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Game Theory

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Title: Game Theory


1
Game Theory
2
What is game theory (GT)?
  • GT is the study of multi-agent decision problems
  • GT is used to predict what will happen
    (equilibrium) when
  • There are more than one agent but not too many
    for each of them to be negligible
  • Each agents payoff depend on what they decide to
    do and what others decide to do
  • Examples members of a team, oligopolies,
    international negotiations,

3
Basic Textbook
  • Game Theory for Applied Economists by Robert
    Gibbons
  • The slides are also based in this textbook

4
Elements of a game
  • Players
  • agents that take actions
  • nature is also a player
  • Information sets What is known by each agent at
    each moment that a decision must be taken
  • Actions
  • In each moment of a game, what can each agent
    choose. Examples q20,30,40 High, medium or low
    taxes
  • Outcomes what is the result for each set of
    possible actions
  • Payoffs Depending on the outcome, what each
    agent gets( could be in terms of utility or
    directly money)

5
Static games of complete information
6
What is a static game of complete information?
  • Static (or simulateneous-move) game
  • Players choose actions
  • Each player chooses an action without knowing
    what the other players have choosen
  • Complete information
  • Every player will know the payoff that each agent
    will obtain depending on what actions have been
    taken

7
The normal-form representation of a game
  • Basic tool to analyze games
  • Very useful for static games under complete
    information.
  • It consists of
  • The player in the game
  • The strategies available to each player
  • In this type of games, strategies are actions,
    but they will be very different in more
    complicated dynamic games !!!
  • The payoff received by each player for each
    combination of strategies the could be chosen by
    the players
  • Usually represented by a table

8
The normal-form representation of a game
The Prisioners Dilemma Two prisoners. They are
being question by the police in different rooms.
Each can confess or not
Prisoner B
Prisoner A
Prisoner A
Be sure that you recognize the elements of the
game !!!!
9
Solutions concepts for static games with complete
information
  • Given a game, we will apply a solution concept to
    predict which will be the outcome (equilibrium)
    that will prevail in the game
  • Elimination of strictly dominated strategies
  • Nash equilibrium
  • These solution concepts can also be applied to
    more complicated games but they are terribly
    useful for static games with complete information

10
Elimination of strictly dominated strategies
  • Intuitive solution concept
  • Based on the idea that a player will never play a
    strategy that is strictly dominated by another
    strategy
  • An strategy si of player i is strictly dominated
    by si if player is payoff is larger for si
    than for si independently of what the other
    players play!
  • In the prisoners' dilemma, the strategy not
    confess is strictly dominated by confess

11
Iterative Elimination of strictly dominated
strategies
  • In some games, the iterative process of
    eliminating strictly dominated strategies lead us
    to a unique prediction about the result of the
    game (solution)
  • In this case, we say that the game is solvable by
    iterative elimination of strictly dominated
    strategies
  • Lets see an example

12
Iterative Elimination of strictly dominated
strategies
If the red player is rational, it will never play
Right because it is strictly dominated by
Middle. If the blue player knows that red is
rational, then he will play as if the game were
13
Iterative Elimination of strictly dominated
strategies
In this case if the blue player is rational and
he knows that red is rational, then the blue
player will never play Down. So, the red player
will play as if the game were
14
Iterative Elimination of strictly dominated
strategies
So, if the red player is rational, and he know
that blue is rational, and he knows that blue
knows that he is rational, then the red player
will play Middle The solution of the game is
(UP, Middle)
15
Problems with this solution concept
We need to assume that rationality is common
knowledge Decisions are tough. In many games
there are no strategies that are strictly
dominated or there are just a few and the
process of deletion does not take us to a
solution but only to a smaller game
16
Example of a game were there are no dominated
strategies
In this game, no strategies are dominated, so the
concept of iterated elimination of dominated
strategies is not very useful Lets study the
other solution concept
17
Some notation, before defining the solution
concept of Nash Equilibrium,
  • SA strategies available for player A (a ? SA)
  • SB strategies available for player B (b ? SB)
  • UA utility obtained by player A when particular
    strategies are chosen
  • UB utility obtained by player B when particular
    strategies are chosen

