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Econometrica Vol. 85 No. 3 2017

Rushes in Large Timing Games

Axel Anderson1,2; Lones Smith3; Andreas Park4

1 Georgetown University · 2 Awadhesh Pratap Singh University · 3 University of Wisconsin–Madison · 4 Dept. of ManagementUniversity of Toronto Mississauga 3359 Mississauga RdMississaugaONL5L 1C6Canada

Abstract

We develop a continuum player timing game that subsumes standard wars of attrition and pre‐emption games, and introduces a new rushes phenomenon. Payoffs are continuous and single‐peaked functions of the stopping time and stopping quantile. We show that if payoffs are hump‐shaped in the quantile, then a sudden “rush” of players stops in any Nash or subgame perfect equilibrium. Fear relaxes the first mover advantage in pre‐emption games, asking that the least quantile beat the average; greed relaxes the last mover advantage in wars of attrition, asking just that the last quantile payoff exceed the average. With greed, play is inefficiently late: an accelerating war of attrition starting at optimal time, followed by a rush. With fear, play is inefficiently early: a slowing pre‐emption game, ending at the optimal time, preceded by a rush. The theory predicts the length, duration, and intensity of stopping, and the size and timing of rushes, and offers insights for many common timing games.

DOI
10.3982/ecta13089
Volume
85
Issue
3
Pages
871-913
Language
en
Sources
bibtex:phds-export.bib openalex crossref

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