ECON0027 Section 2
ECON0027 Section 2
P layer 1
x x
P layer 2 x
x o x x o x x o o x o x x x x
P layer 1 o o x x o o
o o o
In this section we develop tools to study games in which players take turns. The tic-tac-toe
example suggests that a convenient tool to represent the structure of such games is a graph (or,
rather a special case of a graph—a tree).
2.2 Definition
A game in extensive form is Γ =< N, A, X, E, ι, (ui )i∈N >, where
• set of players N = {1, 2, ..., N }
• set of actions A
• set of nodes (or histories) X, including x0 – the initial node or empty history
• any node x = (a1 , a2 , .., ak ) results from this sequence of actions
• A(x) is the set of actions available at x
• set of terminal nodes E, where A(z) = ∅ for z ∈ E
• ι : X\E → N tells us which player chooses an action at node x
• ui : E → R is i’s payoff function
A game is of perfect recall if each player remembers what he did in prior moves, and each
player remembers everything that he knew before. A game Γ is finite if A and X are finite.
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2.3 Example of a game tree
Consider Γ =< N, A, X, E, ι, (ui )i∈N >, where
• N = {1, 2};
• A = {L, R, a, b, C, D};
1 if x ∈ {x0 , (R, b)}
• ι(x) = 2 if x = R
∅ if x ∈ {L, (R, a), (R, b, C), (R, b, D)}
3 if x=L
1 if x = L
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if x = (R, a) 4 if x = (R, a)
• u1 (x) = and u2 (x) =
5 if x = (R, b, C)
−3 if x = (R, b, C)
0 if x = (R, b, D) 14 if x = (R, b, D)
As you can see from the description above, even a very simple game can have a long and
tedious description. Luckily, we can draw the game tree, which is a more user-friendly represen-
tation of the same game. The game tree is without loss—it contains all the information from
the formal description of the game.
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L R
3,1 2
a b
6,4 1
C D
5,-3 0,14
Note that we have not talked about strategies in the definition of the games in extensive
form. That’s because the strategy in such a game is a more complex, derivative object.
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2.4 Strategies
A pure strategy for player i is a function
3,1 2
a b
6,4 1
C D
5,-3 0,14
With perfect recall mixed and behavioral strategies are equivalent. We will use behavioral
strategies because they are more convenient (Why?). Whenever, in the contest of an extensive
form game, we use term “mixed strategy”, what we really mean is “behavioral strategy”.
Formally, a behavioral strategy of player i is
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2.6 Example: entry deterrence game
E
OUT IN
0,2 I
A F
1,1 -1,-1
Entrant has one decision node and two choices. Two strategies corresponding to two choices,
SE = {IN, OU T }
Incumbent has one decision node and two choices. Two strategies corresponding to two
choices, SE = {A, F }. The normal form of this game is depicted below
A F
IN 1,1 -1,-1
OUT 0,2 0,2
There are two (pure strategy) Nash equilibria: (IN, A) and (OU T, F ). Consider these two
equilibria in the context of the original game, not its normal form. Equilibrium (OU T, F ) makes
little sense. To exclude equilibria like (OU T, F ) (which are called equilibria with non-credible
threats), we need an equilibrium notion that takes into account that the past cannot be changed.
• At any penultimate node x, let ι(x) select an action that maximizes her payoffs
• Let ux be the resulting payoff vector. Delete all the branches following x, and assign payoff
vector ux to x
• This gives rise to new game tree Γ1 . Repeat this procedure until every node has been
assigned an action.
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E
OUT IN
0,2 I
A F
1,1 -1,-1
Proof By contradiction suppose s is BISP but not NE. Then ∃i ∈ N and ŝi ∈ Si such that
Start from penultimate nodes and see if ŝi and si are different there (in terms of payoffs):
• If not remove all branches from penultimate nodes and raise the payoffs generated by si
(or ŝi since they are the same) to these nodes.
This procedure obtains a new game. Repeat the same steps until we arrive at a contradiction.
Q.E.D.
Firm
H(igh) L(ow)
Consumer B(uy) 2, 2 −1, 3
N (o) 0, 0 0, 1
Can we rewrite it in a extensive form without loosing the feature of simultaneous moves?
