2 Game Theory
2 Game Theory
2 Game Theory
- Strategic Interdependence -
2.- Game Theory Overview
Plan
2.1 Introduction
2.3 Dynamic Games of Complete Information: Backwards Induction and Subgame Perfection
2.5 Dynamic Games of Incomplete Information: Perfect Bayesian Equilibrium and Sequential
Equilibrium
2.- Game Theory Overview
2.1 Introduction
2 The Rules Who moves first, who moves next, what can be done and what can not, ...
4 The Outcomes What is the consequence of each combination of actions by the players
2 The Rules Simultaneously, both players show either rocks, scissors or paper
3 The Strategies Each player can choose among showing rocks, scissors or paper
4 The Outcomes Rock beats scissors, which beats paper, which beats rock
5 The Payoffs The winning player receives 1 from the loser (thus getting -1)
2.- Game Theory Overview 2.1 Introduction
Game Scenarios
Examples
Players take decisions without knowing the actions taken by other players
Basic Assumptions
2. Players have full information about all the elements of the game (Complete
Information)
3. Players know that players are rational and fully informed, and they know
that others know that players are rational and fully informed, and they
know that others know that they know that players are rational and fully
informed, and ... (Common Knowledge)
2.- Game Theory Overview 2.2 Static Games of Complete Information
Notation
This representation of a game is know a normal form game or strategic form game,.
2.- Game Theory Overview 2.2 Static Games of Complete Information
• 2 players I = {1, 2}
• Strategy profiles in S = {C, D} × {C, D} = {(C, C), (C, D), (D, C), (D, D)}
This is a game in which there are gains from cooperation, but a binding agreement is not possible
(neither stable !). Situations such as price-fixing/collusion and free-riding can be understood
using a prisoner’s dilemma model.
It is a compelling example that individual self-interest might not lead to social
efficiency
2.- Game Theory Overview 2.2 Static Games of Complete Information
Example 4: Rock-Scissors-Paper
1\2 R S P
R 0, 0 1, −1 −1, 1
S −1, 1 0, 0 1, −1
P 1, −1 −1, 1 0, 0
Main Question
The Equilibrium
2.- Game Theory Overview 2.2 Static Games of Complete Information
The simplest way to consider rational behavior by the players is that of Dominant and Dominated
Strategies.
Consider the static game
Γ = (I, {S i}i∈I , {ui}i∈I )
Definition. A strategy si ∈ Si is a Strictly Dominant Strategy for player i ∈ I if, for any
other s′ ∈ Si (s′i 6= si),
ui(si, s−i) > ui(s′i, s−i)
for all s−i ∈ S−i
Example The strategy D (Defect) is a Strictly Dominant Strategy for both players in the
Prisoners’ Dilemma
2.- Game Theory Overview 2.2 Static Games of Complete Information
In such case, we say that the strategy s′i strictly dominates si for player i
Example The strategy C (Cooperate) is a Strictly Dominated Strategy for both players in the
Prisoners’ Dilemma. (The strategy D dominates C)
Definition. A strategy si ∈ Si is a Weakly Dominant Strategy for player i ∈ I if, for any
other s′ ∈ Si (s′i 6= si),
ui(si, s−i) ≥ ui(s′i, s−i)
for all s−i ∈ S−i
In such case, we say that the strategy s′i weakly dominates si for player i
Example
1\2 L R
T 1, 3 0, 2
B 0, 2 0, 3
T weakly dominates B. That is, B is weakly dominated by T . Or, T is a weakly dominant
strategy
2.- Game Theory Overview 2.2 Static Games of Complete Information
Comments
Strictly dominated strategies should never be used by a rational player. The assumption of
common knowledge allows players to effectively “delete” such strategies. Sometimes, this leads
to some reduction of the possible outcomes of the game
Example
1\2 L C R
T 3, 0 0, −5 0, −4
M 1, −1 3, 3 −2, 4
B 2, 4 4, 1 −1, 8
R strictly dominates C. Hence,
1\2 L R
T 3, 0 0, −4
M 1, −1 −2, 4
B 2, 4 −1, 8
2.- Game Theory Overview 2.2 Static Games of Complete Information
Comments
• Strategies that are dominant at the origin will remain dominant through all the process
2.- Game Theory Overview 2.2 Static Games of Complete Information
The “deletion” of weakly dominated strategies does not have as much sense as in the case of
strictly dominated strategies. The reason is that, in this case, we can not say that “a rational
player will never use such strategy” as before. Furthermore, the process might produce a strange
result
Example
1\2 L R
T 5, 1 4, 0
M 6, 0 3, 1
B 6, 4 4, 4
a) If T is removed,
1\2 L R
M 6, 0 3, 1
B 6, 4 4, 4
1\2 R
M 3, 1
B 4, 4
1\2 R
B 4, 4
2.- Game Theory Overview 2.2 Static Games of Complete Information
b) If M is removed,
1\2 L R
T 5, 1 4, 0
B 6, 4 4, 4
1\2 L
T 5, 1
B 6, 4
1\2 L
B 6, 4
2.- Game Theory Overview 2.2 Static Games of Complete Information
Rationalizable Strategies
• Yet, strategy M for the first player is never going to be used (It is never a good option by a
rational player)
We could extend the concept of Dominated Strategy to strategies that are not going to be used
by a rational player.
2.- Game Theory Overview 2.2 Static Games of Complete Information
Definition. A strategy si ∈ Si is a best response for player i ∈ I to the strategies s−i of his
opponents if
ui(si, s−i) ≥ ui(s′i, s−i)
for any s′i ∈ Si
• A strategy that is never a best response might not be a strictly dominated strategy
Thus, more strategies are eliminated in this process o elimination of strategies that are never a
best response
2.- Game Theory Overview 2.2 Static Games of Complete Information
Definition. The strategies in Si that survive the process of iterated elimination of strategies
that are never a best response are called player’s i rationalizable strategies
Alternatively, we can say that player’s i rationalizable strategies are those strategies in Si that
are a best response to some s−i by player’s i opponents.
