This paper characterizes an equilibrium payoff subset for Markovian games with private information as discounting vanishes. Monitoring is imperfect, transitions may depend on actions, types be correlated and values interdependent. The focus is on equilibria in which players report truthfully. The characterization generalizes that for repeated games, reducing the analysis to static Bayesian games with transfers. With correlated types, results from mechanism design apply, yielding a folk theorem. With independent private values, the restriction to truthful equilibria is without loss, except for the punishment level; if players withhold their information during punishment-like phases, a “folk ” theorem obtains also
We consider Bayesian games, with independent private values, in which uniform punishment strategies ...
In each stage of a repeated game with private monitoring, the players receive payoffs and privately ...
This dissertation studies private information in repeated games with imperfect monitoring. For this ...
This paper characterizes an equilibrium payoff subset for Markovian games with private information a...
We study dynamic games in which senders with state-independent payoffs communicate to a single recei...
Artículo de publicación ISIWe study repeated Bayesian games with communication and observable action...
We consider two-person undiscounted and discounted infinitely repeated games in which every player p...
Abstract This paper considers one-machine sequencing situations with linear costs in which the urgen...
This paper introduces an equilibrium concept called perfect communication equilibrium for repeated g...
We study dynamic games in which senders with state-independent payoffs communicate to a single recei...
This paper studies repeated games with imperfect public monitoring where the players are uncertain b...
We introduce a class of strategies which generalizes examples constructed in two-player games under ...
We consider a dynamic version of sender-receiver games, where the sequence of states\ud follows a Ma...
Two characterization results are behind the intimate relationshipbetween "repetition" and "cooperati...
This paper studies repeated games with imperfect public monitoring where the players are uncertain b...
We consider Bayesian games, with independent private values, in which uniform punishment strategies ...
In each stage of a repeated game with private monitoring, the players receive payoffs and privately ...
This dissertation studies private information in repeated games with imperfect monitoring. For this ...
This paper characterizes an equilibrium payoff subset for Markovian games with private information a...
We study dynamic games in which senders with state-independent payoffs communicate to a single recei...
Artículo de publicación ISIWe study repeated Bayesian games with communication and observable action...
We consider two-person undiscounted and discounted infinitely repeated games in which every player p...
Abstract This paper considers one-machine sequencing situations with linear costs in which the urgen...
This paper introduces an equilibrium concept called perfect communication equilibrium for repeated g...
We study dynamic games in which senders with state-independent payoffs communicate to a single recei...
This paper studies repeated games with imperfect public monitoring where the players are uncertain b...
We introduce a class of strategies which generalizes examples constructed in two-player games under ...
We consider a dynamic version of sender-receiver games, where the sequence of states\ud follows a Ma...
Two characterization results are behind the intimate relationshipbetween "repetition" and "cooperati...
This paper studies repeated games with imperfect public monitoring where the players are uncertain b...
We consider Bayesian games, with independent private values, in which uniform punishment strategies ...
In each stage of a repeated game with private monitoring, the players receive payoffs and privately ...
This dissertation studies private information in repeated games with imperfect monitoring. For this ...