ECON 3M03 – Game Theory – Exam Review Exam Coverage - Cumulative - Pre-Midterm: - Post-Midterm: (21 total chapters) - Chapters 1 – 5, 6 – 8, 9 – 11 (11 total chapters) - Chapters 12, 14 – 17, 22 – 23, (24, 26, 27) (10 total chapters) Chapters 1-5: Representing Games Module (Chapters 1-5) Outline - Game Theory: Definitions and overview - Representation: Extensive forms - Strategies - Representation: Normal forms - Beliefs, Mixed Strategies, and Expected Payoffs - General Assumptions and Methodology Chapter 1: Introduction What is a Game? - A game is being played whenever people interact with each other - Chess, poker, tennis, etc. - Bidding in an auction, pricing at Amazon.com, etc. - Firm competition, international relations, firm-employee relations, etc. - Interdependence: one person’s behavior affects another’s well-being What is NOT a Game? - When ๐ = 1: monopoly - Or when ๐ = ∞: perfect competition Three Major Tensions of Strategic Interaction - Game Theory: a theory of strategic interaction - Conflict - Cooperation - Three major tensions: - Conflict between individual and group interests - Strategic Uncertainty: not knowing for sure what other players will do - Inefficient Coordination Noncooperative vs. Cooperative Game Theory - Noncooperative Game Theory: - Examine individual decision making in strategic settings - Does not rule out Group Decision Making: need to specify procedures leading individual decisions to group outcomes - Develop Solution Concepts: predictions about the outcomes of games - * We focus on noncooperative game theory in this course * - Cooperative Game Theory: - Model Joint Actions: parties negotiate and jointly agree on the terms of their relationship Representing Games: Key Elements - A list of players - A complete description of what players can do - A description of what the players know when they act - A specification of how the players’ actions lead to outcomes - A specification of the players’ preferences over outcomes Chapter 2: Extensive Form Extensive Form and Normal Form - Two basic types of interactions: - Sequential: players make alternating moves - Simultaneous: players act at the same time - In most cases, interactions are partly sequential and partly simultaneous - Noncooperative games can be modeled in two ways: - Extensive Form: ie. game tree - Normal Form: ie. payoff matrix Extensive Form (Game Trees) - A Game Tree consists of: - A series of nodes linked in a sequence - Nodes are where things happen - Non-Terminal Node: not an endpoint - Terminal Node: indicates that the game is over - Branches represent individual actions taken by the players - * Please Note: loops (ie. cycles) are not allowed in game trees * - Two Crucial Elements of Extensive Form Games: 1. Timing of actions that players may take 2. Information players have when they must take those actions - Information Sets: summarize a player’s knowledge of prior moves when he must decide - Example: The Bug Game - In 1998, two movies were in theatre and both were about bugs: A Bug’s Life (Disney) and Antz (DreamWorks). Rumor has it that Jeffrey Katzenberg, former Disney CEO, resigned from Disney and later joined DreamWorks and stole the bug movie concept from Disney - A tale of two films: - Disney: A Bug’s Life - DreamWorks: Antz - A model: - Set of players: - Jeffrey Katzenberg (player K) - Michael Eisner (player E) - Set of actions for each player, etc. - Building an Extensive Form, Step-by-Step: - The game tree is defined by nodes and branches: - Nodes: are solid circles that represent places where a decision is made by one of the players - Branches: are arrows connecting the nodes. They indicate the various actions that players can choose - Katzenberg’s first move: - Adding the production decisions: - Capturing lack of information: - Note: when K is on the move at either c or d, he knows that he is at one of the two nodes but he does not know which one. K cannot distinguish between nodes c and d - The dashed line connecting c and d illustrates this lack of information - Information Sets: - An information set is a place where a decision is made - Information sets summarize a player’ knowledge of prior moves when he must decide - If there are more than one nodes in an information set, a player knows that she is in one of the nodes in the information set (but does not know which one) - Information sets containing only one node are referred to as singletons - Adding terminal nodes: - The information set for a comprises just this node since K can distinguish this node from his other nodes - c and d are in the same information set - b and e are their own separate information sets - Only one decision is made at each information set. An information set describes which nodes are connected to each other by dashed lines - Altogether, player K has 3 decisions; player E has only one decision - Decision Nodes: a, b, c, d, e; Terminal Nodes: f, g, h, l, m, n - Add payoffs: - The Full Extensive Form: - A more compact representation: - Labelling Branches: - Differentiate between N and N’: do not label two nodes for the same player with the same actions - Conformity within an information set - More Examples: - Price-Competition Game: (a) - Player 1 has one information set; player 2 has two information sets - Game tree (a) depicts the same game as (c), except that the players’ payoffs are different (b) - The two firms select their prices simultaneously and independently. Player 2 doesn’t get to observe player 1’s selection before making its own choice. Player cannot distinguish between its two decision nodes: thus, we connect them using a dashed line - Player 1 has one information set; player 2 has one information set - Exercise: Represent the following game in extensive form: - Firm A decides whether to enter firm B’s industry. B observes this decision. If A enters, then the two simultaneously decide whether to advertise. Otherwise, B alone decides whether to advertise - With two firms in the market, the firms earn profits of $3 million each if they both advertise and $5 million if they both do not advertise - If only one firm advertises, then it earns $6 million and the other earns $1 million - When B is solely in the industry, it earns $4 million if it advertises and $3.5 million if it doesn’t advertise - Firm A earns nothing if it does not enter - Solution: Chapter 3: Strategies and Normal Form Strategy - Strategy: is a complete contingent plan for a player in the game - It is a full specification of a player’s behavior, which describes what a player will do at each of their information sets - A strategy implies a path through the tree, leading to a terminal node and payoff vector - Steps: Writing strategies for a player ๐ 1. Find every information set for player ๐ 2. At each information set, find all actions 3. Find all combinations of actions at these information sets - Strategy: Terminology and Notation: - A strategy of player ๐ is denoted as ๐๐ - A Strategy Set (or strategy space) ๐บ๐ for player ๐ is the set of all possible strategies available to player ๐ - Individual Strategy: ๐๐ ∈ ๐บ๐ - ie. ๐บ๐ = {๐ป, ๐ฟ} and ๐๐ = ๐ป - Strategy Profile: is a vector of strategies, one for each player. It’s denoted ๐. So with ๐ players, we have ๐ = (๐๐ , ๐๐ , … , ๐๐ ), where ๐๐ is the strategy of player ๐ - The set of all possible strategy profiles is denoted ๐บ: -๐∈๐บ - Since strategies are just contingent plans of action (which may or may not be good plans), one player having some particular strategy never rules out another player having any particular strategy - This means that with ๐ players, ๐บ = ๐บ๐ × ๐บ๐ × … × ๐บ๐ - The symbol “×” denotes the Cartesian product or cross product of sets - ie. Assume ๐1 = (๐ด, ๐ต), ๐2 = (๐, ๐) → ๐ = ๐1 × ๐2 = {(๐ด, ๐), (๐ด, ๐), (๐ต, ๐), (๐ต, ๐)} - ๐−๐ is a strategy profile involving every player except player ๐ - Here “−๐” means player ๐’s opponents - ๐−๐ = (๐๐ , ๐๐ , … , ๐๐−๐ , ๐๐+๐ , … , ๐๐ ) - ๐บ−๐ is the set of all such incomplete strategy profiles - Example: Exit Decisions: 1. Find the number of information sets for Players 1 and 2 - The game has one information set for firm 1 and one for firm 2 2. Write down the strategy set for each player - Strategy: - Firm 1: Aggressive (A), Passive (P), or Out (O) - Firm 2: Aggressive (A) or Passive (P) - Strategy Sets: - Firm 1: ๐1 = {๐ด, ๐, ๐} - Firm 2: ๐2 = {๐ด, ๐} 3. Write down the set of strategy profiles - Set of Strategy Profiles: ๐ = ๐1 × ๐2 = {(๐ด, ๐ด), (๐ด, ๐), (๐, ๐ด), (๐, ๐), (๐, ๐ด), (๐, ๐)} - Exercise: Finding Strategies: - In this game (centipede game), players decide between “out” (O) and “in” (I) 1. Find the number of information sets for Players 1 and 2 2. Find the number of actions at each information set 3. Write down the strategy set for each player - Solution: - Player 1 has 2 information sets. His strategy must specify what he will do at both of his information sets - Player 1 has 2 actions at the first information set and 2 actions at the second information set - Player 2 only has 1 information set - Player 2 has 2 actions at their only information set - ๐1 = {๐๐ด , ๐๐ต , ๐ผ๐ด , ๐ผ๐ต } - ๐2 = {๐, ๐ผ} - * Attention: * - The definition of a strategy (a complete contingent plan) requires a specification of player 1’s choice at his second information set even in the situation in which he plans to select Out (O) at his first information set - We have to keep track of behavior at all information sets – even those that would be unreached if players follow their strategies – to fully analyze any game - More Exercises: Find Strategy Sets: - Player 1 has 1 information set; player 2 has 2 information sets; player 3 has 2 information sets - ๐1 = {๐, ๐ท} - ๐2 = {๐ด๐ถ, ๐ด๐ธ, ๐ต๐ถ, ๐ต๐ธ} - ๐3 = {๐ ๐, ๐ ๐, ๐๐, ๐๐} - Player 1 has 2 information sets; player 2 has 1 information set - Strategy Sets: - ๐1 = {๐ด๐, ๐ต๐, ๐ถ๐, ๐ด๐, ๐ต๐, ๐ถ๐} - ๐2 = {๐, ๐} - The set of strategy profiles: - ๐บ = {(๐ด๐, ๐), (๐ด๐, ๐), (๐ต๐, ๐), (๐ต๐, ๐), (๐ถ๐, ๐), (๐ถ๐, ๐), (๐ด๐, ๐), (๐ด๐, ๐), (๐ต๐, ๐), (๐ต๐, ๐), (๐ถ๐, ๐), (๐ถ๐, ๐)} Normal Form (or Strategic