Learnability of a class of Non-atomic Games arising on the Internet
AbstractIn this paper we study a large class of non-atomic games arising from interactions on the Internet, such as many users sharing a network link, researchers accessing a database or web server, subscribers to a network services provider trying to gain access to the modem pool and many more. We provide simple and easily computable conditions under which these games are learnable by several models of learning, such as adaptive and sophisticated learning (Milgrom and Roberts 1991), calibrated learning (Foster and Vohra 1996), and reasonable learning (Friedman and Shenker 1997). Thus, using these methods one can evaluate the stability of such games on the Internet or in other settings in which players must learn over time.
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Bibliographic InfoPaper provided by Rutgers University, Department of Economics in its series Departmental Working Papers with number 199824.
Date of creation: 15 Oct 1998
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Find related papers by JEL classification:
- C72 - Mathematical and Quantitative Methods - - Game Theory and Bargaining Theory - - - Noncooperative Games
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"Economic FAQs About the Internet,"
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- Roger Lagunoff & Akihiko Matsui, . ""An 'Anti-Folk Theorem' for a Class of Asynchronously Repeated Games''," CARESS Working Papres 95-15, University of Pennsylvania Center for Analytic Research and Economics in the Social Sciences.
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- Foster, Dean P. & Vohra, Rakesh V., 1997. "Calibrated Learning and Correlated Equilibrium," Games and Economic Behavior, Elsevier, vol. 21(1-2), pages 40-55, October.
- Milgrom, Paul & Roberts, John, 1991. "Adaptive and sophisticated learning in normal form games," Games and Economic Behavior, Elsevier, vol. 3(1), pages 82-100, February.
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