In this paper, a constrained list of schools is used to reduce the proportion of subjects playing a dominated strategy in a preference list, which reduces the number of subjects manipulating their preferentes.
Abstract:
The literature on school choice assumes that families can submit a preference list over all the schools they want to be assigned to. However, in many real-life instances families are only allowed to submit a list containing a limited number of schools. Subjects' incentives are drastically affected, as more individuals manipulate their preferentes. Including a safety school in the constrained list explains most manipulations. Competitiveness across schools plays an important role. Constraining choices increases segregation and affects the stability and efficiency of the final allocation. Remarkably, the constraint reduces significantly the proportion of subjects playing a dominated strategy.
TL;DR: In this paper, the design of the New York City (NYC) High School match involved tradeoffs among efficiency, stability and strategy-proofness that raise new theoretical questions.
TL;DR: In this article, the authors analyze a model with indifferences in school prefer- ences and empirically document the extent of potential efficiency loss associated with strategy-proofness and stability and direct attention to some open questions.
TL;DR: The authors analyzed the preference revelation game induced by the Boston mechanism with sincere players who report their true preferences and sophisticated players who play a best response, and characterized the set of Nash equilibrium outcomes as a set of stable matchings of a modified economy.
TL;DR: The authors investigate parents' preferences for school attributes in a unique data set of survey, administrative, census and spatial data, using a conditional logit, incorporating characteristics of households, schools and home-school distance.
TL;DR: This work studies the preference revelation game where students can only declare up to a fixed number of schools to be acceptable and identifies rather stringent necessary and sufficient conditions on the priorities to guarantee stability or efficiency of either of the two mechanisms.
TL;DR: In this paper, the authors investigate the use of standard statistical models for quantal choice in a game theoretic setting and define a quantal response equilibrium (ORE) as a fixed point of this process and establish existence.
TL;DR: In this article, the authors formulate the school choice problem as a mechanism design problem and analyze some of the existing school choice plans including those in Boston, Columbus, Minneapolis, and Seattle, and offer two alternative mechanisms each of which may provide a practical solution to some critical school choice issues.
TL;DR: The design of the new clearinghouse adopted by the National Resident Matching Program, which annually fills approximately 20,000 jobs for new physicians, is reported, finding the set of stable matchings, and the opportunities for strategic manipulation, are surprisingly small.
TL;DR: In the first year, only about 3,000 students had to be assigned to a school for which they had not indicated a preference, which is only 10 percent of the number of such assignments the previous year as mentioned in this paper.
TL;DR: The Boston Public Schools (BPS) system for assigning students to schools is described in this paper, where the authors describe some of the difficulties with the current assignment mechanism and some elements of the design and evaluation of possible replacement mechanisms.
Q1. What are the contributions in "A comment on “school choice: an experimental study” [j. econ. theory 127 (1) (2006) 202–231]" ?
The authors show that one of the main results in Chen and Sönmez ( 2006, 2008 ) [ 6,7 ] does no longer hold when the number of recombinations is sufficiently increased to obtain reliable conclusions.
Q2. What is the idea behind recombinant techniques?
The idea behind recombinant techniques is that as long as one is interested in the analysis of the outcome of the game (i.e., payoffs, not the strategies) running the experiment a “few” times suffices to obtain more experimental data.
Q3. How many recombinant techniques are used in CS?
To avoid the computationally impossible task to calculate the outcomes induced by all virtual data, CS employed the recombinant estimator proposed in Mullin and Reiley [10], which requires running fewer recombinations.
Q4. How many virtual sessions can be generated?
More precisely, for the game in CS one can generate up to nk = 236 “virtual” data sets by picking each of the k players’ strategies from either of the n sessions.
Q5. What is the covariance of the two sets of 100 recombinations?
To compute the covariance, CS split each of the 200 recombinations (i, j, ·) in two sets of 100 recombinations, and compute the covariance across these two sets, i.e.,φ = 1 72002∑i=136∑j=1100∑l=1[