Notes What is Politics? Matt Golder & Sona Golder Pennsylvania State University What is Politics? Notes Politics is the subset of human behavior that involves the use of power or influence. Power is involved whenever individuals cannot accomplish their goals without either trying to influence the behavior of others or trying to wrestle free from the influence exerted by others. Exit, Voice, and Loyalty Notes Game-theoretic model of Albert Hirschman’s (1970) famous Exit, Voice, and Loyalty framework. A simple model that captures the key elements of many political situations. Exit, Voice, and Loyalty Notes Game-theoretic model of Albert Hirschman’s (1970) famous Exit, Voice, and Loyalty framework. A simple model that captures the key elements of many political situations. Who has power, where does it come from, and when is it used? Exit, Voice, and Loyalty Notes How will a citizen react to a deleterious change in her environment? The state increases taxes The state imposes a ban on handguns. The Supreme Court rules that prayer in public schools is unconstitutional. The quality of peaches at your local fruit stand declines. Exit, Voice, and Loyalty Notes How will a citizen react to a deleterious change in her environment? The state increases taxes The state imposes a ban on handguns. The Supreme Court rules that prayer in public schools is unconstitutional. The quality of peaches at your local fruit stand declines. Politics is frequently about winners and losers. Exit, Voice, and Loyalty Notes How will a citizen react to a deleterious change in her environment? Exit, Voice, and Loyalty Notes How will a citizen react to a deleterious change in her environment? 1 exit: accept the deleterious change and optimize in the new environment. Exit, Voice, and Loyalty Notes How will a citizen react to a deleterious change in her environment? 1 exit: accept the deleterious change and optimize in the new environment. 2 voice: do not accept the deleterious change and seek to ‘persuade’ the state to reinstate the original environment. Exit, Voice, and Loyalty Notes How will a citizen react to a deleterious change in her environment? 1 exit: accept the deleterious change and optimize in the new environment. 2 voice: do not accept the deleterious change and seek to ‘persuade’ the state to reinstate the original environment. 3 loyalty: accept the deleterious change and make no change to her pre-existing behavior. Exit, Voice, and Loyalty 52 Notes Principles of Comparative Politics Table 3.1 Exit, Voice, and Loyalty Stimulus Exit Voice Loyalty Your state increases taxes. Reallocate portfolio to avoid tax increase Organize tax revolt Pay taxes, keep your mouth shut There is a decline in the quality of peaches at the local fruit stand. Buy mangoes, or buy peaches somewhere else Complain to the store owner Eat peaches, keep your mouth shut The Supreme Court rules that prayer in public schools is unconstitutional. Homeschool your children Lobby the government to change the Constitution Keep your children in the public school system, keep your mouth shut Your state outlaws handguns. Move to Idaho Join the NRA or a militia group to put pressure on the state to allow handguns Turn in your handguns, keep your mouth shut on what she expects to happen when she chooses one of these options. In order for the citizen to know what to do, she needs to know what the state would do if she used voice. On the one hand, the fact that the citizen complains or protests might cause the state to respond positively to the citizen. This would lead to a tax reduction and the restoration of the citizen’s original environment. On the other hand, the state might simply ignore the citizen’s use of voice. If the state did ignore her, then the citizen would have to decide what to do next. After all, even though the citizen’s use of voice failed, she would still have the choice of exiting or remaining loyal. What should the citizen do? What should the state do? The problem facing the citizen and state is complicated because the citizen’s choice of what to do depends on what she thinks the state will do, and the state’s choice of what to do depends on what it thinks the citizen will do. This strategic aspect of social interactions is the essence of politics. Game theory is a fundamental tool that political scientists use for analyzing these types Game theory is a fundamental tool for analyzing strategic situations. of strategic situations in which the choices of one actor depend on the choices made by other actors.3 ThroughIn a strategic situation, the choices of one actor out