In the previous example, if we eliminate M for player 1 we get
1\2 L R
T 4, 0 0, 2
B 0, 1 3, 2
Now L is strictly dominated for player 2
1\2 R
T 0, 2
B 3, 2
Now we can eliminate T
1\2 R
B 3, 2
Thus, rationalizable strategies are B for player 1 and R for player 2
2.- Game Theory Overview 2.2 Static Games of Complete Information
Nash Equilibrium
It is clear that in many cases the process of iterated elimination of strategies cannot be started
and, thus, no prediction can be made about the outcome of the game
bi(s−i) = {si ∈ Si | u1(si, s−i) ≥ ui(s′i, s−i) for all s′i ∈ Si}
Consequently,
Definition. Given a game Γ = (I, {S i}i∈I , {ui}i∈I ), a strategy profile s∗ ∈ S is a Nash
Equilibrium if for every i ∈ I,
s∗i ∈ bi(s∗−i)
2.- Game Theory Overview 2.2 Static Games of Complete Information
Examples
Comments
• Nash equilibrium are minimal requirements for strategic stability and self-enforcement
Mixed Strategies
How to play ?
1\2 R S P
R 0, 0 1, −1 −1, 1
S −1, 1 0, 0 1, −1
P 1, −1 −1, 1 0, 0
If my opponent plays ...
1
p(R) = p(S) = p(P ) =
3
I get ...
1 1 1
u(R) = 0 + (−1) + 1 = 0
3 3 3
1 1 1
u(S) = (−1) + 0 + 1 = 0
3 3 3
1 1 1
u(P ) = 1 + (−1) + 0 = 0
3 3 3
2.- Game Theory Overview 2.2 Static Games of Complete Information
Notation
• The set of all mixed strategies of player i is the Simplex on S i, denoted ∆(S i)
1\2 F O
F 2, 1 0, 0
O 0, 0 1, 2
We know that σ 1 = σ 2 = (1, 0) and σ 1 = σ 2 = (0, 1) are two Nash equilibria.
For another strategy profile (σ 1 , σ 2) to be an equilibrium, it must be the case that
u1(F, σ 2) = u1(O, σ 2)
u2(σ 1, F ) = u2(σ 1 , O)
That is,
2 2 4
3 F 9 9
1 1 2
3 O 9 9
Nash Equilibrium
Definition. Given a game Γ = (I, {S i}i∈I , {ui}i∈I ), a strategy profile σ ∗ ∈ ∆(S) is a
Nash Equilibrium if for every i ∈ I,
bi(σ −i ) = {σ i ∈ ∆(S i) | ui(σ i , σ −i ) ≥ ui(σ ′i, σ −i) for all σ ′i ∈ ∆(S i)}
Consequently,
Definition. Given a game Γ = (I, {S i}i∈I , {ui}i∈I ), a strategy profile σ ∗ ∈ S is a Nash
Equilibrium if for every i ∈ I,
σ i∗ ∈ bi(σ −i∗)
2.- Game Theory Overview 2.2 Static Games of Complete Information
The proof proceeds by showing that b(σ) satisfies the conditions of Kakutani’s theorem to
conclude that ∃σ ∗ ∈ ∆(S) such that σ ∗ ∈ b(σ ∗ )
i i n−i i ni n−i
u (σ̄ , σ ) > u (σ̂ , σ )
2.- Game Theory Overview 2.2 Static Games of Complete Information
i −i
that contradicts σ̂ n ∈ bi(σ n ). Therefore, b(σ) must be upper-hemicontinuous.
Thus, we have verified that the mixed strategy profiles set ∆(S) together with the best re-
sponse correspondence b satisfy the hypothesis of the Kakutani’s fixed-point theorem. There-
fore, ∃σ ∗ ∈ ∆(S) such that
σ ∗ ∈ b(σ ∗)
that is, σ ∗ is a Nash equilibrium
2
2.- Game Theory Overview 2.2 Static Games of Complete Information
Correlated Equilibrium
Recall the mixed strategy equilibrium in the Battle of the Sexes game.
1\2 F O
F 2, 1 0, 0
O 0, 0 1, 2
∗1 2 1 ∗2 1 2
σ = ( , ) and σ = ( , )
3 3 3 3
full correlation
One of the main assumptions of non-cooperative game theory is that players take actions in-
dependently, without communicating, without any sort of coordination. On the other extreme
would be the case when players can talk to coordinate their actions. Aumann (1974) suggested
that between “no coordination” (no communication) and “full coordination” (talking) there might
exist a range of correlations between their actions. This is the idea of the correlated equilibrium.
Back to the Battle of the Sexes example, imagine that there are only two possible states of
nature, x and y (for instance, sunny and rainy ) and that the realized state can be fully observed
by the two players. Suppose further that Player 1 announces that he is going to go to the
Football if x occurs and to the Opera if y occurs. Then the best response for Player 2 is to
mimic what Player 1 is doing. The combination of these behaviors is an equilibrium in the sense
that, given that the other player is doing, no one wants to change his or her behavior. The
equilibrium is achieved by means of some “coordination device” (a weather report, for example)
that implements a random variable whose realizations are observable to the two players. This
is the case of “perfect correlation” (or perfect coordination), when all the players have access to
exactly the same information.
2.- Game Theory Overview 2.2 Static Games of Complete Information
Consider, on the contrary, the following case. There are three possible states of nature: x, y,
and z (sunny, cloudy, and rainy), but players have access to the information in different ways
(different weather reports). For instance, imagine that Player 1 can tell whether the state of
nature is x or an element of [y, z] (sunny or not), and that Player 2 can distinguish only between
[x, y] and z (rainy or not). Then, the strategy for Player 1 has two elements: what to do if he
learns that the state of nature is x and what to do if the state of nature is in [y, z]. Similarly
for Player 2: what to do when the state of nature is in [x, y] and what to do if it is x.
A player’s strategy is optimal, given the strategy of the other(s) player(s), if for any realization
of his information he can do no better by choosing an action different from that dictated by his
strategy
Imagine, for example, that the probabilities of the states x, y, and z are px, py , and
pz respectively, and that Player 2 announces that she is going to the Football if it is not go-
ing to rain (that is, [x, y] occurs) and to the Opera if it is going to rain (x occurs). Then,
if Player 1 is informed that it is not going to be sunny (that is, [y, z] occurs)1, he will have
to choose the action that is optimal against his partner going to the Football with probability
1
What will be Player 1’s optimal choice if he is informed that x occurs ?
