Game Theory • Von Neuman and Morgenstern (The Theory of Games and Economic Behavior, 1944) • Conceptual Framework – Game strategy – Components of a game Two Person, Zero Sum Games • Each person knows own and opponent’s alternatives • All preferences are known • Single period game • Sum of payoffs zero • Equilibrium reached when neither of the participants can improve payoff Strategies • Dominant strategy – Best regardless what others do • Maximin strategy – Choice that maximizes across the set of minimum possible payoffs – Best of the worst Unstable Games • No equilibrium found • Strategy chosen leads to solution • Each player then has incentive to switch Two Person, Non-Zero Sum Games • • • • • • • The Prisoner’s Dilemma Bonnie and Clyde are caught Dilemma: Confess or not 1 period game Non-cooperative solution: Both confess Cooperative solution: Both do not confess Off diagonal represents double cross Duopoly as a Prisoner’s Dilemma • Even if both agree to a cooperative solution, one may double cross • Two firms: decision on amount of output {Small or Large} • {L,L} represents normal profits Repeated Games • Single period game predicts competition, but there are likely to be multiple periods. • Multiple periods allow for retribution, not found in single period games – Duopoly as a Multiperiod Game – More likely to collude N-Person Games • Extend to more than 2 players • Complications: – Coalitions – Cooperation and duplicity • Solutions can be difficult – Still gives insight into nature of conflict, posturing, and resolution Best Pricing Practices • Shift attention to tactics and strategy to achieve competitive advantage • Examine rival firm behavior as if it were a game – First-mover advantages – Credible threats to alter rival behavior – Stresses interdependency in oligopoly Business Strategy Games • When rivals alter products or pricing, react or adapt • Anticipate actions; be proactive • Sequential game--specific order of play – E.g.; One firm announces a price cut; decision is to respond or not respond • Simultaneous game--all players choose actions at same time Business Rivalry as a Sequential Game • The first to introduce a product, lower price, etc. often achieve recognition and advantage--first-mover advantage • When games last several periods, actions can be rewarded or punished in subsequent periods – Entry of a new firm often discouraged by threat of existing firms dropping prices to unprofitable levels. First-Mover Games • Game with military and civilian markets for Hum Vs. Game Tree--Illustrating Sequential Games • Game tree is like a decision tree • Schematic diagram of decision nodes (or focal outcomes) • Solutions parallel board games like chess • One approach to solution--end-game reasoning--start with the final decision and use backward induction to find the best starting point. A Credible Threat • A credible threat--an action perceived as a possible penalty in a noncooperative game. – Its existence sometimes induces cooperative behavior. • A credible commitment--a mechanism for establishing trust – Such as a reward for good behavior in a noncooperative game. 1999 South-Western College Publishing Mechanisms for Credible Threats and Commitments • Contractual side payments, but these may violate antitrust laws. • Use of nonredeployable assets such as reputation. • Entering alliance relationships which may fall apart if any party violated their commitments. • Using a "hostage mechanism”--irreversible and irrevocable can deter breaking commitments. – Examples: "double your money back guarantees," and "most favored nation" clauses. 1999 South-Western College Publishing Hostage Mechanisms in Oligopoly • Best Buy’s offer: If you find a lower advertised price, you’ll get the difference back • This makes Best Buy cut prices whenever local stores cuts prices – Local stores realize they can’t undercut Best Buy – Customers realize it is unlikely to find lower prices – If potential entrants think they can get a foothold in area, they know that Best Buy’s pricing is a credible commitment. 1999 South-Western College Publishing Excess Capacity, Scale of Entry, and Entry Deterrence • Building excess capacity can deter entry. Potential entrants know that the price can be driven down to unprofitable levels upon entry of new firms. • The building of extra capacity is an action in a sequential game, often with the intent of forestalling entry. This is called a precommitment game. 1999 South-Western College Publishing Size Barriers • Sometimes market entry requires large scale • Incumbents may accommodate entrant, allowing a niche • Incumbents may take entry deterring actions, such as cutting prices at the threat of entry Sorting Rules • • • • Brand loyalty Efficient rationing Random rationing Inverse intensity rationing Theory of Contestable Markets • High prices encourage entry • When barriers are low, even monopolist must be careful about raising prices too high. • Contestable markets tend to have competitive prices and low or zero economic profits • Potential entry matters more than actual number of firms Simultaneous Games • A sealed bid auction is a simultaneous game • A dominant strategy is the best decision, no matter what anyone else does. • When no Nash equilibrium exists, it is useful to hide one’s strategy by randomly changing strategies. Called a “mixed Nash equilibrium” strategy Nash Equilibrium • When all players make their best reply responses (so changing their choices cannot improve their situation) then the game is in Nash Equilibrium • Since game trees have several branches, we can examine the concept in each part of the tree, called a subgame. Repeated Games • Escape from the prisoner’s dilemma • If games are repeated, there is a greater expectation that firms will achieve a cooperative solution • Firms signal by their behavior whether they want to cooperate or not • Firms that expand output show that they do not want to cooperate Repeated Game Strategies • Grim trigger strategy--violations never forgotten – Alternatively, punishment can be short-lived – For multiperiod games, usually some period of punishment that can induce cooperation • Trembling hand trigger--when slight defections go unpunished – One non-cooperative act may be forgiven, but not two