GT22
GT22
GT22
Game Theory
Fabio Michelucci
Winter 2022
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Basic Info about the Course
I Lectures: Tue 10.30, Thu 12.15 and Fri: 10.30 (3B, Aula Magna,
and 2B respectively).
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Table of contents
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Game Theory - What is it?
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A Game - What is it?
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I The theory applies less well when the consequences of players
decisions (actions) are affected in an unpredictable way by
chance or players skills (such as in many sports).
I However, the consequences of players’ action do not have to be
deterministic. Uncertainty can be incorporated. For instance,
this can be done by adding player Nature who selects - with
known probabilities - among a set of events.
I In game theory the outcome of a game is determined by the
interaction of players actions. This means that mathematically
this cannot be treated as an individual maximization problem
(as when you solved the consumer problem in intro micro
courses). The individual player optimization problem must
account for the interaction with other optimizing players.
I Notice that the above assumes that players chooses actions
individually. This is so in non cooperative game theory (this
course).
I Cooperative game theory, instead, allows players to form
coalitions and analyzes which coalitions can be stable (and
gives predictions based on that).
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More Definitions
I We call games with a single round of decision making per player
and simultaneous play across players normal/strategic form
games.
I We call games with multiple round of decision making extensive
form games.
I In extensive form games we need to specify what the optimal
action of a player is contingent on any past play (history). We
call such contingent plan of action a player’s strategy.
I We distinguish between games of complete information and
incomplete information (complete roughly means that players
know the game being played, the information available to the
opponents, the opponents available actions and the payoff from
outcomes).
I We also distinguish between games of perfect information and
imperfect information (perfect roughly means that players know
all players past decision at each decision stage).
I Finally, we also distinguish between perfect and imperfect recall.
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Table of contents
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Games in strategic (or normal) form
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Some Examples
L R
U 5, 5 0, 6
D 6, 0 1, 1
L R L R
U 2, 1, −1 −1, 3, 0 U 1, 3, 2 3, 1, 3
D 0, 4, 2 1, −2, −1 D 2, 0, 4 2, −1, 2
W E
Ex 3: A duopoly market where firms can choose any real number as
their quantity choice (infinite game). 10 / 166
Prisoner’s Dilemma
C D
C 5, 5 0, 6
D 6, 0 1, 1
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Dominance - Definitions
I We begin formalizing how to determine predictions for a game’ s
play starting from the idea of applying dominance that we saw in
the PD.
0
I We say that for player i si is strictly dominated by si if
0
ui (si , s−i ) < ui (si , s−i ), for any s−i ∈ S−i .
0
In words strategy si does strictly better than si against any
strategy of the other players (as D in PD).
0
I We say that for player i si is weakly dominated by si if
0 0 0 0
ui (si , s−i ) ≤ ui (si , s−i ), for any s−i ∈ S−i , and ui (si , s−i ) < ui (si , s−i )
0
for some s−i ∈ S−i .
0
In words strategy si does at least as well as si against every
strategy of the other players, and against some strategy it does
strictly better.
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C D
Prisoners’ Dilemma: C 5, 5 0, 6
D 6, 0 1, 1
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L R
Game G : U 3, 0 0, −4
D 2, 4 −1, 8
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I However, most games have no dominant strategies. So, what
next?
I Can we further exploit the idea that players should avoid
unattractive (dominated) strategies?
L C R
G 0: U 3, 0 0, −5 0, −4
M 1, −1 3, 3 −2, 4
D 2, 4 4, 1 −1, 8
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Iterated elimination of strictly dominated
strategies
Can we generalize this?
L C R C R
C R
U 3, 2 0, 4 0, 1 U 0, 4 0, 1
⇒ ⇒ M 4, 1 1, 2
M 2, 0 4, 1 1, 2 M 4, 1 1, 2
D 1, 2 2, 1
D 1, 1 1, 2 2, 1 D 1, 2 2, 1
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Verify that the order of elimination and the speed matter in the game
below.
L R
U 2, 2 0, 0
M 6, 4 4, 4
D 0, 0 2, 2
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Some Applications for these concepts
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Zero sum games and Minmax Theorem
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I Are the maxmin behaviors of the players consistent with each
other? Else, our prediction for how the game is played might not
be consistent.
I In the game above the maxmin strategy profile is (z, Y ), and
indeed for for that strategy profile players get a payoff
corresponding to their maxmin value. Hence, in this case using
maxmin strategy leads to a stable outcome for rational players.
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I If we restrict to pure strategies we may not get the required
consistency even for zero sum game. Below the Matching
Pennies game (MP).
I In fact, we get that the maxmin value for each player is given by
−1, but there is no strategy profile for which the outcome
(−1, −1) can be achieved.
I Minmax Theorem (Von Neumann 1928): It provides conditions
for the existence of the consistency of minmax and maxmin in
zero sum games. It is considered the starting point of game
theory. (If one allows for mixed strategies such conditions are
met).
I Clearly, one would like to guarantee the existence of a stable
prediction beyond zero sum games. This come next.
