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Dynamic Games with perfect information. Commitment.
Backward induction. Stackelberg’s model
Extensive form • This form is pictured by way of a game tree that starts from a unique node called the root • Out of the root come several branches and at the end of each branch is a decision node. • In turn, branches emanate from each of these decision nodes and end in yet another set of nodes. • A decision node is a point in the game where one player—and only one player —has to make a decision • Each branch of the tree emanating from that node corresponds to one of his choices. • If a node has no branches emerging from it then it is called a terminal node Extensive form game Information set Information set (Prisoners Dilemma) A formal treatment In order for a tree to represent a game, the nodes and the branches need to satisfy three consistency requirements: • Single Starting Point: there must be one, and only one, starting point. • No Cycles: It is important that we not hit an impasse while playing the game; it must not be possible for the branches of a tree to double back and create a cycle. • One Way to Proceed: there must not be two or more branches leading to a node . No single starting point One way to proceed not fulfilled Predecessor node • The predecessors of a node, say α, are those nodes from which you can go (through a sequence of branches) to α. To guarantee the three consistency requirements, the following restrictions are imposed on predecessor nodes: • A node cannot be a predecessor of itself • A predecessor’s predecessor is also a predecessor: if a node β is a predecessor of α, and a node γ is, in turn, a predecessor of β, then γ is a predecessor of α as well. • Predecessors can be ranked: if β and γ are both predecessors of α, it must be the case that either β is a predecessor of γ or vice versa • There must be a common predecessor: Consider any two nodes, α and β, neither of which precedes the other. Then there must be a node γ that is a predecessor of both α and β There cannot be two or more roots • Restriction 4, by itself, implies that there cannot be two or more roots in a tree. • If there are two roots, then there are two nodes neither of which precedes the other. • But then there must be yet a third node that precedes them both, and that is a logical contradiction. There cannot be a cycle • Restrictions 1 and 2 together imply that there cannot be a cycle • Suppose it were the case that β is a predecessor of α, γ is a predecessor of β, and so on until we reach a node λ for which α is a predecessor. (This, after all, is what we mean by a cycle.) • But then, by restriction 2, α is a predecessor of α. • And that result violates the first restriction. One way to proceed • Finally, restriction 3 implies that there cannot be two or more branches leading to α. • If there were, then there would be two associated nodes, say, β and γ , that are predecessors of α. • However, it must then be the case that either β is a predecessor of γ or vice versa. • Put differently, the road from, say, γ , has to come through β Strategies, Mixed Strategies, and Chance Nodes Strategies • A player’s strategy is a complete, conditional plan of action. • It is conditional in that it tells a player which branch to follow out of a decision node if the game arrives at that node. • It is complete in that it tells him what to choose at every relevant decision node Example: Extensive form game example • Suppose that two players are on their way to see a concert that is in great demand • The demand is so great that there is exactly one ticket left • Whoever arrives first will get that ticket (game) • The first player (player 1) leaves home a little earlier than player 2; • In that sense he makes his choice at the root of the game tree and subsequently the other player makes her transportation choice. Example: Extensive form Conditional Strategies • Player 1 makes only one choice—at the root • Hence he has three strategies to pick from—take bus (b), take cab (c), or take subway (s) • Player 2 is faced with three possible conditionalities: what to do if player 1 takes the bus, what if he took a cab, and, what if player 1 hopped the subway. • Hence, each strategy of player 2 has three components, one component for every conditionality. • A representative strategy is; take a cab if player 1 takes the bus, bus if player 1 takes a cab, and subway if player 1 hops a subway as well. • Since there are three possible ways to choose in every conditionality, player 2 has 3 × 3 × 3, that is, 9 such strategies. Mixed Strategies in extensive form game • A mixed strategy is defined in exactly the same way as in the strategic form • It is simply a probability distribution over the pure strategies • So in the sequential theater game a mixed strategy for player 1 is given by two numbers p and q • These are respectively, the probabilities with which b and c are chosen (and 1 − p − q is the probability with which s is picked) Chance Nodes • We can also build uncertainty that is inherent to the game • Opposed to uncertainty that the players introduce via mixed strategies into the extensive form • For instance, the amount of time it