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1.
In certain finite extensive games with perfect information, Cristina Bicchieri (1989) derives a logical contradiction from the assumptions that players are rational and that they have common knowledge of the theory of the game. She argues that this may account for play outside the Nash equilibrium. She also claims that no inconsistency arises if the players have the minimal beliefs necessary to perform backward induction. We here show that another contradiction can be derived even with minimal beliefs, so there is no paradox of common knowledge specifically. These inconsistencies do not make play outside Nash equilibrium plausible, but rather indicate that the epistemic specification must incorporate a system for belief revision. Whether rationality is common knowledge is not the issue.  相似文献   

2.
Game theory is the mathematical study of strategy and conflict. It has wide applications in economics, political science, sociology, and, to some extent, in philosophy. Where rational choice theory or decision theory is concerned with individual agents facing games against nature, game theory deals with games in which all players have preference orderings over the possible outcomes of the game. This paper gives an informal introduction to the theory and a survey of applications in diverse branches of philosophy. No criticism is reviewed. Game theory is shown at work in discussions about epistemological dependence (prisoner’s dilemma), liberalism and efficiency (Nash equilibrium), Hume’s concept of convention (correlated equilibrium), morality and rationality (bargaining games), and distributive justice and egalitarianism (evolutionary game theory). A guide to the literature provides hints at applications in collective intentionality, epistemology, ethics, history of philosophy, logic, philosophy of language, and political philosophy.  相似文献   

3.
We report the results of two experiments designed to study tacit coordination in a class of market entry games with linear payoff functions, binary decisions, and zero entry costs, in which each of n = 20 players must decide on each trial whether or not to enter a market whose capacity is public knowledge. The results show that although the subjects differ considerably from one another in their decision policies, tacit coordination emerges quickly on the aggregate level and is accounted for most successfully by the Nash equilibrium solution for noncooperative n-person games.  相似文献   

4.
The Berge equilibrium concept formalizes mutual support among players motivated by the altruistic social value orientation in games. We prove some basic results for Berge equilibria and their relations to Nash equilibria, and we provide a straightforward method for finding Berge equilibria in n-player games. We explore some specific examples, and we explain how the Berge equilibrium provides a compelling model of cooperation in social dilemmas. We show that the Berge equilibrium also explains coordination in some common interest games and is partially successful in explaining the payoff dominance phenomenon, and we comment that the theory of team reasoning provides alternative solutions to these problems.  相似文献   

5.

In truth theory one aims at general formal laws governing the attribution of truth to statements. Gupta’s and Belnap’s revision-theoretic approach provides various well-motivated theories of truth, in particular T* and T#, which tame the Liar and related paradoxes without a Tarskian hierarchy of languages. In property theory, one similarly aims at general formal laws governing the predication of properties. To avoid Russell’s paradox in this area a recourse to type theory is still popular, as testified by recent work in formal metaphysics by Williamson and Hale. There is a contingent Liar that has been taken to be a problem for type theory. But this is because this Liar has been presented without an explicit recourse to a truth predicate. Thus, type theory could avoid this paradox by incorporating such a predicate and accepting an appropriate theory of truth. There is however a contingent paradox of predication that more clearly undermines the viability of type theory. It is then suggested that a type-free property theory is a better option. One can pursue it, by generalizing the revision-theoretic approach to predication, as it has been done by Orilia with his system P*, based on T*. Although Gupta and Belnap do not explicitly declare a preference for T# over T*, they show that the latter has some advantages, such as the recovery of intuitively acceptable principles concerning truth and a better reconstruction of informal arguments involving this notion. A type-free system based on T# rather than T* extends these advantages to predication and thus fares better than P* in the intended applications of property theory.