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Table of contents
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Nash equilibrium
I We say that a strategy si∗ is a best reply to s−i , if si∗ is such that
ui (si∗ , s−i ) ≥ ui (si , s−i ), for any si .
I In a finite game, the best reply is never empty (but may not be
unique). We define the set of agent i best replies to s−i as
BRi (s−i ).
I A strategy profile s ∗ is a Nash equilibrium if, for any player i
si∗ ∈ BRi (s−i
∗
).
I In words, everybody maximizes utility given what anyone else is
doing.
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Equilibria in Pure and Mixed strategies and
Existence
Theorem (Nash, 1951): Every finite game G has (at least) a Nash
equilibrium (possibly in mixed strategies).
You can find the proof in the book, we will not review the proof in
class (at least for now).
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Searching equilibria in pure strategies
For finite games, equilibria in pure strategies are found by inspection.
O F C D
BoS: O 2, 1 0, 0 PD: C 5, 5 0, 6
F 0, 0 1, 2 D 6, 0 1, 1
G T
CG: G −100, −100 10, −10
T −10, 10 −1, −1
In BoS and CG there are 2 Nash eq. in pure strategies, while in PD the
eq. is unique. CG is symmetric but its equilibria are asymmetric.
Ex 2: finite game with three players.
L R L R
T 2, 1, −1 −1, 3, 0 T 1, 3, 2 3, 1, 3
B 0, 4, 2 1, −2, −1 B 2, 0, 4 2, −1, 2
W E
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NE and Dominance
Result 2: For any game G with finite strategy set, if s ∗ is the only
strategy profile that survives iterated elimination of strictly
dominated strategies, then s ∗ is the unique NE of the game.
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Back to PD, and Public good application
I Let me switch from theory to applications to review and
elaborate more on the important insights from the PD.
I Recall that in PD there is a unique NE despite the presence of an
outcome that is Pareto superior.
I Consider now the following stylized public good game.
I Two of you have 1000 EUR each. You have to choose the amount
x to put in a magic common pot. I say magic because any
amount x is converted into 1.5x. The final amount in the public
pot is then shared evenly. The amount you do not put in the pot
(1 − x) it is privately consumed. Write formal description of
normal form game at home.
I Clearly, the social optimal thing to do is for both of you to put all
the money in the pot. This way each of you gets 1500. However,
from an individual perspective it is to contribute 0 whatever the
other is contributing.
I We call this behavior free riding. This leads to the unique Nash
eq (in fact the eq is in (strictly) dominant strategies) of each
contributing 0: both of you end up with the initial 1000. 30 / 166
I Many important applications fit the ideas from this simple game.
In fact, even staying home during a quarantine can be viewed as
contributing to a public good.
I Theory suggests us that without external enforcement we might
expect people not to cooperate (going to the street).
I Let me then twist the game by assuming that I can credibly
commit to destroy the amount you collectively put in the pot if
different from 2000. Then both contributing 1000 is a Nash eq.
For instance the credible threat of making the quarantine so
long that everybody would suffer. Notice that in eq. the external
enforcer never exerts the threat.
I Another modification is that each of you commits to put in the
public pot an amount given by the lower of the two contributions.
In this case not only (1000, 1000) is an equilibrium profile but
choosing 1000 is a (weakly) dominant strategy.
I The point I want to make with this digression is that game theory
not only helps us understanding behavior in strategic situations
but also helps us devising solutions.
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Interpretations of NE
Notice that unlike previous games this is not finite as strategy space
is given by positive real numbers.
(A −2ci +cj )2
I Equilibrium profits are ui (qi∗ , qj∗ ) = 9 .
I Notice that higher costs imply lower production; that is, c2 ≥ c1
implies q2∗ ≤ q1∗ .
(A −c)
I Take now ci = cj = c, so that qi∗ = 3 .
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Cournot oligopoly with different costs
Same assumptions but now there are n sellers with linear costs ci qi .
The best reply function is
P
A − ci − k ,i qk
BRi (q−i ) =
2
P
Rewrite this as A − 2BRi (q−i ) − k ,i qk = ci , or
A − BRi (q−i ) − Q = ci
P
Summing across the n FOCs, we find nA − Q − nQ = i ci so
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Bertrand market structure
Bertrand assumption: producers set prices simultaneously;
consumers buy at lowest price (if prices are identical, demand split
equally).
Two firms. Assume linear demand q = (A − p) and (identical) linear
costs cqi , with A > c ≥ 0. Price from set of real numbers.
Notice that demand and hence payoff functions are discontinuous.
What if c1 , c2 ?, 37 / 166
Differentiated products
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Two differentiated products
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Cournot market structure
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Bertrand market structure
α 2 β(β−γ)
I Equilibrium profit πi∗ =b [pib ]2 = increases as γ ↓ 0.
(2β−γ)2 (β+γ)
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Cournot vs. Bertrand
α
In equilibrium, the difference in price is pi∗ − pib = 4(β/γ)2 −1
.
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Location models: Hotelling
Let me first look at a model where locations are exogenously set.
