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Handbook of Game Theory
Petyon Young, Shmuel Zamir
Verlag Elsevier Reference Monographs, 2014
ISBN 9780444537676 , 1024 Seiten
Format PDF, ePUB
Kopierschutz DRM
Front Cover
1
Handbook of Game Theory
4
Copyright
5
Contents
6
Contributors
12
Preface
14
Acknowledgments
15
Introduction to the Series
16
Chapter 1: Rationality
18
1.1 Neoclassical Rationality
19
1.1.1 Substantive or procedural?
20
1.1.1.1 Evolution
20
1.1.2 Rationality as consistency
21
1.1.3 Positive or normative?
22
1.2 Revealed Preference
22
1.2.1 Independence of irrelevant alternatives
23
1.2.1.1 Aesop
23
1.2.1.2 Utility
24
1.2.1.3 Causal utility fallacy
24
1.2.2 Revealed preference in game theory
24
1.3 Decisions under Risk
25
1.3.1 VN&M utility functions
25
1.3.1.1 Attitudes to risk
25
1.3.1.2 Unbounded utility?
26
1.3.1.3 Utilitarianism
26
1.4 Bayesian Decision Theory
27
1.4.1 Savage's theory
27
1.4.1.1 Bayes' rule
28
1.4.2 Small worlds
28
1.4.2.1 Bayesianism?
29
1.4.2.2 Where do Savage's priors come from?
29
1.4.2.3 When are the worlds of game theory small?
30
1.4.2.4 Common priors?
31
1.5 Knowledge
31
1.5.1 Knowledge as commitment
31
1.5.1.1 Contradicting knowledge?
32
1.5.2 Common knowledge
33
1.5.3 Common knowledge of rationality?
34
1.5.3.1 Counterfactuals
34
1.6 Nash Equilibrium
35
1.6.1 Evolutionary game theory
36
1.6.2 Knowledge requirements
36
1.6.3 Equilibrium selection problem
37
1.6.3.1 Refinements of Nash equilibrium
37
1.7 Black Boxes
38
1.7.1 Nash program
39
1.7.2 Other preplay activity
40
1.8 Conclusion
41
Acknowledgments
41
References
42
Chapter 2: Advances in Zero-Sum Dynamic Games
44
2.1 Introduction
46
2.1.1 General model of repeated games (RG)
47
2.1.2 Compact evaluations
48
2.1.3 Asymptotic analysis
48
2.1.4 Uniform analysis
49
2.2 Recursive Structure
50
2.2.1 Discounted stochastic games
50
2.2.2 General discounted repeated games
51
2.2.2.1 Recursive structure
51
2.2.2.2 Specific classes of repeated games
52
2.2.3 Compact evaluations and continuous time extension
53
2.3 Asymptotic Analysis
55
2.3.1 Benchmark model
55
2.3.2 Basic results
56
2.3.2.1 Incomplete information
56
2.3.2.2 Stochastic games
57
2.3.3 Operator approach
57
2.3.3.1 Nonexpansive monotone maps
58
2.3.3.2 Applications to RG
60
2.3.4 Variational approach
61
2.3.4.1 Discounted values and variational inequalities
62
2.3.4.2 General RG and viscosity tools
64
2.3.4.3 Compact discounted games and comparison criteria
68
2.4 The Dual Game
69
2.4.1 Definition and basic results
69
2.4.2 Recursive structure and optimal strategies of the noninformed player
70
2.4.3 The dual differential game
71
2.4.4 Error term, control of martingales, and applications to price dynamics
72
2.5 Uniform Analysis
74
2.5.1 Basic results
74
2.5.1.1 Incomplete information
74
2.5.1.2 Stochastic games
75
2.5.1.3 Symmetric case
75
2.5.2 From asymptotic value to uniform value
75
2.5.3 Dynamic programming and MDP
76
2.5.4 Games with transition controlled by one player
77
2.5.5 Stochastic games with signals on actions
78
2.5.6 Further results
79
2.6 Differential Games
80
2.6.1 A short presentation of differential games (DG)
80
2.6.2 Quantitative differential games
81
2.6.3 Quantitative differential games with incomplete information
82
2.7 Approachability
85
2.7.1 Definition
85
2.7.2 Weak approachability and quantitative differential games
86
2.7.3 Approachability and B-sets
87