Form) - A game in normal form consists of: - A set of players, {1,2, … , ๐} - Strategy spaces for the players, ๐1 , ๐2 , … , ๐๐ - Payoff functions for the players, ๐ข1 , ๐ข2 , … , ๐ข๐ - ๐ข๐ : ๐บ → ๐น, (a function whose domain is the set of strategy profiles and whose range is the real numbers) - For each strategy profile ๐ ∈ ๐บ, ๐ข๐ (๐ ) is player ๐’s payoff in the game - Compared to the extensive form, normal form can be: - More compact - For each extensive form, there exists an equivalent normal form representation Classic Normal Form Games - Example: Prisoners’ Dilemma: - Set of players: ๐ = {Ginger, Rocky} - Timing: simultaneous moves - Set of strategies: ๐๐ = {Confess, Not Confess} - Set of payoffs: - If one confesses, the other does not: the payoff is 0 and 15 years in jail, respectively - If both confess: each gets 5 years in jail - If neither confess: each gets 1 year in jail Rocky Confess Not Confess Confess –5, –5 0, –15 Not Confess –15, 0 –1, –1 Ginger - Find strategy sets and strategy profiles: - For Ginger: ๐ ๐บ = ๐ถ or ๐ ๐บ = ๐ so ๐๐บ = {๐ถ, ๐} - Similarly, for Rocky: ๐ ๐ = ๐ถ or ๐ ๐ = ๐ so ๐๐ = {๐ถ, ๐} - This gives us four possible strategy profiles: ๐ = (๐ถ, ๐ถ), ๐ = (๐ถ, ๐), ๐ = (๐, ๐ถ), or ๐ = (๐, ๐) - Strategy Profiles: ๐บ = {(๐ช, ๐ช), (๐ช, ๐ต), (๐ต, ๐ช), (๐ต, ๐ต)} - Classical Game: Matching Pennies: - Zero-Sum Game: sum of payoffs in each cell is zero - Classical Game: Coordination: - Coordination: want to use the same strategy, (๐ด, ๐ด) or (๐ต, ๐ต) ie. traffic rules - Classic Game: Pareto Coordination: - Coordination: want to select the same strategy - Pareto Coordination: prefer to coordinate on A rather than on B - Classic Game: Battle of the Sexes: - Coordination Game: want to go to an event together (ie. coordinate) but with slightly different preferences - Classic Game: Chicken aka Hawk-Dove: - Two players drive cars toward each other at top speed. Just before they reach each other, each chooses between maintaining course (H) and swerving (D) Corresponding Extensive and Normal Forms - Both extensive forms yield the same normal form - * Note: * - One way of viewing the normal form is that it models a situation in which players simultaneously and independently select complete contingent plans for an extensive form game - This demonstrates that although there may be only one way of going from extensive form to the normal form, the reverse is not true Exercise: The Katzenberg-Eisner Game: 1. Describe the strategy spaces (discussed earlier) 2. Draw the normal-form representation - Solution: - K has 3 information sets. A strategy for K is a combination of 3 actions, one for each of his information sets, ie. LNR - K has two choices at each of the three information sets, so there are 2 × 2 × 2 = 8 different combinations - Player K’s strategy space: ๐บ๐ฒ = {๐ณ๐ท๐น, ๐ณ๐ท๐ต′ , ๐ณ๐ต๐น, ๐ณ๐ต๐ต′ , ๐บ๐ท๐น, ๐บ๐ท๐ต′ , ๐บ๐ต๐น, ๐บ๐ต๐ต′ } - E has 1 information set - E’s strategy space: ๐บ๐ฌ = {๐ท, ๐ต} - * Note: * It must have 8 rows for the 8 different strategies of player K and 2 columns for the 2 strategies of player E - For each individual strategy profile, we can trace through the game tree to find the payoff Chapter 4: Beliefs, Mixed Strategies, and Expected Payoffs Beliefs - A player’s assessment about the strategies of the others in the game - Example of belief in words: Player 1 might say, “I think player 2 is very likely to play strategy L” - Representing beliefs: - The statement “very likely to play L” is ambiguous - Translate into probability numbers - Normal form games: probability distribution over the strategies of the other players Beliefs for General Normal Form Games: Terminology and Notation - A belief of player ๐ is a probability distribution over the strategies of the other players - ๐ฝ−๐ ∈ โ๐บ−๐ , where โ๐บ−๐ is the set of probability distributions over the strategies of all players except player ๐ - ie. in a two-player game (ie. −๐ = ๐), and assume each player has a finite number of strategies: - The belief of player ๐ about the behaviour of player ๐ is a function ๐ฝ๐ ∈ โ๐บ๐ such that, for each strategy ๐๐ ∈ ๐บ๐ of player ๐, ๐ฝ๐ (๐๐ ) is interpreted as the probability that player ๐ thinks player ๐ will play ๐๐ ๐ฝ๐ (๐๐ ) ≥ ๐∀๐๐ ∈ ๐บ๐ ∑ ๐ฝ๐ (๐๐ ) = ๐ ๐๐ ∈๐บ๐ - A belief does not have to be sensible, intelligent, well-founded, or justifiable. It just has to be a probability distribution over the other players’ strategies - It may reflect uncertainty on the part of the player holding the belief Review: Probability - Probability: likelihood that a given outcome will occur - Subjective Probability: is the perception that an outcome will occur - Expected Value: probability-weighted average of the payoffs associated with all possible outcomes - Payoff: value associated with a possible outcome - The expected value measures the central tendency – the payoff or value that we would expect on average - ie. Expected Value = Pr (success)($40/share) + Pr (failure)($20/share) = (1/4)($40/share) + (3/4)($20/share) = $25/share - With two possible outcomes, the expected value is: ๐ฌ(๐ฟ) = ๐ท๐๐ ๐ฟ๐ + ๐ท๐๐ ๐ฟ๐ - When there are ๐ possible outcomes, the expected value becomes: ๐ฌ(๐ฟ) = ๐ท๐๐ ๐ฟ๐ + ๐ท๐๐ ๐ฟ๐ + โฏ + ๐ท๐๐ ๐ฟ๐ - Example: Prisoners’ Dilemma: Rocky Ginger 0.25 0.75 Confess Not Confess Confess –5, –5 0, –15 Not Confess –15, 0 –1, –1 - Ginger’s expected payoff from “Confess” = 0.25(−5) + (0.75)(0) = −1.25 Rocky Ginger Confess Not Confess 0.25 Confess –5, –5 0, –15 0.75 Not Confess –15, 0 –1, –1 - Rocky’s expected payoff from “Not Confess” = 0.25(−15) + (0.75)(−1) = −4.5 Mixed Strategy - Pure Strategies: strategy in which a player makes a specific choice or takes a specific action - Mixed Strategy: is a probability distribution over pure strategies: - We denote a mixed strategy for player ๐ as ๐๐ ∈ โ๐บ๐ - It is a function mapping a set of possible strategies (๐บ๐ ) into [0, 1] such that the sum of probabilities associated with all possible strategies is 1 - When player ๐ has a belief ๐ฝ−๐ about the strategies of the others and plans to select strategy ๐๐ , his expected payoff is the weighted average that he would get if he played strategy ๐๐ and the others played according to ๐ฝ−๐ - Example: Prisoners’ Dilemma: ๐ ๐ - A mixed strategy ๐๐ฎ๐๐๐๐๐ = (๐ , ๐) means Ginger will choose to “confess” with probability 1/3 and “not confess” with probability 2/3 - The set of mixed strategies includes the set of pure strategies: - ๐๐ฎ๐๐๐๐๐ = (๐, ๐) means Ginger will choose to “confess” with probability 1 - Practice Question: - For the normal form game, assume: - Player 2 believes that player 1 will select U, C, D with probability ½, ¼, and ¼, respectively - Player 2 plans to randomize by picking M and R each with probability ½ - Find player 2’s expected payoff - Solution: - First, let’s look at strategy profile (U, M): - (U, M) occurs when player 1 selects U and player 2 selects M - Player 1 selects U with probability ½ and player 2 selects M with probability ½ 1 1 1 - Strategy profile (U, M) occurs with probability 2 โ 2 = 4 - When (U, M) occurs, player 2 gets payoff 2. So the probability 1 that player 2 gets this payoff is 4 - Based on player 2’s belief, 6 strategy profiles occur with positive probability: (U,M), (U,R), (C,M), (C,R), (D,M), and (D,R). The six probability numbers sum to 1 Strategy Profile Probability Player 2’s Payoff (U,M) 1 1 1 โ = 2 2 4 2 (U,R) 1 1 1 โ = 2 2 4 0 (C,M) 1 1 1 โ = 4 2 8 2 (C,R) 1 1 1 โ = 4 2 8 0 (D,M) 1 1 1 โ = 4 2 8 3 (D,R) 1 1 1 โ = 4 2 8 1 1 1 1 1 1 1 - Player 2’s Expected Payoff: 4 โ 2 + 4 โ 0 + 8 โ 2 + 8 โ 0 + 8 โ 3 + 8 โ 1 = 1.25 Chapter 5: General Assumptions and Methodology - There is a trade-off between simplicity and realism in formulating a game-theoretic model - Rationality: assume a player will select the action that leads to the outcome he most prefers ie. maximizing one’s expected payoff - Rationality does not necessarily imply that the players seek to maximize their own monetary gains – other factors: altruism, fairness, envy, greed, friendship, etc. - Common Knowledge: a particular fact F is said to be common knowledge between players if: - Each player knows F - Each player knows that the others know F - Each player knows that every other player knows that each player knows F - Example: - Imagine players gathered around a table where F is displayed. Each one can verify that the others observe F and also can verify the same about everyone else - In this example, F is common knowledge between the players - In conventional analysis of games, the game is common knowledge between the players - However, common knowledge of the game does not imply that, during the play of the game, players have common knowledge of where they are in the extensive form (ie. information sets comprising multiple nodes) Chapters 6-8: Best Response and Rationalizability Module (Chapters 6-8) Outline - Dominance and Best Response: - Dominance - Best Response - Dominant Strategy Equilibrium - Rationalizability and Iterated Dominance: - Dominance-Solvable Equilibrium Chapter 6: Dominance and Best Response Dominance - A pure strategy is dominated if there is a different strategy (pure or mixed) that does better no matter what the rivals do - Definition: A pure strategy ๐ ๐ of player ๐ is dominated if there is a strategy (pure or mixed) ๐๐ ∈ โ๐๐ such that ๐ข๐ (๐๐ , ๐ −๐ ) > ๐ข๐ (๐ ๐ , ๐ −๐ ), for all strategy profiles ๐ −๐ ∈ ๐−๐ of the other players - It is also called “strict dominance” to emphasize the strict inequality in the definition - Definition: Weak Dominance: we say that mixed strategy ๐๐ weakly dominates pure strategy ′ ′ ) > ๐ข๐ (๐ ๐ , ๐ −๐ ) for at least one ๐ ๐ if ๐ข๐ (๐๐ , ๐ −๐ ) ≥ ๐ข_๐(๐ ๐ , ๐ −๐ ) for all ๐ −๐ ∈ ๐−๐ and ๐ข๐ (๐๐ , ๐ −๐ ′ strategy ๐ −๐ ∈ ๐−๐ of the other players - For Player 2: M weakly dominates L. Strategy L is called a weakly dominated strategy - Example: a pure strategy dominated by a pure strategy: - For both players, “Not Confess” is strictly dominated by “Confess” (or, we say that “Confess” strictly dominates “Not Confess”) - Practice Question Example: is there any strictly dominated strategy? - Answer: For player 1, U strictly dominates D - Practice Question: (1) which strategy is strictly dominated for player 1? (2) what about player 2? - Answer: (1) player 1: M strictly dominates D, U weakly dominates D (2) player 2: C weakly dominates R - Example: a pure strategy dominated by a mixed strategy: - For player 1, is D dominated by a pure strategy? - Is D dominated by a mixed strategy? ½ ½ 0 - Answer: - D is not dominated by any pure strategy - A mixed strategy (½, ½, 0) dominates D, where player 1 selects U with probability ½, M with ½, and D with 0 - If player 2 selects L, player 1’s expected payoff: 1 1 = ( ∗ 4) + ( ∗ 0) + (0 ∗ 1) = 2 > 1 2 2 - If player 2 selects R, player 1’s expected payoff: 1 1 = ( ∗ 0) + ( ∗ 4) + (0 ∗ 1) = 2 > 1 2 2 - There are other mixed strategies that dominate D. For example, 2 1 3 2 2 3 1 1 1 (3 , 3 , 0) , (5 , 5 , 0) , (5 , 5 , 0) , and (3 , 3 , 3) Steps: How to Search for Dominated Strategies - Step 1: Check whether a strategy is dominated by another pure strategy - Step 2: If a strategy is not dominated by another pure strategy, then determine whether it is dominated by a mixed strategy 1. Look for alternating patterns of large and small numbers in the payoff matrix (this will help you find strategies that may be assigned positive probability by a dominating mixed strategy) 2. You need to find only one strategy that dominates it 3. Make sure you check the correct payoff numbers - Practice Question: a) For player 1, is A dominated by a pure strategy? b) Is A dominated by a mixed strategy? - Note: Player 2’s payoff is illustrated by * since we don’t use them 0 P 1-P - Answer: a) In this game, A is not dominated by any pure strategy b) If A is dominated by a mixed strategy, this mixed strategy must assign positive probability only to B and C, not A. Why? - Assume this mixed strategy is ๐ and it assigns probability ๐ to B and (1– ๐) to C - For this mixed strategy ๐ to dominate A, we must have: ๐ข1 (๐ด, ๐) < ๐ข1 (๐, ๐) 1 < (0)๐ + 4(1 − ๐) 3 ๐<4 ๐ข1 (๐ด, ๐) < ๐ข1 (๐, ๐) 2 < 3๐ + 1(1 − ๐) 1 ๐>2 ๐ข1 (๐ด, ๐) < ๐ข1 (๐, ๐) 3 < 3๐ + 4(1 − ๐) ๐<1 - Any ๐ that satisfies all three conditions gives us a mixed strategy that 1 3 dominates A. ie. any ๐ where 2 < ๐ < 4 - Note: if it weren’t possible to have a ๐ satisfying all three conditions, then A would not be dominated Solving a Strategic Form Game: Best Response (Reply) - A strategy is a best response (reply) to a particular strategy of another player if it gives the highest payoff against that particular strategy - Definition: Suppose player ๐ has belief ๐−๐ ∈ โ๐−๐ about the strategies played by the other players. Player ๐’s strategy ๐ ๐ ∈ ๐๐ is a best response if ๐ข๐ (๐ ๐ , ๐−๐ ) ≥ ๐ข๐ (๐ ๐′ , ๐−๐ ) for every ๐ ๐′ ∈ ๐๐ - For any belief ๐ฝ−๐ of player ๐, we denote the set of best response by ๐ฉ๐น๐ (๐ฝ−๐ ) How to Find Best Responses - Discrete Strategy Space: for each of opponent’s strategy, find strategy yielding best payoff - Continuous Strategy Space: use calculus - Note: - There may be more than one best response to a given belief - In a finite game, every belief has at least one best response Dominance and Best Response Compared - Dominance and Best Response: For a given game, let ๐๐ท๐ be the set of strategies for player ๐ that are not strictly dominated. Let ๐ต๐ be the set of strategies for player ๐ that are best responses, over all the possible beliefs of ๐. Mathematically, ๐ต๐ = {๐ ๐ |there is a belief ๐−๐ ∈ โ๐−๐ such that ๐ ๐ ∈ ๐ต๐ ๐ (๐−๐ )} - ie. if a strategy ๐ ๐ is a best response to some possible belief of player ๐, then ๐ ๐ is contained in ๐ต๐ - In a finite two-player game, ๐ต1 = ๐๐ท1 and ๐ต2 = ๐๐ท2 - Procedure for calculating ๐ฉ๐ = ๐ผ๐ซ๐ : 1. Look for strategies that are best responses to the simplest beliefs – those beliefs that put all probability on just one of the other player’s strategies. These best responses are obviously in the set ๐ต๐ so they are also in ๐๐ท๐ 2. Look for strategies that are dominated by other pure strategies; these dominated strategies are not in ๐๐ท๐ and thus they are also not in ๐ต๐ 3. Test each remaining strategy to see if it is dominated by a mixed strategy - Best Response: Prisoners’ Dilemma: ๐ต๐บ๐๐๐๐๐ = ๐๐ท๐บ๐๐๐๐๐ = {Confess} ๐ต๐ ๐๐๐๐ฆ = ๐๐ท๐ ๐๐๐๐ฆ = {Confess} - Best Response: Battle of the Sexes: ๐ต1 = ๐๐ท1 = {๐ด, ๐ต} ๐ต2 = ๐๐ท2 = {๐ด, ๐ต} - Practice: For player 1, calculating ๐ฉ๐ = ๐ผ๐ซ๐ : 0 P 1-P 0 - Step 1: Find strategies that are best response to the simplest beliefs - Against L, player 1’s best response is Y - Against R, player 1’s best response is X → ๐ ∈ ๐ต1 and ๐ ∈ ๐ต1 - Step 2: Check whether any strategy is dominated by another pure strategy - W is dominated by Z → ๐ ∉ ๐ต1 - Step 3: Test the remaining strategy Z to see if it is dominated by a mixed strategy - If a mixed strategy were to dominate Z, it would be a mixture of X and Y - Assume X is played with probability ๐ and Y with 1 − ๐ - If Z is dominated, then we must have: 2๐ + 6(1 − ๐) > 5 1 ๐<4 7๐ + 1(1 − ๐) > 3 1 ๐>3 - Impossible to simultaneously satisfy both conditions. Z is not dominated by any mixed strategy → ๐ ∈ ๐ต1 - Therefore, for player 1: ๐ฉ๐ = ๐ผ๐ซ๐ = {๐ฟ, ๐, ๐} Dominant Strategy Equilibrium - If every player has a dominant strategy, the game has a dominant strategy equilibrium (solution) - Dominant Strategy Axiom: if a player has a dominant strategy, he will use it - Problem with dominant strategy equilibrium: in many games there does not exist one - Dominant Strategy Equilibrium (DSE): Prisoners’ Dilemma: - (Confess, Confess) is a dominant strategy equilibrium Efficiency and Equilibrium - Game equilibrium is a characterization of the outcome of individually rational behavior - Because of strategic interaction, rational behaviour does not always lead to outcomes that are mutually the best - Dominant strategy equilibrium in Prisoners’ Dilemma: (Confess, Confess) - But this is not socially efficient: both players are better off with (Not Confess, Not Confess) Pareto Optimality - A solution is Pareto optimal if and only if there is no other solution that is: 1. Better for at least one agent 2. No worse for everyone else - A mild (weak) criterion for social efficiency - The Prisoner’s Dilemma solution is not Pareto optimal - Example: (Low, Low) is DSE What to do When Equilibrium is Inefficient? - Can’t always be improved (ie. arms race) - Opportunities: - Collude/cooperate (could be illegal) (ie. marriage, OPEC); might involve side payments if not win-win - Design systems to increase trust - Repeated interactions: build trust or create punishment scheme 1 1 1 - Practice Question: Suppose player 2 has the belief (2 , 4 , 4) regarding the strategy that player 1 employs. With this belief, find player 2’s best responses ๐ ๐ ๐ - Answer: ๐ฉ๐น๐ (๐ , ๐ , ๐) = {๐ณ, ๐น} - For player 2: 1 1 1 1 1 1 1 1 1 - Expected payoff of L = (2 ∗ 6) + (4 ∗ 3) + (4 ∗ 1) = 4 - Expected payoff of C = (2 ∗ 4) + (4 ∗ 0) + (4 ∗ 5) = 13 4 - Expected payoff of R = (2 ∗ 4) + (4 ∗ 5) + (4 ∗ 3) = 4 More Efficient vs. Pareto Efficient - (D,R) is more efficient than both (M,L) and (U,R). With (D,R), one player is better and no one is worse off - In this game, (U,L) and (D,L) are the only efficient strategy profile. There is no strategy profile that is more efficient than (U,L) and (D,L) Chapter 7: Rationalizability and Iterated Dominance Dominance Solvability - If every player has a dominant strategy, the game has a dominant strategy equilibrium (DSE) - In some games, there might not be a dominant strategy, but there are dominated strategies (ie. bad) - If we can reach a unique strategy vector by iterated elimination of dominated strategies, the game is said to be dominance solvable - Example: Playing Mind Games: - Neither of player 1’ strategies are dominated - If you are player 1, which strategy should you play? - Iterative removal of strictly dominated strategies: Step 1: - If you are player 1, try to put yourself in the shoes of player 2 - For player 2, X is strictly dominated by Y. So you should assign zero probability to strategy X - Iterative removal of strictly dominated strategies: Step 2: - Knowing that player 2 will never play X, player 1’s rational strategy is to play B. After we remove X from the payoff matrix, A becomes strictly dominated by B in the reduced game - Iterative removal of strictly dominated strategies: Step 3: - Player 2 knows that player 1 will play B. So player 2’s best response is Z. In the reduced game, Y is dominated by Z. - With rational players, the only outcome is strategy profile {(๐ฉ, ๐)} Rationalizable Strategies - The procedure is called iterative removal of (strictly) dominated strategies (or iterated dominance). The set of strategies that survive is called the rationalizable strategies - Steps: 1. Delete all of the dominated strategies for each player 2. Remove any strategies that are dominated in the reduced game 3. Continue this process until no more strategies can be deleted - Logic of rationalizability depends on: - Common knowledge of rationality - Common knowledge of the game - Common Knowledge: - Each player knows, each player knows the others know, each player knows the others know that they all know… - It is as though the information is publicly announced while the players are together - Example: Rationalizability/Iterated Dominance: - Set of rationalizable strategies is {(๐, ๐)} - Steps: 1. 2. 3. 