With such locations we can model products differentiation. The
further apart, the more products are differentiated.
I Products are homogeneous (except for location).
I Consumers are uniformly distributed on [0, 1]. We call x the
realised position of a customer and t the transportation cost per
unit of distance.
I Two brands (A and B ) are located at the endpoints. Zero costs.
Bertrand competition.
I We can identify a threshold customer x̂ is indifferent between A
and B when pA + t x̂ = pB + t(1 − x̂).
I Hence, demand for A is x̂ = (pB − pA )/(2t) + (1/2).
I Best replies are pi = (pj + t)/2, so equilibrium prices are
pAh = pBh = t.
I Brands share market equally, each making a profit π = t/2 that
is increasing in t. (Profits increase with differentiation.)
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Instead, let me now remove prices from the model (I set them to be
exogenously to be the same) to focus on the endogenous choice of
the location, li . This is a different model model from before.
Sketch of Arguments:
I To verify it is a NE, notice that if you stick to it you get half of the
market. If you deviate you get less than half.
I Assume there is another NE with l1 , l2 . Then you gain market
share by getting closer to the other firm. Hence, in any NE li = lj .
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I In terms of differentiation of products this means too little
differentiation.
I For a more fun illustration: Ted Talk.
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Table of contents
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Mixed extension
l r
L 1, −1 −1, 1
R −1, 1 1, −1
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Defining mixed strategies
A mixed strategy is a randomized strategy for i . It has the same
mathematical description as a conjecture of j about i ’s play.
Formally,
P
We define a function σi s.t. σi (si ) ∈ [0, 1] ∀si and σi (si ) = 1.
si ∈Si
I Eui (σ ) =
P
σ1 (s1 )...σn (sn )ui (s1 ...sn )
s∈S
I BRi (σ−i )= {σi ∈ ∆(Si )|Eui (σi , σ−i ) ≥ Eui (x, σ−i ), ∀x ∈ ∆(Si ).
∗
I A NE σ ∗ is s.t σ ∗ ∈ BRi (σ−i ), ∀i .
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Useful implications/comments
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Equilibria in mixed strategies
Back to Penalty kick (that is MP).
l r
L 1, −1 −1, 1
R −1, 1 1, −1
In a Game with 2 strategies a mixed strategy is identified by a
probability per player. We denote p (resp. q) the probability the goal
keeper goes right (resp. the penalty kicker shoots right).
Then ug (p, q) is the expected utility of the goal keeper given that the
randomisation of the penalty kicker is identified by q.
ug (p, q)= pq − p(1 − q) − q(1 − p) + (1 − p)(1 − q) =p(4q − 2) + 1 − 2q
Notice that if q > 21 , the optimal p is 1 (if penalty kicker goes more
often to right, it becomes optimal to go right ); q < 21 , the optimal p is
0; q = 21 , any p is optimal.
I omit looking at best reply for the penalty kicker as the analysis is
similar. 51 / 166
I The unique equilibrium is σg∗ = (1/2)R ⊕ (1/2)L and
σk∗ = (1/2)r ⊕ (1/2)l .
I Equilibrium payoff is 0 (not surprising as eq. strategies are
symmetric and it is a zero sum game).
I It is given by the intersection of the best reply correspondences
above (fixed point).
I Recall that the mixed extension of a finite game has at least one
equilibrium.
I Note that characterising the set of all NE in the game above was
easy as it was a 2 players, 2 pure strategies, symmetric game.
I In general, things might be more cumbersome.
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Rock, Paper, Scissors game
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Guide to find NE in mixed strategies
4. If you pass test 3), check that no pure strategy outside of the
support yields a higher utility.
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4 other examples for you
L R
T 2, 1 0, 0
B 0, 0 1, 2
L R L R
T 1, 1, 1 0, 0, 0 T 0, 0, 0 0, 0, 0
B 0, 0, 0 0, 0, 0 B 0, 0, 0 2, 2, 2
W E
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W X Y Z
A 1, 1 0, 1 0, 1 0, 1
B 1, 1 1, 1 0, 1 0, 1
C 1, 1 1, 1 1, 1 0, 1
D 1, 1 1, 1 1, 1 1, 1
L C R
T 3, 1 0, 0 2, 4
M 0, 0 1, 3 0, 0
B 4, 2 0, 0 1,1
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Table of contents
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Sequential decision making
I Let me first use our current representation; i.e. the normal form.
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Note Ann is row player, A above should read O , and B should read F .
I The sequential version of BoS has 3 eq. in pure strategies. In two
of them Ann chooses O (to which Bob must have a contingent
plan of choosing O, while out of eq. path both O and F work).
One has Ann choosing F and Bob choosing F all the times.
I Out of those eq - given the sequentiality of the game - Ann
choosing O, and Bob always matching her choice seems a more
reasonable eq.
I The "problem" is that NE ignores rationality out of eq. path/play.
– (information sets);
– (probability distribution for Nature’s moves).
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Nature
I Except for the initial node, every node has exactly one
immediate predecessor. The initial node has no predecessors.