this book, we will use game theory as a conceptual depend on the choices made by other actors. tool to analyze, and better understand, a variety of What Should You Do? 3. In addition to political science, game theory is also widely applied in biology, economics, anthropology, sociology, social psychology, computer science, philosophy, and many other fields. Those students interested in learning more about game theory might want to begin by consulting Morrow (1994), Dixit and Skeath (1999), Dutta (1999), or Osborne (2004). How should the citizen respond to a deleterious change in her environment? Notes What Should You Do? Notes How should the citizen respond to a deleterious change in her environment? Much presumably depends on what the citizen thinks the state will do. What Should You Do? Notes How should the citizen respond to a deleterious change in her environment? Much presumably depends on what the citizen thinks the state will do. This is where game theory might helps us. Game Theory Notes Game theory is a fundamental tool for analyzing strategic situations. In a strategic situation, the choices of one actor depend on the choices made by other actors. We can think of the decisions to be made by the citizen and the state as a game. Games Notes A game is a situation in which an individual’s ability to achieve her goals depends on the choices made by other actors. Games have players and rules about how decisions are made. The basic rule is that players choose to do what they believe is in their best interest. Payoffs Notes The interests of players are reflected in the payoffs associated with the different outcomes of the game. The payoffs in a game indicate how the players value each of the possible outcomes. Players prefer outcomes with higher payoffs. 80 Chapter 4:ofThe Principles Comparative Origins of the Politics Modern State Generic Game I Figure 3.10 1, −1 Up Game Forms Player 2 Up Down Player 1 2, 0 Notes Down 3, −5 Extensive Form Games Generic Game II Figure 3.11 1, –1 Up Player 2 2, 0 Up Left Down Player 1 Extensive form games can be represented by a game tree. Player 1 Down Players make their choices sequentially. Right 3, –5 4, 5 2. Senate Race Game revisited Earlier we solved the Senate Race Game assuming that the incumbent, Staton, first decided whether or not to advertise and that the potential challenger, Reenock, then decided whether to enter or stay out. What happens, though, if we reverse the order in which the choices are made? In other words, what happens if Reenock has to decide whether to enter or stay out before Staton decides whether to advertise or not? The game tree for this scenario is shown in 80 Chapter 4:ofThe Principles Comparative Origins of the Politics Modern State Generic Game I Figure 3.10 1, −1 Up Game Forms Player 2 Up Down Player 1 104 2, 0 Principles of Comparative Politics Notes Down 3, −5 best replies in a Nash equilibrium—each player is doing the best that he can given what the other player is doing. If we think in terms of “best replies,” it is quite easy to find Nash equilibria in normal form games like the one in Figure 4.2. We show you how to do this step-bystep. Just before the problem section at the end of this chapter, we review the whole process of constructing solvingGeneric normal form games Game II again. Figure and 3.11 Step 1 is to put yourself in the shoes of one of the players (say, player A). Ask yourself, “What is my best reply (refrain or steal) if player B chooses to1, refrain?” We are now just –1 looking at the left-hand column where player B chooses Up to refrain. If you choose to refrain, you will get a payoff of 3, and if you choose to steal, you will get a payoff of 4. Thus, your best reply to player B’s A best reply is the action that yields the highest Player 2 payoff given what the other player is doing. Up refraining is for you to steal. We indicate this by placing a line under the number 4. This is shown inLeft Figure 4.3. Down B chooses to steal?” We are now just Now ask yourself, “What is my best reply if player Player 1 1 choose to refrain, looking at the right-hand column where player B chooses to steal.Player If you you will get a payoff of 1, and if you choose to steal, you will get a payoff of 2. Thus, your best reply to player Down B’s stealing is for you to steal as well. We indicate this by placing a line Right under the number 2. This is shown in3,Figure 4.4. You have now identified the best replies for –5 player A to any choice made by player B. Step 2 is to put yourself in the shoes of the other player, in this case player B. Ask yourself, “What is my best reply (refrain or steal) if player A chooses to refrain?” We are now just looking at the top row where player A chooses to refrain. If you choose to refrain, you will get a payoff of 3, and if you 2. Senate Race Game revisited Extensive Form Games 2, 0 Extensive form games can be represented by a game tree. Players make their choices sequentially. 