4. Player 2: X is strictly dominated by a mixed strategy (0, ½, ½). We remove X In the reduced form, U is dominated by D for player 1. We remove U In the further reduced form, Y is dominated by Z for player 2. We remove Y Once knowing that player 2 will choose Z, player 1’s strategy D is dominated by M. We remove D - So the set of rationalizable strategies is {(๐, ๐)} - Notes: - In two -player games, dominance and best response imply the same restrictions - Iterated dominance is identical with the procedure in which strategies that are never best responses are removed at each round Strategic Uncertainty - Rationalizability requires players’ beliefs and behavior be consistent with common knowledge of rationality - It does not require that their beliefs be correct - It does not help solve the strategic uncertainty in coordination games - Strategic Uncertainty: Battle of the Sexes - Coordination Game: want to go to an event together, with slightly different preferences - Any dominant strategies? NO - Any dominated strategies? NO - Example: Stag Hunt - Any dominant strategies? NO - Any dominated strategies? NO - Pareto optimal outcomes? (Stag, Stag) - Facilitate Coordination - Focal Point: e.g. lost and found - Institutions, Rules, Norms: e.g. everyone drives on the right, etc. - Communication - Question: Find the Set of Rationalizable Strategies for this Game - For player 1, F is dominated by a mixture of B and C. Remove F - In the reduced form, F is dominated by C for player 2. Remove F - Set of rationalizable strategy profiles is ๐น = {๐ช, ๐ฉ} × {๐ช, ๐ฉ} Chapter 8: Location, Partnership, and Social Unrest Location Game - Pat (๐) and Chris (๐ถ) plan to sell cold drinks on a beach - Assume sunbathers are spread evenly across the beach and will walk to the closest vendor. The beach is divided into nine regions of equal size - If Pat locates in region 3 and Chris locates in region 8, then Pat serves to customers in regions 1 through 5 and Chris serves all those in regions 6 through 9 - Find where C and P would like to locate: - Player ๐’s strategy space ๐บ๐ = {๐, ๐, ๐, ๐, ๐, ๐, ๐, ๐, ๐} ๐ = ๐ถ, ๐ - To compute the set of rationalizable strategies, we need to perform iterated dominance: - If both C and P locate in 1, then they split all of the regions - If C plays 2 when P chooses 1, then C captures regions 2 through 9 - So, the end regions are dominated by the adjacent ones ๐ข๐ (1, ๐ ๐ ) < ๐ข๐ (2, ๐ ๐ ). Thus, ๐ ๐1 = {2,3,4,5,6,7,8} - The set of rationalizable strategy profiles is ๐น = {(๐, ๐)} - Both locate at the center of the beach Chapters 9-11: Nash Equilibrium Chapter 9: Nash Equilibrium Pure Strategy Nash Equilibrium - A set of strategies forms a Nash equilibrium if the strategies are best replies to each other - Recall: a strategy is a best reply to a particular strategy of another player if it gives the highest payoff against that particular strategy - A Nash equilibrium is a solution concept which predicts what people will do in a game - A Nash equilibrium is a strategy profile such that no player can change his strategy to increase his payoff (given all other players’ strategies) - Definition: a strategy profile ๐ ∈ ๐ is a Nash equilibrium if and only if ๐ ๐ ∈ ๐ต๐ ๐ (๐ −๐ ) for each player ๐. That is, ๐ข๐ (๐ ๐ , ๐ −๐ ) ≥ ๐ข๐ (๐ ๐′ , ๐ −๐ ) for every ๐ ๐′ ∈ ๐๐ and each player ๐ Steps: How to Find the Pure Strategy Nash Equilibrium 1. Find best response of player 1 to each strategy of player 2, mark 1’s payoff, row by row 2. Find best response of player 2 to each strategy of player 1, mark 2’s payoff, column by column 3. Any cell with two marks indicates a Nash Equilibrium - There are two Nash equilibria in the Hawk-Dove game: (Hawk, Dove) and (Dove, Hawk) - Notes: - Nash equilibrium may not be unique - Nash equilibria are strategy profiles, not payoffs - ie. if you report the Nash equilibria, you should write (Hawk, Dove) and (Dove, Hawk), not (1, 4) and (4, 1) - Practice Example: Matching Pennies: - There is no Nash equilibrium (NE) in pure strategies - Practice Example: Prisoners’ Dilemma: - There is only one Nash equilibrium (not pareto efficient): (Confess, Confess) - Use either best response or iterated removal of dominated strategies to generate the same Nash equilibrium - Practice Example: Battle of the Sexes: - 2 Nash equilibria: (Opera, Opera) and (Movie, Movie) Strict Nash Equilibrium - A more stringent version of the equilibrium concept is called Strict Nash equilibrium - Definition: a strategy profile ๐ is called a Strict Nash equilibrium if and only if {๐ ๐ } = ๐ต๐ ๐ (๐ −๐ ) for each player ๐. In words, player ๐’s strategy ๐ ๐ is the only best response to ๐ −๐ - Practice Example: - There are 2 Nash equilibria: (D, P) and (P, D) - (D,P) is a strict Nash equilibrium since D and P are the only best responses to one another - (P,D) is not a strict Nash equilibrium since player D can choose P or D, if player S’s strategy is D - Practice Example: Coordination: - There are 2 strict Nash equilibria: (A,A) and (B,B) - Practice Example: Pareto Coordination: - There are 2 strict Nash equilibria: (A,A) and (B,B) - Practice Example: Finding Nash Equilibrium: - There are 2 Nash equilibria: (D,H) and (H,D) - There is only 1 strict Nash equilibrium: (D,H) Chapter 10: Oligopoly, Tariffs, Crime, and Voting Duopoly Games A Duopoly Game by Calculus - Two firms set, simultaneously and independently, their prices, ๐๐ and ๐๐ - Consumers demand ๐๐ − ๐๐ + ๐๐ units of firm 1’s good and ๐๐ − ๐๐ + ๐๐ units of firm 2’s good - Each firm produces at zero cost. The firm’s payoffs are their profits a) Write the payoff functions of the firms (hint: as a function of their strategies ๐๐ and ๐๐ ) b) Compute firm 2’s best-response function (hint: as a function of ๐๐ ) and firm 1’s bestresponse function (hint: as a function of ๐๐ ). Illustrate in a graph. c) Find the Nash equilibrium - Solution: a) Production is costless (ie. cost = 0), so firm ๐’s profit (or payoff) is: ๐ข1 (๐1 , ๐2 ) = (10 − ๐1 + ๐2 ) โ ๐1 = 10๐1 − ๐12 + ๐2 ๐1 ๐ข2 (๐1 , ๐2 ) = (10 − ๐2 + ๐1 ) โ ๐2 = 10๐2 − ๐22 + ๐1 ๐2 b) Find the best response of one to the other’s price: we need to find ๐1 that maximizes player 1’s payoff given ๐2 . Take the first order condition: ๐๐ข1 ๐2 = 10 − 2๐1 + ๐2 = 0 โถ ๐ต๐ 1 = ๐1∗ = 5 + ๐๐1 2 ๐๐ข2 ๐1 = 10 − 2๐2 + ๐1 = 0 โถ ๐ต๐ 2 = ๐2∗ = 5 + ๐๐2 2 c) Solve the linear system (2 equations and 2 unknown variables). Sub ๐2∗ = 5 + ๐1∗ : ๐2∗ ∗ ๐1 = 5 + 2 ๐∗ (5 + 1 ) 2 ๐1∗ = 5 + 2 ∗ ๐1 2๐1∗ − 10 = 5 + 2 4๐1∗ − 30 = ๐1∗ 3๐1∗ = 30 ๐1∗ = 10 ๐1 2 into and ๐2∗ = 10 - This is a Nash equilibrium by definition – the only one Cournot Duopoly Game - Two firms set, simultaneously and independently, their output level, ๐๐ and ๐๐ (measured in thousands) - Consumers demand ๐ท = ๐๐๐๐ − ๐ธ, where ๐ธ = ๐๐ + ๐๐ - Each firm must pay a production cost of $100 per thousand units a) Write the payoff functions of the firms b) Compute each firm’s best-response function c) Find the Nash equilibrium - Solution: a) Firm ๐’s profit (or payoff) is: ๐ข1 (๐1 , ๐2 ) = ๐๐๐ก๐๐ ๐ ๐๐ฃ๐๐๐ข๐1 − ๐๐๐ก๐๐ ๐ถ๐๐ ๐ก1 ๐ข1 (๐1 , ๐2 ) = ๐๐๐๐๐ โ ๐1 − ๐๐ถ1 ๐ข1 (๐1 , ๐2 ) = (1000 − ๐1 − ๐2 )๐1 − 100๐1 = 1000๐1 − ๐12 − ๐2 ๐1 − 100๐1 and ๐ข2 (๐1 , ๐2 ) = (1000 − ๐1 − ๐2 )๐2 − 100๐2 = 1000๐2 − ๐22 − ๐1 ๐2 − 100๐2 b) Find the best response of one to other’s output: we need to find ๐1 that maximizes player 1’s payoff given ๐2 . Take the first order condition: ๐๐ข1 ๐2 = 1000 − 2๐1 − ๐2 − 100 = 0 โถ ๐ต๐ 1 = ๐1∗ = 450 − ๐๐1 2 ๐๐ข2 ๐1 = 1000 − 2๐2 − ๐1 − 100 = 0 โถ ๐ต๐ 2 = ๐2∗ = 450 − ๐๐2 2 c) Solve the linear system (2 equations and 2 unknown variables) by subbing ๐2∗ = ๐ 450 − 21 into ๐1∗ : ๐2 ๐1∗ = 450 − 2 ๐∗ (450 − 1 ) 2 ๐1∗ = 450 − 2 ๐1∗ 2๐1∗ − 900 = −450 + 2 4๐1∗ − 900 = ๐1∗ 3๐1∗ = 900 ๐1∗ = 300 and ๐2∗ = 300 - This is a Nash equilibrium by definition – the only one Bertrand Duopoly Game - Two firms set, simultaneously and independently, their prices - The firm with the lowest prices serves the whole market. If both firms offer the same lowest price, the market is shared. ๐ท = ๐๐๐๐ − ๐ธ - Price can be any non-negative real number. The quantity demanded is a linear function of the price - The firm’s payoffs are their profits, which are the difference between revenue and costs pf production (which is ๐ = ๐๐๐ per unit produced) - Find the Nash equilibrium - Solution: - The normal form of the game: - Players: Firms 1 and 2 - Strategy Sets: ๐1 = [0, ∞) and ๐2 = [0, ∞) - Firm ๐’s Payoff ๐ข๐ (๐1 , ๐2 ): ๐๐ < ๐๐ โถ { ๐๐ > ๐๐ โถ ๐๐ ๐๐ − 100๐๐ = (1000 − ๐๐ )๐๐ − 100(1000 − ๐๐ ) = (1000 − ๐๐ )(๐๐ − 100) ๐ } ๐๐ = ๐๐ โถ ๐ ๐ ๐๐ 2 − 100๐๐ 2 = (1000−๐๐ )๐๐ 2 − 100(1000−๐๐ ) 2 = (1000−๐๐ )(๐๐ −100) 2 - In equilibrium: - Neither firm can be pricing below 100 (negative profits) - ๐ท๐ > ๐ท๐ ≥ ๐๐๐ cannot be equilibrium (has an incentive to undercut the other) - ๐ท๐ = ๐ท๐ > ๐๐๐ cannot be equilibrium (has an incentive to undercut the other) - The only possible equilibrium prices are: ๐ท๐ = ๐ท๐ = ๐๐๐ - Each prices at marginal cost in equilibrium Chapter 11: Mixed Strategy Nash Equilibrium The Game of Tennis: Serving - Server chooses to serve either left or right - Receiver defends either left or right - Better chance to get a good return if you defend in the area the server is serving to - Game Table: - For Server: - Best response to defend left is to serve right - Best response to defend right is to serve left - For Receiver: - Just the opposite - Nash Equilibrium: - Notice that there are no mutual best responses in this game - This means there are no Nash equilibria in pure strategies - But games like this always have at least one Nash equilibrium - What are we missing? - Extended Game: - Suppose we allow each player to choose randomizing strategies - For example, the server might serve left half the time and right half the time - In general, suppose the server serves left a fraction ๐ of the time - What is the receiver’s best response? - Calculating Best Responses: - Clearly if ๐ = 1, then the receiver should defend to the left - If ๐ = 0, then the receiver should defend to the right - The expected payoff to the receiver is: 3 1 1 3 (๐) ( ) + (1 − ๐) ( ) if defending left 4 4 (๐) ( ) + (1 − ๐) ( ) if defending right 4 4 - Therefore, she should defend left if: 3 1 1 3 (๐) ( ) + (1 − ๐) ( ) > (๐) ( ) + (1 − ๐) ( ) 4 4 4 4 - Rewriting: ๐ >1−๐ โถ ๐ ๐>๐ - Plot the Receiver’s Best Response: - Server’s Best Response: - Suppose that the receiver goes left with probability ๐ - Clearly, if ๐ = 1, the server should serve right - If ๐ = 0, the server should serve left - More generally, serve left if: 1 3 3 1 (4) (๐) + (4) (1 − ๐) > (4) (๐) + (4) (1 − ๐) - Simplifying, he should serve left if: ๐ ๐<๐ - Plot the Server’s Best Response: - Putting Best Responses