G. Polevoy
Please Note
11 records found
1
Consider people dividing their time and effort between friends, interest clubs, and reading seminars. These are all reciprocal interactions, and the reciprocal processes determine the utilities of the agents from these interactions. To advise on efficient effort division, we determine the existence and efficiency of the Nash equilibria of the game of allocating effort to such projects. When no minimum effort is required to receive reciprocation, an equilibrium always exists, and if acting is either easy to everyone, or hard to everyone, then every equilibrium is socially optimal. If a minimal effort is needed to participate, we prove that not contributing at all is an equilibrium, and for two agents, also a socially optimal equilibrium can be found. Next, we extend the model, assuming that the need to react requires more than the agents can contribute to acting, rendering the reciprocation imperfect. We prove that even then, each interaction converges and the corresponding game has an equilibrium.
A paper needs to be good enough to be published; a grant proposal needs to be sufficiently convincing compared to the other proposals, in order to get funded. Papers and proposals are examples of cooperative projects that compete with each other and require effort from the involved agents, while often these agents need to divide their efforts across several such projects. We aim to provide advice how an agent can act optimally and how the designer of such a competition (e.g., the program chairs) can create the conditions under which a socially optimal outcome can be obtained. We therefore extend a model for dividing effort across projects with two types of competition: a quota or a success threshold. In the quota competition type, only a given number of the best projects survive, while in the second competition type, only the projects that are better than a predefined success threshold survive. For these two types of games we prove conditions for equilibrium existence and efficiency. Additionally we find that competitions using a success threshold can more often have an efficient equilibrium than those using a quota. We also show that often a socially optimal Nash equilibrium exists, but there exist inefficient equilibria as well, requiring regulation.
Participation and Interaction in Projects
A Game-Theoretic Analysis
The Convergence of Reciprocation
(Extended Abstract)
Those games generalize both public projects like writing for Wikipedia, where everybody shares the resulting benefits, and all-pay auctions such as contests and political campaigns, where only the winner obtains a profit.
In $\theta$-equal sharing (effort) games, a threshold for effort defines which contributors win and then receive their (equal) share.
(For public projects $\theta = 0$ and for all-pay auctions $\theta = 1$.)
Thresholds between 0 and 1 can model games such as paper co-authorship and shared homework assignments.
First, we fully characterize the conditions for the existence of a pure-strategy Nash equilibrium for two-player shared effort games
with close budgets and
project value functions that are linear on the received contribution and prove some efficiency results.
Second, since the theory does not work for more players, fictitious play simulations are used to show when such an equilibrium exists and what its efficiency is.
The results about existence and efficiency of these equilibria provide the likely strategy profiles and
the socially preferred strategies to use in real life situations of contribution to public projects.
...
Those games generalize both public projects like writing for Wikipedia, where everybody shares the resulting benefits, and all-pay auctions such as contests and political campaigns, where only the winner obtains a profit.
In $\theta$-equal sharing (effort) games, a threshold for effort defines which contributors win and then receive their (equal) share.
(For public projects $\theta = 0$ and for all-pay auctions $\theta = 1$.)
Thresholds between 0 and 1 can model games such as paper co-authorship and shared homework assignments.
First, we fully characterize the conditions for the existence of a pure-strategy Nash equilibrium for two-player shared effort games
with close budgets and
project value functions that are linear on the received contribution and prove some efficiency results.
Second, since the theory does not work for more players, fictitious play simulations are used to show when such an equilibrium exists and what its efficiency is.
The results about existence and efficiency of these equilibria provide the likely strategy profiles and
the socially preferred strategies to use in real life situations of contribution to public projects.
mencing by studying putting effort in and sharing rewards from public
projects, we continue to emotion-influenced interrelations in human soci-
ety, including negotiations as a kind of such influence. These topics are
also highly relevant to many applications apart from crowdsensing. ...
mencing by studying putting effort in and sharing rewards from public
projects, we continue to emotion-influenced interrelations in human soci-
ety, including negotiations as a kind of such influence. These topics are
also highly relevant to many applications apart from crowdsensing.