People participate in protests even though it is costly, benefits are not exclusive to participants, and each individual is unlikely to be pivotal. Building on these characteristics, I propose a sequential model of protest formation where opportunities to participate arrive stochastically, and the protest succeeds if participation surpasses a threshold. I show a unique equilibrium exists and characterize its dynamics. If the unique equilibrium involves participation, the time between participation decisions shortens as the protest progresses—a pattern observed empirically. A player with an opportunity becomes sequentially pivotal if, after abstaining, the protest will likely end before another opportunity arrives. (JEL D72, D84, D91)
We study misperceptions of private-signal correlation in an incomplete-information Cournot duopoly game. Exaggerating the correlation between players' demand signals is beneficial when agents hold flexible beliefs about price elasticity but is harmful when their beliefs are dogmatically correct. For agents with flexible beliefs who learn elasticity by observing prices, correlation misperceptions indirectly distort behavior through elasticity misinference. If agents know the true elasticity, this learning channel is eliminated. Correlation misperceptions have opposite direct and indirect effects on behavior, so the presence of elasticity inference can reverse an error's viability. (JEL C72, D21, D43, D81, D82, D83)
This paper investigates how to persuade multiple interacting receivers under arbitrary equilibrium selection and when receivers’ preferences may exhibit psychological traits. Our main result characterizes the conditions under which the sender can categorize information using partitions and then disclose partition-related information without altering the equilibrium outcome. This finding broadens the traditional direct approach based on the revelation principle, which categorizes messages solely by equilibrium actions. Consequently, our results support a generalized direct approach, which we apply to study information disclosure in fostering fairness within groups where members may demonstrate altruistic behaviors.
Games and Economic Behavior · 2026, 158 · In-Uck Park、Efthymios Smyrniotis · ↗ 分享
未归类D 微观经济学
我们将 Carlsson 和 van Damme (1993) 式的全局博弈扩展到如下环境:即使在底层博弈类中不存在占优可解的博弈,风险占优均衡也仍会被选中。底层博弈中收益的离散变化所带来的策略不确定性可以在全局博弈中催生严格占优,并且我们给出了关于收益变化的充分条件,以确保风险占优均衡经由重复占优(iterated dominance)被选出。因此,策略不确定性既催生重复占优,又创造出严格占优行动;与此相对,在迄今的全局博弈中,策略不确定性仅发挥促进重复占优的作用。离散的收益变化尤其容易出现在如下情形:公共物品可以依据状态以不同程度的协调加以提供,从而协调行动之间可能是策略替代的,且存在搭便车激励。我们通过一个程式化的公共物品提供模型来说明上述发现。
英文原文
We extend global games á la Carlsson and van Damme (1993) to environments where the risk-dominant equilibrium is selected even if there is no dominance solvable game in the underlying class of games. Strict dominance can emerge in the global game from strategic uncertainty due to discrete payoff changes in underlying games, and we provide sufficient conditions on payoff changes that warrant iterated dominance of the risk-dominant equilibrium. Thus, strategic uncertainty creates strictly dominant actions as well as fostering iterated dominance, in contrast to global games hitherto where strategic uncertainty does only the latter. Discrete payoff changes tend to arise, in particular, in situations where a public good can be provided with varying degrees of coordination depending on the state, so that coordinating actions can be strategic substitutes and free-riding incentives are present. We illustrate our findings in a stylized public good provision model.
In a recent paper, Lin & Palfrey (2024) developed a theory of cognitive hierarchies (CH) in sequential games and observed that this solution concept is not reduced-normal-form invariant. In this paper I qualify and explain this observation. I show that the CH model is normal-form invariant, and that the differences arising from the application of the CH model to the reduced normal form depend only on how randomization by level-0 types is modeled. Indeed, while the uniform behavior strategy in the extensive form yields the uniform mixed strategy in the normal form, the latter does not correspond to the uniform randomization in the reduced normal form, because different reduced strategies may correspond to sets of equivalent strategies with different cardinalities. I also comment on (i) the invariance of the CH model to some transformations of the sequential game, and (ii) the independence of conditional beliefs about co-players' level-types.
Quantal response equilibrium (QRE), a statistical generalization of Nash equilibrium, is a standard benchmark in the analysis of experimental data. Despite its influence, nonparametric characterizations and tests of QRE are unavailable beyond the case of finite games. We address this gap by completely characterizing the set of QRE in a class of binary-action games with a continuum of types. Our characterization provides sharp predictions in settings such as global games, volunteer's dilemma, and the compromise game. Further, we leverage our results to develop nonparametric tests of QRE. As an empirical application, we revisit the experimental data from Carrillo and Palfrey (2009) on the compromise game.