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6.
7.
Emmanuel J. Genot 《Synthese》2009,171(2):271-289
I. Levi has advocated a decision-theoretic account of belief revision. We argue that the game-theoretic framework of Interrogative Inquiry Games, proposed by J. Hintikka, can extend and clarify this account. We show that some strategic use of the game rules (or ‘policies’) generate Expansions, Contractions and Revisions, and we give representation results. We then extend the framework to represent explicitly (multiple) sources of answers, and apply it to discuss the Recovery Postulate. We conclude with some remarks about the potential extensions of interrogative games, with respect to some issues in the theory of belief change.  相似文献   

8.
In classical game theory the idea that players randomize between their actions according to a particular optimal probability distribution has always been viewed as puzzling. In this paper, we establish a fundamental connection between n-person normal form games and quantum mechanics (QM), which eliminates the conceptual problems of these random strategies. While the two theories have been regarded as distinct, our main theorem proves that if we do not give any other piece of information to a player in a game, than the payoff matrix—the axiom of “no-supplementary data” holds—then the state of mind of a rational player is algebraically isomorphic to a pure quantum state. The “no supplementary data” axiom is captured in a Lukasiewicz’s three-valued Kripke semantics wherein statements about whether a strategy or a belief of a player is rational are initially indeterminate i.e. neither true, nor false. As a corollary, we show that in a mixed Nash equilibrium, the knowledge structure of a player implies that probabilities must verify the standard “Born rule” postulate of QM. The puzzling “indifference condition” wherein each player must be rationally indifferent between all the pure actions of the support of his equilibrium strategy is resolved by his state of mind being described by a “quantum superposition” prior a player is asked to make a definite choice in a “measurement”. Finally, these results demonstrate that there is an intrinsic limitation to the predictions of game theory, on a par with the “irreducible randomness” of quantum physics.  相似文献   

9.
We study repeated normal form games where the number of players is large. We argue that it is interesting to look at such games as being divided into subgames, each of which we call a neighbourhood. The structure of such a game is given by a graph G whose nodes are players and edges denote visibility. The neighbourhoods are maximal cliques in G. The game proceeds in rounds where in each round the players of every clique X of G play a strategic form game among each other. A player at a node v strategises based on what she can observe, i.e., the strategies and the outcomes in the previous round of the players at vertices adjacent to v. Based on this, the player may switch strategies in the same neighbourhood, or migrate to another neighbourhood. We are interested in addressing questions regarding the eventual stability of such games. We incrementally impose constraints on the ‘types’ of the players. First, we look at players who are unconstrained in their strategising abilities, in that, players who may use unbounded memory. We then consider the case of memoryless players. We show that in both these cases the eventual stability of the game can be characterised in terms of potentials. We then introduce a simple modal logic in which the types of the players can be specified. We show that when the players play according to these specified types, it can be effectively decided whether the game stabilises. Finally, we look at the important heuristic of imitation. Simple imitative strategies can be specified in the logic introduced by us. We show that in a population of optimisers and imitators, we can decide how ‘worse-off’ the imitators are by playing imitative strategies rather than optimal ones.  相似文献   

10.

The majority of disucssions of Benardete’s Paradox conclude that the traveller approaching the infinite series of gods will be mysteriously halted despite none of the gods erecting any barriers. Using a revision-theoretic analysis of Benardete’s puzzle, four distinct possible outcomes that might occur given Benardete’s set-up are distinguished. This analysis provides additional insight into the puzzle at hand, via identifying heretofore unnoticed possible outcomes, but it also serves as an example of how the revision theoretic framework can be used to construct exhaustive taxonomies of potential outcomes in apparently contradictory situations.

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11.
Choice is modeled by game theory through analyses of the structure of a game situation. However, at least some choices, such as those in games that have more than one rational solution, are difficult to address under standard game theory. We investigated choice in a simple multiple-equilibrium game, Wolf’s Dilemma, and found that choice depends on both structural components of the game, such as the number of opponents, and non-structural components, such as judgments about opponents’ likely choices. Significant effects of trial-to-trial sequence were identified. We conclude that game theoretic methods cannot deal with multiple and equilibrium games in the absence of a psychological understanding of choice, and that psychological measures are required to predict performance in such games.  相似文献   