2.- Game Theory Overview 2.2 Static Games of Complete Information
p2(F |[y, z]) and to the Opera with probability p2(O|[y, z]), where:
2 py
p (F |[y, z]) = p([x, y]|[y, z]) =
py + pz
pz
p2(O|[y, z]) = p(z|[y, z]) =
py + pz
This is one example in which full coordination is not possible (players observe different signals)
yet there is some correlation between their actions.
Formally, we can give the following definition of a correlated equilibrium
2.- Game Theory Overview 2.2 Static Games of Complete Information
(ii) For each player i ∈ I a partition P i of Ω (P i represents Player i’s information struc-
ture)
(iii) For each player i ∈ I a function σ̄ i : Ω → S i such that σ̄ i (ω) = σ̄ i(ω ′) whenever
ω, ω ′ ∈ Pki for some Pki ∈ P i (σ̄ i is the strategy of Player i)
such that for every player i ∈ I and for any other σ i : Ω → S i such that σ i(ω) = σ i (ω ′)
whenever ω, ω ′ ∈ Pki for some Pki ∈ P i (that is, for any strategy of Player i) we have
X X
−i
i i
p(ω)u (σ̄ (ω), σ̄ (ω)) ≥ p(ω)ui(σ i(ω), σ̄ −i (ω)) (1)
ω∈Ω ω∈Ω
✔ Notice that the probability space and the information partitions are part of the equilibrium
2.- Game Theory Overview 2.2 Static Games of Complete Information
• The left hand side is the payoff of player i in the mixed strategy Nash equilibrium σ ∗
• The right hand side is the payoff of player i when using the mixed strategy that chooses
the pure strategy σ i(s1, s2, . . . , sI ) with probability σ ∗i(si) and everybody else is playing
according to the mixed strategy σ ∗j
Remember, again, the mixed strategy Nash equilibrium in the Battle of the Sexes
1 2
3 3
1\2 F O
2
3 F 2, 1 0, 0
1
3 O 0, 0 1, 2
2
• p(F, F ) = 3 × 13 = 2
9
2
p(F, O) = 3 × 32 = 4
9
1
p(O, F ) = 3 × 13 = 1
9
1
p(O, O) = 3 × 32 = 2
9
σ̄ 1(F, F ) = F σ̄ 2(F, F ) = F
σ̄ 1(F, O) = F σ̄ 2 (F, O) = O
•
σ̄ 1(O, F ) = O σ̄ 2 (O, F ) = F
σ̄ 1(O, O) = O σ̄ 2(O, O) = O
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2.- Game Theory Overview 2.2 Static Games of Complete Information
2 4 1 2 2 4 1 2
2+ 0+ 0+ 1≥ 0+ 1+ 2+ 0
9 9 9 9 9 9 9 9
2.- Game Theory Overview 2.2 Static Games of Complete Information
• Ω = {x, y}
1
• p(x) = 2
1
p(y) = 2
• P 1 = {{x}, {y}}
P 2 = {{x}, {y}}
σ̄ 1(x) = F σ̄ 2(x) = F
•
σ̄ 1 (y) = O σ̄ 2 (y) = O
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✔ Notice that p(x) and p(y) are not important for the equilibrium strategies, only for the final
payoff
2.- Game Theory Overview 2.2 Static Games of Complete Information
• Ω = Ω1 ∪ . . . ∪ ΩK
k k k
λk = 1 and k is such that ω ∈ Ωk
P
• For each ω ∈ Ω, p(ω) = λ p (ω), where λ ≥ 0,
(assume that all Ωk are disjoint)
2
2.- Game Theory Overview 2.2 Static Games of Complete Information
It is like if first we randomly select the correlated equilibrium to play, and second we implement
it
In the case of the Battle of the Sexes we have
2.- Game Theory Overview 2.2 Static Games of Complete Information
Now consider a third party (or some natural event) that draws one of three cards labeled: (C, C),
(D, C), and (C, D). After drawing the card the third party informs the players of the strategy
assigned to them on the card (but not the strategy assigned to their opponent). Suppose a player
is assigned D, he would not want to deviate supposing the other player played their assigned
strategy since he will get 7 (the highest payoff possible). Suppose a player is assigned C. Then
the other player will play C with probability 21 and D with probability 12 . The expected utility
2.- Game Theory Overview 2.2 Static Games of Complete Information
of Daring is 0 21 + 7 12 = 3.5 and the expected utility of chickening out is 2 21 + 6 12 = 4. So, the
player would prefer to Chicken out.
Since neither player has an incentive to deviate, this is a correlated equilibrium. Interestingly,
the expected payoff for this equilibrium is 7 13 + 2 31 + 6 31 = 5 which is higher than the expected
payoff of the mixed strategy Nash equilibrium.
2.- Game Theory Overview 2.2 Static Games of Complete Information
Trembling-Hand Equilibrium
• Example: (B, R) in
1\2 L R
T 1, 1 0, −3
B 3, 0 0, 0
• But, what if there is some risk that another player makes a ”mistake”?
2.- Game Theory Overview 2.2 Static Games of Complete Information
Trembling-Hand Perfection
Trembling hand perfect equilibrium is a refinement of Nash Equilibrium due to Reinhard Selten
(1975). A trembling hand perfect equilibrium is an equilibrium that takes the possibility of off-
the-equilibrium play into account by assuming that the players, through a ”slip of the hand” or
tremble, may choose unintended strategies, albeit with negligible probability.