I Play (or path) is a sequence of arrows and decision nodes from
origin to a terminal node.
I Length is the maximal number of decision nodes in some play of
the game.
I Perfect information: Each player knows the past decision of the
opponents at each decision stage
I Perfect recall: a player never forgets what he did or what he
knew.
(See The Absent-Minded Driver’s game)
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I The game tree representation visualizes directly the information
structure via the information sets.
I (i) is the sequential version of BoS with perfect information, (ii)
with imperfect information. (in ii, must take same action in xb 1
and xb 2 )
I Xi : set of decision nodes for i (x ∈ Xi is a node), : Hik an
information set of i , Hi = {Hi 1 , ...HiK }: i information partition
(∪Kk=1 Hik = Xi ). Finally, Ai (Hi ): set of feasible actions at
information set Hi .
I Perfect information: ∀i , ∀Hi , |Hi | = 1.
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Imperfect recall: Absent Minded Driver
Let h be the path from the origin to node x.
Let and X i (h ) be the sequence of information sets and actions for
player i on the path h .
Then, an extensive-form game has perfect recall if, for any i and Hi ,
0 0
if the paths to decision nodes x, x ∈ Hi are h and h respectively,
0
then X i (h ) = X i (h ).
u !
1b !!!
u!
T ! aa d
2a !! aa
u! a
U H
HHB
1a H
e
b
b
b
b
D b 2b t
bb u L""
Q b
Q 1c "M
Q u"
Q
QR
QQ
The strategy profile determines the actual play and the outcome.
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Mixed and Behavioral strategies
I Recall that a mixed strategy assigns a probability distribution
over the set of pure strategies. You should think of this
assignment as done before the start of the game.
I A behavioral strategy, instead, assigns probability distribution
over the set of feasible actions for each information set Ai (Hi )
independently of the other information sets. You may think of
this assignment as done during the game.
I To see the difference go back to sequential version of BoS (with
perfect info). A mixed strategy would assign a probability
distribution over the 4 possible actions of Bob. A behavioural
strategy, instead, would assign one over the actions at each
information set (so over F and O given that Ann chose F , and
over F and O given that Ann chose F ).
I Result (Kuhn Th.): For any finite extensive form game, any
behavioral strategy has an outcome equivalent mixed strategy
and viceversa, if and only if the game has perfect recall.
I Under the conditions of the result above we can use behavioral
strategies - which are more intuitive - without any loss. 68 / 166
I In the game above player 1 has 8 pure strategy. Hence, a mixed
strategy is a distribution over such 8 strategies. Instead, a
behavioral strategy assigns an independent probability
distribution over the two binary actions at each of the 3
information sets.
I The behavioral strategy mixes over a and b at H11 with prob. p1
0 0 00
1 − p1 , over a and b at H12 with prob. p2 1 − p2 , and over a and
00
b at H13 with prob. p3 1 − p3 . The corresponding mixed strategy
00
assigns probability p1 p2 p3 to the pure (a, a 0 , a ) (and so on,
check other 7). You can verity that the probability each end node
is reached is the same under both formalizations. 69 / 166
Backward Induction and NE
E in M accomodate
h - x - (1, 1)
out fight
? ?
(0, 2) (−1, −1)
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Extensive form and strategic form
incumbent
fight accomodate
entrant in −1, −1 1, 1
out 0, 2 0, 2
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I Chain store paradox: The previous entrant game can be
extended to allow the monopolist to control N markets in each of
which there is one potential entrant for each market. The
example assumes that entrants arrive sequentially one after the
other with entrance decisions being observable (see book for full
description).
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Stackelberg competition
I As an example of a sequential decision making in a game that is
not finite, lets see the Stackelberg model.
General assumptions: homogeneous product, price-taking
consumers.
Stackelberg assumption: producers set output levels sequentially.
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The leader solves maxp1 (a − bp1 + cp2 ) p1 so
4b 2 + 2bc − c 2
!
2b + c a a
p1s = and p2s =
2 2b 2 − c 2 4b 2b 2 − c 2
We find p1s > p2s > p b . In the sequential price game, the leader is
overpricing (i.e., underproducing).
We have:
1) Higher profits than Bertrand for both firms: πis > πib .
2) Leader’s profit lower than follower’s: π2s > π1s .
3) Increase in leader’s profit smaller than follower’s:
π1s − π1b < π2s − π2b .
There is no first-mover’s advantage: leader expects the follower to
undercut him.
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Table of contents
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The ultimatum game
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Bargaining over two periods - by 2 players
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Bargaining over an infinite horizon
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Key steps of proof:
I Notice that given the infinite horizon the game looks the same in
any odd (even) period except the discounting of payoff.
I Assume that if game enters the third period the solution
(strategy profile) by BI that gives highest payoff to player 1 in
any sub-game is played.
I Call the above σ H and (uh , vh ) the associated payoffs from the
subgame that starts with the 3 period.
I Hence, player 1 at the end of second period will accept if only if
x1 ≥ δuh . Hence, best proposal by 2 is x1 = δuh , which gives him
δ(1 − δuh ).
