reachability semantics for properties in Dietrich-List games
Dietrich, Franz and List, Christian :: Where Do Preferences Come From?
In a Dietrich-List game, players have preferences about properties of outcomes, not of outcomes themselves. What if we used the properties to denote whether far-off outcomes in a long-running game were reachable in play? How would play ensue?
This premise implies a few things:
There must be some reason why players can't reason about the strategies that reach the far-off outcomes themselves.
this best follows from a choice of graph structure.
can we make it so that nodes further than n steps are not reachable to any individual?
"gas money"
Maybe the game is of a particular sort of structure that makes reasoning about the paths hard.
Preferring the reachability of an outcome must be a decent proxy for preferring the outcome for strategy-writing purposes.