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Crowdfunding with Overenthusiastic Investors: A Global Game Model 投资者过于热情的众筹:一种全球性的游戏模式
Pub Date : 2018-02-22 DOI: 10.2139/ssrn.3130923
Damien Besancenot, R. Vranceanu
Crowdfunding platforms are providing funds to an increasing number of projects, among which many have a strong social/community impact. Under a all-or-nothing program, the success of the investment depends on the ability of a crowd of potential investors to put their funds into the project without an explicit coordination device. With heterogeneous information, such a problem can be analyzed as a typical global game. We assume that signals of at least some agents present a systematic positive bias, driven by positive emotions about projects with high social/community impact. The analysis reveals that if the number of such overenthusiastic persons is large enough, crowdfunding finance might support financially inefficient projects. We then analyze how a monopolistic platform optimally determines transaction fees and unveil the relationship between overenthusiasm and the profit of the platform.
众筹平台为越来越多的项目提供资金,其中许多项目具有很强的社会/社区影响力。在全有或全无的项目中,投资的成功取决于一群潜在投资者在没有明确协调机制的情况下将资金投入项目的能力。在信息异构的情况下,这一问题可以作为一个典型的全局博弈来分析。我们假设至少一些代理人的信号呈现出系统性的积极偏见,受到对具有高社会/社区影响的项目的积极情绪的驱动。分析表明,如果这种过度热情的人足够多,众筹可能会支持财务效率低下的项目。然后,我们分析了垄断平台如何最优地决定交易费用,并揭示了过度热情与平台利润之间的关系。
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引用次数: 1
Self-Evident Events and the Value of Linking 自明事件与链接的价值
Pub Date : 2018-02-14 DOI: 10.2139/ssrn.3124195
Jimmy Chan, Wenzhang Zhang
We propose a theory of linking in long-term relationships based on what information becomes self-evident in equilibrium at the end of a stage game. We obtain a tight bound on the average per-period efficiency loss that must be incurred to enforce a stage-game outcome throughout a T-period repeated game when T is large. Our results apply to all monitoring structures and strategy profiles. They encompass the inefficiency result in Abreu, Milgrom, and Pearce (1991), as well as the approximate-efficiency results in Compte (1998), Obara (2009), and Chan and Zhang (2016).
我们提出了一种长期关系的联系理论,该理论基于在阶段博弈结束时,什么信息在均衡中变得不言自明。我们得到了在T期重复博弈中,当T较大时,为实现阶段博弈结果而必须发生的平均每周期效率损失的紧密边界。我们的结果适用于所有的监测结构和战略概况。它们包括Abreu, Milgrom, and Pearce(1991)的无效率结果,以及Compte (1998), Obara(2009)和Chan and Zhang(2016)的近似效率结果。
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引用次数: 1
Stochastic Equilibria: Noise in Actions or Beliefs? 随机均衡:行动中的噪音还是信念中的噪音?
Pub Date : 2018-01-29 DOI: 10.2139/ssrn.3112977
Evan Friedman
We introduce noisy belief equilibrium (NBE) for normal-form games in which players best respond to noisy belief realizations. Axioms restrict belief distributions to be unbiased with respect to and responsive to changes in the opponents’ behavior. The axioms impose testable restrictions both within and across games, and we compare these restrictions to those of regular quantal response equilibrium (QRE) in which axioms are placed on the quantal response function as the primitive. NBE can generate similar predictions as QRE in several classes of games. Unlike QRE, NBE is a refinement of rationalizability and invariant to affine transformations of payoffs. (JEL C72, D83, D91)
我们将噪声信念均衡(NBE)引入到规则博弈中,其中玩家对噪声信念实现的最佳反应。公理将信念分布限制为相对于对手行为变化的无偏性和响应性。这些公理在游戏内部和游戏之间都施加了可测试的限制,我们将这些限制与常规量子反应平衡(QRE)的限制进行比较,在QRE中,公理被放置在量子反应函数上作为原语。NBE可以在几类游戏中生成与QRE类似的预测。与QRE不同,NBE是对收益的仿射变换的合理化和不变性的改进。(凝胶c72, d83, d91)
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引用次数: 8
Dynamic System of Strategic Games 战略游戏的动态系统
Pub Date : 2017-10-23 DOI: 10.22075/IJNAA.2017.12774.1657
M. Eshaghi Gordji, G. Askari
Maybe an event can't be modeled completely through on game but there is more chance with several games. With emphasis on players' rationality, we present new properties of strategic games, which result in production of other games. Here, a new attitude to modeling will be presented in game theory as dynamic system of strategic games and its some applications such as analysis of the clash between the United States and Iran in Iraq will be provided. In this system with emphasis on players' rationality, the relationship between strategic games and explicitly the dynamics present in interactions among players will be examined. In addition, we introduce a new game called trickery game. This game shows a good reason for the cunning of some people in everyday life. Cooperation is a hallmark of human society. In many cases, our study provides a mechanism to move towards cooperation between players.