2.7.4 Approachability and qualitative differential games
88
2.7.5 Remarks and extensions
89
2.8 Alternative Tools and Topics
90
2.8.1 Alternative approaches
90
2.8.1.1 A different use of the recursive structure
90
2.8.1.2 No signals
90
2.8.1.3 State dependent signals
90
2.8.1.4 Incomplete information on the duration
90
2.8.1.5 Games with information lag
90
2.8.2 The ``Limit Game''
91
2.8.2.1 Presentation
91
2.8.2.2 Examples
91
2.8.2.3 Specific Properties
91
2.8.3 Repeated games and differential equations
92
2.8.3.1 RG and PDE
92
2.8.3.2 RG and evolution equations
92
2.8.4 Multimove games
93
2.8.4.1 Alternative evaluations
93
2.8.4.2 Evaluation on plays
93
2.8.4.3 Stopping games
93
2.9 Recent Advances
94
2.9.1 Dynamic programming and games with an informed controller
94
2.9.1.1 General evaluation and total variation
94
2.9.1.2 Dynamic programming and TV-asymptotic value
95
2.9.1.3 Dynamic programming and TV-uniform value
95
2.9.1.4 Games with a more informed controller
95
2.9.1.5 Comments
96
2.9.2 Markov games with incomplete information on both sides
96
2.9.3 Counter examples for the asymptotic approach
97
2.9.3.1 Counter example for finite state stochastic games with compact action spaces
97
2.9.3.2 Counter examples for games with finite parameter sets
97
2.9.3.3 Oscillations
98
2.9.3.4 Regularity and o-minimal structures
98
2.9.4 Control problem, martingales, and PDE
99
2.9.5 New links between discrete and continuous time games
100
2.9.5.1 Multistage approach
100
2.9.5.2 Discretization of a continuous time game
100
2.9.5.3 Stochastic games with short stage duration
101
2.9.5.4 Stochastic games in continuous time
102
2.9.5.5 Incomplete information games with short stage duration
102
2.9.6 Final comments
103
Acknowledgments
104
References
104
Chapter 3: Games on Networks
112
3.1 Introduction and Overview
113
3.2 Background Definitions
115
3.2.1 Players and networks
115
3.2.2 Games on networks
117
3.3 Strategic Complements and Strategic Substitutes
120
3.3.1 Defining strategic complements and substitutes
120
3.3.2 Existence of equilibrium
121
3.3.2.1 Games of strategic complements
121
3.3.2.2 Games of strategic substitutes and other games on networks
122
3.3.2.3 Games with strategic substitutes, continuous action spaces and linear best-replies
123
3.3.3 Two-action games on networks
125
3.3.3.1 Changes in behaviors as the network varies
126
3.3.3.2 Coordination games
126
3.3.3.3 Stochastically stable play in coordination games on networks
129
3.4 A Model with Continuous Actions, Quadratic Payoffs, and Strategic Complementarities
133
3.4.1 The benchmark quadratic model
133
3.4.1.1 Katz-Bonacich network centrality and strategic behavior
134
3.4.1.2 Nash equilibrium
135
3.4.1.3 Welfare
137
3.4.2 The model with global congestion
139
3.4.3 The model with ex ante heterogeneity
140
3.4.4 Some applications of the quadratic model
141
3.4.4.1 Crime
141
3.4.4.2 Education
143
3.4.4.3 Industrial organization
145
3.4.4.4 Cities
146
3.4.4.5 Conformity and conspicuous effects
147
3.5 Network Games with Incomplete Information
149
3.5.1 Incomplete information and contagion effects
150
3.5.1.1 A model of network games with incomplete information
150
3.5.1.2 Monotonicity of equilibria
152
3.5.1.3 A dynamic best reply process
152
3.5.2 Incomplete information about payoffs
156
3.5.3 Incomplete information with communication in networks
157
3.6 Choosing Both Actions and Links
158
3.6.1 Coordination games
158
