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Shipwrecks and treasure hunters

机译:沉船和寻宝者

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摘要

We examine dynamic search as a game in which two rivals explore (an island) for a hidden prize of known value. In every period until its discovery, the players decide how much of the unsearched area to comb. If a player finds the prize alone he wins it and the game ends. Players have a per-period discount factor and costs proportional to the area they search. First, as a benchmark for efficiency, we solve the one-player search problem. Second, in the two-player setting we show that typically there is inefficient over-search - a result akin to the tragedy of the commons. However, for players with intermediate levels of patience, there is the possibility of inefficient under-search as players incorporate the expected future payoffs in their current search decisions. Finally, with patient players, several counterintuitive results can arise: for example, players might be better off searching a larger island or looking for a less valuable prize. (C) 2018 Elsevier B.V. All rights reserved.
机译:我们将动态搜索视为一种游戏,其中两个竞争对手都在探索(一个小岛)以获取已知价值的隐藏奖励。在发现之前的每个阶​​段中,玩家决定要梳理多少未搜索区域。如果玩家仅找到奖品,就中奖,游戏结束。玩家具有每个时期的折扣系数,其成本与他们搜索的区域成比例。首先,作为效率基准,我们解决了单人搜索问题。其次,在两人游戏设置中,我们证明了过度搜索通常效率低下-与公地悲剧类似的结果。但是,对于具有中等耐心水平的玩家,由于玩家在其当前的搜索决策中纳入了预期的未来收益,因此存在搜索效率低下的可能性。最后,对于有耐心的玩家,可能会产生一些违反直觉的结果:例如,玩家可能会更好地寻找更大的岛屿或寻找价值较小的奖品。 (C)2018 Elsevier B.V.保留所有权利。

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