takes on the subway might depend on whether or not there is a rush-hour delay in the subway system • One way to model that possibility is to allow for a third kind of node, called a chance node • This is a node whose branches represent several random possibilities Example: Chance Node • Suppose that there are two possible subway outcomes—delay or no delay. • This uncertainty needs to be incorporated into the extensive form. • Exactly how it will be incorporated will depend on when this uncertainty is resolved • Do the players know whether or not there is a delay before they make their choices, and so on. • For simplicity: suppose that when our theater-goers make their transportation choice they do know whether there is a delay or not Chance Node Perfect Information Games • One in which there is no information set (with multiple nodes). • If an information set has three nodes, then a player cannot tell which of the three immediately preceding nodes is the one that was actually played, although she knows that one of them must have been played • If, on the other hand, an information set has a single node then there is no such ambiguity • Any time a player has to move she knows exactly the entire history of choices that were made by all previous players Example (Entry 1) • Consider A firm—say, Coke—is debating whether or not to enter a new market— say, the Former Soviet Union (FSU)—where the market is dominated by its rival, Pepsi. • Coke’s decision is guided by the potential profitability of this new market • Depends principally on how Pepsi is going to react to Coke coming into its market. • If Pepsi mounts acts “tough” (big advertising campaign, spends a lot of money upgrading facilities, ties up retailers with exclusive contracts)—then Coke will lose money • If Pepsi were not to mount such a tough counterattack—Coke would make money • E (for enter) and O (for stay out) stand for Coke’s alternatives, T (for tough) and A (for accommodate) refer to Pepsi’s two choices. Perfect Information (Entry 1) Example (Entry 2) • Suppose that after Pepsi’s decision, Coke has a further decision to make • It has to decide whether or not it will itself mount an aggressive advertising campaign and spend a lot of money on facilities, and the like • In other words, suppose that after observing Pepsi’s response, Coke will itself have to act “tough” or “accommodate” Example (Entry 2) Example (Entry 3) • Suppose that, should Coke enter the market, both Coke and Pepsi will make a decision about how much to invest in this market • That is, whether to act tough or accommodate. • However, unlike Example 2, suppose these decisions are taken simultaneously (not a game of perfect information) Example (Entry 3) Backward Induction • What is a reasonable prediction about play in examples 1 and 2? • It will turn out that this is really a question about sequential rationality • It will involve rationality because a player will pick the best action available to him at a decision node, given what he thinks is going to be the future play of the game • It will involve sequentially because a player will infer what this future is going to be knowing that, in the future, players will reason in the same way • In particular, the decision maker at a subsequent node will pick the best available action given what he, in turn, believes about the remaining future of the game Strategic form representation Coke\Pepsi Tough Accomodate
Enter -2,-1 1,2
Out 0,5 0,5
Nash Equilibrium • Two Nash equilibria of this game: (enter, accommodate) and (out, tough) • The Nash equilibrium (out, tough) is, however, unreasonable: Pepsi undertakes to fight Coke if Coke were to enter the market • But if Coke were to enter the market, Pepsi would be better off accommodating. • Indeed Pepsi’s strategy, tough, is a best response—to out—only because that strategy is actually never used, since, anticipating a tough response, Coke chooses to stay out of the market • However, Coke might not find a tough stand by Pepsi credible precisely for this reason • By this line of logic, the only reasonable equilibrium behavior is for Pepsi to accommodate; hence, (enter, accommodate) is the only reasonable Nash equilibrium Strategic form representation: Example 2 Coke\Pepsi Tough Accomodate
ETT -2,-1 0,-3
ETA -2,-1 1,2
EAT -3,1 0,-3
EAA -3,1 1,2
OTT 0,5 0,5
OTA 0,5 0,5
OAT 0,5 0,5
OAA 0,5 0,5
Strategic form • Note that every strategy of Coke’s must have three components • First component tells Coke whether or not to enter the market • Second tells it whether or not to act “tough” if Pepsi acts “tough,” • Third specifies behavior if Pepsi accommodates • For example, EAT means (1) enter, (2) against a tough Pepsi, accommodate, (3) against an accommodating Pepsi, act tough. • Pepsi has exactly two strategies—either to act tough or to accommodate There are essentially three pure-strategy Nash equilibria of the strategic form • Nash equilibria in which Pepsi plays T and Coke plays any one of the (four) strategies in which it stays out—OTT , OTA, OAT , or OAA • (ETA, A)—with outcome that Coke enters and both firms accommodate • (EAA, A)—with the same outcome as in the second equilibrium. Logic of sequential rationality • What should