所选择的政策取决于全部的收入情况,特别是取决于两个决定性选民的偏好。不平等加剧对再分配的影响取决于收入分配的决策规则和形态;如果两个决定性的选民都是“相对贫穷的”,再分配将增加,如果至少有一个足够“富有”,再分配将减少。此外,随着政体采用越来越严格的超级多数规则,再分配减少。
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引用次数: 1
On Two Competing Mechanisms for Priority-based Allocation Problems with General Weak Priorities 一般弱优先级分配问题的两种竞争机制
Pub Date : 2019-02-04 DOI: 10.2139/ssrn.3098685
Wataru Ishida
We consider a priority based allocation problem with general weak priorities. We focus on two strategy-proof mechanisms: the deferred acceptance (DA) mechanism and the top trading cycles (TTC) mechanism. We give two conditions on weak priority structures whereby each of the DA mechanism and TTC mechanism with an arbitrarily fixed tie-breaking rule is stable and efficient. Our conditions are a generalization of each of Ergin (2002) 's and Kesten (2006)'s conditions about strict priorities. Our two conditions do not imply each other, whereas it is known that Kesten's condition implies Ergin's condition. Our analysis shows that a strategy-proof selection from stable and efficient matchings can be done for a larger domain of priority structures than the domain of Ehlers and Erdil (2010).
考虑一个具有一般弱优先级的基于优先级的分配问题。我们关注两种策略验证机制:延迟接受(DA)机制和顶部交易周期(TTC)机制。在弱优先级结构下,我们给出了两种条件,即具有任意固定断线规则的DA机制和TTC机制都是稳定有效的。我们的条件是对Ergin (2002)’s和Kesten(2006)关于严格优先级的条件。我们的两种情况并不相互暗示,然而众所周知,Kesten的情况暗示了Ergin的情况。我们的分析表明,在比Ehlers和Erdil(2010)的优先级结构领域更大的领域中,可以从稳定和有效的匹配中进行策略证明选择。
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引用次数: 6
Markov Quantal Response Equilibrium and a Homotopy Method for Computing and Selecting Markov Perfect Equilibria of Dynamic Stochastic Games 动态随机对策的马尔可夫量子响应均衡及计算和选择马尔可夫完美均衡的同伦方法
Pub Date : 2019-01-10 DOI: 10.2139/ssrn.3314404
Steffen Eibelshäuser, David Poensgen
We formally define Markov quantal response equilibrium (QRE) and prove existence for all finite discounted dynamic stochastic games. The special case of logit Markov QRE constitutes a mapping from precision parameter λ to sets of logit Markov QRE. The limiting points of this correspondence are shown to be Markov perfect equilibria. Furthermore, the logit Markov QRE correspondence can be given a homotopy interpretation. We prove that for all games, this homotopy contains a branch connecting the unique solution at λ = 0 to a unique limiting Markov perfect equilibrium. This result can be leveraged both for the computation of Markov perfect equilibria, and also as a selection criterion.
我们正式定义了马尔可夫量子响应平衡(QRE),并证明了所有有限贴现动态随机对策的存在性。logit Markov QRE的特殊情况构成了从精度参数λ到logit Markov QRE集合的映射。这种对应关系的极限点被证明是马尔可夫完美平衡点。此外,可以给出logit Markov QRE对应的同伦解释。我们证明了对于所有对策,这个同伦包含一个分支,将λ = 0处的唯一解连接到唯一极限马尔可夫完美均衡。这一结果既可用于马尔可夫完美均衡的计算,也可作为一种选择准则。
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引用次数: 6
期刊
PSN: Game Theory (Topic)
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