We first define what is a “Perturbed Game”
Definition. Perturbed Game
For any game Γ = (I, {S i}i∈I , {ui}i∈I ), we can create a Perturbed Game Γε =
(I, {∆ε(S i)}i∈I , {ui}i∈I ) by endowing each player i ∈ I with numbers εi i
(s ) ∈ (0, 1) for
any si ∈ S i in such a way that si∈S i εi(si) < 1 and
P
X
i i i i i i i i i
∆ε(S ) = {σ ∈ ∆(S ) | , σ (s ) ≥ ε (s ) for all s ∈ S , and σ i(si) = 1}
si ∈S i
• Interpretation:
Each strategy si is played with some minimal probability: this is the unavoidable probability
of a mistake
2.- Game Theory Overview 2.2 Static Games of Complete Information
• NOTICE:
This rules out (B, R) in the previous example
2.- Game Theory Overview 2.2 Static Games of Complete Information
Corollary.
σ i in a trembling-hand perfect equilibrium cannot be weakly dominated. No weakly dominated
pure strategy can be played with positive probability
Corollary.
Every finite game Γ = (I, {S i}i∈I , {ui}i∈I ) has at least a Nash equilibrium in which no player
plays a weakly dominated strategy with possitive probability
2.- Game Theory Overview 2.2 Static Games of Complete Information
Proper Equilibrium
(B, R) is indeed a Trembling-Hand perfect equilibrium. Consider the totally mixed strategy
(ε, 1 − 2ε, ε) for both players. Deviating to T (or L) would yield (ε − 9ε), while B has a payoff
of −7ε. Thus, playing B ((0, 1, 0)) is a best response to (ε, 1 − 2ε, ε) for any ε and, clearly,
(ε, 1 − 2ε, ε) →ǫ→0 (0, 1, 0)
• (B, R) is not a proper equilibrium: if player 2 puts weight ε on L and ε2 on R then deviating
to T for player 1 will produce a payoff of (ε − 9ε2), while B has a payoff of −7ε. In this
case, (ε − 9ε2) > −7ε for ε small enough
2.- Game Theory Overview 2.2 Static Games of Complete Information
we have that
σ i (si) ≤ εσ i(s′i)
Players take decisions one after another. Thus, some players may know the actions taken by
other players before choosing its own
Basic Assumptions
2. Players have full information about all the elements of the game (Complete
Information)
3. Players know that players are rational and fully informed, and they know
that others know that players are rational and fully informed, and they
know that others know that they know that players are rational and fully
informed, and ... (Common Knowledge)
2.- Game Theory Overview 2.3 Dynamic Games of Complete Information
Dynamic games, because of its sequential structure, are better represented using trees. Formally,
it is called Extensive Form Representation and consists of:
(i) A finite set of nodes N , a finite set of possible actions A, and a finite set of players
I = {1, ..., I}.
(iii) A function α : N \{x0}→A giving the action that leads to any noninitial node x from its
immediate predecessor p(x) and satisfying the property that if x′, x′′ ∈ s(x) and x′ 6= x′′
then α(x′) 6= α(x′′).
The set of choices/actions available at decision node x is c(x) = {a ∈ A | a =
α(x′) for some x′ ∈ s(x)}.
(vii) A collection of payoff functions u = {u1(·), ..., uI (·)} assigning utilities to the players for
each terminal node that can be reached,ui : T → R (vNM utility functions!).
Thus, formally, ΓE = (N, A, I, p(·), α(·), H, H(·), ι(·), ρ(·), u) completely describes an exten-
sive form game.
As long as the set N is finite, the extensive form game is finite.
2.- Game Theory Overview 2.3 Dynamic Games of Complete Information
There are two players, called 1 and 2, and a game-master. The game-master has a coin that is
bent in such a way that, flipped randomly, the coin will come up ”heads” 80% of the time. (The
bias of the coin is known to both players.)
The game-master flips this coin, and the outcome of the coin flip is shown to player 1. Player
1 then makes an announcement to player 2 about the result of the coin flip; player 1 is allowed
to say either ”heads” or ”tails” (and nothing else). Player 2, having heard what player 1 says but
not having seen the result of the coin flip, must guess what the result of the coin flip was, either
”heads” or ”tails”. That ends the game.
Payoffs are made as follows. For player 2 things are quite simple; player 2 gets $1 if his guess
matches the actual result of the coin flip, and he gets $0 otherwise. For player 1 things are more
complex. She gets $2 if player 2’s guess is that the coin came up ”heads”, and $0 if player 2
guesses ”tails”, regardless of how the coin came up. In addition to this, player 1 gets $1 (more)
if what she (player 1) says to player 2 matches the result of the coin flip, while she gets $0 more
if her message to player 2 is different from the result of the coin flip.
2.- Game Theory Overview 2.3 Dynamic Games of Complete Information
Information
Notice, in the Truth Game, that Player 1 has full information on the move chosen by nature
(the coin flip), whereas Player 2 doesn’t. In other words, when its Player 1 turn to move, he has
FULL information on the history of the game until that moment, while this is not true for Player
2.
This is shown in the tree by means of the dotted lines that joints the decision nodes of Player
2. Such “dotted lines” correspond to the information sets “owned” by Player 2
Thus, the Truth Game is a game of Imperfect Information as the information sets of Player 2
contain more than one decision node.
The difference between Perfect/Imperfect Information should not be mistaken by the difference
between Complete/Incomplete Information
2.- Game Theory Overview 2.3 Dynamic Games of Complete Information
Strategies
Loosely speaking, a strategy for a player is a contingent plan, that is, a specification of what
action to take at each of his/her information sets. Thus, a strategy in a dynamic game is a
“plan” that says what to do at every point in the game the player has to choose an action.
This is (can be) very complicated (think Chess)
Definition. Pure and Mixed Strategies
A (pure) strategy for player i is a function si : Hi → A such that si(Hi) ∈ C(Hi ). Similarly
as for normal form games a mixed strategy σi is a probability distribution over agent i‘s pure
strategies.
' $
S1 = {HH, HT, T H, T T }
S2 = {HH, HT, T H, T T }
where, for each player, each pair of actions indicates the action to choose at each of their
information sets.
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2.- Game Theory Overview 2.3 Dynamic Games of Complete Information
Note that any mixed strategy σi in an extensive form game will induce a probability distribution on
the actions player i can choose in any of his information sets Hi. So, rather than randomizing
over the potentially large set of pure strategies, player i could randomize separately over the
possible actions in C(Hi) at each of his information sets Hi.