18
Nash Equilibrium
  • In games, a pair of strategies (a,b) is defined
    to be a Nash equilibrium if a is player As best
    strategy when player B plays b, and b is player
    Bs best strategy when player A plays a
  • It has some resemblance with the market
    equilibrium where each consumer and producer were
    taking optimal decisions

19
Nash Equilibrium in Games
  • A pair of strategies (a,b) is defined to be a
    Nash equilibrium if
  • UA(a,b) ? UA(a,b) for all a?SA
  • UB(a,b) ? UB(a,b) for all b?SB

20
Intuition behind Nash Eq.
  • If a fortune teller told each player of a game
    that a certain (a,b) would be the predicted
    outcome of a game
  • The minimum criterion that this predicted outcome
    would have to verify is that the prediction is
    such that each player is doing their best
    response to the predicted strategies of the other
    players that is the NE
  • Otherwise, the prediction would not be internally
    consistent, would be unstable

21
Intuition behind Nash Eq.
  • If a prediction was not a NE, it would mean that
    at least one individual will have an incentive to
    deviate from the prediction
  • The idea of convention if a convention is to
    develop about how to play a given game, then the
    strategies prescribed by the convention must be a
    NE, else at least one player will not abide by
    the convention

22
Checking whether or not a pair of strategies is a
NE
  • In the Prisioners Dilema
  • (No Confess, No Confess)
  • Notice that it is not optimal from the
    society-of-prisoners point of view
  • In the previous 3x3 game BxR
  • Notice that these NE also survived the iterated
    process of elimination of dominated strategies
    This is a general result

23
Relation between NE and iterated
  • If the process of iterative deletion of dominates
    strategies lead to a single solution this
    solution is a NE
  • The strategies that are part of a NE will survive
    the iterated elimination of strictly dominated
    strategies
  • The strategies that survive the iterated
    elimination of strictly dominated strategies are
    NOT necessarily part of a NE

24
Finding out the NE of a game
  • The underlining trick lets see it with previous
    games
  • One cannot use this if the strategies are
    continuous (ie. Production level). We will see
    afterwards

25
Multiple Nash Equilibrium
Some games can have more than one NE In this
case, the concept of NE is not so useful because
it does not give a clear predictionas in this
game called The Battle of the Sexes
SEX B
SEX A
Prisoner A
26
Nash Equilibrium with continuous strategies
Example Duopoly. Firm i Firm j Strategies
Output level, that is continuous
Prisoner A
27
Prisoner A
28
One can draw the best response functions. The
intersection point is the NE
Prisoner A
29
qj
a-c
Ri(qj)
(a-c)/2
(a-c)/3
Rj(qi)
a-c
qi
Prisoner A
(a-c)/2
(a-c)/3
30
Nash Equilibrium in Mixed Strategies
  • So far, we have used the word strategy. To be
    more explicit, we were referring to pure
    strategies
  • We will also use the concept of mixed strategy
  • In a static game with complete information, a
    mixed strategy is a vector that tell us with what
    probability the player will play each action that
    is available to him

31
Nash Equilibrium in Mixed Strategies
Consider the following game matching pennies
Player 2
Player 1
Prisoner A
An example of a mixed strategy for player 1 would
be (1/3,2/3) meaning that player 1 will play
Heads with probability 1/3 and Tails with
probability 2/3 We can obviously say that a mixed
strategy is (q,1-q) where q is the probability of
Heads
32
Nash Equilibrium in Mixed Strategies
  • Why are Mixed Strategies useful?
  • Because in certain games, players might find
    optimal to have a random component in their
    behavior
  • For instance, if it was the case that the Inland
    Revenue would never inspect individuals taller
    than 190 cms, these individuals will have lots of
    incentives not to declare their income truthfully!