3.6.2 Network formation in quadratic games
162
3.6.3 Games with strategic substitutes
166
3.7 Repeated Games and Network Structure
167
3.8 Concluding Remarks and Further Areas of Research
168
3.8.1 Bargaining and exchange on networks
169
3.8.2 Risk-sharing networks
171
3.8.3 Dynamic games and network structure
171
3.8.4 More empirical applications based on theory
172
3.8.5 Lab and field experiments
173
Acknowledgments
173
References
174
Chapter 4: Reputations in Repeated Games
182
4.1 Introduction
183
4.1.1 Reputations
183
4.1.2 The interpretive approach to reputations
184
4.1.3 The adverse selection approach to reputations
184
4.2 Reputations with Short-Lived Players
185
4.2.1 An example
185
4.2.2 The benchmark complete information game
187
4.2.3 The incomplete information game and commitment types
188
4.2.4 Reputation bounds
190
4.2.4.1 Relative entropy
190
4.2.4.2 Bounding the one-step ahead prediction errors
192
4.2.4.3 From prediction bounds to payoffs
193
4.2.4.4 The Stackelberg bound
197
4.2.5 More general monitoring structures
198
4.2.6 Temporary reputations under imperfect monitoring
199
4.2.6.1 The implications of reputations not disappearing
203
4.2.6.2 The contradiction and conclusion of the proof
208
4.2.7 Interpretation
208
4.2.8 Exogenously informative signals
210
4.3 Reputations with Two Long-Lived Players
213
4.3.1 Types vs. actions
214
4.3.2 An example: The failure of reputation effects
214
4.3.3 Minmax-action reputations
218
4.3.3.1 Minmax-action types
218
4.3.3.2 Conflicting interests
221
4.3.4 Discussion
222
4.3.4.1 Weaker payoff bounds for more general actions
223
4.3.4.2 Imperfect monitoring
224
4.3.4.3 Punishing commitment types
226
4.4 Persistent Reputations
227
4.4.1 Limited observability
228
4.4.2 Analogical reasoning
231
4.4.3 Changing types
235
4.4.3.1 Cyclic reputations
235
4.4.3.2 Permanent reputations
238
4.4.3.3 Reputation as separation
239
4.5 Discussion
245
4.5.1 Outside options and bad reputations
245
4.5.2 Investments in reputations
247
4.5.3 Continuous time
250
4.5.3.1 Characterizing behavior
251
4.5.3.2 Reputations without types
252
Acknowledgments
253
References
253
Chapter 5: Coalition Formation
256
5.1 Introduction
257
5.2 The Framework
261
5.2.1 Ingredients
262
5.2.2 Process of coalition formation
264
5.2.3 Equilibrium process of coalition formation
264
5.2.4 Some specific settings
266
5.2.4.1 State spaces
266
5.2.4.2 Characteristic functions and partition functions
267
5.2.4.3 Remarks on protocols and effectivity correspondences
270
5.2.5 Remarks on the response protocol
272
5.3 The Blocking Approach: Cooperative Games
273
5.3.1 The setting
274
5.3.2 Blocking
275
5.3.3 Consistency and farsightedness
276
5.3.4 The farsighted stable set
278
5.3.5 Internal blocking
279
5.3.5.1 A recursive definition
279
5.3.5.2 EPCF and the farsighted stable set with internal blocking
280
5.3.5.3 Characteristic functions
283
5.3.5.4 Effectivity without full support
286
5.3.5.5 Internal blocking in the presence of externalities
289
5.3.6 Beyond internal blocking
293
5.3.6.1 Farsighted stability for characteristic functions
293
5.3.6.2 Farsighted stability for games with externalities
296
5.4 The Bargaining Approach: Noncooperative Games
300
5.4.1 Ingredients of a coalitional bargaining model
301
5.4.1.1 The protocol
301
5.4.1.2 Possibilities for changing or renegotiating agreements
303
5.4.1.3 Payoffs in real time or not
303
5.4.1.4 Majority versus unanimity