Theorem. In an extensive form game with perfect recall, mixed and behavioral strategies are
equivalent (with respect to the probability distribution on the terminal nodes they induce).
2.- Game Theory Overview 2.3 Dynamic Games of Complete Information
' $
where H21is the information set owned by Player 2 following the choice of Heads by Player
1 (Left on Figure 1) and H22is the information set owned by Player 2 following the choice of
T ails by Player 1 (Right on Figure 1)
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2.- Game Theory Overview 2.3 Dynamic Games of Complete Information
As well as Static Games, Dynamic Games can be represented in Normal (Strategic) Form.
The only drawback is that with this representation we loose all the information regarding the
sequentiality and informational structure of the game.
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Claim
• Any Dynamic Game can be represented in Normal (Strategic) Form in a unique way (up to
re-labeling of the strategies) .
• Any Static Game can be represented in Extensive Form, but the representation might not be
unique.
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2.- Game Theory Overview 2.3 Dynamic Games of Complete Information
S1 = {HH, HT, T H, T T }
S2 = {HH, HT, T H, T T }
where, for each player, each pair of actions indicates the action to choose at each of their
information sets.
The table below represents the same game in Normal Form
2.- Game Theory Overview 2.3 Dynamic Games of Complete Information
HH HT TH TT
14 4 14 4 4 1 4 1
HH 5,5 5,5 5, 5 5, 5
15 4 13 5 7 5 1
HT 5,5 5,5 5, 0 5, 5
10 4 2 8 1
TH 5,5 5, 0 5, 5 0, 51
11 4 1 1 11 4 1 1
TT 5,5 5, 5 5,5 5, 5
• The fact that any dynamic game can be represented in Normal Form guarantees that any
dynamic game has a Nash equilibrium (at least in mixed strategies)
• The problem, though, is that typically dynamic games have “too many” Nash equilibria, some
of which do not make sense.
It’s easy to check that The Truth Game has infinitely many Nash Equilibria:
P layer 1 : HH
P layer 2 : anything
2.- Game Theory Overview 2.3 Dynamic Games of Complete Information
' $
The tree in Figure 3 corresponds to the Extensive Form Representation of this game
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2.- Game Theory Overview 2.3 Dynamic Games of Complete Information
In this case each player only has one information set and therefore strategies and actions coincide
in this game. Thus, the Normal Form Representation is given in the table below
Aggressive Accommodate
Enter -10,20 50,50
Don’t 0,100 0,100
Table 2: Normal Form Representation of the Market Entry Game
Clearly, the game has 2 equilibria in pure strategies (as well as another one in mixed strategies)
• EQ1 is sequentially rational in the sense that if the players actually were to follow the
strategies prescribed by this equilibrium, it would be rational for the two of them to do so in
every step of the game
2.- Game Theory Overview 2.3 Dynamic Games of Complete Information
• EQ2 is NOT sequentially rational as if the players actually were to follow the strategies
prescribed by this equilibrium, then it wouldn’t be rational for Player 2 to play Aggressive
once Player 1 has chosen Enter (Player 2 would get a strictly lower payoff that playing
Accommodate) Being “Aggressive” in step 2 is a threat to Player 1, but it’s an incredible
threat since it would also harm Player 2 and therefore a “rational” Player 2 would never carry
it out.
We will consider different equilibrium refinements to eliminate those Nash equilibria that are not
sequentially rational:
2. For every penultimate node x, let sι(x)(x) be an action leading to a terminal node that
maximizes player ι(x)’s payoff on c(x).
4. Remove the nodes and actions strictly following every penultimate node x in ΓE and assign
the payoff ux to x, which then becomes a terminal node.
5. Repeat the above described process until an action has been assigned to each decision node
2.- Game Theory Overview 2.3 Dynamic Games of Complete Information
Example
Consider the game in the tree below. At the first “penultimate” node, Player 1 will choose R′
2.- Game Theory Overview 2.3 Dynamic Games of Complete Information
Example
The game reduces to the tree below. At the second penultimate node, Player 1 will chose L′′
2.- Game Theory Overview 2.3 Dynamic Games of Complete Information
Example
The game reduces to the tree below. Now, at the new penultimate node, Player 2 will chose r
2.- Game Theory Overview 2.3 Dynamic Games of Complete Information
Example
The game reduces to the tree below. At the second new penultimate node, Player 2 will chose
l′
2.- Game Theory Overview 2.3 Dynamic Games of Complete Information
Example
Example
Finally, Player 1 will chose R
{RR′L′′, rl′}
2.- Game Theory Overview 2.3 Dynamic Games of Complete Information
Theorem. Kuhn/Zermelo
Every finite game of perfect information has a pure strategy Nash equilibrium that can be derived
through backward induction.
Notice that only one of the two Nash Equilibria of the Market Entry Game (Figure 3) is obtained
by Backward Induction, EQ1 : (Enter, Accommodate)
2.- Game Theory Overview 2.3 Dynamic Games of Complete Information
In games of Imperfect Information, like the Truth Game, Backward Induction is not possible.The
concept of Subgame is needed to extend the principle of Backward Induction to this class of
games
Definition. Subgame
A subgame of an extensive form game ΓE is a subset of the game having the following properties:
(i) It begins with an information set containing a single decision node, contains all the decision
nodes that are successors of this node, and contains only these nodes.
(ii) If decision node x is in the subgame, then every x ∈ H(x) also is; e.g., there are no “broken”
information sets.
Example
Example
1. The one that starts at the second information set of Player 1, which is a “proper” subgame
1. Find all the Nash Equilibria of the static game induced by the “proper” subgame
2. Proceed by Backward Induction to find all the Nash Equilibria of the game that results from
the substitution of that “proper” subgame by each of its Nash Equilibria
2.- Game Theory Overview 2.3 Dynamic Games of Complete Information
Example
The Normal Form Representation of the proper subgame is given in the table 3 below
l r
L 1,3 0,0
R 0,0 3,1
Table 3: Normal From Representation of the proper subgame
This (sub)game has two Nash Equilibria in pure strategies: {(L, l), (R, r)} and one in mixed
strategies: (σ 1, σ 2) = (( 41 , 34 ), ( 43 , 14 ))
Thus, moving by Backward Induction we find three possible games (one for each of the three
Nash equilibria of the subgame)
2.- Game Theory Overview 2.3 Dynamic Games of Complete Information
EQ1 : {Out L, l}
EQ1 : {In R, r}
1 3 3 1
EQ3 : {Out ( , ), ( , )}
4 4 4 4
Question:
How many Subgame Perfect Nash Equilibria has The Truth Game ?
