reachability semantics for properties in Dietrich-List games
ID: 0e2ca122-b842-4b52-b632-23c9c8ca90b8 REVIEW_SCORE: 0.0 MTIME: [2024-12-25 Wed 15:55]
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"
- can we make it so that nodes further than n steps are not reachable to any individual?
- Maybe the game is of a particular sort of structure that makes reasoning about the paths hard.
- this best follows from a choice of graph structure.
- Preferring the reachability of an outcome must be a decent proxy for preferring the outcome for strategy-writing purposes.
This node is a singleton!