Together: - Equilibrium: ๐ ๐ - Mixed Strategy Nash Equilibrium: ๐๐ = (๐ , ๐) = ๐๐ Mixed Strategy Equilibrium - A mixed strategy equilibrium is a pair of mixed strategies that are mutual best responses - In the tennis example, this occurred when each player chose a 50-50 mixture of left and right - Consider a strategy profile ๐ = (๐1 , ๐2 , … , ๐๐ ), where ๐๐ ∈ โ๐๐ for each player ๐. Profile ๐ is a mixed-strategy Nash equilibrium if and only if ๐ข๐ (๐๐ , ๐−๐ ) ≥ ๐ข๐ (๐ ๐′ , ๐−๐ ) for each ๐ ๐′ ∈ ๐๐ and each player ๐. That is, ๐๐ is a best response to ๐−๐ for every player ๐ - Summary: Procedure for Finding Mixed Strategy Equilibrium: 1. Calculate the set of rationalizable strategies by performing the iterated-dominance procedure 2. Restricting attention to rationalizable strategies, write equations for each player to characterize mixing probabilities that make the other player indifferent between the relevant pure strategies 3. Solve these equations to determine equilibrium mixing probabilities - General Properties of Mixed Strategy Equilibria: - A player chooses his strategy so as to make his rival indifferent - A player earns the same expected payoff for each pure strategy chosen with positive probability - Every finite game (having a finite number of players and a finite strategy space) has at least one Nash equilibrium in pure or mixed strategies - Practice Example: Matching Pennies: - Each player chooses heads or tails and then reveals their coins at the same time. If the coins match, Player A wins and receives a dollar from Player B. Otherwise, Player B wins and receives a dollar from Player A - There is no Nash equilibrium in pure strategies for this game - No combination of heads or tails leaves both players satisfied – one player or the other will always want to change strategies - Let ๐ be the probability that A chooses Heads and ๐ be the probability that B chooses Heads - In this game, nothing is dominated; everything is rationalizable - A’s Expected Payoff: - When choosing Heads = (1)(๐) + (−1)(1 − ๐) - When choosing Tails = (−1)(๐) + (1)(1 − ๐) (1)(๐) + (−1)(1 − ๐) = (−1)(๐) + (1)(1 − ๐) ๐ + ๐ − 1 = −๐ − ๐ + 1 2๐ − 1 = −2๐ + 1 4๐ = 2 ๐ ๐∗ = ๐ - B’s Expected Payoff: - When choosing Heads = (−1)(๐) + (1)(1 − ๐) - When choosing Tails = (1)(๐) + (−1)(1 − ๐) (−1)(๐) + (1)(1 − ๐) = (1)(๐) + (−1)(1 − ๐) −๐ − ๐ + 1 = ๐ + ๐ − 1 −2๐ + 1 = 2๐ − 1 4๐ = 2 ๐ ๐∗ = ๐ - Mixed Strategy Nash Equilibrium: ๐ ๐ ๐๐ = (๐ , ๐) = ๐๐ - Practice Example: Find the Mixed-Strategy Nash Equilibrium: - Solution: 1. For 1, F dominated by ๐1 = (0, 0.25, 0.75). Deleting F, turn to player 2: F is dominated by C. No further deletions, ๐ = {๐ถ, ๐ต} × {๐ถ, ๐ต} 2. ๐1 = (0, ๐, 1 − ๐), ๐2 = (0, ๐, 1 − ๐) 3. Seek ๐, ๐ that make players indifferent: (๐)(0) + (1 − ๐)(3) = ๐ข1 (๐ถ, ๐2 ) = ๐ข1 (๐ต, ๐2 ) = (๐)(3) + (1 − ๐)(2) ๐ ๐= ๐ (5)(๐) + (2)(1 − ๐) = ๐ข2 (๐ถ, ๐1 ) = ๐2 (๐ต, ๐1 ) = (2)(๐) + (3)(1 − ๐) ๐ = ๐/๐ 1 3 - Conclusion: Game has a sole Nash equilibrium, ๐1 = (0, , ) = ๐2 4 4 Chapter 12: Strictly Competitive Games & Security Strategies Chapter 12: Strictly Competitive Games and Security Strategies Strictly Competitive Game - A two-player, strictly competitive game is a two-player game with the property that for every two strategy profiles ๐ , ๐ ′ ∈ ๐, ๐ข1 (๐ ) > ๐ข1 (๐ ′ ) if and only if ๐ข2 (๐ ) < ๐ข2 (๐ ′ ) - ie. player 1’s payoff increases, if and only if, player 2’s payoff decreases - In a strictly competitive game, the two players have exactly opposite rankings over the outcomes. Wherever one player’s payoff increases, the other one’s payoff decreases - Such games offer no room for joint gain or compromise - Examples: matching pennies, chess, checkers, tennis, football - Please note: the matching pennies game is a special type of strictly competitive game called zero-sum, in which the players payoffs always sum to zero - Strictly Competitive Game: Matching Pennies - Zero-Sum Game: sum of payoffs in each cell is zero - Example: A Two-Player, Strictly Competitive Game - Practice: Are the following games strictly competitive? Security Strategy - The concept of a security strategy is based on evaluating “worst-case scenarios” by focusing on each player’s own strategies. In any game, the worst payoff that player ๐ can get when playing strategy ๐ ๐ is defined by: ๐๐ (๐๐ ) ≡ ๐ฆ๐ข๐ง๐ฌ๐ฃ∈๐บ๐ ๐๐ (๐๐ , ๐๐ ) - A strategy ๐ ๐ ∈ ๐๐ for player ๐ is called a security strategy if ๐ ๐ solves max ๐ค๐ (๐ ๐ ) ๐ ๐ ∈๐๐ - Player ๐’s security payoff level is max ๐ค๐ (๐ ๐ ) ๐ ๐ ∈๐๐ - A security strategy gives a player the best of the worst cases - Payoff level can also be written as: max min ๐ข๐ (๐ ๐ , ๐ ๐ ) ๐ ๐ ∈๐๐ ๐ ๐ ∈๐๐ - Example: - Player 1: - Playing A: the lowest payoff is 0 - Playing B: the lowest payoff is 1 - The greater of these two payoffs is 1 - Player 1’s security strategy is B and his security level is 1 - Player 2: - Playing X: the lowest payoff is 1 - Playing Y: the lowest payoff is 3 - The greater of these two payoffs is 3 - Player 2’s security strategy is Y and his security level is 3 Maxmin Strategy - Note that the definition of a security strategy is formulated in terms of a pure strategy for player ๐ - Another version of the concept focuses on mixed strategies. To differentiate it from the purestrategy version, it is called the “maxmin strategy” in this textbook - A mixed strategy ๐๐ ∈ โ๐๐ for player ๐ is called a maxmin strategy if ๐๐ solves max min ๐ข๐ (๐๐ , ๐ ๐ ). Player ๐’s maxmin payoff level is the value max min ๐ข๐ (๐๐ , ๐ ๐ ) σi ∈โ๐๐ ๐ ๐ ∈๐๐ σi ∈โ๐๐ ๐ ๐ ∈๐๐ - Notes: - The security strategy identifies a payoff that can be certain to achieve at minimum, whereas maxmin strategy identifies a lower bound that one can achieve in expectation (or, on average) - If ๐ ๐ is a Nash Equilibrium strategy in a strictly competitive game, then ๐ ๐ guarantees player ๐ at least his security payoff level, and player ๐ cannot improve this lower bound by randomizing - Unlike the Nash Equilibrium, the security/maxmin solution does not require players to react to a rival’s choice. Such strategy is conservative and usually is not profit maximizing, but it can be a good choice if a player thinks his rival may not behave rationally - This solution is more likely than the Nash solution in cases where there is a higher probability of irrational (non-optimizing) behavior - Security strategies may not be rationalizable Chapters 14-17: Backward Induction and Subgame Perfection Nash Equilibrium (SPNE) Chapter 14: Details of the Extensive Form Game Trees: Basic Language - Recall: - Trees consist of nodes connected by branches (arrows) - Nodes may have successors; if so, have immediate successors - Nodes may have predecessors; if so, have immediate predecessors - Clearly, one node is a successor of another node if and only if the other is a predecessor of this node - ie. if node a is a predecessor of node b, and node b is a predecessor of node c, then node a is a predecessor of node c - An extensive form game is a tree satisfying rules 1-5: 1. Every node is a successor of the initial node, and the initial node is the only one with this property 2. Each node except the initial node has exactly one immediate predecessor 3. Different branches from a common node must be labeled differently 4. Each information set contains decision nodes for only one of the players 5. All nodes in a given information set must have the same number of immediate successors and they must have the same set of action labels on the branches leading to these successors - Game tree (a) violates Tree Rule 4: - Game tree (b) violates Tree Rule 5: Recall vs. Information - Please note, we generally assume perfect recall: every player, at every information set, can remember their own past actions and can recall whatever she has observed - ie. the following tree depicts imperfect recall: player 1 cannot recall, when choosing between X and Y, whether she has played U or D - There is perfect information if every information set is a singleton (ie. one-node set, no dashed lines in the picture) - There is imperfect information if some information set has multiple nodes - There is at least one contingency where the player on the move does not know exactly where he is in the tree - Perfect recall coexists with perfect/imperfect information Drawing Infinite Decisions - Sometimes, a player may have an infinite number of actions. We draw an arc to represent them in such a case - ie. Firm 1 decides how much to spend on advertising (between 0 and 1, measured in million dollars), and then firm 2, after observing 1’s choice, decides whether to exit or stay in the market - Let a be firm 1’s action. The payoffs of the players depend on a - In the following case, we assume that player 2 does not observe the advertising level of firm 1 Ultimatum-Offer Bargaining - The seller (player 1) chooses an ultimatum (take-it-or-leave-it) offer; any price $0 to $100 - The seller’s strategy is: ๐ ∈ [0, 100] - The buyer (payer 2) chooses, in each contingency, between “yes” and “no” - The buyer’s strategy: a function: ๐ 2 : [0, 100] → {๐๐๐ , ๐๐} - The buyer has an infinite number of information sets, one for each of the feasible offers of player 1 - A type of strategy for player 2 is setting a “cutoff rule” Yes if ๐ ≤ ๐_ ๐ 2 (๐) = { No if p > p_ - At a terminal node with “Yes”, payoffs are p to the seller and 100 – p to the buyer (assume the painting’s value is $100 to the buyer) - At a terminal node with “No”, payoffs are 0 to both (assume the painting is worth nothing to the seller) - There are many Nash equilibria. Fix and ๐๐๐ข๐ก๐๐๐ ∈ [0, 100] - (๐, ๐๐๐ข๐ก๐๐๐ ) if a Nash equilibrium with trade - Player 1: Given player 2’s strategy, can 1 do better? - By lowering price, seller still sells but at less, so worse off. By raising price, seller gets rejection and gets nothing, no better. So this is the best response, given player 2’s strategy - Check for player 2: Given 1’s strategy, can 2 do better? - It is getting 100 − ๐ ≥ 0. Whatever other strategy, it must specify “yes” or “no” at 1’s P. If yes, 2 gets the same; if