4, 5 Earlier we solved the Senate Race Game assuming that the incumbent, Staton, first decided whether or not to advertise and that the potential challenger, Reenock, then decided whether to enter or stay out. What happens, though, if we reverse the order in which the choices are made? In other words, what happens if Reenock has to decide whether to enter or stay out State of Nature Game with Payoffs before Staton decides whether to advertise or not? The game tree for this scenario is shown in Normal/Strategic Form Games Figure 4.2 B Refrain Steal Refrain 3, 3 1, 4 Steal 4, 1 2, 2 A Normal or strategic form games can be represented by a payoff matrix. Players make their choices simultaneously. Note: Player A’s (the row player’s) payoffs are shown first in each cell; player B’s (the column player’s) payoffs are shown second. A comma separates the payoffs for the players in each cell. Extensive Form Games Notes An extensive form game consists of choice nodes linked in a sequence. A choice node is a point in the game at which a player must choose an action. The initial node is the place where the game begins, and a terminal node is a place where the game ends. The branches represent the actions that can be taken at the choice nodes. A game tree is the entire specification of choice nodes and branches. Exit, Voice, and Loyalty (EVL) Game Notes Prehistory . . . Deleterious shock resulting in a transfer of some benefit from the citizen to the state. The deleterious shock might be a tax increase. Citizen must decide whether to exit, use voice, or remain loyal. 54 Principles of Comparative Politics Notes Exit, Voice, and Loyalty (EVL) Game without Payoffs Figure 3.1 O3: State returns benefit to citizen. Respond State O4: State keeps benefit; citizen suffers loss. Voice ignore O2: State keeps benefit; citizen suffers loss. Loyalty Citizen Loyalty Citizen 3: What Is Politics? 55 Exit Exit O1:or State keeps her. benefit; O5: State to the citizen ignore If the state responds positively, then the keeps state benefit; returnscitizen the benefit citizen opts for some substitute. opts for some substitute. to the citizen. This is outcome 3 (O3). If the state ignores the citizen’s use of voice, then the citizen must decide whether to remain loyal or exit.4 If the citizen remains loyal, the state gets to keep the benefit that it took and the citizen suffers the loss. This is outcome 4 (O4). If the citizen chooses to exit, then the state gets to keep the benefit but the citizen opts for some player This in that entire specification of choice nodes and branches is called a substitute. is outcome. outcomeThe 5 (O5). gamedo treeyou because it resembles a tree. What expect the players to do in this game? This is actually an unfair question Figure 3.1 illustrates a game in extensive form between two players—a citizen and the because you cannot really answer it without knowing how much each of the players values state—going from left to right. The choice nodes are identified by the name of the player the different we indicate theaspayoffs for the players that are making apossible choice at outcomes. that point ofIn theTable game.3.2, Branches are shown lines linking choice nodes associated with each of the five possible If theorcitizen chooses to game exit at any point to other choice nodes or terminal nodes. outcomes. The “prehistory,” background, to the is that in thethegame, thencaused she gets what we call in her payoff.” We arbitrarily setresulted the value state has a negative change the“exit environment of the citizen that in a of the transfer someatbenefit from the citizen example, the state haveon the citizen’s exit of payoff E. The precise value to of the E instate. any For specific situation willmight depend introducedofa tax leadingexit to an increase in revenue for will the state less income the attractiveness thehike citizen’s option. Some citizens haveand attractive exitforoptions (E citizen. Now the game displayed Figure 3.1 begins. will be high), whereas others will in not (E will be low). If the citizen chooses to remain loyal The game starts at the leftmost choice node (the initial node) with the citizen deciding at any point in the game, then she accepts the