12.
ABSTRACT

Building on classic game theory, psychologists have explored the effects of social preferences and expectations on strategic behaviour. Ordinary social perceivers are sensitive to additional contextual factors not addressed by game theory and its recent psychological extensions. We review the results of a research programme exploring how observers judge “players” (i.e., individuals making strategic decisions in social dilemmas) on the dimensions of competence and morality. We explore social perception in several well-known dilemmas, including the prisoner’s dilemma, the volunteer’s dilemma, and the trust dilemma. We also introduce a novel self-presentational dilemma. In research conducted over a decade and a half, we have found that judgements of competence are sensitive to both players’ choices and the dilemma’s (expected and actual) outcomes. In contrast, judgements of morality respond strongly to players’ behaviour and little else. We discuss how these social-perceptual patterns might affect expectations, preferences, and strategic choices.  相似文献   

13.
A fundamental problem in game theory is the possibility of reaching equilibrium outcomes with undesirable properties, e.g., inefficiency. The economics literature abounds with models that attempt to modify games in order to avoid such undesirable properties, for example through the use of subsidies and taxation, or by allowing players to undergo a bargaining phase before their decision. In this paper, we consider the effect of such transformations in Boolean games with costs, where players control propositional variables that they can set to true or false, and are primarily motivated to seek the satisfaction of some goal formula, while secondarily motivated to minimise the costs of their actions. We adopt (pure) preparation sets (prep sets) as our basic solution concept. A preparation set is a set of outcomes that contains for every player at least one best response to every outcome in the set. Prep sets are well-suited to the analysis of Boolean games, because we can naturally represent prep sets as propositional formulas, which in turn allows us to refer to prep formulas. The preference structure of Boolean games with costs makes it possible to distinguish between hard and soft prep sets. The hard prep sets of a game are sets of valuations that would be prep sets in that game no matter what the cost function of the game was. The properties defined by hard prep sets typically relate to goal-seeking behaviour, and as such these properties cannot be eliminated from games by, for example, taxation or subsidies. In contrast, soft prep sets can be eliminated by an appropriate system of incentives. Besides considering what can happen in a game by unrestricted manipulation of players’ cost function, we also investigate several mechanisms that allow groups of players to form coalitions and eliminate undesirable outcomes from the game, even when taxes or subsidies are not a possibility.  相似文献   

14.
Disagreements between psychologists and economists about the need for and size of financial incentives continue to be hotly discussed. We examine the effects of financial incentives in a class of interactive decision-making situations, called centipede games, in which mutual trust is essential for cooperation. Invoking backward induction, the Nash equilibrium solution for these games is counterintuitive. Our previous research showed that when the number of players in the centipede game is increased from two to three, the game is iterated in time, the players are rematched, and the stakes are unusually high, behavior approaches equilibrium play. Results from the present study show that reducing the size of the stakes elicits dramatically different patterns of behavior. We argue that when mutual trust is involved, the magnitude of financial incentives can induce a considerable difference.  相似文献   

15.
John Tilley 《Synthese》1994,99(2):251-276
The Prisoner's Dilemma (PD) exhibits a ‘tragedy’ in this sense: if the players are fully informed and rational, they are condemned to a jointly dispreferred outcome. In this essay I address the following question: What feature of the PD's payoff structure is necessary and sufficient to produce the tragedy? In answering it I use the notion of a “trembling-hand equilibrium”. In the final section I discuss an implication of my argument, an implication which bears on the persistence of the problem posed by the PD.  相似文献   

16.
Don Ross 《Topoi》2008,27(1-2):57-72
The paper begins by providing a game-theoretic reconstruction of Gilbert’s (1989) philosophical critique of Lewis (1969) on the role of salience in selecting conventions. Gilbert’s insight is reformulated thus: Nash equilibrium is insufficiently powerful as a solution concept to rationalize conventions for unboundedly rational agents if conventions are solutions to the kinds of games Lewis supposes. Both refinements to NE and appeals to bounded rationality can plug this gap, but lack generality. As Binmore (this issue) argues, evolutive game theory readily explains the origin of conventional behavior, but that is not Lewis’s project. Gilbert’s critique is generalized by reference to Bacharach’s (2006) work on team reasoning in games. The paper then argues that although Lewis’s account of the rationalization of conventions is shown by the reconstruction of Gilbert’s critique to be incomplete, Gilbert is wrong to conclude that classical (‘eductive’) game theory lacks the resources to explain conformity to conventions among people. A game-theoretic account of the dynamics of socialization, based on Ross’s (2005, 2006) idea of ‘game determination’, rationalizes choices of conventional strategies in overlapping generations contexts, provided agents are products of evolutionary selection and know that other players are also such products.  相似文献   