I Given the above, in period 1 player 2 will accept a proposal x2 iff
x2 ≥ δ(1 − δuh ). Under the optimal proposal by 1, 1 then gets
1 − δ(1 − δuh ).
I Since, σ H was the solution with highest payoff for 1, we must
1
have uh = 1 − δ(1 − δuh ), which gives uh = 1+δ (and then
δ
vh = 1+δ ).
I We can do the same focusing on strategy profile that gives
lowest payoff for 1. However, steps are the same and we get
same payoff for both players. Hence, the solution is unique.
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Centipede game - BI and common knowledge of
rationality
I In the unique eq. by BI each player opts for "out" at each info set.
I Notice that opting for out is optimal based on the implicit
assumption that the other player will behave rationally in the
unfolding of the game.
I However, here if player 2 observes "in" by player, he observes
something that contrasts the assumption of common knowledge
of rationality.
I To avoid this conceptual issue one may assume that deviations
from the equilibrium path may occur due to mistakes. If the
probability of a mistake is low enough, the equilibrium outcome
is unaffected. 83 / 166
Table of contents
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Sequential rationality
I BI embodies the logic of sequential rationality: at any node
where a decision is taken, a player best replies assuming that
people will best reply in all possible future nodes.
I However, the logic of BI cannot be applied directly at games as
the one below (the optimal action of E at her 2nd information set
depends on which nodes she is at).
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I Def. A strategy profile s ∗ is a SPE if for each subgame H̃ , its
restricted strategy profile s ∗ |H̃ is a a NE of H̃ .
I Thm. For every finite game in extensive form, there exists a SPE.
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Capacity choice game
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I π1 (q1 , q2 ) = (900 − q1 − q2 )q1 − C , where C depends on capacity.
I π2 (q1 , q2 ) = (900 − q1 − q2 )q2 .
I There are 2 proper subgames (after choice S or L by 1).
I The subgame after L is the same as Cournot game already
analyzed, and gives equilibrium quantities (300, 300).
I In the subgame after S , firm 1 best reply is constrained by the
capacity choice: we have q1 (q2 ) = 12 (900 − q2 ) is capped at 100.
Given this constrained best reply by 1, we have that the NE in the
subgame is (100, 400).
I When deciding whether entering firm 1 compares her profits
under the NE of the 2 subgames. It turns out that here is optimal
to induce the subgame associated with small capacity.
I Notice that the strategies of both players include the quantity
choices in both subgames. In addition for firm 1 the strategy
also includes the capacity choice.
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Table of contents
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Repeated games
The one shot framework we have started the course with provided a
powerful tool to analyze strategic interactions among individuals.
Some insights we learned were useful but not very reassuring (PD
game, public good game, etc).
I For those applications where the same set of players interact
repeatedly in a stable environment, we can provide a more
positive message.
I Main message is: repetition facilitates cooperation. The
mechanism how this might occur may be familiar:
“If you are nice to me today, I will be nice to you tomorrow. And if
you are nasty, I will be too.”
I The idea embodied by the above quote requires that players
observe the past history of choices: strategies may be history
dependent.
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I The repeated version of a one shot game then becomes an
extensive form game. Hence, one we introduce them now.
I A repeated game Γ is formed by:
I a stage game G with n players;
I T ≥ 2 rounds of play;
I for each i , strategies and payoffs.
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I Define Ht = (S1 × S2 × ... × Sn )t−1 , the set of histories until round t.
ht will be the realization of a specific history.
I A pure strategy bi = (bi 1 , bi 2 , ..., biT ) is such that ∀t, bit : Ht 7→ Si .
I Player i gets a payoff flow {ui1 , ui2 , . . . , uiT } (one in each stage).
T
X
Ui = δit−1 uit
t=1
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A twice repeated game
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Key observations:
I In the second/last round only the actions underlying a stage
game NE can be played.
I In this game the hard part will be persuade 2 to play A in the first
round (it is not a best reply in the stage game for him).
I To do so, we need to build a carrot and stick system (that is a
system of rewards and punishments).
I The availability of a carrot and stick mechanism depends on the
specific game.
I Here we have it, as there are 2 NE in the stage game of which
one can be used as carrot for 2 - (A , H ) - and one as stick - (B , B ).
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∗
I b11 ∗ ∗
(∅) = A , b12 (A , A ) = A , b12 (A , H ) = B .
∗
I b21 ∗ ∗
(∅) = A , b22 (A , A ) = H , b22 (A , H ) = B .
I bi∗2 (h ) = H , b22
∗
(A , H ) = B , ∀i and ∀h , (A , A )or(A , H ).
I We need to check that no player has an incentive to deviate at
any stage of the game.
I Player 2 does not have an incentive to deviate at t = 1, as under
the eq. path he gets 3 + 4, and with best deviation 4 + 1.
I Check all other possible deviations.
