We develop an approach to providing epistemic conditions for admissible behavior in games. Instead of using lexicographic beliefs to capture infinitely less likely con-jectures, we postulate that players use tie-breaking sets to help decide among strate-gies that are outcome-equivalent given their conjectures. A player is event-rational if she best responds to a conjecture and uses a list of subsets of the other players’ strategies to break ties among outcome-equivalent strategies. Using type spaces to capture interactive beliefs, we show that common belief of event-rationality (RCBER) implies that players play strategies in S∞W, that is, admissible strategies that also survive iterated elimination of dominated strategies (Dekel and Fudenbe...
In the context of strategic games, we provide an axiomatic proof of the statement "Common knowledge ...
In this paper, we provide an epistemic characterization of iterated admissibility (IA), i.e., iterat...
111 pagesWe formalize agents' knowledge of counterfactuals in two different settings, players' behav...
We develop an approach to providing epistemic conditions for admissible behavior in games. Instead o...
Suppose that each player in a game is rational, each player thinks the other players are rational, a...
In order to succeed, agents playing games must reason about the mechanics of the game, the strategie...
In this paper we develop an epistemic model for dynamic games in which players may revise their beli...
In this paper, we provide an epistemic characterization of iterated admissibility (IA), i.e., iterat...
In this paper we develop an epistemic model for dynamic games in which players may revise their beli...
In this paper we develop an epistemic model for dynamic games in which players may revise their beli...
In this paper we develop an epistemic model for dynamic games in which players may revise their beli...
Within an epistemic model for two-player extensive games, we formalize the event that each player be...
Within an epistemic model for two-player extensive games, we formalize the event that each player be...
Within an epistemic model for two-player extensive games, we formalize the event that each player be...
We consider multi-stage games with incomplete information, and we analyze strategic reasoning by mea...
In the context of strategic games, we provide an axiomatic proof of the statement "Common knowledge ...
In this paper, we provide an epistemic characterization of iterated admissibility (IA), i.e., iterat...
111 pagesWe formalize agents' knowledge of counterfactuals in two different settings, players' behav...
We develop an approach to providing epistemic conditions for admissible behavior in games. Instead o...
Suppose that each player in a game is rational, each player thinks the other players are rational, a...
In order to succeed, agents playing games must reason about the mechanics of the game, the strategie...
In this paper we develop an epistemic model for dynamic games in which players may revise their beli...
In this paper, we provide an epistemic characterization of iterated admissibility (IA), i.e., iterat...
In this paper we develop an epistemic model for dynamic games in which players may revise their beli...
In this paper we develop an epistemic model for dynamic games in which players may revise their beli...
In this paper we develop an epistemic model for dynamic games in which players may revise their beli...
Within an epistemic model for two-player extensive games, we formalize the event that each player be...
Within an epistemic model for two-player extensive games, we formalize the event that each player be...
Within an epistemic model for two-player extensive games, we formalize the event that each player be...
We consider multi-stage games with incomplete information, and we analyze strategic reasoning by mea...
In the context of strategic games, we provide an axiomatic proof of the statement "Common knowledge ...
In this paper, we provide an epistemic characterization of iterated admissibility (IA), i.e., iterat...
111 pagesWe formalize agents' knowledge of counterfactuals in two different settings, players' behav...