The effect of group size and effort cost on rent dissipation in the standard Tullock rent seeking model is examined using a laboratory experiment. Data support qualitative comparative static Nash equilibrium predictions as reductions in both group size and effort cost increase effort levels. However, effort and dissipation rates are above Nash predictions for all treatments. In addition, while cutting per-unit effort costs in half increases individual effort levels, they do not fully double as predicted and therefore lower rent dissipation, creating a policy-relevant “streamlining effect”. A quantal response equilibrium, which adds stochastic elements into the game structure, predicts the observed higher effort levels and dissipation but is proven to be unable to explain the streamlining effect. A modification of quantal response that incorporates implementation error noise and loss aversion outperforms other estimated models and tracks the observed all data patterns more closely, including the streamlining effect.
This paper aims to connect epistemic and behavioral game theory by examining the epistemic foundations of quantal response equilibrium (QRE) in static games. We focus on how much information agents possess about the probability distributions of idiosyncratic payoff shocks, in addition to the standard assumptions of rationality and common belief in rationality. When these distributions are transparent, we obtain a solution concept called Δ p -rationalizability, which includes action distributions derived from QRE; we also give a condition under which this relationship holds true in reverse. When agents only have common belief in the monotonicity of these distributions (for example, extreme value distributions), we obtain another solution concept called Δ M -rationalizability, which includes action distributions derived from rank-dependent choice equilibrium, a parameter-free variant of QRE. Our solution concepts also provide insights for interpreting experimental and empirical data.
Games and Economic Behavior · 2026, 157 · Yaron Azrieli、Christopher P. Chambers · ↗ 分享
未归类D 微观经济学
我们考虑参与者为大集合(连续统)的竞赛,并对竞赛成功函数进行公理化刻画;这类成功函数产生于如下情形:表现由努力与一个随机因素共同构成,且胜者是那些表现超过由设计者预算约束所决定的截断值的人。任何此类随机表现函数(Random Performance Function, RPF)均满足共单调性(Co-monotonicity)性质,该性质意味着可以依据竞争性的强弱对对手的努力分布进行无歧义的排序。我们证明,共单调性连同标准的连续性与单调性性质,实际上刻画了RPF这一类函数。我们还给出了噪声项具有可加结构的充要条件。“交易者连续统的想法在读者看来或许显得怪异。实际上,它并不比连续统的价格、连续统的策略,或流体力学中连续统的‘粒子’更奇怪……应当强调,我们考虑交易者连续统并非仅仅是数学练习,而是一种经济思想的表达。”出自:Markets with a continuum of traders(《具有连续统交易者的市场》),Robert J. Aumann,Econometrica 1964年。
英文原文
We consider contests with a large set (continuum) of participants and axiomatize contest success functions that arise when performance is composed of both effort and a random element, and when winners are those whose performance exceeds a cutoff determined by the designer’s budget constraint. Any such Random Performance Function (RPF) satisfies a Co-monotonicity property, which implies that opponents’ effort distributions can be unambiguously ranked based on how competitive they are. We prove that Co-monotonicity, along with standard continuity and monotonicity properties, in fact characterize the class of RPFs. We also describe necessary and sufficient conditions for the noise term to have an additive structure. “The idea of a continuum of traders may seem outlandish to the reader. Actually, it is no stranger than a continuum of prices or of strategies or a continuum of ‘particles’ in fluid mechanics... It should be emphasized that our consideration of a continuum of traders is not merely a mathematical exercise; it is the expression of an economic idea.” In: Markets with a continuum of traders, Robert J. Aumann, Econometrica 1964
We report on the topological structure of logit quantal response equilibria for asymmetric, two-player, two-choice games in normal form, via catastrophe theory. We present three main outcomes: first, a novel, smooth potential function for the underlying dynamics, relative to which logit equilibria arise as stationary points comprising a parameterised hyper-surface; secondly, a proof that all catastrophes within this manifold are of order at most three, i.e. “folds and cusps”; thirdly, discovery of a new topological phenomenon, the “pleated loop”, corresponding to a pair of opposed pitchfork bifurcations. This we exhibit for games, such as Prisoner's Dilemma, that have a unique Nash equilibrium, with multiple logit equilibria for finite precision parameters. These results extend work at the intersection of stochastic decision theory and catastrophe theory with economic games. Their application to the problem of bifurcations in the tracing procedure for logit solutions, proposed by McKelvey and Palfrey, is discussed throughout.