304
5.4.2 Bargaining on partition functions
304
5.4.2.1 Equilibrium in a real-time bargaining model
304
5.4.2.2 Two elementary restrictions
306
5.4.2.3 EPCF and bargaining equilibrium
307
5.4.3 Some existing models of noncooperative coalition formation
308
5.4.3.1 The standard bargaining problem
309
5.4.3.2 Coalitional bargaining with irreversible agreements
311
5.4.3.3 Equilibrium coalition structure
314
5.4.4 Reversibility
317
5.5 The Welfare Economics of Coalition Formation
320
5.5.1 Two sources of inefficiency
321
5.5.2 Irreversible agreements and efficiency
323
5.5.3 Reversible agreements and efficiency
327
5.5.3.1 Temporary agreements
327
5.5.3.2 Renegotiation
328
5.6 Coalition Formation: The Road Ahead
336
Acknowledgments
339
References
339
Chapter 6: Stochastic Evolutionary Game Dynamics
344
6.1 Evolutionary Dynamics and Equilibrium Selection
345
6.1.1 Evolutionarily stable strategies
346
6.1.2 Stochastically stable sets
348
6.2 Equilibrium Selection in 2 2 Games
352
6.2.1 A simple model
352
6.2.2 The unperturbed process
353
6.2.3 The perturbed process
354
6.3 Stochastic Stability in Larger Games
357
6.3.1 A canonical model of adaptive learning
358
6.3.2 Markov processes and rooted trees
359
6.3.3 Equilibrium selection in larger games
362
6.4 Bargaining
366
6.4.1 An evolutionary model of bargaining
367
6.4.2 The case of heterogeneous agents
370
6.4.3 Extensions: Sophisticated agents and cooperative games
370
6.5 Public Goods
371
6.5.1 Teamwork
372
6.5.2 Bad apples
375
6.5.3 The volunteer's dilemma
378
6.5.4 General public-good games and potential
380
6.6 Network Games
381
6.7 Speed of Convergence
386
6.7.1 Autonomy
388
6.7.2 Close-knittedness
389
6.8 Concluding Remarks
394
References
395
Chapter 7: Advances in Auctions
398
7.1 Introduction
399
7.2 First-Price Auctions: Theoretical Advances
400
7.2.1 Mixed-strategy equilibria
401
7.2.2 Asymmetric buyers: Existence of mixed and pure-strategy equilibria
402
7.2.3 Relaxation of symmetry and independence
403
7.2.4 Monotonicity and the role of tie-breaking rules
405
7.2.5 Revenue comparisons
406
7.3 Multiunit Auctions
408
7.3.1 Efficient ascending-bid auctions
408
7.3.2 Multiple heterogeneous items
412
7.4 Dynamic Auctions
413
7.4.1 Dynamic population
414
7.4.2 Repeated ascending-price auctions
416
7.5 Externalities in Single-Object Auctions
419
7.5.1 A general social choice model
419
7.5.2 Complete information
420
7.5.3 Incomplete information
421
7.6 Auctions with Resale
422
7.6.1 First-price and second-price auctions
423
7.6.2 Seller's optimal mechanism
424
7.6.3 Further results
425
7.7 All-Pay Auctions
426
7.7.1 Complete information
427
7.7.2 Incomplete information
429
7.7.3 Multiple prizes
430
7.7.4 Bid-dependent rewards
431
7.7.5 Contests versus lotteries
432
7.7.6 All-pay auctions with spillovers
433
7.7.7 Bid caps
434
7.7.8 Research contests
435
7.7.9 Blotto games
436
7.7.10 Other topics
438
7.8 Incorporating Behavioral Economics
438
7.8.1 Regret
439
7.8.2 Impulse balance
440
7.8.3 Reference points
442
7.8.4 Buy-it-now options
443
7.8.5 Level-k bidding
443
7.8.6 Spite
444
7.8.7 Ambiguity
445
7.9 Position Auctions in Internet Search
447
7.9.1 First-price pay-per-click auctions
448
7.9.2 Second-price pay-per-click auctions
449
7.9.3 Other formats
451
7.10 Spectrum Auctions
454
7.10.1 3G auctions
454
7.10.2 4G auctions
457
7.11 Concluding Remarks
461
Acknowledgments
461
References
462
Chapter 8: Combinatorial Auctions
