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Games and Information

Philosophical and Historical Motivation | The Prisoner's Dilemma as an Example of Strategic-Form vs. Extensive-Form Representation | Solution Concepts and Equilibria | Subgame Perfection | On Interpreting Payoffs: Morality and Efficiency in Games | Trembling Hands | Uncertainty, Risk and Sequential Equilibria | Repeated Games and Coordination | Evolutionary Game Theory | Game Theory and Behavioral Evidence |


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  1. A claim should be well organized with information in a logical order.
  2. A) Informations – Передача информация
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  4. Academic Information
  5. ACCOUNTING AS AN INFORMATION SYSTEM
  6. Additional information
  7. AERONAUTICAL INFORMATION SERVICE (AIS)

All situations in which at least one agent can only act to maximize his utility through anticipating (either consciously, or just implicitly in his behavior) the responses to his actions by one or more other agents is called a game. Agents involved in games are referred to as players. If all agents have optimal actions regardless of what the others do, as in purely parametric situations or conditions of monopoly or perfect competition (see Section 1 above) we can model this without appeal to game theory; otherwise, we need it.

We assume that players have capacities that are collectively referred to in the literature of economics as ‘rationality’. I have deliberately used this roundabout formulation instead of just saying ‘we assume that players are rational’. This reflects my strong skepticism about the idea that there is one coherent general body of norms, which philosophers could discover through analysis, which captures the intricate web of uses of the family of ideas that ‘rationality’ has represented in the Western cultural tradition. In any event, the economic rationality presupposed in deciding to apply game theory as a modeling tool is a vastly narrower and more specific set of restrictions. An economically rational player is one who can (i) assess outcomes, in the sense of rank-ordering them with respect to their contributions to her welfare; (ii) calculate paths to outcomes, in the sense of seeing which sequences of actions would lead to which outcomes; and (iii) select actions from sets of alternatives (which we'll describe as ‘choosing’ actions) that yield her most-preferred outcomes, given the actions of the other players. We might summarize the intuition behind all this as follows: an entity is usefully modeled as an economically rational agent to the extent that it has alternatives, and chooses from amongst these in a way that is reliably motivated by what seems best for its purposes. (The philosopher Daniel Dennett would say: we can usefully predict its behavior from ‘the intentional stance’.)

Economic rationality might in some cases be satisfied by internal computations performed by an agent, and she might or might not be aware of computing or having computed its conditions and implications. In other cases, economic rationality might simply be embodied in behavioral dispositions built by natural, cultural or market selection. In particular, in calling an action ‘chosen’ we imply no necessary deliberation, conscious or otherwise. We mean merely that the action was taken when an alternative action was available, in some sense of ‘available’ normally established by the context of the particular analysis. (‘Available’, as used by game theorists and economists, should never be read as if it meant ‘metaphysically’ or ‘logically’ available; it is almost always pragmatic, contextual and endlessly revisable by more refined modeling.)

Each player in a game faces a choice among two or more possible strategies. A strategy is a predetermined ‘programme of play’ that tells her what actions to take in response to every possible strategy other players might use. The significance of the italicized phrase here will become clear when we take up some sample games below.

A crucial aspect of the specification of a game involves the information that players have when they choose strategies. The simplest games (from the perspective of logical structure) are those in which agents have perfect information, meaning that at every point where each agent's strategy tells her to take an action, she knows everything that has happened in the game up to that point. A board-game of sequential moves in which both players watch all the action (and know the rules in common), such as chess, is an instance of such a game. By contrast, the example of the bridge-crossing game from Section 1 above illustrates a game of imperfect information, since the fugitive must choose a bridge to cross without knowing the bridge at which the pursuer has chosen to wait, and the pursuer similarly makes her decision in ignorance of the choices of her quarry. Since game theory is about rational action given the strategically significant actions of others, it should not surprise you to be told that what agents in games believe, or fail to believe, about each others' actions makes a considerable difference to the logic of our analyses, as we will see.


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