Simon (2003) presented an example of a 3-player Bayesian games with no Bayesian equilibria but it has been an open question whether or not there are games with no approximate Bayesian equilibria. We present an example of a Bayesian game with two players, two actions and a continuum of states that possesses no approximate Bayesian equilibria, thus resolving the question. As a side benefit we also have for the first time an an example of a 2-player Bayesian game with no Bayesian equilibria and an example of a strategic-form game with no approximate Nash equilibria. The construction makes use of techniques developed in an example by Y. Levy of a discounted stochastic game with no stationary equilibria.
To answer the question in the title we vary agents' beliefs against the background of a fixed knowledge space, that is, a state space with a partition for each agent. Beliefs are the posterior probabilities of agents, which we call type profiles. We then ask what is the topological size of the set of consistent type profiles, those that are derived from a common prior (or a common improper prior in the case of an infinite state space). The answer depends on what we term the tightness of the partition profile. A partition profile is tight if in some state it is common knowledge that any increase of any single agent's knowledge results in an increase in common knowledge. We show that for partition profiles that are tight the set of consistent type profiles is topologically large, while for partition profiles that are not tight this set is topologically small.
The question of 'why sex' has long been a puzzle. The randomness of recombination, which potentially produces low fitness progeny, contradicts notions of fitness landscape hill climbing. We use the concept of evolution as an algorithm for learning unpredictable environments to provide a possible answer. While sex and asex both implement similar machine learning no-regret algorithms in the context of random samples that are small relative to a vast genotype space, the algorithm of sex constitutes a more efficient goal-directed walk through this space. Simulations indicate this gives sex an evolutionary advantage, even in stable, unchanging environments. Asexual populations rapidly reach a fitness plateau, but the learning aspect of the no-regret algorithm most often eventually boosts the fitness of sexual populations past the maximal viability of corresponding asexual populations. In this light, the randomness of sexual recombination is not a hindrance but a crucial component of the 'sampling for learning' algorithm of sexual reproduction.
We show that every Bayesian game with purely atomic types has a measurable Bayesian equilibrium when the common knowledge relation is smooth. Conversely, for any common knowledge relation that is not smooth, there exists a type space that yields this common knowledge relation and payoffs such that the resulting Bayesian game does not have any Bayesian equilibrium. We show that our smoothness condition also rules out two paradoxes involving Bayesian games with a continuum of types: the impossibility of having a common prior on components when a common prior over the entire state space exists, and the possibility of interim betting/trade even when no such trade can be supported ex ante.
Assuming a 'spectrum' or ordering on the players of a coalitional game, as in a political spectrum in a parliamentary situation, we consider a variation of the Shapley value in which coalitions may only be formed if they are connected with respect to the spectrum. This results in a naturally asymmetric power index in which positioning along the spectrum is critical. We present both a characterisation of this value by means of properties and combinatoric formulae for calculating it. In simple majority games, the greatest power accrues to 'moderate' players who are located neither at the extremes of the spectrum nor in its centre. In supermajority games, power increasingly accrues towards the extremes, and in unaninimity games all power is held by the players at the extreme of the spectrum.
A general selection theorem is presented constructing a measurable mapping from a state space to a parameter space under the assumption that the state space can be decomposed as a collection of countable equivalence classes under a smooth equivalence relation. It is then shown how this selection theorem can be used as a general purpose tool for proving the existence of measurable equilibria in broad classes of several branches of games when an appropriate smoothness condition holds, including Bayesian games with atomic knowledge spaces, stochastic games with countable orbits, and graphical games of countable degree—examples of a subclass of games with uncountable state spaces that we term purely atomic games. Applications to repeated games with symmetric incomplete information and acceptable bets are also presented.
We axiomatically characterise two new orders of desirability of gambles (risky assets) that are natural extensions of the proportional stochastic dominance order to complete orders. These orders are represented by indices with parallels to the recently introduced Aumann-Serrano index of riskiness and the Foster-Hart measure of riskiness. The new indices are shown to be related to the concept of coherent measures of risk and to the Sharpe ratio.
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