loss of her benefit and she gets nothing, 0. We whether to exit, use voice, or remain loyal. If the citizen decides to exit, then the state gets to assume that use that of voice is costly theprehistory citizen, because complaining, keep thethe benefit it seized in the for game’s and the protesting, citizen opts for some substi-lobbying, and action allIfrequire effort thatto could beloyal, put to alternative use.toDepending tute.taking This is direct outcome 1 (O1). the citizen chooses remain then the state gets keep on the state in which she lives, voice might be costly in other respects as well. example, the benefit that it seized and the citizen just suffers the loss in silence. This is outcomeFor 2 (O2). the citizen chooses to use voice, must decide whether positivelyor even one’s Ifinvolvement in a protest mightthen be the metstate by imprisonment, losstoofrespond employment, Notes Table 3.2 Turning Outcomes into Payoffs Outcome Description O1 State keeps benefit of new situation; citizen opts for some substitute Citizen E State 1 O2 State keeps benefit of new situation; citizen suffers loss 0 1+L O3 State returns benefit to citizen 1–c L O4 State keeps benefit; citizen suffers loss 0–c 1+L O5 State keeps benefit but loses support of the citizen; citizen opts for some substitute E–c 1 Note: E = citizen’s exit payoff; 1 = value of benefit taken from the citizen by the state; L = state’s value from having a loyal citizen who does not exit; c = cost of using voice. 4. You might be wondering why the citizen cannot choose to use her voice again at this point. Well, obviously, she could. But ask yourself whether the state would behave any differently this time around if nothing else has changed. If the state ignored the citizen’s voice before, it will do so again. Thus, allowing the citizen to use her voice at this point in the game does not add anything substantively new. This is why we allow the citizen to choose only between exiting and remaining loyal if the state decides to ignore her use of voice. 3: What Is Politics? 57 Notes Figure 3.2 Exit, Voice, and Loyalty (EVL) Game with Payoffs 1 – c, L Respond State 0 – c, 1 + L Voice Citizen Ignore Loyalty 0, 1 + L Loyalty Citizen Exit Exit E, 1 E – c, 1 Note: E = citizen’s exit payoff; 1 = value of benefit taken from the citizen by the state; L = state’s value from having a loyal citizen who does not exit; c = cost of using voice. It is assumed that c, L > 0, and that E < 1 – c. The citizen’s payoffs are shown first because she is the first player to make a choice; the state’s payoffs are shown second. A comma separates the payoffs for the players associated with each outcome. assumption makes the situation we are examining between the citizen and the state more interesting from a political point of view because there is now at least the possibility that the citizen might choose to use voice. SOLVING THE EXIT, VOICE, AND LOYALTY GAME Now that we know the players, the choices available to them, and how they value each possible outcome, we are ready to “solve” the game. To solve the game we have to identify the choices that a rational decision maker, who is trying to do as well as possible, would make. By rational, all we mean is that the player does what she believes is in her best interest given Solving the EVL Game Notes What would a rational decision maker do? A rational player does what she believes is in her best interest given what she knows at the time. We typically solve extensive form games for subgame perfect equilibria (SPE). Solving the EVL Game Notes A subgame perfect equilibrium can be found using a method known as backward induction. Backward induction is the process of reasoning backward, from the end of the game or situation to the beginning, in order to determine an optimal course of action. 3: What Is Politics? 57 Notes Figure 3.2 Exit, Voice, and Loyalty (EVL) Game with Payoffs 1 – c, L Respond State 0 – c, 1 + L Voice Citizen Ignore Loyalty 0, 1 + L Loyalty Citizen Exit Exit E, 1 E – c, 1 Note: E = citizen’s exit payoff; 1 = value of benefit taken from the citizen by the state; L = state’s value from having a loyal citizen who does not exit; c = cost of using voice. It is assumed that c, L > 0, and that E < 1 – c. The citizen’s payoffs are shown first because she is the first player to make a choice; the state’s payoffs are shown second. A comma separates the payoffs for the players associated with each outcome. assumption makes the situation we are examining between the citizen and the state more interesting from a political point of view because there