Pepsi’s action be? • Depends on whether Coke will subsequently act tough or accommodate • For example, it is more profitable for Pepsi to accommodate if it thinks Coke will accommodate as well • But it is better for Pepsi to fight if it thinks Coke will act tough. • In order to determine which of these options will be chosen by Coke— and therefore what Pepsi should do—we can apply the logic of sequential rationality twice • Suppose that Pepsi accommodates • At this point it is more profitable for Coke to accommodate than to fight • Hence, the only credible choice for Coke is to accommodate. • On the other hand, if Pepsi acts tough, Coke will find it more profitable to fight • Knowing Coke’s responses, Pepsi now has to compare the profits from (T , T ) against (A, A), that is, the two profit levels of −1 and 2. • Pepsi will therefore accommodate. Sequentially rational strategy • One can, finally, back this logic out to Coke’s initial decision • Coke can either enter—and then it expects Pepsi to accommodate and expects to do the same thing itself. • Or it can stay out • The profit level in the first case is 1, while it is 0 for the second option • Coke enters. • The only sequentially rational strategy for Coke is ETA, while for Pepsi it is to play A • The only one of the three types of Nash equilibria in the strategic form that is sequentially rational is the second one The Power of Commitment • Having fewer choices is typically worse than having more choices • You might think that this should be true for games as well. • However extensive form games, and in particular games of perfect information, provide examples where less (choices) can mean more (equilibrium payoffs). • This statement may sound paradoxical at first, but the intuition is actually straightforward. • If a player has more options later, she may behave very differently in the future than she would if she had fewer options. • In turn, this behavior will affect current play by her as well as by the other players. • This change can, be beneficial or harmful to the player with enlarged options. Example 1: Only Tough Pepsi • After Coke enters the market • Pepsi has no choice but to play tough (i.e., let us reduce Pepsi’s options by eliminating the choice accommodate) • Since Pepsi has only one option, it will necessarily exercise that option and fight Coke’s entry. • So Coke suffers a loss if it enters this market (Coke will prefer to stay out) • By having fewer options—or, by committing to one option in the future— Pepsi is able to increase its (backward induction) equilibrium payoffs. Example 1: Only Tough Pepsi Example 2: Only Tough Coke • Suppose after Coke enters the market • Coke has no choice but to play tough (i.e., suppose Coke has one option less; it cannot accommodate) • This fact implies that while making its choice Pepsi knows that it will surely face a tough opponent in the future • Pepsi’s best response is therefore also to play tough • Consequently, at the entry stage Coke is better off deciding to stay out, since coming in will entail a loss of 2 • Here fewer options for Coke benefits Pepsi because it renders Pepsi’s threat to be tough credible Example 2: Only Tough Coke Backward Induction: A General Result • The solution concept employed in the two examples can be generalized • The generalization goes by the name backward induction • The logic: 1. Suppose the game is at a final decision node 2. Any decision by the player who chooses at that node terminates the game 3. The only reasonable prediction for play is that this player will pick that action which maximizes her payoffs Logic of backward induction: Example • For instance, in example 2, • Coke as the final decision maker gets a higher profit from playing tough if Pepsi is being tough • Hence, a rational Coke must pick tough. • In the other final decision node, that which follows Pepsi accommodating, Coke must pick accommodate because it gets a higher profit by doing so Logic of backward induction: Example • Consider now a penultimate decision node • —for instance, Pepsi’s decision node in example 2. • At any such node, the decision maker knows the exact consequence of each of his choices because he knows the subsequent decision that will be taken at the final decision node. • For example, Pepsi’s tough stance will be reciprocated; so will an accom- modating stance. • Hence a decision maker at the penultimate decision node can compute the exact payoff to each of his choices, and he must make the best available choice Backward Induction: A General Result • By similar logic, at decision nodes three steps removed from a terminal node, the decision maker knows the exact consequence of her choices. • This is the case because she knows the choice that will be made by any player in a penultimate decision node as well as the choice that will be made at the consequent final decision node. • Hence such a three-step removed decision maker has a best choice. And so on. Backward Induction: A General Result • We fold the game tree back one step at a time till we reach the beginning. • The fact that we start at the end of the tree is the backward part of the terminology • The fact that we work one step at a time in doing the