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Cursed equilibrium

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Cursed equilibrium

In game theory, a cursed equilibrium is a solution concept for static games of incomplete information. It is a generalization of the usual Bayesian Nash equilibrium, allowing for players to underestimate the connection between other players' equilibrium actions and their types – that is, the behavioral bias of neglecting the link between what others know and what others do. Intuitively, in a cursed equilibrium players "average away" the information regarding other players' types' mixed strategies.

The solution concept was first introduced by Erik Eyster and Matthew Rabin in 2005, and has since become a canonical behavioral solution concept for Bayesian games in behavioral economics.

Let be a finite set of players and for each , define their finite set of possible actions and as their finite set of possible types; the sets and are the sets of joint action and type profiles, respectively. Each player has a utility function , and types are distributed according to a joint probability distribution . A finite Bayesian game consists of the data .

For each player , a mixed strategy specifies the probability of player playing action when their type is .

For notational convenience, we also define the projections and , and let be the joint mixed strategy of players , where gives the probability that players play action profile when they are of type .

Definition: a Bayesian Nash equilibrium (BNE) for a finite Bayesian game consists of a strategy profile such that, for every , every , and every action played with positive probability , we have

where is player 's beliefs about other players types given his own type .

First, we define the "average strategy of other players", averaged over their types. Formally, for each and each , we define by putting

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