472
8.1 Introduction
472
8.2 Supporting Prices
474
8.2.1 The core
479
8.3 Incentives
481
8.3.1 When VCG is not in the core
482
8.3.2 Ascending implementations of VCG
484
8.3.3 What is an ascending auction?
486
8.3.4 The clock-proxy auction
488
8.4 Complexity Considerations
489
8.4.1 Exact methods
490
8.4.2 Approximation
490
References
491
Chapter 9: Algorithmic Mechanism Design: Through the lens of Multiunit auctions
494
9.1 Introduction
495
9.2 Algorithmic Mechanism Design and This Survey
496
9.2.1 The field of algorithmic mechanism design
496
9.2.2 Our example: multiunit auctions
498
9.2.3 Where are we going?
500
9.3 Representation
500
9.3.1 Bidding languages
501
9.3.2 Query access to the valuations
503
9.3.2.1 Value queries
503
9.3.2.2 General communication queries
504
9.4 Algorithms
505
9.4.1 Algorithmic efficiency
505
9.4.2 Downward sloping valuations
507
9.4.3 Intractability
508
9.4.3.1 NP-Completeness
509
9.4.3.2 Communication complexity
510
9.4.4 Approximation
512
9.5 Payments, Incentives, and Mechanisms
513
9.5.1 Vickrey-Clarke-Groves mechanisms
515
9.5.2 The clash between approximation and incentives
516
9.5.3 Maximum-in-range mechanisms
518
9.5.4 Single parameter mechanisms
521
9.5.5 Multiparameter mechanisms beyond VCG?
524
9.5.6 Randomization
528
9.6 Conclusion
531
Acknowledgments
531
References
531
Chapter 10: Behavioral Game Theory Experiments and Modeling
534
10.1 Introduction
535
10.2 Cognitive Hierarchy and Level-k Models
537
10.2.1 P-beauty contest
540
10.2.2 Market entry games
543
10.2.3 LUPI lottery
545
10.2.4 Summary
547
10.3 Quantal Response Equilibrium
547
10.3.1 Asymmetric hide-and-seek game
548
10.3.2 Maximum value auction
550
10.4 Learning
552
10.4.1 Parametric EWA learning: interpretation, uses, and limits
553
10.4.2 fEWA functions
556
10.4.2.1 The change-detector function 0=x"011Ei(t)
557
10.4.2.2 The attention function, 0=x"010Eij(t)
559
10.4.3 fEWA predictions
562
10.4.4 Example: mixed strategy games
565
10.4.5 Summary
568
10.5 Sophistication and Teaching
568
10.5.1 Sophistication
569
10.5.2 Strategic teaching
571
10.5.3 Summary
576
10.6 Sociality
577
10.6.1 Public goods
577
10.6.2 Public goods with punishment
578
10.6.3 Negative reciprocity: ultimatums
579
10.6.4 Impure altruism and social image: dictator games
581
10.6.5 Summary
583
10.7 Conclusion
583
References
584
Chapter 11: Evolutionary Game Theory in Biology
592
11.1 Strategic Analysis—What Matters to Biologists?
593
11.2 Sex Ratios—How the Spirit of Game Theory Emerged in Biology
595
11.2.1 There is a hitch with fitness
596
11.2.2 Düsing's solution—the first biological game
596
11.2.3 Fisher's treatment of sex-ratio theory
597
11.2.4 Does it suffice to count grandchildren—what is the utility?
598
11.2.5 Evolutionary dynamics
599
11.2.6 Reproductive value
600
11.2.7 Haplodiploid sex-ratio theory
600
11.3 The Empirical Success of Sex-Ratio Theory
601
11.3.1 Experimental evolution
601
11.3.2 Measuring the slices of the cake
602
11.3.3 Local mate competition
603
11.3.4 Environmental sex determination and the logic of randomization
603
11.4 Animal Fighting and the Official Birth of Evolutionary Game Theory
605
11.4.1 The basic idea of an evolutionary game
605
11.4.2 The concept of an evolutionarily stable strategy
606
11.4.3 What does the Hawk-Dove game tell us about animal fighting?
607
11.4.4 The current view on limited aggression
608
11.5 Evolutionary Dynamics
609