也许一个事件不能完全通过一款游戏来模拟,但几款游戏有更多的机会。在强调玩家理性的基础上,提出了策略博弈的新属性,并由此产生了其他博弈。本文将在博弈论中提出一种新的建模态度,作为战略博弈的动态系统,并提供其在分析美伊冲突等方面的一些应用。在这个强调玩家理性的系统中,战略游戏与玩家互动中明显存在的动态之间的关系将被检验。此外,我们还介绍了一个新的游戏,叫做骗术游戏。这个游戏很好地说明了一些人在日常生活中的狡猾。合作是人类社会的标志。在许多情况下,我们的研究为玩家之间的合作提供了一种机制。
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引用次数: 13
Non-Cooperative Team Formation and a Team Formation Mechanism 非合作团队形成与团队形成机制
Pub Date : 2017-10-10 DOI: 10.2139/ssrn.3054771
M. Chambers, Chen Hajaj, Greg Leo, Jian Lou, Martin Van der Linden, Yevgeniy Vorobeychik, M. Wooders
We model decentralized team formation as a game in which players make offers to potential teams whose members then either accept or reject the offers. The games induce no-delay subgame perfect equilibria with unique outcomes that are individually rational and match soulmates. We provide sufficient conditions for equilibria to implement core coalition structures, and show that when each player can make a sufficiently large number of proposals, outcomes are Pareto optimal. We then design a mechanism to implement equilibrium of this game and provide sufficient conditions to ensure that truthful reporting of preferences is a strong ex post Nash equilibrium. Moreover, we show empirically that players rarely have an incentive to misreport preferences more generally. Furthermore, for the problem with cardinal preferences, we show empirically that the resulting mechanism results in significantly higher social welfare than serial dictatorship, and the outcomes are highly equitable.
我们将分散的团队形成建模为一个游戏,在这个游戏中,玩家向潜在的团队提供条件,然后这些团队的成员要么接受这些条件,要么拒绝这些条件。这些博弈诱导出具有独特结果的无延迟子博弈完美均衡,这些结果是个体理性的,并且匹配灵魂伴侣。我们为实现核心联盟结构的均衡提供了充分的条件,并证明了当每个参与者都能提出足够多的建议时,结果是帕累托最优的。然后,我们设计了一种机制来实现这个博弈的均衡,并提供足够的条件来确保真实的偏好报告是一个强大的事后纳什均衡。此外,我们的经验表明,玩家很少有动机更普遍地谎报偏好。此外,对于基数偏好问题,我们的实证表明,由此产生的机制导致的社会福利显著高于连续独裁,并且结果高度公平。
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引用次数: 2
Coordination on Networks 网络协调
Pub Date : 2017-10-01 DOI: 10.2139/ssrn.3082671
C. Leister, Y. Zenou, Junjie Zhou
We study a coordination game among agents on a network, choosing whether or not to take an action that yields value increasing in the actions of neighbors. In a standard global game setting, players receive noisy information of the technology's common state-dependent value. We show the existence and uniqueness of a pure equilibrium in the noiseless limit. This equilibrium partitions players into coordination sets, within members take a common cutoff strategy and are path connected. We derive an algorithm for calculating limiting cutoffs, and provide necessary and sufficient conditions for agents to inhabit the same coordination set. The strategic effects of perturbations to players' underlining values are shown to spread throughout but be contained within the perturbed players' coordination sets.