tree folding is why it is called an induction procedure. • Note that this procedure works as long as there is a last node to start from • The above arguments yield the result called Kuhn’s theorem. • A special case of this result was proved in 1913 by E. Zermelo, who showed that the game of chess must always have a winning strategy Kuhn’s (and Zermelo’s) Theorem • Every game of perfect information with a finite number of nodes has a solution to backward induction. • Indeed, if for every player it is the case that no two payoffs are the same, then there is a unique solution to backward induction. Connection with IEDS in the strategic form • Backward induction in the extensive form of a game turns out to be exactly the same as solving the game by iterated elimination of dominated strategies (IEDS) in the strategic form. Coke and Pepsi (Entry 1) Coke\Pepsi Tough Accomodate
Enter -2,-1 1,2
Out 0,5 0,5
Backward induction similar to IEDS • The backward induction outcome was for Coke to enter and for Pepsi to accommodate. • Note that tough is a dominated strategy for Pepsi. • Hence, the IEDS outcome is indeed (enter, accommodate). The first, third, and fourth strategies of Coke are dominated by ETA Coke\Pepsi T A
ETT -2,-1 0,-3
ETA -2,-1 1,2
EAT -3,1 0,-3
EAA -3,1 1,2
OTT 0,5 0,5
OTA 0,5 0,5
OAT 0,5 0,5
OAA 0,5 0,5
Reduced Matrix Coke\Pepsi T A ETA -2,-1 1,2 OTT 0,5 0,5 OTA 0,5 0,5 OAT 0,5 0,5 OAA 0,5 0,5 Solution • For Pepsi, T is now dominated by A. • The IEDS outcome is in fact (ETA, A) exactly as we saw by way of backward induction in the extensive form. Poison pill and other takeover deterrents Legal Poison pill 1 Solution • A company N has to decide whether or not to fight company C • On one hand, if they do decide to fight (and make a share offer), C can either play tough by refusing to negotiate, or they may accommodate • Suppose that with a poison pill provision C is committed to fight • Additionally, now suppose that there is an initial choice that C has to make, and that is to decide whether or not to arm themselves with the poison pill Solution • Without the poison pill, C will accommodate and hence N will enter the former’s profits are therefore 2. • With the poison pill, N will choose to stay away from the takeover, and hence C will make profits of 3. • Clearly, C prefers to adopt the poison pill, and this commitment nets them an extra dollar (billion dollars) of profits. Legal Poison pill 2 Legal Poison pill 2 • But didn’t Norfolk Southern actually make a takeover offer? • Well, perhaps then the payoffs—in the extensive form—are slightly different. • As before, without the poison pill, C ’s payoff is 2. • Now, though, despite the poison pill, N finds it profitable to enter (since they make profits of 0.5). • However, C makes a profit of 2.5, which is still better than the 2 they would make by not adopting the poison pill. • So the backward induction outcome is that C prefers to adopt the poison pill provisions, • N prefers to make a share offer (mount a takeover of C), and C fights that offer Exercise 1: strategic investment to deter entry Exercise 2: Agency Exercise 3: A public decision process Summary • The extensive form representation specifies who moves at different points in a game, what their choices are at such moves, and what the eventual consequences are for all players. • Restrictions are placed on the precedence between decision nodes to ensure that there is a well-defined play for every choice of strategies. • A game of perfect information is one in which every information set has a single element. Summary • Backward induction is a general solution concept for games of perfect information. • Every finite game of perfect information has a backward induction solution. • Backward induction in the extensive form of a game of perfect information is identical to Iterated Elimination of Dominated Strategies in the associated strategic form. • In a perfect information game, being able to commit to having fewer choices in the future may be beneficial for a player. • Poison pills are commitment devices that restrict management’s options in the event of an unfriendly takeover. Consequently, they may increase the payoffs of a target firm Application • A technological breakthrough can be profitably utilized by more than one company, and hence each company has an incentive to let somebody else make a costly breakthrough. Patents are a way of solving this incentive problem. • In many industries, firms battle furiously to win patents on new technologies; high-definition television (HDTV) is an example of an ongoing patent race. • A two-firm patent race in which the competitors take turns making R&D investments can be modeled as a game of perfect information. Furthermore, this game can be solved using backward induction on location space. Application • The backward induction solution has the feature that two firms that are similar distances from project completion invest heavily to get an R&D advantage. A firm that falls sufficiently behind is better off dropping out of the patent race. • Dropping out is less likely the higher the value of the patent and the lower the costs of doing R&D. These characteristics describe the current HDTV race.