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Repeated PD
Let the stage game be a PD:
C D
C 5, 5 0, 6
D 6, 0 1, 1
C D
C 5, 5 0, 6
D 6, 0 1, 1
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I Consider a subgame after h = (C , C )t−1 (eq. path till t − 1).
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Tit for tat
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Folk’s theorem
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Static Cournot market
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Collusion under Cournot competition
which gives
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Table of contents
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Incomplete information
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I Lack of complete information leads to the presence/modeling of
uncertainty.
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I Assume one seller and one buyer. For simplicity, let me assume
that the buyer is a computer whose behavior is fixed (so this is
actually a decision problem).
I The seller values the object on sale zero, vs = 0. The
buyer/computer is equally likely to have any value between 0
and 100 (a program selects vb from U [0, 100]).
I The seller makes a take it or leave it offer to the
buyer/computer, p. The computer is programmed to accept if
vb ≥ p. The seller is aware of this.
I If seller is also aware of the vb selected, then he offers p = vb .
The outcome is efficient, and the computer gets zero even when
her value is high, say 90.
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I If seller is uncertain about value selected by the program, he
(100−p)
maximizes his expected payoff 100 p, which gives p = 50.
I The value uncertainty in this example produces two
consequences that you may see in various games:
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One-sided uncertainty in BoS
Bob believes that Ann likes him or dislikes him, with equal probability.
F O F O
F 2, 1 0, 0 F 2, 0 0, 2
O 0, 0 1, 2 O 0, 1 1, 0
likes (1/2) dislikes (1/2)
FF FO OF OO
F 2, 1/2 1, 3/2 1, 0 0, 1
O 0, 1/2 1/2, 0 1/2, 3/2 1, 1
I Notice that Ann’s payoff in the matrix above are computed from
an ex ante perspective.
I Ann is with probability half the type of player on the left game
and with half the one on the right game.
I We call the NE of a game of incomplete information a Bayesian
Nash Equilibrium. The BNE of the game above is (F , FO ).
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Formalization of Bayesian games (Harsanyi)
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I Where do these beliefs come from? Are they subjective beliefs?
Can we guarantee their mutual consistency?
I We have already exploited the structure imposed by Harsanyi to
guarantee the consistency of such beliefs and the tractability of
the model in the BoS example.
I The Harsanyi approach assumes that players have common
knowledge of a probability distribution about the elements of the
game, and hence of what the various elements might be. Players
beliefs are then consistent as they are conditional probability
distributions based on such common prior. The conditioning is
based on Bayes’ rule (hence Bayesian games).
I We can model the common prior as something determined by
player Nature. This way we can reinterpret a game of incomplete
information as a game of imperfect but complete information.
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I We represent each player characteristics and informational
structure via what we call a players’ type. We denote by Ti the
set of type of player i , and by ti a specific realization.
I The realized vector of types t is drawn from the set T by Nature
using a common probability distribution p(.). Players then form
their posterior based on their realized type p(.|ti ). You can see
that is enough that a player knows his type if we use this
representation.
I Player i payoff function in the Bayesian game becomes
S × T 7→ R (depends both on strategy profile played and realized
profile of types).
I We denote a player i strategy by bi , where bi : Ti 7→ Si .
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Illustrative example
I one buyer, one seller dealing about a car that can be low quality
or high quality (lemon problem, Akerlof).
I Price is fixed to be P .
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I Prob. car is lemon is .3. This is the common prior. The extensive
form game below provides a game of imperfect info where
nature selects according to the common probability distribution.
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I As usual strategies are defined at start of game, so each i
selects bi (.) such that
P P
Pti ∈Ti Pt−i ∈T−i p(ti , t−i )ui (bi (ti ), b−i (t−i )ti , t−i ) ≥
ti ∈Ti t−i ∈T−i p(ti , t−i )ui (gi (ti ), b−i (t−i )ti , t−i ).
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Ex ante vs type dependent optimization
Ex ante:
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Ex post:
I The difference is that now we can think of the two type of the
seller as separate players, call S1 the one with good car and S2
the one with the lemon.
I if P ≤ 30, and buyer willing to trade, for S1 is optimal not to trade
and for S2 is optimal to trade. Given this, it is indeed a best reply
for the buyer to trade.
I As before if P > 30 players strategy cannot be mutual best reply.
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Cournot duopoly with incomplete information
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When Row has high cost (c1H = 3): max (10 − q1H − q2 − c1H )q1H
When Row has low cost (c1L = 1): max (10 − q1L − q2 − c1L )q1L
Column has cost (c 2 = 2): max 12 ΠH + 12 ΠL .
10 − 2q1H − q2 − c1H = 0
10 − 2q L − q2 − c L = 0
System of three FOCs:
1 1
(1/2)[10 − q H − 2q2 − c2 ]+
1
(1/2)[10 − q1L − 2q2 − c2 ] = 0
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Table of contents
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Auction Theory: An Introduction
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Game Theory and Auctions
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Auction Theory: An Introduction
I Timber Auctions
I Ebay
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Auction Theory: An Introduction
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Auction Theory: An Introduction
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Auction Theory: An Introduction
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Auction Theory: Auction Environments
I Maximizing Revenues
I Efficiency
I Some weighted combination of the two
I Others.