We can, but we need to introduce one more tool: an information set. Let us start with the
following extensive form:
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C
B N
F F
H L H L
Clearly, this is not an accurate representation of the quality choice game because the firm can
condition its choice on the choice of the consumer in the extensive form above. However, if we
assume that the firm cannot distinguish between histories B and N , we would get an accurate
representation. To do that we put two histories—B and N —into a single information set.
The firm knows that the history is either B or N , but cannot tell which one exactly:
B N
F F
H L H L
Can we draw a different, yet equivalent representation? Does the order of players matter in
this case?
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2,2 -1,3 0,0 0,1
H L H L
F F
B N
NI
B N
F F
H L H L
2.11 Subgames
An information set is the collection of nodes that satisfy the following three conditions:
1. In all these nodes the same player (denote him by i) is taking an action;
2. The player i does not know in which node of the information set he is;
3. Naturally, the set of actions that is available in two nodes of the same information set is
the same: if x1 and x2 belong to the same information set then A(x1 ) = A(x2 ).
Take a node (a history) x and consider a subtree of the game that follows x. If all the
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information sets that intersect this subtree are contained in this subtree, then node x gives rise
to a subgame.
Theorem 2 A pure strategy profile s∗ is a subgame perfect Nash equilibrium of a game of perfect
information Γ if and only if it is a backward induction strategy profile of this game.
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A B
3,1 2
a b
6,4 1
C D
5,-3 0,14
In this example, player 1 has a profitable deviation from a strategy profile ((A, D), b): player
1 can increase his payoff from 3 to 5 by deviating to a strategy (B, C). The one-step deviation
principle tells us that there is a subgame induced by history (B, b) that has a profitable “one-
step” deviation from action D to action C.
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First order condition gives us:
90 − q1
q2 (q1 ) =
2
The first firm anticipates that firm 1 will react this way and takes this reaction into account:
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2.15.2 Vote Buying: k = 3, VY = 300
At stage 2, Y can win by buying off 2 cheapest legislators
Let x1 , x2 be the lowest two values of payments by X
Y buys if and only if x1 + x2 < 300.
At stage 1, X can win most cheaply by setting
x1 = x2 = x3 = 150
X will do so only if VX > 450.
To summarize:
• If VX > 450, X promises 150 to each legislator and wins. Y offers nothing.
• If VX < 450, X promises nothing. Y pays nothing and bill Y gets passed.
µc ≥ VY
or
VY
c≥
µ
But this must be profitable for X, i.e.
kc ≤ VX
or
kVY
≤ VX
µ
If the latter condition is satisfied, X pays VµY to each legislator, and Y pays nothing, and X
gets passed.
If not, then X pays nothing, Y pays nothing, and Y gets passed.
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• If the division is accepted, the game ends and players get their shares of the dollar.
• If the division is not accepted the game continues to the next (even) period in which the
players switch their roles: Player 2 is proposing the division and player 1 either accepts or
rejects it.
Clearly, v i ≥ v i and wi ≥ wi .
2.16.3 Proposals
• The sum of the payoff cannot exceed 1 because the players are dividing 1 dollar:
v 1 + w2 ≤ 1 (1)
v 2 + w1 ≤ 1 (2)
v 1 ≥ 1 − δ2 v 2 (3)
w1 ≥ δ1 v 1 (4)
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2.16.4 Bounds on v and v
• Start with inequality (3) and plug in (1) and then (4):
v 1 ≥ 1 − δ2 v 2 ≥ 1 − δ2 + δ2 w 1 ≥ 1 − δ2 + δ2 δ1 v 1
Solving for v 1 we get
1 − δ2
v1 ≥ (5)
1 − δ1 δ2
• Start with inequality (1) and plug in (4) and then (5):
1 − δ1
v 1 ≤ 1 − w 2 ≤ 1 − δ2 v 2 ≤ 1 − δ2
1 − δ1 δ2
Solving for v 1 we get
1 − δ2
v1 ≤ (6)
1 − δ1 δ2
• Combine (5) and (6) together to get
1 − δ2 1 − δ2
≤ v1 ≤ v1 ≤
1 − δ1 δ2 1 − δ1 δ2
from which we conclude that
1 − δ2
v1 = v1 = (7)
1 − δ1 δ2
• Similarly for agent 2
1 − δ1
v2 = v2 = (8)
1 − δ1 δ2
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2.16.6 Unique equilibrium
• Since w1 + v2 = w2 + v1 = 1, there is no delay and the dollar is divided immediately
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