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Publication:

A theory of simplicity in games and mechanism design

Date

Date

Date
2021
Working Paper
cris.virtual.orcidhttps://orcid.org/0000-0002-5509-7343
cris.virtualsource.orcid79602d49-e7ac-447b-acef-e51132972dd0
dc.contributor.institutionUniversity of Zurich
dc.date.accessioned2021-07-06T09:44:24Z
dc.date.available2021-07-06T09:44:24Z
dc.date.issued2021-06
dc.description.abstract

We introduce a general class of simplicity standards that vary the foresight abilities required of agents in extensive-form games. Rather than planning for the entire future of a game, agents are presumed to be able to plan only for those histories they view as simple from their current perspective. Agents may update their so-called strategic plan as the game progresses, and, at any point, for the called-for action to be simply dominant, it must lead to unambiguously better outcomes, no matter what occurs at non-simple histories. We use our gradated approach to simplicity to provide characterizations of simple mechanisms. While more demanding simplicity standards may reduce the flexibility of the designer in some cases, this is not always true, and many well-known mechanisms are simple, including ascending auctions, posted prices, and serial dictatorship-style mechanisms. In particular, we explain the widespread popularity of the well-known Random Priority mechanism by characterizing it as the unique mechanism that is efficient, fair, and simple to play.

dc.identifier.issn1664-705X
dc.identifier.othermerlin-id:21243
dc.identifier.urihttps://www.zora.uzh.ch/handle/20.500.14742/184177
dc.language.isoeng
dc.subjectSimplicity
dc.subjectsimple dominance
dc.subjectlimited foresight
dc.subjectobvious dominance
dc.subjectstrongly obvious dominance
dc.subjectmarket design
dc.subjectmechanism design
dc.subjectextensive-form games
dc.subjectauctions
dc.subjectallocation
dc.subject.ddc330 Economics
dc.subject.jelC72
dc.subject.jelC78
dc.subject.jelD01
dc.subject.jelD02
dc.subject.jelD44
dc.subject.jelD47
dc.subject.jelD82
dc.title

A theory of simplicity in games and mechanism design

dc.typeworking_paper
dcterms.accessRightsinfo:eu-repo/semantics/openAccess
dcterms.bibliographicCitation.number393
dspace.entity.typePublicationen
uzh.contributor.authorPycia, Marek
uzh.contributor.authorTroyan, Peter
uzh.contributor.correspondenceYes
uzh.contributor.correspondenceNo
uzh.document.availabilitypublished_version
uzh.eprint.datestamp2021-07-06 09:44:24
uzh.eprint.lastmod2024-06-05 03:42:35
uzh.eprint.statusChange2021-07-06 09:44:24
uzh.harvester.ethYes
uzh.harvester.nbNo
uzh.identifier.doi10.5167/uzh-204780
uzh.note.publicEbenfalls in CEPR Discussion Paper Series No. DP14043 erschienen: https://ssrn.com/abstract=3471237
uzh.oastatus.zoraGreen
uzh.publication.citationPycia, M., & Troyan, P. (2021). A theory of simplicity in games and mechanism design (No. 393; Working Paper Series / Department of Economics).
uzh.publication.pageNumber82
uzh.publication.scopedisciplinebased
uzh.publication.seriesTitleWorking paper series / Department of Economics
uzh.relatedUrl.urlhttps://www.zora.uzh.ch/id/eprint/185195/
uzh.relatedUrl.urlhttps://www.zora.uzh.ch/id/eprint/255005/
uzh.relatedUrl.urlhttps://www.econ.uzh.ch/en/research/workingpapers.html
uzh.workflow.chairSubjectoecECON1
uzh.workflow.eprintid204780
uzh.workflow.fulltextStatuspublic
uzh.workflow.revisions23
uzh.workflow.rightsCheckkeininfo
uzh.workflow.statusarchive
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