no, it gets 0, no more Chapter 15: Sequential Rationality and Subgame Perfection Comparison of Normal and Extensive Forms - An extensive form can be translated into a normal form - Normal-form concepts are valid for every game - Nash equilibrium is still a valid solution concept for an extensive form - In some games, the extensive form most precisely captures the order of moves and the information structure Example: Entry and Predation - There is an incumbent. Potential entrant chooses to enter or stay out. If in, the incumbent chooses to accommodate (both get modest profits) or to trigger a price war (both suffer) - Player 1: potential entrant - Player 2: incumbent - Write the Normal Form for the Entry and Predation Game: - Two pure strategy Nash equilibria: (I, A) and (O, P) - However, (O, P) is not sequentially rational: - If player 1 mistakenly enters, then, it is best for player 2 to accommodate (+2) rather than start a price war (-1) Rationality: Ex Ante vs. Sequential - Nash equilibrium is a fine concept form normal-form games where players move independently - When a normal-form game is an extensive form game translation with dependent moves, Nash equilibrium may fail to capture the sequential rationality - In the previous game, (O, P) is a NE and is ex ante rational: from the standpoint of the initial node and strategies - (O, P) is not sequentially rational: from the standpoint of information set of player 2 (even as (O, P) does not lead there) Sequential Rationality - An optimal strategy for a player should maximize his expected payoff, conditional on every information set at which this player has the move - Player ๐’s strategy should specify an optimal action from each of player ๐’s information sets, even those that player ๐ does not believe (ie. ex ante) will be reached in the game - In this sense, incumbent’s Price War is not sequentially rational Backward Induction - We restrict attention to games of perfect information (singletons) - If sequential rationality is common knowledge, each player should look ahead to consider what others will do in response to his move at a particular information set - Backward induction: the process of analyzing a game from back to front (from information sets at the end of the tree to those at the beginning). At each information set, strike out actions that are dominated, given the terminal nodes that can be reached - Example: Backward Induction - Arrows indicate optimal action at each information set - Proper Subgame: player 2 decides between A and B: 4 > 2 therefore player 2 chooses A - Replace whole proper subgame with (1, 4) - Proper Subgame: player 1 decides between E and F: 3 > 2 therefore player 1 chooses E - Replace whole proper subgame with (3, 3) - Proper Subgame: player 2 decides between C (3, 3) and D (6, 2): 3 > 2, so p2 chooses C - Replace whole proper subgame with (3, 3) - Subgame: player 1 decides between U (1, 4) and D (3, 3): 3 > 1, so player 1 chooses D - A single sequentially rational strategy profile: (DE, AC) - This is also a Nash equilibrium - Exercise: Voting - Three legislators are voting on whether to give themselves a pay raise. All three want the pay raise; however, each faces a small cost ๐ (๐ > 0) - The benefit for the raise is greater than the cost: ๐ > ๐ - They vote in the order 1-2-3. Simple majority rule. What is the outcome obtained by backward induction? - Proper Subgame: 3 chooses between ๐ฆ and ๐: ๐ > ๐ − ๐: chooses ๐ - Replace proper subgame with (๐ − ๐, ๐ − ๐, ๐) - Proper Subgame: 3 chooses between ๐ฆ′ and ๐′: ๐ − ๐ > 0: chooses ๐ฆ′ - Replace proper subgame with (๐ − ๐, ๐, ๐ − ๐) - Proper Subgame: 3 chooses between ๐ฆ′′ and ๐′′: ๐ − ๐ > 0: chooses ๐ฆ′′ - Replace proper subgame with (๐, ๐ − ๐, ๐ − ๐) - Proper Subgame: 3 chooses between ๐ฆ′′′ and ๐′′′: 0 > −๐: chooses ๐′′′ - Replace proper subgame with (0, 0, 0) - Proper Subgame: 2 chooses between ๐ (๐ − ๐, ๐ − ๐, ๐) and ๐ (๐ − ๐, ๐, ๐ − ๐) ๐ > ๐ − ๐: chooses ๐ - Replace proper subgame with (๐ − ๐, ๐, ๐ − ๐) - Proper Subgame: 2 chooses between ๐ ′ (๐, ๐ − ๐, ๐ − ๐) and ๐′(0,0,0) ๐ − ๐ > 0: chooses ๐′ - Replace proper subgame with (๐, ๐ − ๐, ๐ − ๐) - Subgame: 1 chooses between ๐ (๐ − ๐, ๐, ๐ − ๐) and ๐ (๐, ๐ − ๐, ๐ − ๐) ๐ > ๐ − ๐: 1 chooses ๐ - Therefore, SPNE: (๐, ๐๐ ′ , ๐๐ฆ ′ ๐ฆ ′′ ๐′′′ ) Backward Induction and Nash Equilibrium - Backward induction identifies a unique path of actions, provided there are no terminal nodes at which some player gets the same payoff - Every finite extensive-form game of perfect information has a pure-strategy Nash equilibrium that can be identified by backward induction. If no player has the same payoffs at any two terminal nodes, then there is a unique Nash equilibrium that can be so identified - Example: Advertising and Entry - A retailer is facing possible competition from a potential entrant. He can deter entry by engaging in an advertising and price cutting campaign - The rival is fast and flexible, so its policy is to wait and decide at the very last second its entry choice - The rival observes the start of this campaign before making its entry decision - Incumbent: Advertise or Not - Rival: Enter or Not - At equilibrium, the incumbent will run its campaign and this will effectively deter entry - Suppose that the rival must commit to enter or not before the advertising decision of the incumbent (note: rival is now player 1, and incumbent is now player 2) - At equilibrium, the rival will enter and the incumbent will not advertise - This game has a first-mover advantage - Note: Not all games exhibit first-mover advantage - There is second-mover advantage - Examples: setting price, bidding - Clearly it pays to go second and beat the bid of the first firm Potential Problems with Backward Induction - If a player has the same payoffs at any two terminal nodes, then a unique Nash equilibrium cannot be identified Subgame and Proper Subgame - Given an extensive-form game, a node ๐ฅ in the tree is said to initiate a subgame if neither ๐ฅ (nor any of its successors) are in an information set that contains nodes that are not successors of ๐ฅ - A subgame is the tree structure defined by such a node ๐ฅ and its successors - Subgames that start from nodes other than the initial node are called proper subgames - Note: the original game is always a subgame - In a game of perfect information, every node initiates a subgame - Practice: How many subgames does the game tree have? - In a game of perfect information, every node initiates a subgame - There are 6 proper subgames and 7 subgames - Example: Game with Imperfect Information - This game tree has 1 proper subgame (starting at node ๐ฆ) and 2 subgames (the proper subgame and the whole game) Subgame Perfect Nash Equilibrium (SPNE) - A strategy profile is a SPNE if it specifies a Nash Equilibrium in every subgame of the original game - A solution concept should be consistent with its own application from anywhere in the game where it can be applied - Key Points: - A SPNE is a Nash Equilibrium (a refinement of NE) - For games of perfect information, backward induction yields SPNE - Backward induction may apply with imperfect information. However, there are cases where imperfect information could be an obstacle to backward induction Finding SPNE - Using backward induction to find the SPNE: - Start from the subgames which start with a node closest to a terminal node - Find Nash Equilibrium of the subgame - Replace the subgame with the Nash Equilibrium payoffs and work backwards - If there are more than one Nash Equilibria of the subgame, repeat this for each subgame - Practice: - Backward induction leads to a unique SPNE: (OA, O) - Note: sequential rationality leads to joint stupidity - Example 1: What are the NE and SPNE of this Game? - One proper subgame and two subgames - Two NE: (D, R) and (U, L) - Consider the proper subgame: the unique NE of the subgame is R. - Therefore, (U, L) is not a SPNE - (D, R) is the only SPNE - Note: SPNE coincides with the outcome obtained from backward induction - Example 2 (a): Subgame Perfection - 1 proper subgame and 2 subgames (c) Normal Form of the Proper Subgame - One pure strategy NE: (A, X) (b) Normal Form of the Entire Game - The entire game has 3 pure strategy NE: (UA, X), (DA, Y) and (DB, Y) - The entire game has 3 pure strategy NE: (UA, X), (DA, Y), and (DB, Y) - Only (UA, X) is the SPNE - Key Point: The subgame perfection concept requires equilibrium at every subgame, meaning that if any particular subgame is reached, then we can expect the players to follow through with the prescription of the strategy - Example 3: Price War - NE: (NH, H) and (NL, H) - How many proper subgames? – 1 - Which of the NE are subgame perfect? - Unique NE of subgame is (H, H) - Since (L, H) is not a NE of the subgame, (NL, H) is not a SPNE - The only SPNE is (NH, H) - Example 4: Multiple SPNE - The proper subgame has two NE: - (u, L) yielding (4, 2) - (d, R) yielding (1, 2) - Case 1: Replacing subgame with payoff from (u, L) - First SPNE: (Du, L) yielding (4, 2) - Case 2: Replacing subgame with payoff from (d, R) - Second SPNE: (Ud, R) yielding (2, 1) - Example 5: Multiple SPNE - 2 proper subgames: - First proper subgame: - 1-person decision problem. NE (A) yields (2, 2, 2) - Second proper subgame: - Yields two NE: (W, X) and (Z, Y) - Case 1: - Replace the top proper subgame with payoff from playing A (2,2,2) - Replace the bottom proper subgame with payoff from playing (W,X): (4,2,1) - SPNE: (UW, L, AX) yields (2,2,2) (DW, R, AX) yields (4,2,1) - Case 2: - Replace the top proper subgame with payoff from playing A (2,2,2) - Replace the bottom proper subgame with payoff from playing (Z,Y): (1,0,3) - SPNE: (UZ, L, AY) yields (2,2,2) Summary of SPNE - A SPNE is a refinement of NE - For games of perfect information, backward induction yields SPNE - The procedure we described is usually the best procedure for finite games The Stackelberg Duopoly Game - Two firms move sequentially rather than simultaneously. Firm 1 selects ๐๐ and this is observe by firm 2. Then firm 2 selects ๐๐ - Consumers’ demand ๐ = ๐๐ − ๐๐ − ๐๐ . Each firm produces at zero cost. The firms’ payoffs are their profits a) Find the SPNE of this game b) Draw the extensive form of this game - Solution: - Production is costless, so firm ๐’s profit (or payoff) is: ๐ข1 (๐1 , ๐2 ) = (12 − ๐1 − ๐2 )๐1 = 12๐1 − ๐12 − ๐2 ๐1 ๐ข2 (๐1 , ๐2 ) = (12 − ๐1 − ๐2 )๐2 = 12๐2 − ๐1 ๐2 − ๐22 - We’ll find the SPNE using backward induction. Let’s focus on firm 2 first. We need to find ๐2 that maximizes firm 2’s payoff given ๐1 - Take the first order condition: ๐๐ข2 ๐๐2 = 12 − ๐1 − 2๐2 = 0 → ๐ต๐ 2 = ๐2∗ = 12−๐1 2 - Keep in mind that the quantity cannot be negative: ๐ต๐ 2 = ๐2∗ = max { 12−๐1 2 , 0} - Firm 1 knows firm 2’s best response. Firm 1 chooses ๐1 that maximizes: ๐๐−๐๐ 12−๐1 ๐ข1 (๐1 , ๐2∗ ) = (12 − ๐1 − ๐2∗ )๐1 = (12 − ๐1 − ) ๐1 = 12๐1 − ๐12 − ๐1 ๐ ๐๐ข1 ๐๐1 2 = 12 − 2๐1 − 6 + ๐1 = 0 → ๐1∗ = 6 - Given ๐ต๐ 2 = ๐2∗ = max { 12−๐1 2 , 0}, then ๐ต๐ 2 = ๐2∗ = 3 - SPNE: Firm 1 produces 6 units and firm 2 produces 3 units - The Extensive Form of This Game: Chapter 16: Applications of Sequential Rationality and Subgame Perfection: Topics in Industrial Organization Advertising Game and Competition - There are two firms in a market. Firm 1 selects an advertising level ๐ (๐ ≥ ๐) and this is observed by firm 2. Advertising has a positive effect on the demand for the good sold in the industry, enhancing the price that the consumers are willing to pay for the output of both firms - Consumers’ demand ๐ = ๐ − ๐๐ − ๐๐ . After firm 1 selects ๐, it is observed by firm 2. Then the two firms simultaneously and independently select their output levels - Assume firm 2 produces at zero cost. Firm 1 must pay an advertising cost of ๐ ๐๐ /๐๐. The firm’s payoffs are their profits. - Find the SPNE of this game - Solution: - Suppose a subgame is reached following advertisement level ๐ selected by firm 1. Firm 1’s profit (or payoff) is: ๐๐ (๐, ๐๐ , ๐๐ ) = (๐ − ๐๐ − ๐๐ )๐๐ − ๐ ๐๐ /๐๐ - Take the first order condition: ๐๐ข1 ๐−๐ = ๐ − 2๐1 − ๐2 = 0 → ๐ต๐ 1 = ๐1∗ = 2 2 ๐๐ 1 - Likewise, ๐ต๐ 2 = ๐2∗ = ๐−๐1 2 - Solving this linear system , we find ๐1 = ๐2 = ๐/3, the equilibrium price ๐ = ๐/3 - Plugging these values into the firms’ profit functions. Firm 1’s profit (or payoff) is: ๐ข1 (๐, ๐1 , ๐2 ) = (๐ − ๐1 − ๐2 )๐1 − 2 ๐3 /81 = ๐2 /9 − 2๐3 /81 - Take the first order condition: ๐๐ข1 ๐๐ = 2๐ 9 − 6๐2 81 =0 - Solving for ๐: ๐ ∗ = 3 ๐ - SPNE: ๐∗ = 3, ๐1∗ = ๐2∗ = 3 = 1 Chapter 17: Applications of Sequential Rationality and Subgame Perfection: Parlor Games - No lecture notes, see textbook Chapters 22-23: Repeated Games Chapter 22: Repeated Games and Reputation Dynamic Game - People often interact in ongoing relationships - Employment relationships - Countries competing over tariff levels - Players condition their decisions on the history of their relationship - An employee may work diligently only if his employer gave him a good bonus in the preceding month - A country may set a low import tariff only if its trading partners maintained low tariffs in the past - New Dimension: Time Reputation - A person’s past actions affect future beliefs and behavior - The concern for reputation may motivate parties to cooperate with one another, even if such behavior requires foregoing short-term gains - Question: What strategies can lead players to cooperate? Repeated Games: Definitions - A repeated game is played over discrete periods of time (period 1, period 2, and so on) - ๐ก denotes any given period - ๐ denotes the total number of periods in the repeated game - ๐ can be a finite number, or infinity (ie. played perpetually) - In each period, players play a static stage game, whereby they simultaneously and independently select actions - History of play is observed (ie. the sequence of action profiles) - The payoff of the entire game is defined as the sum of the stage game payoffs in periods 1 through ๐ A Two-Period Repeated Game (T=2) - ๐ป = ๐: players 1 and 2 play the above game twice - Stage Game Nash Equilibrium: (A, Z) and (B, Y) - The payoff for the entire game is the sum of the stage-game payoffs in the two periods - Subgame Following (A, Z) - The subgame following (A, Z) with payoffs (1, 4) - This matrix is constructed by adding the payoff vector (1, 4) to each of the cells in the stage game - Repeated Game Payoffs: - Altogether, there are 10 possible repeated game payoffs Stage Nash Profile and SPNE - ie. Select stage game NE: (A, Z), (B, Y) with payoffs (1,4), (2,1) - Consider any repeated game: any sequence of stage Nash profiles can be supported as the outcome of a SPNE - Every SPNE must specify that in the 2nd period, a stage Nash Equilibrium is selected - Question: Is there a SPNE that stipulates actions that are not stage Nash Equilibrium in the first stage? - ie. Select (A, X) in period 1, then (1) if 2 not deviate from X, select (A, Z), (2) otherwise play (B, Y) in period 2 - Is it SPNE? - Select (A, X) in period 1, then (1) if 2 not deviate from X, select (A, Z), (2) otherwise play (B, Y) in period 2 - ๐ก = 1: If (A, X) is played, the payoff vector is (4,3) - Assume player 1 follows but 2 cheats and gets 4 by picking Z - Player 1 retaliates by choosing B in ๐ก = 2 - Then 2’s best reaction in ๐ก = 2 is Y and gets 1 - For player 2, cheating: 4 + 1 = 5 < obeying: get 3 + 4 = 7 - So player 2 has no incentive to cheat - Similarly, player 1 has no incentive to cheat - So, YES, the above strategy profile is SPNE A Two-Period Repeated Game: Reputational Equilibrium as SPNE - Reputational Equilibrium: - Non-Stage-Nash profile in 1st period - Only Stage Nash profile in 2nd period - 2nd period actions contingent on outcome in first period (whether players cheat or not) - Example of a reputational equilibrium: - Select (A, X) in 1st period - If player 2 chooses X in 1st period, select (A, Z) in 2nd period - If player 2 chooses Y or Z in 1st period, select (B, Y) in 2nd period Infinitely Repeated Game (๐ป = ∞) - The stage game is played each period for an infinite number of periods - Discounting Factor (๐น): future payoffs are not as valuable as current payoffs (๐ฟ is a number between 0 and 1) - Interest Rate: ๐ ๐ - Discounting Factor: ๐น = ๐+๐ - Review: Discounting: - Discounting: present-day value of future profits is less than value of current profits - ๐ is the interest rate - Invest $1 today → get $(1 + ๐) next year $1 - Need $ 1 next year → invest 1+๐ today 1 - Note: 1+๐ (1 + ๐) = 1 - Review: Infinite Sums: 1 1 + ๐ฟ + ๐ฟ 2 + ๐ฟ 3 + ๐ฟ 4 + โฏ = 1−๐ฟ 1 ๐ ๐ + ๐๐ฟ + ๐๐ฟ 2 + ๐๐ฟ 3 + โฏ = ๐(1 + ๐ฟ + ๐ฟ 2 + ๐ฟ 3 + โฏ ) = ๐ (1−๐ฟ) = 1−๐ฟ - Exercise: 1 1 1 1 1 + 1+๐ + (1+๐)2 + (1+๐)3 + โฏ = 1 + ๐ 1 - In this case, ๐ฟ = 1+๐ 1 - Therefore, 1−๐ฟ = 1 1 1−( ) 1+๐ 1 = 1+๐ Prisoner’s Dilemma - Nash Equilibrium: (Low, Low) - Cooperation would generate higher payoffs for both players - Private Rationality (Collective Irrationality): - The equilibrium that arises from using dominant strategies is worse for every player than the outcome that would arise if every player used his dominated strategy instead - Goal: - To sustain mutually beneficial cooperative outcome that overcomes incentives to cheat - Why does the dilemma occur? - Interaction: - No fear of punishment - Exploit repeated play - Short term or myopic play - Introduce repeated encounters - Introduce uncertainty Long-Term Interaction - No last period → no backward induction - Use history-dependent strategies - Trigger Strategies: - Begin by cooperating - Cooperate as long as the rivals do - Upon observing a defection, immediately revert to a period of punishment of specified length in which everyone plays non-cooperatively Two Trigger Strategies - Grim Trigger Strategy: - Cooperate until a rival deviates - Once a deviation occurs, play non-cooperatively for the rest of the game - Tit-for-Tat: - Cooperate if your rival cooperated in the most recent period - Cheat if your rival cheated in the most recent period - Trigger Strategy Extremes: - Tit-for-Tat - Most forgiving - Shortest memory - Credible, but lacks deterrence - Tit-for-tat answers: “is cooperation easy?” - Grim Trigger: - Least forgiving - Longest memory - Adequate deterrence but lacks credibility - Grim trigger answers: “is cooperation possible?” - Why Cooperate (Grim Trigger Strategy)? - Cooperate if the present value of cooperation is greater than the present value of defection - Cooperate: obtain 60 today, 60 next year, 60 the following year, … - Defect: obtain 72 today, 54 next year, 54 the following year, … - Payoff Stream: Grim Trigger Strategy - Grim Trigger Strategy - Cooperate If: ๐ท๐ฝ(๐๐๐๐๐๐๐๐๐๐๐) 60 + 60๐ฟ + 60๐ฟ 2 + 60๐ฟ 3 + โฏ 60/(1 − ๐ฟ) 60 18๐ฟ ๐ฟ > > > > > > ๐ท๐ฝ(๐ ๐๐๐๐๐๐๐๐) 72 + 54๐ฟ + 54๐ฟ 2 + 54๐ฟ 3 + โฏ 72 + 54๐ฟ/(1 − ๐ฟ) 72(1 − ๐ฟ) + 54๐ฟ 12 2/3 - Cooperation is sustainable using grim trigger strategies as long as ๐ฟ > 2/3 - The Grim Trigger Strategy is SPNE if ๐น > ๐/๐ - The infinitely repeated game demonstrates that patience (ie. valuing the future) is essential to an effective reputation What if a Player Cheats in ๐ = ๐? - Cooperate if: > ๐๐(๐๐๐๐๐๐๐๐ก๐๐๐) ๐๐(๐๐๐๐๐๐ก๐๐๐) 2 60 + 60๐ฟ + 60๐ฟ 60 + 60๐ฟ + 60๐ฟ 2 > 3 4 5 +60๐ฟ + 60๐ฟ + 60๐ฟ + โฏ +72๐ฟ 3 + 54๐ฟ 4 + 54๐ฟ 5 + โฏ Subtracting (60 + 60๐ฟ + 60๐ฟ 2 ) from both sides > 60๐ฟ 3 + 60๐ฟ 4 + 60๐ฟ 5 + 60๐ฟ 6 … 72๐ฟ 3 + 54๐ฟ 4 + 54๐ฟ 5 + 54๐ฟ 6 … Divide both sides by ๐ฟ 3 > 60 + 60๐ฟ + 60๐ฟ 2 + 60๐ฟ 3 + โฏ 72 + 54๐ฟ + 54๐ฟ 2 + 54๐ฟ 3 + โฏ > 60/(1 − ๐ฟ) 72 + 54๐ฟ/(1 − ๐ฟ) 60 > 72(1 − ๐ฟ) + 54๐ฟ > 12 18๐ฟ > ๐ฟ 2/3 - Cooperation is sustainable using grim trigger strategies as long as ๐ฟ > 2/3 - The Grim Triger Strategy is SPNE if ๐น > ๐/๐ Tit-for-Tat - Cooperate if: ๐๐(๐๐๐๐๐๐๐๐ก๐๐๐) ๐๐(๐๐๐๐๐๐๐๐ก๐๐๐) 60 + 60๐ฟ + 60๐ฟ 2 + 60๐ฟ 3 + โฏ 60 + 60๐ฟ 13๐ฟ ๐ฟ > and > > > > > ๐๐(๐๐๐๐๐๐ก๐๐๐) ๐๐(๐๐๐๐๐๐ก ๐๐๐๐) 72 + 47๐ฟ + 60๐ฟ 2 + 60๐ฟ 3 + โฏ 72 + 47๐ฟ 12 12/13 - Much harder to sustain than grim trigger; cooperation may not be likely - Payoff Stream: Tit-for-Tat Trigger Strategies - Grim Trigger and Tit-for-Tat are extremes - Balance two goals: - Deterrence: - GTS is adequate punishment - Tit-for-tat might be too little - Credibility: - GTS hurts the punisher too much - Tit-for-tat is credible - Another Example - The only stage Nash Equilibrium: (D, D) - When Cooperation can be Sustained: Grim Trigger - Let’s check whether Grimm Trigger (GT) can form a SPNE: - Suppose ๐ plays GT. If ๐ also plays GT, his payoff is: 4 4 + 4๐ฟ + 4๐ฟ 2 + 4๐ฟ 3 + โฏ = 1−๐ฟ - If ๐ defects, he gets 6 in the period of defection, and 0 afterwards. Player ๐ has an incentive to cooperate if: 4 ≥6 1−๐ฟ ๐ฟ ≥ 1/3 Modified Grim Trigger (MGT) - Players alternate between (C, C) and (D, C) over time, starting with (C, C) - If either or both deviates from the alternating strategy, both will revert to the stage Nash profile, (D, D) - Question: Can MGT be supported as a SPNE? - Suppose 2 plays MGT. If 1 also plays MGT, 1’s payoff is: ๐๐1 = 4 + 6๐ฟ + 4๐ฟ 2 + 6๐ฟ 3 + 4๐ฟ 4 + 6๐ฟ 5 + 4๐ฟ 6 + 6๐ฟ 7 … = 4(1 + ๐ฟ 2 + ๐ฟ 4 + ๐ฟ 6 + โฏ ) + 6๐ฟ(1 + ๐ฟ 2 + ๐ฟ 4 + ๐ฟ 6 + โฏ ) 1 1 = 4 (1−๐ฟ2) + 6๐ฟ (1−๐ฟ2) = 4+6๐ฟ 1−๐ฟ 2 - If 2 plays MGT, 2’s payoff is: ๐๐2 = 4 − 2๐ฟ + 4๐ฟ 2 − 2๐ฟ 3 + 4๐ฟ 4 − 2๐ฟ 5 + 4๐ฟ 6 − 2๐ฟ 7 … = 4(1 + ๐ฟ 2 + ๐ฟ 4 + ๐ฟ 6 + โฏ ) − 2๐ฟ(1 + ๐ฟ 2 + ๐ฟ 4 + ๐ฟ 6 + โฏ ) 1 1 = 4 (1−๐ฟ2) − 2๐ฟ (1−๐ฟ2) = 4−2๐ฟ 1−๐ฟ 2 - Player 2’s Incentives: 1. - If player 2 defects in an odd-numbered period, his payoff is 6 in this round, and 0 afterwards - Player 2 has no incentive to deviate in any odd-numbered period, if: 4−2๐ฟ 1−๐ฟ 2 ≥6 3๐ฟ 2 − ๐ฟ − 1 ≥ 0 ๐ฟ ≥ 0.77 2. - If player 2 defects in an even-numbered period, his payoff is 0 in this round, and 0 afterwards - Player 2 has no incentive to deviate in any even-numbered period, if: −2+4๐ฟ 1−๐ฟ 2 ≥0 ๐ฟ ≥ 0.5 - Both conditions must be satisfied, therefore: ๐ฟ ≥ 0.77 - How About Player 1? - We can perform the same kind oof analysis to find that player 1 will conform to the MGT as long as ๐ฟ ≥ 0.26 - Player 1’s Incentives: 1. - If player 1 defects in an odd-numbered period, his payoff is 6 in this round, and 0 afterwards - Player 1 has no incentive to deviate in any odd-numbered period, if: 4+6๐ฟ 1−๐ฟ 2 ≥6 3๐ฟ 2 + 3๐ฟ − 1 ≥ 0 ๐ฟ≥ −3+√21 6 ๐ฟ ≥ 0.26 2. - Player 1 has no incentive to deviate in any even-numbered period - Both conditions for players 1 and 2 must be satisfied - Therefore, MGT can be supported as SPNE if ๐น ≥ ๐. ๐๐ Equilibrium Payoff Set with Discounting - Depending on the discount factor, there are many SPNE in the repeated prisoners’ dilemma games - (D, D) in every period (ie. Nash Equilibrium) - (GT, GT) - (TFT, TFT) etc. Possible Repeated Game Payoffs: Per Period - Any payoff inside or on the edges of the diamond can be obtained as an average payoff (ie. by multiplying the discounted sum payoff by 1 − ๐ฟ) if players choose the right sequence of actions over time - ie. (5,1): possible if the players alternate between (C, C) and (D, C) Equilibrium Per-Period Payoffs - Any point on the edges or interior of the shaded area can be supported as an equilibrium average per-period payoff, as long as the players are patient enough Folk Theorems - The Nash-Threat Folk Theorem: - For repeated games with stage game G, for any feasible payoffs (M) greater than or equal to the Nash equilibrium payoffs, and for sufficiently large discount factor, there is a SPNE that has payoffs M Chapter 23: Collusion, Trade Agreements, and Goodwill - No lecture notes, see textbook Chapters 24, 26-27: Incomplete Information Module (Chapters 24, 26-27) Outline - Random Events and Incomplete Information (Chapter 24) - Bayesian Nash Equilibrium, and Applications (Chapters 26-27) Chapter 24: Random Events and Incomplete Information Incomplete Information Examples - Online Auctions: - Unrealistic to assume that bidders know the other bidders’ valuations or risk attitudes - Oligopoly: - Unrealistic to assume that one firm knows the cost structure of the other firm Solution Concepts: A Comparison Normal Form Games Complete Information Nash Equilibrium (NE) Incomplete Information Bayesian Nash Equilibrium (BNE) Extensive Form Games Subgame Perfect Nash Equilibrium (SPNE) Perfect Bayesian Equilibrium - Example: The Gift Game - Chance Node: nature’s decision node - Nature determines player 1’s type: Friend (with probability ๐) or enemy (1 − ๐) - Player 1 observes Nature’s move, so he knows his own type - Player 2 does not observe player 1’s type - The Gift Game in Bayesian Normal Form: - In games of incomplete information, rational play requires a player who knows his own type to think about what he would have done had he been another type - Another Example: A Game of Incomplete Information - Player 1’s payoff number ๐ฅ is private information - Player 2 knows only that ๐ฅ = 12 with probability 2/3, and ๐ฅ = 0 with probability 1/3 - This matrix is not the true normal form of the game because player 1 observes ๐ฅ before making his decision - Extensive Form Representation - Normal Form Representation - Player 1’s decision: 1. Whether to select A or B after observing ๐ฅ = 0 2. Whether to select A or B after observing ๐ฅ = 12 Chapter 26: Bayesian Nash Equilibrium and Rationalizability Finding Bayesian Nash Equilibrium (BNE) - Method 1: - Write down Bayesian normal form - Solve for Nash Equilibrium of the normal form: Bayesian Nash Equilibrium - Or solve for the set of strategies which survive iterated elimination of dominated strategies: Bayesian Rationalizability - Method 2: - Treat types of each player as separate players - We only focus on method 1 - A Game of Incomplete Information - Player 1’s payoff number ๐ฅ is private information - Player 2 knows only that ๐ฅ = 12 with probability 2/3 and ๐ฅ = 0 with probability 1/3 - This matrix is not the true normal form of the game because player 1 observes ๐ฅ before making his decision - Extensive Form Representation - Normal Form Representation - Iterated elimination of dominated strategies: 1. ๐ต12 ๐ต 0 dominates ๐ต12 ๐ด0 ; ๐ด12 ๐ต 0 dominates ๐ด12 ๐ด0 2. ๐ท dominates ๐ถ 3. ๐ต12 ๐ต 0 dominates ๐ด12 ๐ต 0 {๐ต12 ๐ต0 , ๐ท} is the Bayesian rationalizable set, and the unique BNE Chapter 27: Lemons, Auctions, and Information Aggregation Adverse Selection - This is a problem of hidden characteristics (when one side of a transaction knows something about itself that the other does not) and self-selection - The uninformed party gets exactly the wrong people trading with it, so we say that the uninformed party gets an adverse selection of the informed parties - Example: Health Insurance Market - Asymmetric Information: - Situation in which one party engaged in an economic transaction has better information than the other party - An individual knows her own illness risk, but insurer does not - Results in Adverse Selection: - The phenomenon under which the uninformed side of a deal gets exactly the wrong people trading with it - In charging everyone the same premium, high-risk individuals have a higher probability of buying while low-risk individuals do not - Unhealthy people are more likely to want insurance → the proportion of unhealthy people in the pool of insured people increases - The price of insurance to rise → more healthy people, aware of their low risks, elect not to be insured - This further increases the proportion of unhealthy people among the insured, thus forcing the price of insurance up more - The process continues until most people who want to buy insurance are unhealthy. At that point, insurance becomes very expensive, or – in the extreme – insurance companies stop selling the insurance - Used Cars and Adverse Selection - Low-quality products can crowd out high-quality products - There is a “market failure” because sellers of low-quality “lemons” impose a negative externality on sellers of high-quality products - When low-quality products are offered for sale, they adversely affect the perceived value of high-quality products if buyers cannot differentiate low- and high-quality - Low-quality products prevent the market for high-quality products from functioning properly Lemons - Adverse selection is also know as the lemons problem - Suppose you purchase a new car, drive it for 3 months, and then for some reasons, you must sell it. What price do you think you could get for your car? Why? - Used cars sell for much less than new cars because there is asymmetric information about their quality - The seller of the used car knows much more about the car than the prospective buyer does - How could you minimize the problem? - Lemon: An Example - Jerry is in the market for a used car, and Freddie offers an attractive 15-year-old sedan for sale - Assume the suggested market value for this car is ๐ท - The car is a peach with probability ๐ - If peach: worth $3000 to Jerry, $2000 to Freddie - If lemon: worth $1000 to Jerry, 0 to Freddie - What is the efficient outcome? - Extensive Form: - Nature moves first - Jerry and Freddie then choose their strategies simultaneously - Bayesian Normal Form: - How many strategies does Jerry have? - How many strategies does Freddie have? - What is the size of the matrix? - BNE 1: Only Lemons Traded - (๐ป, ๐ต๐ท ๐ป๐ณ ): two conditions should hold: 1. Jerry: ๐ โ) + (1000 − ๐)(1 − ๐) ≥ 0 or 1000 ≥ ๐ 2. 2000๐ + (1 − ๐)๐ ≥ max {๐, ๐๐, 2000๐} - Intuition: - If price is below $1000, Freddie would only want to bring lemons to the market - Anticipating that only a lemon will be for sale, Jerry is willing to pay no more than $1000 - BNE 2: Both Lemon and Peach Traded - (๐ป, ๐ป๐ท ๐ป๐ณ ): two conditions should hold: 1. 2000๐ + 1000 − ๐ ≥ 0 or 2000๐ + 1000 ≥ ๐ 2. ๐ ≥ max{๐๐, 2000๐ + (1 − ๐)๐, 2000๐} or ๐ ≥ 2000 ๐ - Combining both conditions: ๐ ≥ ๐ - Intuition: 1. Jerry’s expected value from owning the car exceeds its price 2. Freddie is willing to bring a peach to the market 3. The probability of a peach should be sufficiently high - Solving the Adverse Selection Problem - Some limited ways to address this: - Have a mechanic check over the car - Offer a warranty - Establish a reputation - Some Cures for Adverse Selection in Providing Health Care 1. Provide medical policies to entire groups (ie. through employers) 2. Make coverage mandatory 3. Refuse coverage for “pre-existing conditions”