11.5.1 The replicator equation
610
11.5.2 Adaptive dynamics and invasion fitness
610
11.5.3 Gene-frequency dynamics and the multilocus mess
611
11.5.4 Finite populations and stochasticity
612
11.6 Intragenomic Conflict and Willful Passengers
612
11.6.1 Meiotic drive
613
11.6.2 Example of an ultraselfish chromosome
613
11.6.3 Endosymbionts in conflict with their hosts
614
11.6.4 Wolbachia—master manipulators of reproduction
615
11.7 Cooperation in Microbes and Higher Organisms
615
11.7.1 Reciprocal altruism
616
11.7.2 Indirect reciprocity
617
11.7.3 Tragedy of the commons
618
11.7.4 Common interest
618
11.7.5 Common interest through lifetime monogamy
619
11.8 Biological Trade and Markets
620
11.8.1 Pollination markets
621
11.8.2 Principal-agent models, sanctioning and partner choice
621
11.8.3 Supply and demand
622
11.9 Animal Signaling—Honesty or Deception?
622
11.9.1 Education and the Peacock's tail
623
11.9.2 Does the handicap principle work in practice?
624
11.9.3 The rush for ever more handicaps, has it come to an end?
624
11.9.4 Warning signals and mimicry
625
References
628
Chapter 12: Epistemic Game Theory
636
12.1 Introduction and Motivation
637
12.1.1 Philosophy/Methodology
639
12.2 Main Ingredients
641
12.2.1 Notation
641
12.2.2 Strategic-form games
641
12.2.3 Belief hierarchies
642
12.2.4 Type structures
644
12.2.5 Rationality and belief
646
12.2.6 Discussion
648
12.2.6.1 State dependence and nonexpected utility
648
12.2.6.2 Elicitation
648
12.2.6.3 Introspective beliefs and restrictions on strategies
649
12.2.6.4 Semantic/syntactic models
649
12.3 Strategic Games of Complete Information
649
12.3.1 Rationality and common belief in rationality
650
12.3.2 Discussion
652
12.3.3 -Rationalizability
653
12.4 Equilibrium Concepts
654
12.4.1 Introduction
654
12.4.2 Subjective correlated equilibrium
655
12.4.3 Objective correlated equilibrium
656
12.4.4 Nash equilibrium
661
12.4.5 The book-of-play assumption
663
12.4.6 Discussion
665
12.4.6.1 Condition AI
665
12.4.6.2 Comparison with aumann1987correlated
666
12.4.6.3 Nash equilibrium
666
12.5 Strategic-Form Refinements
667
12.6 Incomplete Information
671
12.6.1 Introduction
671
12.6.2 Interim correlated rationalizability
674
12.6.3 Interim independent rationalizability
677
12.6.4 Equilibrium concepts
680
12.6.5 -Rationalizability
682
12.6.6 Discussion
683
12.7 Extensive-Form Games
684
12.7.1 Introduction
684
12.7.2 Basic ingredients
687
12.7.3 Initial CBR
691
12.7.4 Forward induction
693
12.7.4.1 Strong belief
693
12.7.4.2 Examples
694
12.7.4.3 RCSBR and extensive-form rationalizability
696
12.7.4.4 Discussion
698
12.7.5 Backward induction
701
12.7.6 Equilibrium
702
12.7.7 Discussion
704
12.8 Admissibility
706
12.8.1 Basics
707
12.8.2 Assumption and mutual assumption of rationality
708
12.8.3 Characterization
709
12.8.4 Discussion
710
12.8.4.1 Issues in the characterization of IA
711
12.8.4.2 Extensive-form analysis and strategic-form refinements
712
Acknowledgement
714
References
714
Chapter 13: Population Games and Deterministic Evolutionary Dynamics
720
13.1 Introduction
722
13.2 Population Games
724
13.2.1 Definitions
724
13.2.2 Examples
725
13.2.3 The geometry of population games
726
13.3 Revision Protocols and Mean Dynamics
729
13.3.1 Revision protocols
730
13.3.2 Information requirements for revision protocols
731
13.3.3 The stochastic evolutionary process and mean dynamics
732
13.3.4 Finite horizon deterministic approximation