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Auction Theory: Auction Environments
I Risk Neutrality
I No Budget Constraints
I Unidimensional and Independently drawn Signals
I Symmetry
I No Collusion
I Fixed Number of Bidders
I Others.
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Auction Theory: Auction Environments
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Auction Theory: Auction Environments
Open Formats
I English Auctions
I Dutch Auction
Sealed Formates
I FPA
I SPA
I APA
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Auction Theory vs Mechanism design vs.
Information design
Alternative approaches:
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Independent Private Value Setting (IPV)
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Second Price Auction (SPA)
Rules: Sealed Bid Format in which the highest bid wins, and pays the
second highest bid.
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Second Price Auction (SPA
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Second Price Auction (SPA)
We need to consider possible deviations from the proposed strategy
Define P1 ≡ maxj ,i bj
Lets look at the ex post payoff and think about how it could vary
choosing any bi , xi , distinguish 2 cases: xi > P1 , xi < P1 (under the
proposed eq. xi = P1 happens with zero probability)
I xi > P1 (i wins and pays P1 , under proposed strategy)
I bi > xi still win, still pay P1 . ==> No improvement
I b i < xi
I bi > P1 , as above. still win, still pay P1 . ==> No improvement
I bi < P1 , lose and forego (xi − P1 ). ==> Worse off
I xi < P1 (i loses, and pays 0, under proposed strategy)
I bi < xi still lose. ==> No improvement
I b i > xi
I bi < P1 , as above you still lose. ==> No improvement
I bi > P1 , now you win, but suffer a loss of (P1 − xi ). ==> Worse off
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SPA: Calculating Expected Revenues
(n−1)
Notation from book: Y1 ≡ Y1 , we are often interested highest
value of other n-1 opponents.
(n−1)
G (y) = F (y)n−1 , also f1 = (n − 1)Fn−2 f (y)
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First Price Auction (FPA)
Rules: Sealed Bid Format in which the highest bid wins, and pays
his/her own bid (Note: FPA is strat. Equiv. to Dutch. Why?).
I If bi > maxj ,i bj , πi = xi − bi
I If bi < maxj ,i bj , πi = 0
I If bi = maxj ,i bj , Assume random Tie breaking rule (for instance,
with equal probability)
How would you bid? Can’t bid your value, need to shade! How much?
If you knew P1 , P1 + But you don’t ==> clearly eq. is not in dominant
strategy==>typically ex-post regret. (ex-ante trade off prob. of
winning, and ex post payoff)
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First Price Auction (FPA)
Rules: Sealed Bid Format in which the highest bid wins, and pays
his/her own bid (Note: FPA is strat. Equiv. to Dutch. Why?).
I If bi > maxj ,i bj , πi = xi − bi
I If bi < maxj ,i bj , πi = 0
I If bi = maxj ,i bj , Assume random Tie breaking rule (for instance,
with equal probability)
How would you bid? Can’t bid your value, need to shade! How much?
If you knew P1 , P1 + But you don’t ==> clearly eq. is not in dominant
strategy==>typically ex-post regret. (ex-ante trade off prob. of
winning, and ex post payoff)
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First Price Auction (FPA)
Rules: Sealed Bid Format in which the highest bid wins, and pays
his/her own bid (Note: FPA is strat. Equiv. to Dutch. Why?).
I If bi > maxj ,i bj , πi = xi − bi
I If bi < maxj ,i bj , πi = 0
I If bi = maxj ,i bj , Assume random Tie breaking rule (for instance,
with equal probability)
How would you bid? Can’t bid your value, need to shade! How much?
If you knew P1 , P1 + But you don’t ==> clearly eq. is not in dominant
strategy==>typically ex-post regret. (ex-ante trade off prob. of
winning, and ex post payoff)
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First Price Auction (FPA)
Rules: Sealed Bid Format in which the highest bid wins, and pays
his/her own bid (Note: FPA is strat. Equiv. to Dutch. Why?).
I If bi > maxj ,i bj , πi = xi − bi
I If bi < maxj ,i bj , πi = 0
I If bi = maxj ,i bj , Assume random Tie breaking rule (for instance,
with equal probability)
How would you bid? Can’t bid your value, need to shade! How much?
If you knew P1 , P1 + But you don’t ==> clearly eq. is not in dominant
strategy==>typically ex-post regret. (ex-ante trade off prob. of
winning, and ex post payoff)
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First Price Auction (FPA)
Rules: Sealed Bid Format in which the highest bid wins, and pays
his/her own bid (Note: FPA is strat. Equiv. to Dutch. Why?).
I If bi > maxj ,i bj , πi = xi − bi
I If bi < maxj ,i bj , πi = 0
I If bi = maxj ,i bj , Assume random Tie breaking rule (for instance,
with equal probability)
How would you bid? Can’t bid your value, need to shade! How much?
