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Identification in Games: Changing Places

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Abstract

This paper offers a novel ‘changing places’ account of identification in games, where the consequences of role swapping are crucial. First, it illustrates how such an account is consistent with the view, in classical game theory, that only outcomes (and not pathways) are significant. Second, it argues that this account is superior to the ‘pooled resources’ alternative when it comes to dealing with some situations in which many players identify. Third, it shows how such a ‘changing places’ account can be used in games where some of the players identify with one another, but others do not. Finally, it illustrates how the model can handle the notion that identification comes in degrees.

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Notes

  1. Fear of reprisal is ruled out in studies where neither player knows the identity of the other, and both know that they will only play the game with one another once.

  2. I will not, here, try to fully explain that intuition; this is a topic explored by Sugden (1993, 2000) and Bacharach (2001, 2006).

  3. Rawls (1971), who is perhaps most often associated with the ‘veil of ignorance’ idea, wanted to avoid the use of probabilities in decision making; instead, he proposed to use a maximin decision rule. This is explained and criticised by Harsanyi (1975).

  4. A game with finitely many players is assumed throughout; the model will break down for infinitely many players, because zero probabilities may nonetheless correspond to possibilities in such circumstances. See, for example, Williamson (2007).

  5. Taking a ‘team perspective’, i.e. considering combined utility, results in a similar ranking. The payoff at the level of the team is 4 if both players cooperate, only 2 if both players defect, and 3 if one player defects and the other cooperates.

  6. I should mention another possible model, where each possible change of place is taken into account, and multiple swaps are allowed. In the three player case, for example, one would consider six possible orderings: 1, 2, 3; 2, 1, 3; 3, 2, 1; 1, 3, 2; 2, 3, 1; and 3, 1, 2. Clearly, such a model is considerably more complex than the one considered here. It is conceivable, however, that it may be superior in some situations.

  7. Identification need not be taken to be reciprocal in the account offered here. We can also imagine a case where three identifies with two but two does not identify with three; then three considers the situation as depicted in Fig. 7, but one and two consider the situation as depicted in Fig. 4 (provided neither identifies with the other).

  8. One need not think that there are precise numerical degrees of identification (just as one need not think that there are precise numerical degrees of belief); in principle, one may work with imprecise probabilities instead.

  9. Modifications to the ‘pooled resources’ approach might also be made in order to allow for degrees of identification; for example, a given player might assign weights to the utilities of the other players. The use of probabilities in the ‘changing places’ account makes the development natural, however, in a way that it has not previously been.

  10. See Rowbottom (in press).

  11. In the latter, but not in the former, the volume of molecules and the forces between molecules are taken into account.

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Acknowledgments

I am grateful to three anonymous referees for their comments on a previous version of this paper, which helped my thinking on these matters considerably. I should also like to thank the British Academy and the Sydney Centre for the Foundations of Science for supporting this research.

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Correspondence to Darrell P. Rowbottom.

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Rowbottom, D.P. Identification in Games: Changing Places. Erkenn 77, 197–206 (2012). https://doi.org/10.1007/s10670-011-9357-0

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