Private Strategies in Finitely Repeated Games with Imperfect Public Monitoring

Author(s):  
George J. Mailath ◽  
Steven A. Matthews ◽  
Tadashi Sekiguchi
Author(s):  
George J. Mailath ◽  
Steven A. Matthews ◽  
Tadashi Sekiguchi

We present three examples of finitely repeated games with public monitoring that have sequential equilibria in private strategies, i.e., strategies that depend on own past actions as well as public signals. Such private sequential equilibria can have features quite unlike those of the more familiar perfect public equilibria: (i) making a public signal less informative can create Pareto superior equilibrium outcomes; (ii) the equilibrium final-period action profile need not be a stage game equilibrium; and (iii) even if the stage game has a unique correlated (and hence Nash) equilibrium, the first-period action profile need not be a stage game equilibrium.


Top ◽  
2009 ◽  
Vol 17 (1) ◽  
pp. 85-95
Author(s):  
Ignacio García-Jurado ◽  
Natividad Llorca ◽  
Ana Meca ◽  
Manuel A. Pulido ◽  
Joaquín Sánchez-Soriano

Games ◽  
2020 ◽  
Vol 11 (4) ◽  
pp. 45
Author(s):  
Lina Andersson

This paper uses the framework of stochastic games to propose a model of emotions in repeated interactions. An emotional player can be in either a friendly, a neutral, or a hostile state of mind. The player transitions between the states of mind as a response to observed actions taken by the other player. The state of mind determines the player’s psychological payoff which together with a material payoff constitutes the player’s utility. In the friendly (hostile) state of mind the player has a positive (negative) concern for other players’ material payoffs. This paper shows how emotions can both facilitate and obstruct cooperation in a repeated prisoners’ dilemma game. In finitely repeated games a player who cares only for their own material payoffs can have an incentive to manipulate an emotional player into the friendly state of mind. In infinitely repeated games with two emotional players less patience is required to sustain cooperation. However, emotions can also obstruct cooperation if they make the players unwilling to punish each other, or if the players become hostile when punished.


1987 ◽  
Vol 16 (3) ◽  
pp. 197-204 ◽  
Author(s):  
J. -P. Benoit ◽  
V. Krishna

Econometrica ◽  
1993 ◽  
Vol 61 (2) ◽  
pp. 303 ◽  
Author(s):  
Jean-Pierre Benoit ◽  
Vijay Krishna

2016 ◽  
Vol 11 (1) ◽  
pp. 157-185 ◽  
Author(s):  
Jonathan Weinstein ◽  
Muhamet Yildiz

Author(s):  
Daehyun Kim ◽  
Xiaoxi Li

This paper defines a general framework to study infinitely repeated games with time-dependent discounting in which we distinguish and discuss both time-consistent and -inconsistent preferences. To study the long-term properties of repeated games, we introduce an asymptotic condition to characterize the fact that players become more and more patient; that is, the discount factors at all stages uniformly converge to one. Two types of folk theorems are proven without the public randomization assumption: the asymptotic one, that is, the equilibrium payoff set converges to the feasible and individual rational set as players become patient, and the uniform one, that is, any payoff in the feasible and individual rational set is sustained by a single strategy profile that is an approximate subgame perfect Nash equilibrium in all games with sufficiently patient discount factors. We use two methods for the study of asymptotic folk theorem: the self-generating approach and the constructive proof. We present the constructive proof in the perfect-monitoring case and show that it can be extended to time-inconsistent preferences. The self-generating approach applies to the public-monitoring case but may not extend to time-inconsistent preferences because of a nonmonotonicity result.


Sign in / Sign up

Export Citation Format

Share Document