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The Invention of New Strategies in Bargaining Games

Published online by Cambridge University Press:  25 May 2022

David Peter Wallis Freeborn*
Affiliation:
University of California Irvine, Irvine, CA, USA
*
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Abstract

Bargaining games have played a prominent role in modeling the evolution of social conventions. Previous models assumed that agents must choose from a predetermined set of strategies. I present a new model of two agents learning in bargaining games in which new strategies must be invented and reinforced. I study the efficiency and fairness of the model outcomes. The outcomes are somewhat efficient, but a significant part of the resource is wasted nonetheless. I implement two forms of forgetting and restrictions to the set of strategies that can be invented.

Information

Type
Article
Creative Commons
Creative Common License - CCCreative Common License - BY
This is an Open Access article, distributed under the terms of the Creative Commons Attribution licence (http://creativecommons.org/licenses/by/4.0), which permits unrestricted re-use, distribution and reproduction, provided the original article is properly cited.
Copyright
© The Author(s), 2022. Published by Cambridge University Press on behalf of the Philosophy of Science Association
Figure 0

Figure 1. Results from ten thousand runs of the simulation. (top) Frequency of runs against mean demands and rewards over one hundred thousand turns. (bottom) Frequency of runs against mean demand and reward differences, between players 1 and 2, over one hundred thousand turns.

Figure 1

Figure 2. Results from running ten thousand runs of the simulation, for one hundred thousand turns each, with forgetting method A, $p_f = 0.3$, $r_f = 1$, for each player. (top) Frequency of runs against mean demands and rewards over one hundred thousand turns. (bottom) Frequency of runs against mean demand and reward differences, between players 1 and 2, over one hundred thousand turns.

Figure 2

Figure 3. Results from running ten thousand runs of the simulation, for one hundred thousand turns each, with forgetting method B. (top) Frequency of runs against mean demands and rewards over one hundred thousand turns. (bottom) Frequency of runs against mean demand and reward differences, between players 1 and 2, over one hundred thousand turns.

Figure 3

Figure 4. Results from running ten thousand runs of the simulation, for one hundred thousand turns each, with Roth–Erev discounting, $d_f = 0.01$. (top) Frequency of runs against mean demands and rewards over one hundred thousand turns. (bottom) Frequency of runs against mean demand and reward differences, between players 1 and 2, over one hundred thousand turns.

Figure 4

Table 4. Results from running ten thousand runs of the simulation, for one hundred thousand turns each, with Roth–Erev discounting

Figure 5

Figure 5. Results from running simulation for one hundred thousand turns. No forgetting is implemented, and invention is restricted to twenty strategies. (top) Frequency of runs against mean demands and rewards over one hundred thousand turns. (bottom) Frequency of runs against mean demand and reward differences, between players 1 and 2, over one hundred thousand turns. The shape of the peaks is discussed in section 5.2.

Figure 6

Table 5. Results from running ten thousand runs of the simulation, for one hundred thousand turns each with two methods of forgetting and with no forgetting and possible strategies restricted to the set $\{{x}/{20} : x \in \mathcal{N}, 0\leq x \leq 20 \}$

Figure 7

Figure 6. Results from running ten thousand runs of the single-population dynamics, for one hundred thousand turns, with no forgetting. Shown is the frequency of runs against mean demands and rewards, over one hundred thousand turns, averaged over all ten thousand runs.

Figure 8

Figure D.1. Heat maps for player demands and rewards from running the simulation once for the first one thousand turns, with forgetting method A, probability 0.3 for each player, showing the relative densities of demands and rewards for players 1 and 2. The player demands are divided into twenty bins of width 0.05, and the turns into one hundred bins, each of width ten turns. The color shows the frequencies with which strategies are selected.

Figure 9

Table A1. Results from running ten thousand runs of the simulation, for one hundred thousand turns each, with starting strategies $S^{p,0}= (M)$ and weights $W^{p,0} =(1)$