17.
Issues that arise in using game theory to model national security problems are discussed, including positing nation-states as players, assuming that their decision makers act rationally and possess complete information, and modeling certain conflicts as two-person games. A generic two-person game called the Conflict Game, which captures strategic features of such variable-sum games as Chicken and Prisoners' Dilemma, is then analyzed. Unlike these classical games, however, the Conflict Game is a two-stage game in which each player can threaten to retaliate — and carry out this threat in the second stage — if its opponent chose noncooperation in the first stage.Conditions for the existence of different pure-strategy Nash equilibria, or stable outcomes, are found, and these results are extended to situations in which the players can select mixed strategies (i.e., make probabilistic threats or choices). Although the Conflict Game sheds light on the rational foundations underlying arms races, nuclear deterrence, and other strategic situations, more detailed assumptions are required to tie this generic game to specific conflicts.Steven J. Brams gratefully acknowledges the financial support of the National Science Foundation under Grant No. SES85-20154, the Sloan Foundation, and the Guggenheim Foundation.D. Marc Kilgour gratefully acknowledges the financial support of the Natural Sciences and Engineering Research Council of Canada under Grant No. A8974.  相似文献   

18.
Decision theory and game theory rest on a fundamental assumption that players seek to maximize their individual utilities, but in some interactive decisions it seems intuitively reasonable to aim to maximize the utility of the group of players as a whole. Such team reasoning requires collective preferences and a distinctive mode of reasoning from preferences to decisions. Findings from two experiments provide evidence for collective preferences and team reasoning. In lifelike vignettes (Experiment 1) and abstract games (Experiment 2) with certain structural properties, most players preferred team-reasoning strategies to strategies supporting unique Nash equilibria, although individually rational players should choose equilibrium strategies. These findings suggest that team reasoning predicts strategy choices more powerfully than orthodox game theory in some games.  相似文献   

19.
Julius Sensat 《Erkenntnis》1997,47(3):379-410
In its classical conception, game theory aspires to be a determinate decision theory for games, understood as elements of a structurally specified domain. Its aim is to determine for each game in the domain a complete solution to each player's decision problem, a solution valid for all real-world instantiations, regardless of context. “Permissiveness” would constrain the theory to designate as admissible for a player any conjecture consistent with the function's designation of admissible strategies for the other players. Given permissiveness and other appropriate constraints, solution sets must contain only Nash equilibria and at least one pure-strategy equilibrium, and there is no solution to games in which no symmetry invariant set of pure-strategy equilibria forms a Cartesian product. These results imply that the classical program is unrealizable. Moreover, the program is implicitly committed to permissiveness, through its common-knowledge assumptions and its commitment to equilibrium. The resulting incoherence deeply undermines the classical conception in a way that consolidates a long series of contextualist criticisms. This revised version was published online in July 2006 with corrections to the Cover Date.  相似文献   

20.
We studied transfer of learning across two games of strategic interaction. We found that the interpersonal relation between two players during and across two games influence development of reciprocal trust and transfer of learning from one game to another. We show that two types of similarities between the games affect transfer: (1) deep similarities facilitate transfer of an optimal solution across games; (2) surface similarities can either facilitate or hinder transfer depending on whether they lead players toward an optimal or sub-optimal solution in the target game. Learning an optimal solution in a context of interdependence between players is associated with development of reciprocal trust, which in turn mediates transfer of learning across games. The results can be used to inform the design of training exercises to develop strategic interaction skills.  相似文献   

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