我们研究了网络上的代理之间的协调博弈,选择是否采取一种行为,使邻居的行为产生价值增加。在标准的全局游戏设置中,玩家会收到技术共同状态依赖值的嘈杂信息。我们证明了在无噪声极限下纯平衡态的存在唯一性。这种平衡将玩家划分为协调集,其中成员采取共同的切断策略,并且是路径连接的。我们推导了一种计算极限截止点的算法,并提供了智能体位于同一协调集的充分必要条件。扰动对玩家的强调值的战略影响被证明是分散的,但被包含在被扰动的玩家的协调集中。
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引用次数: 14
Extensive Form Generalized Games 扩展形式广义对策
Pub Date : 2017-09-02 DOI: 10.2139/ssrn.3034055
Nicholas Butler
This paper introduces extensive form generalized games, a general framework for modeling dynamic strategic settings where players' feasible strategies depend on the strategies chosen by others. Extensive form generalized games nest a variety of existing game theoretic frameworks, including games with bounded rationality, endogenous information acquisition, rationally inattentive players, and games played by finite automata. Sufficient conditions for the existence of equilibria in behavioral strategies are provided for finite extensive form generalized games, and are shown to be tight. The most salient of these conditions, generalized perfect recall, is a generalized convexity condition which is equivalent to perfect recall in standard extensive form games. Feasibility correspondences describing rational inattention are shown to satisfy generalized perfect recall, and a notion of perfection is introduced to rule out incredible self restraint, a novel type of incredible threat in these settings.
本文介绍了广义对策,这是一种对动态策略设置建模的一般框架,其中参与者的可行策略取决于其他人选择的策略。广泛形式的广义博弈嵌套了现有的多种博弈理论框架,包括有限理性博弈、内生信息获取博弈、理性不注意博弈和有限自动机博弈。给出了有限扩展型广义对策中均衡存在的充分条件,并证明了均衡存在的紧性。这些条件中最突出的是广义完美回忆,它是一个广义凸性条件,相当于标准扩展形式博弈中的完美回忆。描述理性注意力不集中的可行性对应被证明满足广义完美回忆,并且引入了完美的概念来排除难以置信的自我约束,这是这些设置中一种新型的难以置信的威胁。
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引用次数: 1
One Truth and a Thousand Lies: Focal Points in Mechanism Design 一个真相和一千个谎言:机制设计的焦点
Pub Date : 2017-07-18 DOI: 10.2139/ssrn.3002539
Olivier Bochet, Norovsambuu Tumennasan
Truthtelling is often viewed as focal in direct mechanisms. We introduce two new notions of robust implementation based on the premise that society may be composed of "primitive'' agents who, whenever confronted with a strategy profile, anchor to truthtelling and make a limited number of comparisons. Instead of comparing all possible alternative strategies as they would at a Nash equilibrium, primitive agents only make comparisons with truthtelling. We impose a notion of robustness of implementation when society may contain from primitive to sophisticated agents (who then play à la Nash). We call these (group) resilient implementation. We compare them to well-known conditions that have appeared in the mechanism design literature. Resilient implementation is equivalent to secure implementation, while its group version is linked to a coalitional extension of secure implementation. In contrast to resilient implementation, we show that the latter delivers positive results in many domains and models of interest that we discuss. Moving away from the implementation approach, we close with some results when truth-reversion is seen as a property imposed directly on decision rules. Our results suggest that some strategy-proof rules are expected to work better than others in practical applications.
