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The nodes of an extensive-form game are commonly specified as sequences of actions. Rubinstein calls such nodes histories. We find that this sequential notation is superfl uous in the sense that nodes can also be specified as sets of actions. The only cost of doing so is to rule out games with...
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We introduce three definitions. First, we let a "basement" be a set of nodes and actions that supports at least one assessment. Second, we derive from an arbitrary basement its implied "plausibility" (i.e. infinite-relative-likelihood) relation among the game's nodes. Third, we say that this...
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This paper defines and develops the concept of a product dispersion over any finite number of dimensions. The concept itself is nontrivial because products over several dimensions cannot be constructed by an iterative binary operation. Yet the paper's most important contribution is to...
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