Games and Economic Behavior · 2026, 157 · Rodrigo A. Velez、Alexander L. Brown · ↗ 分享
未归类D 微观经济学
本文引入一种纳什均衡 (NE) 的精炼, 用以判定被弱占优的 NE 在博弈中是否具有相关性。我们对 Harsanyi (1973) 提出的"可逼近性"概念加以改造——该概念最初建立在收益带有随机扰动的博弈之上——并将其扩展至一个更广泛的家族, 该家族涵盖了使用最广泛的不完全理性行为均衡模型。我们识别出一个唯一的 NE 精炼——近似收益单调均衡 (APME), 它与可由正则随机反应均衡以及控制成本模型逼近的 NE 集合恰好重合。我们主张采用 APME, 依据在于: 1) 它建立在能够为经验观察到的行为提供合理化解释的模型之上; 2) 它能够在不同均衡之间做出甄别, 而不会自动剔除被弱占优的行为; 3) 在 NE 结构已知的应用中, 它具有计算上的简便性。我们通过三个应用来说明 APME 的价值, 在这些应用中, 实证研究表明被弱占优的 NE 具有相关性。
英文原文
This paper introduces a refinement of Nash equilibrium (NE) to determine the relevance of weakly dominated NE in games. We adapt Harsanyi (1973)'s concept of “approachability,” originally based on games with randomly disturbed payoffs, and extend it to a broader family that encompasses the most widely used equilibrium models of imperfectly rational behavior. We identify a singular NE refinement, approximate payoff monotone equilibrium (APME), that coincides with the set of NE that are approachable by regular quantal response equilibria as well as control cost models. We advocate for APME based on its 1) foundation in models that rationalize empirically observed behavior; 2) ability to discriminate between equilibria without automatically discarding weakly dominated behavior; and 3) computational simplicity in applications where the structure of NE is known. We illustrate the value of APME in three applications in which empirical studies suggest that weakly dominated NE are relevant.
American Economic Review · 2026, 116(3) · Shani Cohen、Shengwu Li · ↗ 分享
未归类D 微观经济学
我们提出一个扩展式解概念,其中参与人忽视来自假设事件的信息,但从已观测事件中进行推断。我们的概念对诅咒均衡(Eyster and Rabin 2005)进行了修正,并允许参与人可能对内生信息产生诅咒。
英文原文
We propose an extensive-form solution concept, with players who neglect information from hypothetical events but make inferences from observed events. Our concept modifies cursed equilibrium (Eyster and Rabin 2005) and allows that players can be cursed about endogenous information.
We consider a setting where each player of a normal-form game privately designs an information structure before playing the game. One of these designs is chosen at random to determine the distribution of the private messages that players receive. These messages allow players to correlate their actions; however, private information design implies a push from correlated to Nash equilibria. Indeed, the sequential equilibrium payoffs of the private information design extensive-form game are correlated equilibrium payoffs of the underlying normal-form game, but not all correlated equilibrium payoffs are sequential equilibrium payoffs. In generic 2-player games, the latter are specific convex combinations of two Nash equilibrium payoffs. In any 2-player game, imposing optimal beliefs from private information design allows us to obtain sufficient epistemic conditions for Nash equilibrium that require only knowledge of players' rationality.
In a game in extensive form, we say that a sequence of trembles destabilizes an outcome if there is no corresponding sequence of payoff perturbations and Nash outcomes converging to the outcome. We use equilibrium destabilization to characterize sequential equilibria and sequentially stable outcomes, and to reinterpret standard selection criteria in signaling games as a means of ruling out implausible equilibria by identifying destabilizing tremble sequences. We show that the existence of a maximally destabilizing sequence of trembles (destabilizing all outcomes but one) significantly simplifies studying strategically stable behavior in complex games such as finitely repeated games.
By showing that a one-shot deviation property holds for almost all large games with i.i.d. randomly drawn payoffs in which a convention (in the sense of Young, 1993a) exists, long-run outcomes under behavioral rules are characterized by social choice rules.
This paper analyzes the extent to which well-known results on the relationship between the bargaining set, the core, and the kernel in one-to-one assignment games generalize to many-to-one assignment markets, and by extension, many-to-many markets. Using a minimal counterexample, we show that the bargaining set does not necessarily coincide with the core and that the kernel may not be contained within the core. We would like to highlight that the failure of the coincidence between the core and the bargaining set, as observed in the many-to-one assignment game, is quite notable. This is especially true when compared to various other highly structured games, many of which emerge from combinatorial optimization problems, such as the one underlying many-to-one assignment games.
