1,715 research outputs found

    Almost-dominant Strategy Implementation

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    Though some economic environments provide allocation rules that are implementable in dominant strategies (strategy-proof), a significant number of environments yield impossibility results. On the other hand, while there are quite general possibility results regarding implementation in Nash or Bayesian equilibrium, these equilibrium concepts make strong assumptions about the knowledge that players possess, or about the way they deal with uncertainty. As a compromise between these two notions, we propose a solution concept built on one premise: Players who do not have much to gain by manipulating an allocation rule will not bother to manipulate it. We search for efficient allocation rules for 2-agent exchange economies that never provide players with large gains from cheating. Though we show that such rules are very inequitable, we also show that some such rules are significantly more flexible than those that satisfy the stronger condition of strategy-proofness.Strategy-proof, almost dominant strategy

    Zur Eröffnung der Hochschule für Erziehung an der Justus Liebig-Universität

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    Zur gegenwärtigen Situation unserer Universität

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    Robust Deviations from Signaling Equilibria

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    In Sender-Receiver games with costly signaling, some equilibria are vulnerable to deviations which could be "unambiguously" interpreted by the Receiver as coming from a unique set of possible Sender-types. The vulnerability occurs when the types in this set are the ones who gain from the deviation, regardless of the posterior beliefs the Receiver forms over that set. We formalize this idea and use it to characterize a unique equilibrium outcome in two classes of games. First, in mono- tonic signaling games, only the Riley outcome is immune to this sort of deviation. Our result therefore provides a plausible story behind the selection made by Cho and Kreps' (1987) D1 criterion on this class of games. Second, we examine a version of Crawford and Sobel's (1982) model but with costly signaling and finite type sets, where standard refinements have no effect. We show that only a Riley-like separating equilibrium is immune to these deviations.Signaling games, Sender-Receiver, robust equilibrium, re¯nements.

    On Ascending Vickrey Auctions for Heterogeneous Objects

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    Vickrey auctions, multi-item auctions, combinatorial auctions,

    Das Blutgefäßsystem als Gegenstand anatomischer Forschung

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    Credible deviations from signaling equilibria

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    In games with costly signaling, some equilibria are vulnerable to deviations which could be unambiguously interpreted as coming from a unique set of Sender-types. This occurs when these types are precisely the ones who gain from deviating for any beliefs the Re-ceiver could form over that set. We show that this idea characterizes a unique equilibrium outcome in two classes of games. First, in mono-tonic signaling games, only the Riley outcome is immune to this sort of deviation. Our result therefore provides a plausible story behind the selection made by Cho and Kreps' (1987) D1 criterion on this class of games. Second, we examine a version of Crawford and Sobel's (1982) model with costly signaling, where standard refinements have no effect. We show that only a Riley-like separating equilibrium is immune to these deviations

    A Survey on Approximation Mechanism Design without Money for Facility Games

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    In a facility game one or more facilities are placed in a metric space to serve a set of selfish agents whose addresses are their private information. In a classical facility game, each agent wants to be as close to a facility as possible, and the cost of an agent can be defined as the distance between her location and the closest facility. In an obnoxious facility game, each agent wants to be far away from all facilities, and her utility is the distance from her location to the facility set. The objective of each agent is to minimize her cost or maximize her utility. An agent may lie if, by doing so, more benefit can be obtained. We are interested in social choice mechanisms that do not utilize payments. The game designer aims at a mechanism that is strategy-proof, in the sense that any agent cannot benefit by misreporting her address, or, even better, group strategy-proof, in the sense that any coalition of agents cannot all benefit by lying. Meanwhile, it is desirable to have the mechanism to be approximately optimal with respect to a chosen objective function. Several models for such approximation mechanism design without money for facility games have been proposed. In this paper we briefly review these models and related results for both deterministic and randomized mechanisms, and meanwhile we present a general framework for approximation mechanism design without money for facility games
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