If you knew P1 , P1 + But you don’t ==> clearly eq. is not in dominant
strategy==>typically ex-post regret. (ex-ante trade off prob. of
winning, and ex post payoff)
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First Price Auction (FPA)
Rules: Sealed Bid Format in which the highest bid wins, and pays
his/her own bid (Note: FPA is strat. Equiv. to Dutch. Why?).
I If bi > maxj ,i bj , πi = xi − bi
I If bi < maxj ,i bj , πi = 0
I If bi = maxj ,i bj , Assume random Tie breaking rule (for instance,
with equal probability)
How would you bid? Can’t bid your value, need to shade! How much?
If you knew P1 , P1 + But you don’t ==> clearly eq. is not in dominant
strategy==>typically ex-post regret. (ex-ante trade off prob. of
winning, and ex post payoff)
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First Price Auction (FPA)
Conjecture: symm, increas., diff. eq. exists and all j , 1 follow it. Lets
look at optimal strategy bidder 1.
I b ≤ β(1)
I β(0) = 0
or Y1 < β −1 (b )
I E (π) = G (β −1 (b ))(x − b )
g(β −1 (b ))
I FOC: 0 (x − b ) − G (β −1 (b )) = 0
β (β −1 (b ))
0
I symmetric eq. b = β(x), thus, G (x)β (x) + g(x)β(x) = xg(x) (FODE)
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First Price Auction (FPA)
I d
dx (G (x)β(x)) = xg(x)
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FPA: Verifying Equilibrium
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FPA: Comments
I Is Equilibrium Ex Post?
I It is a Bayesian Nash Eq., and as such is sensitive to number of
bidders, distribution F , symmetry, etc (Not Details Free)
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FPA: Overbidding
Why?
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FPA: Revenues and Comparison with SPA
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Do you find the result surprising? (very different rules, but same
revenues)
Notice:
I Allocation is the same
I Lowest type gets the same (0) in both auctions.
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Revenue Equivalence
I ∂ d
∂z
π(x, z) = g(z)x − dz m(z) = 0
I Symmetric eq: z = x
I d
dy m(y) = g(y)y
Rx Rx
I m(x) = m(0) + yg(y)dy = yg(y)dy = G (x)E (Y1 |Y1 < x)
0 0
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Revenue Equivalence
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Revenue Equivalent Auctions
Let us assume the IPV setting and think about the equilibrium of APA.
Rx
x2
What is the expected payment in this set-up? 0
yg(y)dy, U2: 2
In the APA, expected payment coincides with payment (cause you pay
regardless of the outcome)!
Rx
x2
Thus, β(x) = m(x) = 0
yg(y)dy; U2: β(x) = 2
Does this bidding f. makes sense? Yes, lower types shade much more
than higher types cause less likely to win.
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Lets verify that the bidding functions we derived are indeed an
equilibrium.
Rz
π(x, z) = G (z)x − β(z) = G (z)x − 0
yg(y)dy
Rz
π(x, x) − π(x, z) = G (z)(x − z) + x
G (y)dy ≥ 0
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Key Assumptions of Revenue Equivalence
I Independence
I Risk Neutrality
I No Budget Constraints
I Symmetry
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General Vs. Direct Mechanisms
Myerson 1981
I A mechanism is defined by (B , π, µ)
I π : B 7→ ∆
I µ : B 7→ Rn
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Revelation Principle
Myerson 1981
Take any Mechanism (B , π, µ), and an equilibrium of this mechanism
β. Then there exists a direct mechanism (Q , M ) s.t.:
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Extensive form games and Incomplete
information
I We have already looked at incomplete information in the contest
of normal form games. The relevant concept there was Bayesian
Nash eq. Recall that we modeled incomplete information using
the framework of imperfect but complete information. The game
was Bayesian in the sense that that we applied Bayes rule to
update from the common prior. This ensured that players beliefs
were correct/consistent.
I We also already looked at extensive form games to deal with the
fact that in some games players move sequentially. There we
introduced the idea of imposing sequential rationality, which
lead to a refinement of NE via backward induction and SPE.
I Here we want to deal with incomplete information in extensive
form games where players might choose sequentially. In doing
so we want to maintain the requirement of sequential rationality
and the consistency of beliefs. This is what Perfect Bayesian
equilibrium (PBE) requires.
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PBE
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Weak consistency
N j
Z
Z
Z
q1 q2 Z q3
Z
Z
1
1 z z Zz
Z
C B B
C B B
C
p 1-p r B 1-r B
C B B
C B B
[µ]
z 2 B B
z z z
C
A L L
T
A L L
T
1
k
Z
Z
L Z R
Z
Z
2 Z
{ Z {
l l
l l
W l E W l E
ll ll
The best reply for 2 is W if µ ≥ 1/2 and E if µ ≤ 1/2. There are two NE
that are supported by two different sets of beliefs.
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Sequential rationality
L 1
(0,0) k
Z
Z
M Z R
Z
Z
[µ]
2 Z
{ Z{
l l
l l
l m l r l m l r
ll ll
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Signaling game
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Example: Back to Lemon problem
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Classification of equilibria in pure strategies
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