2.- Game Theory Overview 2.3 Dynamic Games of Complete Information
Repeated Games
• A special class of Dynamic Games is that of Repeated Games, when players play the same
(static) stage game in every period
• When the actions of the players are observed after each period, players can condition their
play on the past history of the game, which can lead to equilibrium outcomes that do not
arise when the game is played only once
• In the Prisoners’ Dilemma, for example, one might think that cooperation is possible based
on some strategy of punishment and reward (stick and carrot)
Notation
• Let Γ = (I, {Ai}i∈I , {ui}i∈I ) be the stage game. For convenience, strategies in the stage-
game will be called actions (A = A1 × · · · × AI ) in the repeated-game
sit : Ht → Ai
• Consequently,
i ∞ a mixed (behavioral) strategy in the repeated game is a sequence of maps
βt t=0 that map possible histories at period t (ht ∈ Ht) to mixed actions σ i ∈ ∆(Ai)
βti : Ht → ∆(Ai)
2.- Game Theory Overview 2.3 Dynamic Games of Complete Information
• Notice that a player’s strategy can not depend on the past values of his opponents mixed
actions σ−i, it can depend only on the past values of a−i.
• Notice that each period begins a proper subgame. Moreover, since the stage game is static,
these are the only subgames of the game.
• Games can be repeated a finite (fixed) number of times T or an infinite (undecided or un-
known) number of times
2.- Game Theory Overview 2.3 Dynamic Games of Complete Information
Correspond to the case when players think that the game can always extend one more period
with positive probability
The payoff that the players (expect to) obtain at the end of the game is “some” weighted average
of the per period payoffs
∞
X
U i = Eσ (1 − δ) δ tui(σt(ht))
t=0
where
• δ ∈ (0, 1) is the discount factor that represents the fact that payoffs lose value as time passes
(because they actually do or because players are impatient)
• (1 − δ) is the normalization factor that serves to measure the stage-game and the repeated-
game payoffs in the same units
2.- Game Theory Overview 2.3 Dynamic Games of Complete Information
Continuation Payoffs
Since each period begins a proper subgame, for any strategy profile β and history ht we can
compute the players’ expected payoff from period t on. This is the continuation payoff, which
will be re-normalized so that it is measured in period-t units
∞
X
Uti = Eσ (1 − δ) δ τ −tui(σt(ht))
τ =t
' $
T
1 X
U i = lim inf Eσ ( ) ui(σt(ht))
T →∞ T t=0
& %
2.- Game Theory Overview 2.3 Dynamic Games of Complete Information
The main results from the theory of infinitely repeated games are
Claim
∗
i∗ ∞ i∗ ∞
(i) If σ is a Nash equilibrium of the stage game, then the strategies βt t=0 = σ t=0
for every player i ∈ I consitute a subgame-perfect Nash equilibrium of the repeated game
∗ k
(ii) If σj j=1
are k different Nash equilibria of the stage game, then for any assginment map
i∗ ∞
ρ : {0, 1, 2, . . .} → {1, 2, . . . , k} (from time periods to indices) the strategies βt t=0 =
n o∞
i∗
σρ(t) for every player i ∈ I consitute a subgame-perfect Nash equilibrium of the
t=0
repeated game
To see that this Claim is true, note that with these strategies the future play of player i’s
opponents is independent of how he plays today. Thus, it is optimal for player i to maximize his
−i∗
current period’s payoff, that is, to play a static best response to σρ(t)
Thus, the repeated play of a game does not reduce the set of equilibrium payoffs
2.- Game Theory Overview 2.3 Dynamic Games of Complete Information
As a matter of fact, the only reason not to play static best responses is the concern about the
future.
Hence, if the discount factor is small enough (the future does not matter much), only strategies
that specify a static equilibrium at every history to which the equilibrium gives positive probability
are subgame perfect Nash equilibria of the repeated game. On the other hand, for a large enough
discount factor almost any payoff can be achieved by means of some subgame perfect Nash
equilibrium (using strategies that punish out-of-equilibrium behaviors for long enouch periods)
These observations are formalized in the “Folk Theorem(s) for Infinitely Repeated Games”
2.- Game Theory Overview 2.3 Dynamic Games of Complete Information
' $
That is, the lowest payoff player i’s opponents can hold him to by any choice of σ −i , provided
that player i correctly foreses σ −i and plays a best response to it (Worst Case Scenario).
