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A mechanism is a mathematical structure that models institutions
through which economic activity is guided and coordinated. There
are many such institutions; markets are the most familiar ones.
Lawmakers, administrators and officers of private companies create
institutions in orders to achieve desired goals. They seek to do so
in ways that economize on the resources needed to operate the
institutions, and that provide incentives that induce the required
behaviors. This book presents systematic procedures for designing
mechanisms that achieve specified performance, and economize on the
resources required to operate the mechanism, i.e., informationally
efficient mechanisms. Our systematic design procedures are
algorithms for designing informationally efficient mechanisms. Most
of the book deals with these procedures of design. When there are
finitely many environments to be dealt with, and there is a
Nash-implementing mechanism, our algorithms can be used to make
that mechanism into an informationally efficient one.
Informationally efficient dominant strategy implementation is also
studied.
This book presents a model of computing and a measure of
computational complexity which are intended to facilitate analysis
of computations performed by people, machines, or a mixed system of
people and machines. The model is designed to apply directly to
models of economic theory, which typically involve continuous
variables and smooth functions, without requiring analysis of
approximations. The model permits analysis of the feasibility and
complexity of the calculations required of economic agents in order
for them to arrive at their decisions. The treatment contains
applications of the model to game theory and economics, including
comparison of the complexities of different solution concepts in
certain bargaining games, and the trade-off between communication
and computation in an example of an Edgeworth Box economy.
A mechanism is a mathematical structure that models institutions
through which economic activity is guided and coordinated. There
are many such institutions; markets are the most familiar ones.
Lawmakers, administrators and officers of private companies create
institutions in orders to achieve desired goals. They seek to do so
in ways that economize on the resources needed to operate the
institutions, and that provide incentives that induce the required
behaviors. This book presents systematic procedures for designing
mechanisms that achieve specified performance, and economize on the
resources required to operate the mechanism, i.e., informationally
efficient mechanisms. Our systematic design procedures are
algorithms for designing informationally efficient mechanisms. Most
of the book deals with these procedures of design. When there are
finitely many environments to be dealt with, and there is a
Nash-implementing mechanism, our algorithms can be used to make
that mechanism into an informationally efficient one.
Informationally efficient dominant strategy implementation is also
studied.
This book presents a model of computing and a measure of computational complexity which are intended to facilitate analysis of computations performed by people, machines, or a mixed system of people and machines. The model is designed to apply directly to models of economic theory, which typically involve continuous variables and smooth functions, without requiring analysis of approximations. The model permits analysis of the feasibility and complexity of the calculations required of economic agents in order for them to arrive at their decisions. The treatment contains applications of the model to game theory and economics, including comparison of the complexities of different solution concepts in certain bargaining games, and the trade-off between communication and computation in an example of an Edgeworth Box economy.
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