734
13.4 Deterministic Evolutionary Dynamics
735
13.4.1 Definition
735
13.4.2 Incentives and aggregate behavior
735
13.5 Families of Evolutionary Dynamics
737
13.5.1 Imitative dynamics
738
13.5.1.1 Definition
740
13.5.1.2 Examples
741
13.5.1.3 Basic properties
742
13.5.1.4 Inflow-outflow symmetry
743
13.5.2 The best response dynamic and related dynamics
744
13.5.2.1 Target protocols and target dynamics
744
13.5.2.2 The best response dynamic
744
13.5.2.3 Perturbed best response dynamics
746
13.5.3 Excess payoff and pairwise comparison dynamics
748
13.5.3.1 Excess payoff dynamics
749
13.5.3.2 Pairwise comparison dynamics
750
13.6 Potential Games
751
13.6.1 Population games and full population games
752
13.6.2 Definition, characterization, and interpretation
752
13.6.3 Examples
753
13.6.4 Characterization of equilibrium
755
13.6.5 Global convergence and local stability
757
13.6.6 Local stability of strict equilibria
758
13.7 ESS and Contractive Games
759
13.7.1 Evolutionarily stable states
759
13.7.2 Contractive games
761
13.7.3 Examples
762
13.7.4 Equilibrium in contractive games
762
13.7.5 Global convergence and local stability
764
13.7.5.1 Imitative dynamics
764
13.7.5.2 Target and pairwise comparison dynamics: global convergence in contractive games
765
13.7.5.3 Target and pairwise comparison dynamics: local stability of regular ESS
767
13.8 Iterative Solution Concepts, Supermodular Games, and Equilibrium Selection
768
13.8.1 Iterated strict dominance and never-a-best-response
768
13.8.2 Supermodular games and perturbed best response dynamics
769
13.8.3 Iterated p-dominance and equilibrium selection
772
13.9 Nonconvergence of Evolutionary Dynamics
774
13.9.1 Examples
775
13.9.2 Survival of strictly dominated strategies
779
13.10 Connections and Further Developments
781
13.10.1 Connections with stochastic stability theory
781
13.10.2 Connections with models of heuristic learning
782
13.10.3 Games with continuous strategy sets
784
13.10.4 Extensive form games and set-valued solution concepts
785
13.10.5 Applications
786
Acknowledgements
787
References
787
Chapter 14: The Complexity of Computing Equilibria
796
14.1 The Task
796
14.2 Problems and Algorithms
797
14.3 Good Algorithms
798
14.4 P and NP
801
14.5 Reductions and NP-complete Problems
803
14.6 The Complexity of Nash Equilibrium
806
14.7 Approximation, Succinctness, and Other Topics
818
Acknowledgments
825
References
825
Chapter 15: Theory of Combinatorial Games
828
15.1 Motivation and an Ancient Roman War-Game Strategy
829
15.2 The Classical Theory, Sum of Games, Complexity
832
15.2.1 Complexity, hardness, and completeness
837
15.3 Introducing Draws
838
15.4 Adding Interactions Between Tokens
843
15.5 Partizan Games
848
15.5.1 Two examples: Hackenbush and Domineering
849
15.5.2 Outcomes and sums
850
15.5.3 Values
852
15.5.4 Simplest forms
853
15.5.5 Numbers
854
15.5.6 Infinitesimals
856
15.5.7 Stops and the mean value
857
15.6 Misère Play
857
15.6.1 Misère Nim value
858
15.6.2 Genus theory
859
15.6.3 Misère canonical form
860
15.6.4 Misère quotients
861
15.7 Constraint Logic
862
15.7.1 The constraint-logic framework
864
15.7.2 One-player games
865
15.7.2.1 Bounded games
866
15.7.2.2 Unbounded games
868
15.7.3 Two-player games
871
15.7.4 Team games
872
15.8 Conclusion
873
Acknowledgment
874
References
874
Chapter 16: Game Theory and Distributed Control**
878
16.1 Introduction
879
16.2 Utility Design
882
