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2004
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4 pages
1 file
AI-generated Abstract
GAMET is a Stata module designed to facilitate game-theoretic calculations, specifically for non-cooperative games. It represents both extensive (game tree) and strategic (payoff matrix) forms, allowing users to analyze dominant strategies, Nash equilibria in pure and mixed strategies, and utilize criteria such as maximin for zero-sum games. GAMET offers various commands for inputting data and displaying results, making it a versatile tool for researchers and practitioners in economics and finance.
2000
This short paper introduces the extensive and norma l forms of a game and discusses Nash, subgame perfect, and perfect Bayesian equilib ria. It illustrates these concepts with typical games such as Chicken, Selten's Horse, the Dollar Auction, and the Prisoner's Dilemma in both its one-shot and its repeated versi ons.
Experimental Economics, 2014
ConG is software for conducting economic experiments in continuous and discrete time. It allows experimenters with limited programming experience to create a variety of strategic environments featuring rich visual feedback in continuous time and over continuous action spaces, as well as in discrete time or over discrete action spaces. Simple, easily edited input files give the experimenter considerable flexibility in specifying the strategic environment and visual feedback. Source code is modular and allows researcers with programming skills to create novel strategic environments and displays.
Springer Texts in Business and Economics, 2019
Applied Mathematics and Computation, 2017
This paper focuses on cooperative games with transferable utility. We propose the computation of two solutions, the Shapley value for n agents and the nucleolus with a maximum of four agents. The current approach is also focused on conflicting claims problems, a particular case of coalitional games. We provide the computation of the most well-known and used claims solutions: the proportional, the constrained equal awards, the constrained equal losses, the Talmud and the random arrival rules.
Apress eBooks, 2017
In this chapter we will discuss writing a LISP program to play a zero-sum, perfectinformation game. A perfect-information game is a game such as chess where the entire state of the game (i.e., the current position and its history) is known to all players. Poker is not a perfect-information game. A zero-sum game is just a game where if the game were played for money, then the sum of the winnings and losses is necessarily zero. Poker is a zero-sum game. A fair game is a game where, for perfect players, the expected return to each player in points or money is 0. No one knows whether or not chess is a fair game. We need not assume that we are playing a fair game. We shall also assume that:
Xvi Congreso De Ingenieria De Organizacion Vigo 18 a 20 De Julio De 2012 2012 Pags 356 366, 2012
Currently, in two-person zero-sum games with randomized strategies we need to limit the size of either column or row player's strategies to 2 in order to use graphical method for determining the game value, i.e., a two-step procedure. In this paper we expand the graphical method to include both the identification and solution of games in one step. Our method simplifies the procedure and enables us to solve medium size games efficiently.
2006
A powerful method for computing Nash equilibria in constrained, multi-player games is created when the relaxation algorithm and the Nikaido-Isoda function are used together in a suite of MATLAB routines. This paper updates the MATLAB suite described in [1] by adapting them to MATLAB 7. The suite is now capable of solving both static and open-loop dynamic games. An example solving a coupled constraints game using the suite is provided.
Archaeological and Anthropological Sciences
We present an approach comparing wealth inequality between c. 3000 BCE and 224 CE in the Near East using house sizes and urban area from 1060 houses in 98 archaeological sites. We divide this dataset into two chronological phases, firstly c. 3000-800 BCE and secondly 800 BCE - 224 CE. The first phase is characterised by small, relatively weak states, while the second phase is characterised by major empires and large states, termed as the Age of Empire (AoE). For these two periods, inequality is measured using house size in relation to settlement scaling, and applying, in addition, the Gini and Atkinson indices on house sizes. Results demonstrate that pre-AoE houses have a lower scaling metric (β) that measures house size relative to site size (0.24), while for the AoE the value is higher (0.41). This indicates more rapid median house size expansion during the AoE as cities grew larger. For the pre-AoE, Gini and Atkinson inequality measures result in 0.45 and 0.16, respectively, whil...
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