• A payoff v i is individualy rational for player i if v i ≥ v i
• If m−i,i denotes the minmax profile agains player i, let mi ∈ Ai be a strategy for player
i such that ui(mi, m−i,i) = v i
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2.- Game Theory Overview 2.3 Dynamic Games of Complete Information
v 1 = v 2 = 1 and mi = m−i = D (i = 1, 2)
2.- Game Theory Overview 2.3 Dynamic Games of Complete Information
'
Basic Results (iv) $
Any payoff combination inside the figure is feasible. Only payoff vectors above (v 1, v 2) ≥ (1, 1)
are individually rational
2.- Game Theory Overview 2.3 Dynamic Games of Complete Information
Proof. Assume that there is a pure action profile a ∈ A such that ui(a) = v i ∀i and consider
the following strategies for each player i
“Play ai in period t = 0 and continue playing ai as long as:
(ii) the realized action in the previous period differed from a in two or more components
Otherwise, if player j was the only one not to follow profile a, then play mi,j (the minmax
strategy against j) for the rest of the game”
Can player i gain by deviating from this strategy ?. If he does:
• He will get at most v i in all periods after his first deviation since his opponents will minmax
him afterwards
Call
i (maxb∈Ai ui(b, a−i) − v i )
δ =
(maxb∈Ai ui(b, a−i) − v i)
Players take decisions without knowing the actions taken by other players
Basic Assumptions
2. Some players don’t have full information about all the elements of the
game (Incomplete Information)
3. Players know that players are rational and fully informed, and they know
that others know that players are rational and fully informed, and they
know that others know that they know that players are rational and fully
informed, and ... (Common Knowledge)
2.- Game Theory Overview 2.4 Static Games of Incomplete Information
Notation
• p is the common prior distribution (known to all the players) over the set of possible types
profiles T such that ∀t ∈ T, p(t) > 0
2.- Game Theory Overview 2.4 Static Games of Incomplete Information
• Each player i ∈ I knows his type ti, but there is uncertainty about all other agents types
t−i. Let agent i be of type t̄i. Now, based on the common prior p and t̄i, we can capture
agent i’s belief about t−i by the conditional probability distribution that is induced by p and
t̄i :
p(t̄i, t−i ) p(t̄i, t−i )
p(t−i|t̄i) = = P
p(t̄i) t−i ∈T−i p(t̄i, t−i )
This representation of a game is known as the “normal form bayesian game” or “strategic form
bayesian game”.
2.- Game Theory Overview 2.4 Static Games of Incomplete Information
• Trick: Interpret each type as a separate player. This implies a larger set of players Ĩ and an
enlarged game Γ̃BN . Nature, represented by p chooses which types are actually realized.
The strategies for the large game Γ̃BN are obtained from the original game.
Notice
• Any solution for Γ̃BN implies a solution for any game that is actually realized.
• A Nash equilibrium in Γ̃BN induces a Nash equilibrium in the game that actually is to be
played after “nature’s move”.
2.- Game Theory Overview 2.4 Static Games of Incomplete Information
The game Γ̃BN = (J , {Rj }j∈J , {ũj }j∈J ) is the strategic form game associated with the
game of incomplete information ΓBN
2.- Game Theory Overview 2.4 Static Games of Incomplete Information
Example
MWG, p. 254, Example 8.E.1.
With probability µ prisoner 2 is of type I (“normal”) and with probability 1 − µ prisoner 2 is of
type II. Payoffs are:
1\(2,I) C D 1\(2,II) C D
C 0,-2 -10,-1 C 0,-2 -10,-7
D -1,-10 -5,-5 D -1,-10 -5,-11
In this case,
Note that in a Bayesian Nash equilibrium, each player must be playing a best response to the
conditional distribution of his opponent strategies for each type that he might end up having.
Proof. Trivial 2
2.- Game Theory Overview 2.4 Static Games of Incomplete Information
Reconsider the Battle of the Sexes Game, including the following incomplete information (ti’s
are independently drawn from the uniform distribution on [0, ε]):
F O
F 2 + t1, 1 0, 0
O 0, 0 1, 2 + t2
• Show that if the incomplete information disappears (ε → 0) the players behavior in the pure
BNE approaches their behavior in the mixed-strategy NE in the original complete information
game.
2.- Game Theory Overview 2.4 Static Games of Incomplete Information
Harsanyi (1973) showed that this result is quite general: a mixed strategy Nash equilibrium in
a game of complete information can (almost always) be interpreted as a pure strategy Bayesian
Nash equilibrium in a closely related game with a small amount of incomplete information.
Notice that in both cases one player is uncertain about the other player’s choice, but there may
be different reasons for the uncertainty: it can arise because of randomization or because of a
little incomplete information.
2.- Game Theory Overview
Players take decisions one after another. Thus, some players may know the actions taken by
other players before choosing its own
Basic Assumptions
2. Some players don’t have full information about all the elements of the
game (Incomplete Information)
3. Players know that players are rational and fully informed, and they know
that others know that players are rational and fully informed, and they
know that others know that they know that players are rational and fully
informed, and ... (Common Knowledge)
2.- Game Theory Overview 2.5 Dynamic Games of Incomplete Information
Similarly as before, we can apply the solution concept developed for normal form games to
extensive form games as well. However, from our experience with complete information dynamic
games, we know that some information is lost when considering an extensive form game in its
normal form.
To rule out “unreasonable” equilibria we considered refinements using backwards induction and
subgame perfection. Therefore, when extending the normal form solution concept of Bayesian
Nash equilibria to the extensive form, we at the same time try to extend the idea of subgame
perfection.
In order to capture sequential rationality in dynamic games with incomplete information, we will
use the concept of a Perfect Bayesian equilibrium. To develop this notion, we start with a weaker
version that also applies to dynamic games with complete information.
2.- Game Theory Overview 2.5 Dynamic Games of Incomplete Information
Figure 4:
Notice that there is a unique subgame: the game itself. Thus, any Nash equilibrium of the game
will be a Subgame perfect Nash equilibrium as well.
2.- Game Theory Overview 2.5 Dynamic Games of Incomplete Information
We find that (L, m) is the unique Nash equilibrium in pure strategies and, thus, the unique
Subgame perfect Nash equilibrium (in pure strategies)
Suppose now that Player 2 “believes” that the game is at the right node of her information set
with probability µ(and at the left node with probability 1 − µ)2
For what values of µ is m a “sequentially rational” strategy for Player ? That is, for what values
of µ is the expected payoff of m larger than the expected payoff of l and r?
2
Also, M and R can be interpreted as the same strategy for 2 different types of Player 1. Them, µ is the common prior
distribution over the set of types
2.- Game Theory Overview 2.5 Dynamic Games of Incomplete Information
Eµ(u2(l)) = 4(1 − µ)
Eµ(u2(m)) = 1
Eµ(u2(r)) = 4µ
Now,
2 2 3
Eµ(u (m)) > Eµ(u (l)) ⇒ 1 > 4(1 − µ) ⇒ µ >
4
2 2 1
Eµ(u (m)) > Eµ(u (r)) ⇒ 1 > 4µ ⇒ µ <
4
Thus, m is never sequentially rational ! It cannot be “rationalized” by any “beliefs” Player 2 might
have regarding her position in his information set.