16.2.1 Cost/Welfare-sharing games
883
16.2.2 Achieving potential game structures
885
16.2.3 Efficiency of equilibria
887
16.3 Learning Design
890
16.3.1 Preliminaries: repeated play of one-shot games
890
16.3.2 Learning Nash equilibria in potential games
891
16.3.2.1 Fictitious play and joint strategy fictitious play
891
16.3.2.2 Simple experimentation dynamics
894
16.3.2.3 Equilibrium selection: log-linear learning and its variants
895
16.3.2.4 Near potential games
897
16.3.3 Beyond potential games and equilibria: efficient action profiles
898
16.3.3.1 Learning efficient pure Nash equilibria
898
16.3.3.2 Learning pareto efficient action profiles
900
16.4 Exploiting the Engineering Agenda: State-Based Games
902
16.4.1 Limitations of strategic form games
903
16.4.1.1 Limitations of protocol design
903
16.4.1.2 Distributed optimization: consensus
905
16.4.2 State-based games
907
16.4.3 Illustrations
908
16.4.3.1 Protocol design
908
16.4.3.2 Distributed optimization
908
16.5 Concluding Remarks
912
References
913
Chapter 17: Ambiguity and Nonexpected Utility
918
17.1 Introduction
919
Part I Nonexpected Utility Theory Under Risk
921
17.2 Nonexpected Utility: Theories and Implications
921
17.2.1 Preliminaries
921
17.2.2 Three approaches
922
17.2.3 The existence of Nash equilibrium
923
17.2.4 Atemporal dynamic consistency
924
17.2.5 Implications for the theory of auctions
926
17.3 Rank-Dependent Utility Models
930
17.3.1 Introduction
930
17.3.2 Representations and interpretation
931
17.3.3 Risk attitudes and interpersonal comparisons ofrisk aversion
933
17.3.4 The dual theory
934
17.4 Cumulative Prospect Theory
936
17.4.1 Introduction
936
17.4.2 Trade-off consistency and representation
936
Part II Nonexpected Utility Theory Under Uncertainty
938
17.5 Decision Problems under Uncertainty
938
17.5.1 The decision problem
938
17.5.2 Mixed actions
940
17.5.3 Subjective expected utility
943
17.6 Uncertainty Aversion: Definition andRepresentation
946
17.6.1 The Ellsberg paradox
946
17.6.2 Uncertainty aversion
948
17.6.3 Uncertainty averse representations
949
17.7 Beyond Uncertainty Aversion
952
17.7.1 Incompleteness
952
17.7.2 Smooth ambiguity model
953
17.8 Alternative Approaches
955
17.8.1 Choquet expected utility
956
17.8.2 Uncertainty aversion revisited
958
17.8.3 Other models
959
17.9 Final Remarks
960
Acknowledgments
960
References
960
Chapter 18: Calibration and Expert Testing
966
18.1 Introduction
967
18.2 Terminology and Notation
968
18.3 Examples
971
18.3.1 Example 1
971
18.3.2 Example 2
972
18.3.3 Example 3
973
18.4 Calibration
974
18.4.1 Definition and result
974
18.4.2 Calibrated forecasting rule
975
18.4.3 Sketch of proof
976
18.4.4 Sketch of proof of Blackwell's theorem
978
18.5 Negative Results
979
18.5.1 Generalizations of Foster and Vohra's result
980
18.5.2 Prequential principle
982
18.5.3 Interpretations
983
18.6 Positive Results
985
18.6.1 Category tests
985
18.6.2 A simple example of a good test
986
18.6.3 Other good tests
987
18.6.4 Good “prequential” tests
989
18.7 Restricting the Class of Allowed Data-Generating Processes
990
18.8 Multiple Experts
992
18.9 Bayesian and Decision-Theoretic Approachesto Testing Experts
995
18.9.1 Bayesian approach
995
18.9.2 Decision-theoretic approach
996
18.10 Related Topics
997
18.10.1 Falsifiability and philosophy of science
997
18.10.2 Gaming performance fees by portfolio managers
998
Acknowledgment
1000
References
1000
Index
1002