We introduce the notion of preconvexity, which extends the familiar concept of convexity found in cooperative games with transferable utility. In a convex game, the larger the group joined by an agent, the larger the marginal value brought to the group by that agent. By contrast, in strictly preconvex games, an agent’s marginal contribution is initially decreasing (when joining small groups), and it eventually becomes increasing at (and above) some critical group size. As a consequence, the core of a preconvex game may be empty. Defining the property of semicohesiveness (related to marginal contributions at this critical group size), we prove that it is sufficient to guarantee a nonempty core. We also propose a new solution for the set of preconvex games; and we characterize this solution by combining three axioms which are natural in our framework. A stronger cohesiveness property (guaranteeing that our solution falls in the core) is also studied. Some additional results are provided for the special case of anticonvex games, for which marginal contributions are always non-increasing.
We introduce the family of games with intertemporal externalities, where two disjoint sets of players play sequentially. Coalitions formed by the present cohort generate worth today. Moreover, today’s partition of players exerts an externality on the future; the worth of a coalition formed by future players is influenced by this externality. We adapt the classic Shapley axioms and study their implications in our class of games. They do not suffice to single out a unique solution. We introduce two values using the interpretation of the Shapley value as the players’ expected contributions to coalitions: the one-coalition externality value and the naive value. We state a relationship between these values and the Shapley value of an associated game in characteristic function form. Our main results characterize the two values by adding one additional property to the classic Shapley axioms. A property of equal treatment of contributions leads to characterizing the one-coalition externality value. A property of equal treatment of externalities characterizes the naive value.
当组织采用人工智能(AI)来识别个体的负面情绪并据此配置有限资源时,策略性用户便有动机通过虚报自身情绪来操纵系统。AI 在自动化此类情绪驱动资源配置方面的价值,可能因操纵行为、情绪检测中的算法噪声以及负面情绪的溢出效应而被削弱。我们建立博弈论模型以理解情感 AI 的采用(尤其是在客户关怀领域的采用),并分析相关配置政策的设计。我们发现,如果负面情绪的溢出效应相较于资源错配损失可以忽略不计,那么无论算法噪声和操纵行为如何,采用情感 AI 都是有价值的。我们还量化了情感 AI 对用户、组织和社会的福利影响。值得注意的是,更强的 AI 并非总是符合社会期望,因而需要对情绪驱动的资源配置进行监管。最后,我们刻画了在情绪驱动配置中利用 AI 系统优于雇用人类员工的条件。我们还探讨了情感 AI 的另一种应用,即利用其监督策略性员工,并将其与雇用人类管理者进行监督的方式进行比较。耐人寻味的是,算法噪声可能提高 AI 监督的利润。我们的研究为情感 AI 的设计、采用与监管提供了启示。
英文原文
When organizations adopt artificial intelligence (AI) to recognize individuals’ negative emotions and accordingly allocate limited resources, strategic users are incentivized to game the system by misrepresenting their emotions. The value of AI in automating such emotion-driven allocation may be undermined by gaming behavior, algorithmic noise in emotion detection, and the spillover effect of negative emotions. We develop a game-theoretical model to understand emotion AI adoption, particularly in customer care, and analyze the design of the associated allocation policies. We find that adopting emotion AI is valuable if the spillover effect of negative emotions is negligible compared with resource misallocation loss, regardless of algorithmic noise and gaming behavior. We also quantify the welfare impacts of emotion AI on the users, organization, and society. Notably, a stronger AI is not always socially desirable and regulation on emotion-driven allocation is needed. Finally, we characterize conditions under which leveraging the AI system is preferred to hiring human employees in emotion-driven allocation. We also explore the alternative application of using emotion AI to monitor strategic employees and compare it with hiring a human manager for monitoring. Intriguingly, algorithmic noise may increase the profit of AI monitoring. Our work provides implications for designing, adopting, and regulating emotion AI.
Growing political polarization has reshaped the business landscape, shifting the mix of private and public politics companies face and requiring managers to develop more sophisticated nonmarket strategies. Yet the literature has largely continued to study strategies aimed at public and private politics in isolation. We analyze repertoires of nonmarket strategies and how they evolve over time in a formal game theoretic model of the policy life cycle, providing an integrated framework for studying public and private politics. Industry may resist activist campaigns or concede to them and may also lobby to block legislation when public politics is viable. The evolution of public opinion in a polarized world divides the game into two distinct phases, an initial phase of pure private politics and a subsequent phase with both public and private politics. Polarization delays social consensus and intensifies activism while increasing industry resistance to it. As public concern about an issue rises over time, industry resistance to activist campaigns weakens, and lobbying becomes costlier and less likely. We reveal important complementarities between strategies: The ability to lobby in the latter phase makes industry more resistant to activist campaigns during both phases of the life cycle. Our analysis demonstrates clearly and precisely how suboptimal strategic decisions may result from a failure to fully coordinate nonmarket strategy instruments.