Abstract
In the current mobile world, repeated relationships (communities) must be self-sustained. We formulate a framework in which some or all players strategically choose whether to terminate or repeat an N-person game. A dynamic game ends when a certain number of players choose termination. To sustain the maximal set of outcomes while maintaining the community, the players may need to end the interaction as an equilibrium punishment. However, since termination is an absorbing state, players cannot reward one another for the appropriate use of termination. We show that voluntary termination is always incentive-compatible when players vote on game continuation/termination simultaneously under non-unanimous ending rules. For other cases, we construct a new mechanism to make termination incentive-compatible. The frontier of equilibrium outcomes can be larger than that of ordinary repeated games without the termination option, but, in that case, the set of equilibrium outcomes expands in the direction of unequal payoffs.
Talk to us
Join us for a 30 min session where you can share your feedback and ask us any queries you have
Disclaimer: All third-party content on this website/platform is and will remain the property of their respective owners and is provided on "as is" basis without any warranties, express or implied. Use of third-party content does not indicate any affiliation, sponsorship with or endorsement by them. Any references to third-party content is to identify the corresponding services and shall be considered fair use under The CopyrightLaw.