Abstract
The classical Hotelling game is played on a line segment whose points represent uniformly distributed clients. The n players of the game are servers who need to place themselves on the line segment, and once this is done, each client gets served by the player closest to it. The goal of each player is to choose its location so as to maximize the number of clients it attracts.
In this paper we study a variant of the Hotelling game where each client v has a tolerance interval, randomly distributed according to some density function f, and v gets served by the nearest among the players eligible for it, namely, those that fall within its interval. (If no such player exists, then v abstains.) It turns out that this modification significantly changes the behavior of the game and its states of equilibria. In particular, it may serve to explain why players sometimes prefer to “spread out,” rather than to cluster together as dictated by the classical Hotelling game.
We consider two variants of the game: symmetric games, where clients have the same tolerance range to their left and right, and asymmetric games, where the left and right ranges of each client are determined independently of each other. We characterize the Nash equilibria of the 2-player game. For \(n\ge 3\) players, we characterize a specific class of strategy profiles, referred to as canonical profiles, and show that these profiles are the only ones that may yield Nash equilibria in our game. Moreover, the canonical profile, if exists, is uniquely defined for every n and f. In the symmetric setting, we give simple conditions for the canonical profile to be a Nash equilibrium, and demonstrate their application for several distributions. In the asymmetric setting, the conditions for equilibria are more complex; still, we derive a full characterization for the Nash equilibria of the exponential distribution. Finally, we show that for some distributions the simple conditions given for the symmetric setting are sufficient also for the asymmetric setting.
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Notes
- 1.
There are several reasons this phenomenon is increasingly prevalent online. First, exposure to content is curated by algorithms according to each user’s personal preferences. Second, on social media, users are more likely to share with their network content that agrees with their own opinion. Third, it has become increasingly easier to join private discussion groups that consist of like-minded individuals.
- 2.
There are at most \(n-2\) points which are at equal distances from the nearest player on the right and on the left, and given that there is a continuum of clients in total, modifying \(A_v(\mathbf {s})\) in those points does not affect player utilities.
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Acknowledgments
The authors would like to thank Shahar Dobzinski and Yinon Nahum for many fertile discussions and helpful insights, and the anonymous reviewers for their useful comments. This research was supported in part by a US-Israel BSF Grant No. 2016732.
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Cohen, A., Peleg, D. (2019). Hotelling Games with Random Tolerance Intervals. In: Caragiannis, I., Mirrokni, V., Nikolova, E. (eds) Web and Internet Economics. WINE 2019. Lecture Notes in Computer Science(), vol 11920. Springer, Cham. https://doi.org/10.1007/978-3-030-35389-6_9
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