2.- Game Theory Overview 2.5 Dynamic Games of Incomplete Information
We will require that a player’s strategy is optimal for some belief that he or she might have
about his opponents strategies. This criterium leads to Weak perfect Bayesian equilibria.
By ui(H, µ, σ) we denote player i’s expected utility starting at information set H if his beliefs
regarding the conditional probabilities of being at the various nodes of H are given by µ, he
plays strategy σi, and all other players play according to σ−i .
• whenever possible, beliefs are consistent with the given strategies: in equilibrium, players
should have correct beliefs about their opponents’ strategy choices.
(ii) the system of beliefs µ is derived through Bayes’ rule whenever possible. That is, for any
information set H that can be reached with positive probability under σ (i.e., p(H|σ) > 0)
we have that for all x ∈ H:
p(x|σ)
µ(x) =
p(H|σ)
2.- Game Theory Overview 2.5 Dynamic Games of Incomplete Information
The following result sheds some light on the conditions that a Nash equilibrium must verify to
be a Weak perfect bayesian equilibrium. It also shows that Weak perfect bayesian equilbria are
refinements of Nash equilibria
Proposition. Relation between Weak perfect bayesian equilibrium and Nash equi-
librium
A strategy profile is a Nash equilibrium of ΓE if and only if there exists a system of beliefs µ
such that
(i) the strategy profile is sequentially rational given belief system µ
at all information sets H such that p(H|σ) > 0 and
(ii) the system of beliefs µ is derived through Bayes’ rule whenever possible.
2.- Game Theory Overview 2.5 Dynamic Games of Incomplete Information
Example
1 1 1
σL σM σR σl2 2
σm σr2
1 1 0 0 0 1 0
3 2
2 1 0 0 5 5 0
1 1
3 1 0 0 2 0 2
2 3
4 1 0 0 0 5 5
1 1 1 1 1
5 3 3 3 2 0 2
1 1 1 1
6 0 2 2 2 0 2
Eµ(l) = 4(1 − µ)
Eµ(r) = 4µ
clearly,
1
Eµ(l) > Eµ(r) ⇔ µ <
2
1
Eµ(l) < Eµ(r) ⇔ µ <
2
1
Eµ(l) = Eµ(r) ⇔ µ =
2
a) µ < 12 In this case, σ 2 = (1, 0, 0). Then, given σ 2 , the best reply for Player 1 is σ 1 =
(0, 1, 0). But his can not be an equilibrium because in such case we would have that
p(x(M )|σ) 1
= 6= µ
p(H|σ) 1
2.- Game Theory Overview 2.5 Dynamic Games of Incomplete Information
b) µ > 21 In this case, σ 2 = (0, 0, 1). Then, given σ 2, the best reply for Player 1 is σ 1 =
(0, 0, 1). But his can not be an equilibrium because in such case we would have that
p(x(M )|σ) 0
= 6= µ
p(H|σ) 1
c) µ = 12 In this case Player 2 is indiferent between l and r. Thus, any σ 2 such that σm² = 0
is sequentially rational for Player 2. Now, for the belief µ = 12 to be consistent with the
1 1
equilibrium path it must be the case that σM = σR , and this happens at all Nash equilibria.
Thus, the Weak perfect bayesian equilibria are all the Nash equilibria such that σm² = 0,
that is:
1 1 1
σL σM σR σl2 2
σm σr2
1 1
3 1 0 0 2 0 2
1 1 1 1 1
5 3 3 3 2 0 2
1 1 1 1
6 0 2 2 2 0 2
Notice that all other Nash equilibria are sequentially rational along the equilibrium path, but not
off the equilibrium path.
2.- Game Theory Overview 2.5 Dynamic Games of Incomplete Information
Proposition.
Every sequential equilibrium is both Weak perfect bayesian equilibrium and Subgame perfect
Nash equilibrium
2.- Game Theory Overview 2.5 Dynamic Games of Incomplete Information
These sender-receiver game features two players. Player 1, the sender, has private information
regarding his own type and sends a signal to Player 2, the receiver, who observes Player 1’s
action (but not his type) before choosing her own
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Examples
• The sender is a worker who knows his productivity and must choose a level of education. The
receiver is a firm, which observes the workers education, but not the productivity level, and
then decides on the wage to offer.
• The sender is a driver who knows his probability of having an accident and must choose an
insurance policy. The receiver is an insurance company, which observes the policy proposed
by the sender, but no the probability of an accident, and then decides whether to accept it
or not
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2.- Game Theory Overview 2.5 Dynamic Games of Incomplete Information
• Player 1, who is the sender, has private information on his type θ ∈ Θ (the use of θ instead
of t1 is common in signaling games) and chooses an action a1 ∈ A1
• Player 2, whose type is common knowledge, is the receiver who observes a1 and chooses
a2 ∈ A2
• Mixed strategies and their spaces are denoted by αi ∈ Ai . The payoff associated with mixed
strategy profile (α1, α2) and type θ is ui(α1, α2, θ)
• Before the game begins, it is common knowledge that Player 2 holds prior beliefs p over
Player 1’s type θ
• Player 1’s strategies:σ1 : Θ → A1; i.e., a strategy prescribes a probability distribution σ1(·|θ)
over actions in A1 for each type θ ∈ Θ.
Player 2
X XX
2
U (σ|θ) = p(θ) σ1(a1|θ)σ2(a2|a1)u2(a1, a2, θ)
θ a1 a2
2.- Game Theory Overview 2.5 Dynamic Games of Incomplete Information
′
)σ1∗ (a1|θ ′) > 0, then
P
(iii) If θ ′∈Θ p(θ
p(θ)σ1∗(a1|θ)
µ(θ|a1) = P ′ ∗ ′
θ ′ ∈Θ p(θ )σ1 (a1 |θ )
2.- Game Theory Overview 2.5 Dynamic Games of Incomplete Information
In practical terms
′
P
(iii) If θ ′∈{Θ|σ1 (θ ′)=a1} p(θ ) > 0, then
p(θ)
µ(θ|a1) = P
θ ′ ∈{Θ|σ1(θ ′)=a1 } p(θ ′)