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Sequential Analysis of Deterrence Games with a Declining Status Quo

机译:现状威慑博弈的序贯分析。

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The model developed in this paper provides a formal prospect theory account of Challenger's behavior in the traditional deterrence game played under sequential decision analysis. The model is used to analyze two basic claims commonly made in the international relations literature regarding the importation of prospect theory into the analysis of crisis games. These claims pertain to Challenger's behavior when the valuation of the status quo is positive and Challenger's behavior when the valuation of the status quo is negative. We model the traditional deterrence game between Challenger and Defender as a one-sided incomplete information game where Challenger is uncertain about Defender's preference ordering. We examine the behavior of Challenger under the condition that the status quo is declining, using a von Neumann-Morgenstern decision rule as specified by expected utility theory, and a Kahneman-Tverksy decision rule as specified by prospect theory. The formal results show that these claims do not hold unconditionally and must be stated more precisely. Furthermore, there exist conditions under which the claims are false. We show that in addition to specifying the valuation of the status quo and the value of the probability of loss, as per the claims, a fuller understanding of Challenger's behavior also requires a specification of Challenger's valuation of the status quo vis-avis the valuations of other major payoffs in the game. In so doing, we capture many of the details relevant to a more complete analysis of Challenger's behavior in the deterrence game.
机译:本文开发的模型提供了在顺序决策分析下进行的传统威慑游戏中挑战者行为的形式上的预期理论解释。该模型用于分析国际关系文献中关于将前景理论引入危机博弈分析中通常提出的两个基本主张。这些主张与现状评估为正时挑战者的行为有关,而与现状评估为负时挑战者的行为有关。我们将挑战者和Defender之间的传统威慑游戏建模为一种单面不完整的信息游戏,其中挑战者不确定Defender的偏好排序。我们使用预期效用理论指定的冯·诺伊曼-莫根斯滕决策规则和预期理论指定的Kahneman-Tverksy决策规则,研究了在现状下降的情况下挑战者的行为。正式结果表明,这些主张并非无条件地成立,必须更准确地陈述。此外,存在权利要求是错误的条件。我们显示,除了根据索赔确定现状的评估和损失概率的值之外,对挑战者行为的更全面了解还需要对挑战者对现状的评估进行详细说明(相对于对挑战者的评估)游戏中的其他主要收益。这样,我们捕获了许多与威慑游戏中对挑战者行为进行更完整分析有关的细节。

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