is now at least the possibility that the citizen might choose to use voice. SOLVING THE EXIT, VOICE, AND LOYALTY GAME Now that we know the players, the choices available to them, and how they value each possible outcome, we are ready to “solve” the game. To solve the game we have to identify the choices that a rational decision maker, who is trying to do as well as possible, would make. By rational, all we mean is that the player does what she believes is in her best interest given 3: What Is Politics? Figure 3.3 59 Notes Solving the Exit, Voice, and Loyalty Game When the Citizen Has a Credible Exit Threat (E > 0): Step 1 Scenario 1 1 – c, L Respond State 0 – c, 1 + L Voice Ignore Loyalty Citizen Loyalty Citizen 0, 1 + L Exit Exit E – c, 1 E, 1 Note: E = citizen’s exit payoff; 1 = value of benefit taken from the citizen by the state; L = state’s value from having a loyal citizen who does not exit; c = cost of using voice. It is assumed that c, L > 0; E < 1 – c; E > 0. 60 citizen would never choose to exit. Once we make the assumption that E > 0, it becomes clear that E – c > 0 – c. As a result, the citizen will choose to exit rather than remain loyal. We indicate this choice by making the exit branch at this terminal node bold. This is shown in Figure 3.3. Now we move backward to the choice node prior to the final choice node. At this choice node, the state has to decide whether to respond positively to the citizen or ignore her. If the state responds positively, then it receives a payoff of L. If the state ignores the citizen, then it can look down the game tree (follow the bold line) and see that the citizen will choose to exit at the final choice node and that its payoff will be 1. The decision whether to respond positively to the citizen or ignore her will obviously depend on whether L is larger or smaller than 1. For now, let us assume that L > 1. One way to interpret this is to say that the state is dependent on the citizen—the state values having the loyalty of the citizen more than the benefit that it took from her. Once we make this assumption, it becomes clear that the state will choose to respond positively. Principles of Comparative Politics We indicate this choice by making the respond branch at this choice node bold. This is shown in Figure 3.4. Figure 3.4 Notes Solving the Exit, Voice, and Loyalty Game When the Citizen Has a Credible Exit Threat (E > 0) and the State Is Dependent (L > 1): Step 2 Scenario 1 1 – c, L Respond State 0 – c, 1 + L Voice Citizen Ignore Loyalty Loyalty Citizen 0, 1 + L Exit Exit E – c, 1 E, 1 Note: E = citizen’s exit payoff; 1 = value of benefit taken from the citizen by the state; L = state’s value from having a loyal citizen who does not exit; c = cost of using voice. It is assumed that c, L > 0; E < 1 – c; E > 0; L > 1. Now we move backward to the choice node prior to this one. In this particular game, this is the initial choice node. At this node, the citizen has to choose whether to exit, remain loyal, or use her voice. If the citizen chooses to exit, then she receives a payoff of E. If the citizen chooses to remain loyal, then she receives a payoff of 0. And if the citizen chooses to use her voice, then she can look down the game tree (follow the bold lines) and see that the state will respond positively and that her payoff will be 1 – c. As always, the citizen will choose the action that provides her with the highest payoff. Remember that we have assumed in this particular example that the citizen has a credible exit threat (E > 0) and that E < 1 – c. Given these assumptions, it is easy to see that the citizen will choose to use voice to get a payoff of 1 – c instead of E or 0. Again, we indicate this choice by making the voice branch at this choice node bold. This is shown in Figure 3.5. We have now solved the game using backward induction. Once we have solved a game, 3: What Is Politics? we are often interested in identifying three things: the expected outcome of the game, the payoffs that each player receives, and the equilibrium of the game. Let’s start by identifying Figure 3.5 Solving the Exit, Voice, and Loyalty Game When the Citizen Has a Credible Exit Threat (E > 0) and the State Is Dependent (L > 1): Third and Final Step Scenario 1 1 – c, L Respond State 0 – c, 1 + L Voice Citizen Ignore Loyalty 0, 1 + L Loyalty Citizen Exit Exit E, 1 E – c, 1 The subgame perfect equilibrium is (Voice, Exit; Respond) Note: E = citizen’s exit payoff; 1 = value of benefit taken from the citizen by the state; L = state’s value from having a loyal citizen who does not exit; c = cost