In a recurring game, a stage game is played consecutively by different groups of players, with each group receiving information about the play of earlier groups. Starting with uncertainty about the distribution of types in the population, late groups may learn to play a correct Bayesian equilibrium, as if they know the type distribution. This paper concentrates on Selten's Chain Store game and the Kreps, Milgrom, Roberts, Wilson phenomenon, where a small perceived inaccuracy about the type distribution can drastically alter the equilibrium behavior. It presents sufficient conditions that prevent this phenomenon from persisting in a recurring setting.
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Paper provided by Northwestern University, Center for Mathematical Studies in Economics and Management Science in its series Discussion Papers with number
1151.
Length: Date of creation: Apr 1995 Date of revision: Handle: RePEc:nwu:cmsems:1151
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References listed on IDEAS Please report citation or reference errors to , or , if you are the registered author of the cited work, log in to your RePEc Author Service profile, click on "citations" and make appropriate adjustments.:
Matthew Jackson & Ehud Kalai, 1995.
"Social Learning in Recurring Games,"
Discussion Papers
1138, Northwestern University, Center for Mathematical Studies in Economics and Management Science.
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Other versions:
Aumann, Robert J. & Heifetz, Aviad, 2002.
"Incomplete information,"
Handbook of Game Theory with Economic Applications,
in: R.J. Aumann & S. Hart (ed.), Handbook of Game Theory with Economic Applications, edition 1, volume 3, chapter 43, pages 1665-1686
Elsevier.
[Downloadable!] (restricted)
Other versions:
Aumann, Robert J. & Heifetz, Aviad, 2001.
"Incomplete Information,"
Working Papers
1124, California Institute of Technology, Division of the Humanities and Social Sciences.
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