Luce and Raiffa referred to the latter situation as a "ruinous situation" both players suffer, and there is no winner. For a tie such that b> V/2, they both lose b- V/2. This situation is commonly referred to as a Pyrrhic victory. The player who bid the lesser value b loses b and the one who bid more loses b - V (where, in this scenario, b>V). There is a catch, however if both players bid higher than V, the high bidder does not so much win as lose less. Therefore, it would seem to be in each player's best interest to bid the maximum possible amount rather than an amount equal to or less than the value of the resource. This at first appears to be irrational, being seemingly foolish to pay more for a resource than its value however, remember that each bidder only pays the low bid. The bid may even exceed the value of the resource that is contested over. The premise that the players may bid any number is important to analysis of the all-pay, sealed-bid, second-price auction. Finally, think of the bid b as time, and this becomes the war of attrition, since a higher bid is costly, but the higher bid wins the prize. Finally, assume that if both players bid the same amount b, then they split the value of V, each gaining V/2- b. In other words, if a player bids b, then his payoff is -b if he loses, and V-b if he wins. To see how a war of attrition works, consider the all pay auction: Assume that each player makes a bid on an item, and the one who bids the highest wins a resource of value V. An example is a second price all-pay auction, in which the prize goes to the player with the highest bid and each player pays the loser's low bid (making it an all-pay sealed-bid second-price auction). The model was originally formulated by John Maynard Smith a mixed evolutionarily stable strategy (ESS) was determined by Bishop & Cannings. Its precise opposite is the pre-emption game, in which players elect a time to stop, and fundamentally trade off the strategic costs from outlasting other players and the real gains occasioned by the passage of time. In game theory, the war of attrition is a dynamic timing game in which players choose a time to stop, and fundamentally trade off the strategic gains from outlasting other players and the real costs expended with the passage of time.
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