of using voice. It is assumed that c, L > 0; E < 1 – c; E > 0; L > 1. the expected outcome of the game. We do this by starting at the beginning of the game and following the bold lines until we reach a terminal node. The expected outcome of the game in Figure 3.5 is that the citizen uses her voice and the state responds positively (Voice, Respond). The payoffs next to the terminal node that is identified as the expected outcome indicate the payoffs that each player will receive. In this case, the citizen obtains 1 – c and the state obtains L, that is, (1 – c, L). To find the subgame perfect equilibrium for the EVL Game in Figure 3.5, we must list the actions chosen by both the citizen and the state at all of the choice nodes in the game. By 61 Notes 3: What Is Politics? Figure 3.5 61 Solving the Exit, Voice, and Loyalty Game When the Citizen Has a Credible Exit Threat (E > 0) and the State Is Dependent (L > 1): Third and Final Step Notes Scenario 1 1 – c, L Respond State 0 – c, 1 + L Voice Ignore Loyalty Citizen Loyalty Citizen 0, 1 + L Exit Exit E – c, 1 E, 1 The subgame perfect equilibrium is (Voice, Exit; Respond) Note: E = citizen’s exit payoff; 1 = value of benefit taken from the citizen by the state; L = state’s value from having a loyal citizen who does not exit; c = cost of using voice. It is assumed that c, L > 0; E < 1 – c; E > 0; L > 1. the expected outcome of the game. We do this by starting at the beginning of the game and following the bold lines until we reach a terminal node. The expected outcome of the game 1 in Figure 3.5 equilibrium: is that the citizen uses (Voice, her voice andExit; the state Respond) responds positively (Voice, Subgame perfect 2 indicate the payoffs that each player will receive. In this case, the citizen obtains 1 – c and the Observed outcome: Citizen uses voice and state responds. state obtains L, that is, (1 – c, L). 3 Payoffs: Citizen obtains − candand state obtains L.in the game. By actions chosen by both the1citizen the state at all of the choice nodes Respond). The payoffs next to the terminal node that is identified as the expected outcome To find the subgame perfect equilibrium for the EVL Game in Figure 3.5, we must list the convention, the SPE first lists all the choices that the first player (citizen) makes at each of the choice nodes where she gets to make a choice, and then lists all of the choices that the second player (state) makes at each of the choice nodes where it gets to make a choice. We distinguish between the choices of the first player and the choices of the second player by 3: What Is Politics? Figure 3.6 Solving the Exit, Voice, and Loyalty Game When the Citizen Does Not Have a Credible Exit Threat (E < 0) and the State Is Dependent (L > 1) 63 Notes Scenario 2 1 – c, L Respond State 0 – c, 1 + L Voice Ignore Loyalty Citizen Loyalty Citizen 0, 1 + L Exit Exit E – c, 1 E, 1 The subgame perfect equilibrium is (Loyalty, Loyalty; Ignore) Note: E = citizen’s exit payoff; 1 = value of benefit taken from the citizen by the state; L = state’s value from having a loyal citizen who does not exit; c = cost of using voice. It is assumed that c, L > 0; E < 1 – c; E < 0; L > 1. node prior to the final one, the state must choose whether to respond positively to the citizen’s use of voice or ignore it. If the state responds positively, then it receives a payoff of L. If the 1 state ignores the citizen, then it can look down the game tree (follow the bold line) and see Subgame perfect (Loyalty, Loyalty; Ignore) that the citizenequilibrium: will choose to remain loyal at the final choice node and that its payoff will be 2 Observed outcome: Citizen remains 1 + L > L. As a result, the ignore branch from thisloyal. choice node is bold. At the initial choice 3 off will be E.obtains If she remains loyal, her payoff will be 0. And if she uses1voice, Payoffs: Citizen 0 and state obtains + she L.can look down 1 + L. No matter what the value of L, the state will always choose to ignore the citizen because node, the citizen must choose whether to exit, remain loyal, or use voice. If she exits, her paythe game tree (follow the bold lines) and see that her payoff will be 0 – c. Because the citizen does not have a credible exit threat (E < 0) in this scenario, she will get her highest payoff (0) by remaining loyal. As a result, the loyalty branch from the initial choice node is bold. We have now solved this new scenario of the EVL game using backward induction. The SPE is (Loyalty, Loyalty; Ignore). This indicates that the citizen will choose to be loyal from the beginning of 64 