说实话通常被视为直接机制的焦点。基于这样一个前提,我们引入了稳健实施的两个新概念:社会可能是由“原始的”代理人组成的,这些代理人在面对策略概况时,会锚定在说实话并进行有限数量的比较。原始智能体不像在纳什均衡中那样比较所有可能的替代策略,而是只比较讲真话的策略。当社会可能包含从原始到复杂的代理人(然后他们玩纳什游戏)时,我们强加了实现鲁棒性的概念。我们称之为(群体)弹性实现。我们将它们与机制设计文献中出现的众所周知的条件进行比较。弹性实施等同于安全实施,而其群组版本则与安全实施的联合扩展相关联。与弹性实现相比,我们表明后者在我们讨论的许多感兴趣的领域和模型中提供了积极的结果。离开实现方法,当将真值回归视为直接强加于决策规则的属性时,我们得出了一些结果。我们的研究结果表明,在实际应用中,一些策略验证规则有望比其他规则更好地发挥作用。
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引用次数: 4
From Extreme to Mainstream: How Social Norms Unravel 从极端到主流:社会规范是如何瓦解的
Pub Date : 2017-05-01 DOI: 10.3386/W23415
Leonardo Bursztyn, Georgy Egorov, Stefano Fiorin
Social norms are typically thought to be persistent and long-lasting, sometimes surviving through growth, recessions, and regime changes. In some cases, however, they can quickly change. This paper examines the unraveling of social norms in communication when new information becomes available, e.g., aggregated through elections. We build a model of strategic communication between citizens who can hold one of two mutually exclusive opinions. In our model, agents communicate their opinions to each other, and senders care about receivers' approval. As a result, senders are more likely to express the more popular opinion, while receivers make less inference about senders who stated the popular view. We test these predictions using two experiments. In the main experiment, we identify the causal effect of Donald Trump's rise in political popularity on individuals' willingness to publicly express xenophobic views. Participants in the experiment are offered a bonus reward if they authorize researchers to make a donation to an anti-immigration organization on their behalf. Participants who expect their decision to be observed by the surveyor are significantly less likely to accept the offer than those expecting an anonymous choice. Increases in participants' perceptions of Trump's popularity (either through experimental variation or through the “natural experiment” of his victory) eliminate the wedge between private and public behavior. A second experiment uses dictator games to show that participants judge a person less negatively for publicly expressing (but not for privately holding) a political view they disagree with if that person's social environment is one where the majority of people holds that view.
社会规范通常被认为是持久和持久的,有时会在经济增长、经济衰退和政权更迭中幸存下来。然而,在某些情况下,它们可以迅速改变。本文探讨了当新信息变得可用时,例如,通过选举汇总时,沟通中的社会规范的解体。我们建立了公民之间的战略沟通模式,他们可以持有两种相互排斥的观点之一。在我们的模型中,代理相互交流他们的意见,发送方关心接收方的认可。因此,发送者更有可能表达更受欢迎的观点,而接收者对发送者发表流行观点的推断较少。我们用两个实验来检验这些预测。在主要实验中,我们确定了唐纳德·特朗普(Donald Trump)政治人气上升对个人公开表达仇外观点意愿的因果影响。如果实验参与者授权研究人员代表他们向反移民组织捐款,他们将获得额外奖励。与那些期望匿名选择的参与者相比,那些期望他们的决定被测量员观察到的参与者接受这个提议的可能性要小得多。参与者对特朗普受欢迎程度的认知增加(无论是通过实验性变化,还是通过他获胜的“自然实验”),消除了私人行为和公共行为之间的鸿沟。第二个实验使用独裁者游戏来显示,如果一个人所处的社会环境大多数人都持有自己不同意的政治观点,那么参与者对他公开表达自己不同意的政治观点(而不是私下持有这种观点)的评价就会降低。
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引用次数: 95
Profitable Robot Strategies in Pari‐Mutuel Betting Pari - Mutuel投注中的盈利机器人策略
Pub Date : 2017-04-07 DOI: 10.2139/SSRN.2948308
Petter Bjerksund, G. Stensland
We have collected odds and results from 7 474 horse races in Norway and Sweden for a period of approximately 1.5 years. Based on the odds from the win game, we construct a profitable betting strategy for the corresponding triple game. Given a 30% track take, the existence of a profitable strategy is surprising. A robot is typically needed to identify and exploit underrated bets. We argue that the existence of heterogeneous beliefs between players in the market might form a basis for profitable betting strategies. We did expect that bigger pools (more liquidity) would remove this anomaly. That is not the case. More players, and thereby bigger pools, increases the profitability of the system.
我们收集了挪威和瑞典7 474场赛马的赔率和结果,持续了大约1.5年。基于获胜博弈的赔率,我们为相应的三局博弈构建了一个有利可图的投注策略。考虑到30%的跟踪收益,盈利策略的存在令人惊讶。通常需要机器人来识别和利用被低估的赌注。我们认为,市场参与者之间存在的异质信念可能构成有利可图的投注策略的基础。我们确实预计,更大的资金池(更多的流动性)将消除这种异常现象。事实并非如此。更多的玩家,从而更大的池,增加系统的盈利能力。
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引用次数: 1
期刊
ERN: Other Game Theory & Bargaining Theory (Topic)
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