Item request has been placed! ×
Item request cannot be made. ×
loading   Processing Request
  • Additional Information
    • Abstract:
      In his classic novel, Catch-22 (1961), Joseph Heller describes a thoroughly frustrating situation faced by a combat pilot in World War II. This is generalized to a 'generic' 2 x 2 strict ordinal game, which subsumes 12 specific catch-22 games. These games, along with 4 king-of-the-mountain games, turn out to be the only games in which moving power is effective, based on the 'theory of moves': each player can induce a better outcome when it possesses this power than when its opponent possesses it. These 16 games constitute 28% of the 57 2 x 2 conflict games, in which there is no mutually best outcome. A specific catch-22 game is used to model the conflict between the pilot and the doctor who can certify his sanity in the Heller novel; a different catch-22 game is used to model medieval witch trials. King-of-the-mountain games portray related situations in which there is a contest to come out on top, hut the player who 'loses' does not suffer as much as in a catch-22 game. In all these games, cycling is always possible and frequently observed, despite the presence of pure-strategy Nash equilibria in 10 of the 16 games. [ABSTRACT FROM AUTHOR]
    • Abstract:
      Copyright of Rationality & Society is the property of Sage Publications, Ltd. and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)