Principles of Comparative Politics the game. If the citizen had used her voice, the state would have ignored her, at which point the citizen would have remained loyal. The expected outcome of this game is that the citizen remains loyal and the state gets to keep the benefit it took from her. The payoffs associated with this outcome are 0 for the citizen and 1 + L for the state, that is, (0, 1 + L). What happens if we change the assumptions again? What happens, for example, if we assume that the citizen has a credible exit threat (E > 0) but that the state is autonomous and does not depend on the citizen (L < 1)? The solution to this game is shown in Figure 3.7. At the final choice node, the citizen has to choose whether to remain loyal with a payoff of 0 – c or exit with a payoff of E – c. Since the citizen has a credible exit threat once again (E > 0), she will receive a higher payoff if she exits because E – c > 0 – c. As a result, the exit branch from the final choice node is bold. At the choice node prior to this, the state must choose whether to respond positively to the citizen’s use of voice or ignore it. If the state responds positively, its payoff will be L. If the state ignores the citizen, it can look down the game tree (follow the Figure 3.7 Solving the Exit, Voice, and Loyalty Game When the Citizen Has a Credible Exit Threat (E > 0) and the State Is Autonomous (L < 1) Scenario 3 1 – c, L Respond State 0 – c, 1 + L Voice Citizen Ignore Loyalty 0, 1 + L Loyalty Citizen Exit Exit E, 1 E – c, 1 The subgame perfect equilibrium is (Exit, Exit; Ignore) Note: E = citizen’s exit payoff; 1 = value of benefit taken from the citizen by the state; L = state’s value from having a loyal citizen who does not exit; c = cost of using voice. It is assumed that c, L > 0; E < 1 – c; E > 0; L < 1. 1 Subgame perfect equilibrium: (Exit, Exit; Ignore) 2 Observed outcome: Citizen exits. 3 Payoffs: Citizen obtains E and state obtains 1. Notes bold line) and see that the citizen will exit and that its payoff will be 1. Because the state is now autonomous (L < 1), it will choose to ignore the citizen. As a result, the ignore branch from this choice node is bold. At the initial choice node, the citizen must choose whether to exit, remain loyal, or use voice. If she exits, her payoff will be E. If she remains loyal, her payoff will be 0. And if she uses voice, she can look down the game tree (follow the bold lines) and see that her payoff will be E – c. Because the citizen has a credible exit threat (E > 0), she will receive her highest payoff by choosing to exit. As a result, the exit branch from the initial choice node is bold. The SPE is, therefore, (Exit, Exit; Ignore). This indicates that the citizen will choose to exit at the beginning of the game. If the citizen had used her voice, the state would have ignored her, at which point the citizen would have exited. The observed outcome of this version of the game is that the citizen simply exits and the state gets to keep the benefit. The payoffs associated with this outcome are E for the citizen and 1 for the state, that is, (E, 1). Figure 3.8 Solving the Exit, Voice, and Loyalty Game When the Citizen Does Not Have a Credible Exit Threat (E < 0) and the State Is Autonomous (L < 1) Notes Scenario 4 1 – c, L Respond State 0 – c, 1 + L Voice Citizen Ignore Loyalty 0, 1 + L Loyalty Citizen Exit Exit E – c, 1 E, 1 The subgame perfect equilibrium is (Loyalty, Loyalty; Ignore) Note: E = citizen’s exit payoff; 1 = value of benefit taken from the citizen by the state; L = state’s value from having a loyal citizen who does not exit; c = cost of using voice. It is assumed that c, L > 0; E < 1 – c; E < 0; L < 1. 1 Subgame perfect equilibrium: (Loyalty, Loyalty; Ignore) 2 Observed outcome: Citizen remains loyal. 3 Payoffs: Citizen obtains 0 and state obtains 1 + L. 3: What Is Politics? Table 3.3 67 Notes Summary of Subgame Perfect Equilibria and Outcomes The state The citizen Has a Credible Exit Threat (E > 0) Has no Credible Exit Threat (E < 0) Is Autonomous (L < 1) Is Dependent (L > 1) (Exit, Exit; Ignore) Outcome 1 (Voice, Exit; Respond) Outcome 3 (Loyalty, Loyalty; Ignore) Outcome 2 (Loyalty, Loyalty; Ignore) Outcome 2 Think about what this means for your life more generally. If you want to be able to influence others (say, for example, you want your employer to give you a pay raise), then you should try to make sure that you have a credible exit threat (there are other jobs you could do or other firms that would hire you) and that the person you are interacting with depends on you in some way (perhaps you are the only one who knows how the firm’s accounts work). If other firms are willing to hire you but your employer does not depend on you, then your employer will feel free to ignore you. Similarly, if your employer depends on you but other firms are not willing to hire you, then your employer will again feel free to ignore you. The only way to have power and be able to influence others is if you have a credible exit threat and the person or group that you want to influence depends on you. Think about how this applies to other relationships in your life. What about the relationship between you and your parents, your professors, or your friends? The second important conclusion is that, in the absence of a credible exit option (E < 0), the citizen is, in some sense, a sitting duck. Under these conditions, the state can take away the citizen’s benefits, and there is nothing that the citizen can do about it but accept the new state of affairs. How can we see this conclusion at work in the real world? Well, some have argued that the Democratic Party in the United States has not done enough to take account of the concerns of African American voters. If this is true—and we do not wish to enter that particular debate—then our EVL Game throws some light on why this might be the case. Clearly, Democrats depend on African American voters. Without their vote, Democrats have little chance of winning national office as things stand. But ask yourself whether African American voters have a credible exit option. In other words, is there another party that African Americans could credibly threaten to vote for instead of the Democrats? Some might argue that the fact that African Americans rarely vote for the Republican Party sends a signal to the Democratic Party that African Americans do not have a credible exit threat. Think about it this way. If the Republican Party were The state responds positively to voice only aifcredible option for African Americans, wouldn’t more of them vote for it? Observing this signal, the Democratic Party can, to some extent, ignore (and exploit) African Americans even though it depends heavily on this Evaluating the EVL Game 1 the citizen has a credible exit threat and 2 the state is dependent on the citizen. Think about what this means for your life! Notes Evaluating the EVL Game Notes The state responds positively to voice only if 1 the citizen has a credible exit threat and 2 the state is dependent on the citizen. Think about what this means for your life! If the citizen does not have a credible exit threat, then she is a sitting duck! Evaluating the EVL Game Notes It is sometimes difficult to draw inferences from real-world observations. While it is always possible to infer the citizen’s type by observing her actions, this is not the case with the state. Evaluating the EVL Game Notes It is sometimes difficult to draw inferences from real-world observations. While it is always possible to infer the citizen’s type by observing her actions, this is not the case with the state. Voice, or the lack thereof, cannot be taken as a straightforward revelation of citizen preferences. Evaluating the EVL Game Notes Why would a dependent state ever take a benefit away from citizens with credible exit threats? Evaluating the EVL Game Notes Why would a dependent state ever take a benefit away from citizens with credible exit threats? It wouldn’t! British PM Margaret Thatcher: “Being powerful is like being a lady. If you have to tell people you are, you aren’t.” Evaluating the EVL Game Notes The insight that powerful people never need to use their voice poses a big problem for empirical political science. When power is most potent, it is least likely to be used. Voice 6= Power. Presidential vetos. Evaluating the EVL Game Notes Structural dependence of the state on capital. Evaluating the EVL Game Notes Structural dependence of the state on capital. Variation in treatment of economic sectors. Bailout, click here Evaluating the EVL Game Notes The model suggests that citizens use voice only when it is effective. But we often see states ignoring citizens who are protest. Why? Evaluating the EVL Game Notes The model suggests that citizens use voice only when it is effective. But we often see states ignoring citizens who are protest. Why? 1 Voice may be a benefit rather than a cost. Evaluating the EVL Game Notes The model suggests that citizens use voice only when it is effective. But we often see states ignoring citizens who are protest. Why? 1 Voice may be a benefit rather than a cost. 2 Incomplete information. Notes