33
Nash Equilibrium in Mixed Strategies
Notice that the matching pennies game does not
have an equilibrium in pure strategies
Player 2
Player 1
Prisoner A
Does this game have an equilibrium in mixed
strategies?
34
Player 2
Player 1
Prisoner A
35
Prisoner A
36
Prisoner A
37
Drawing the best responses
Notice the vertical and horizontal lines are
because of the any between 0,1
r
r(q) player 1 br
1
1
q(r) player 2 br
1/2
The Nash eq. in mixed strategies is the
intersection of the best responsein this
case (1/2,1/2) for player 1 and (1/2,1/2) for
player 2
0
1
1/2
q
38
Existence of Nash Equilibrium
  • A game could have more than one Nash Equilibrium
  • The same game could have equilibria in both pure
    and mixed strategies or only pure or only mixed
  • Notice that this is a bit artificial any pure
    strategy is a mixed strategy where one action has
    probability 1
  • Any game has at least one NE, but this one could
    be in mixed strategies

39
Dynamic games of complete information
40
Extensive-form representation -In dynamic games,
the normal form representation is not that
useful. The extensive-form representation will be
a very useful tool in this setting. It consists
of -players -when each player has the
move -what each player can do at each of his
opportunities to move -what each player knows
at each of his opportunities to move -the
payoff received by each player for each
combination of moves that could be chosen by the
players -Usually represented by a tree
41
Example of Extensive form representation
42
Strategies for dynamic games -In dynamic games,
we have to be much more careful defining
strategies. A strategy is a complete plan of
action it specifies a feasible action for the
player in every contingency in which the player
might be called on to act In the previous
example, a strategy for player A is (L). Another
possible strategy for player A is (H) An example
of a strategy for player B is (L,S) that means
that player B will play L if he gets to his first
node and will play S if he get to the second
node. Other strategies would be (L,L) (S,S) and
(S,L)
43
Extensive-form representation -It could be that
when a player moves, he cannot distinguish
between several nodes he does not know in what
node he is! -For instance, it could be that when
player B moves, he has not heard the noise from
player A -We reflect this ignorance by putting
these two nodes together in the same circle as
in the following slide
44
A Dormitory Game
Notice that this game will actually be static
!!!!!!
45
  • Information set
  • -This take us to the notion of an information
    set!!
  • An information set for a player is a collection
    of decision nodes satisfying
  • The player has the move at every node in the
    information set
  • When the play of the game reaches a node in the
    information set, the player with the move does
    not know which node in the information set has
    (or has not) been reached
  • As a consequence, the nodes surrounded by the
    same circle are part of the same information set

46
Strategies -We can be more precise defining what
a strategy is. A players strategy is an action
for each information set that the player has !!!
47
Dynamic games with complete information Can be
divided in Perfect information at each move in
the game, the player with the move knows the full
history of the play of the game so far Imperfect
information at some move the player with the
move does not know the history of the
game Notice, in complete games with perfect
information each information set must have one
and only one node (the information set is
singleton). If info is complete but there is an
information set with more than one node, it must
be an imperfect information game.
48
Dynamic games with complete information Another
classification Non-repeated games The game is
just played once Finitely repeated games The
game is repeated a finite number of
times Infinitely repeated games The game is
repeated an infinite amount of times
49
Non-repeated dynamic games with perfect
information
Two main issues -Is the Nash Equilibrium an
appropriate solution concept? -If not Define a
better solution concept
50
A Two-Period Dormitory Game
51
A Two-Period Dormitory Game
  • Each strategy is stated as a pair of actions
    showing what B will do depending on As actions

52
A Two-Period Dormitory Game
  • There are 3 Nash equilibria in this game
  • AL, B(L,L)
  • AL, B(L,S)
  • AS, B(S,L)

53
A Two-Period Dormitory Game
  • B (a,b)
  • a strategy that B plays if A plays L
  • b strategy that B plays if A plays S
  • AL, B(L,S) and AS, B(S,L) do not seem
    appropiate
  • each incorporates a non-credible threat on the
    part of B (out of the equilibrium path)
  • For instance regarding AL, B(L,S), If A chose
    S out of equilibrium- it is not credible that B
    chose S as (L,S) indicates

54
  • In games with more than one period, there might
    be strategies that are Nash Eq but they involve
    no credible threats
  • We need a concept of equilibrium for games with
    more than one period
  • The concept will be called Subgame Perfect Nash
    Equilibrium (SPNE)

55
  • We will define SPNE more formally later on. For
    the time being, lets say that
  • A SPNE is a Nash equilibrium in which the
    strategy choices of each player do not involve
    no-credible threats
  • A strategy involves no-credible threats if they
    require a player to carry out an action that
    would not be in its interest at the time the
    choice must be made

56
  • A simple way to obtain the SPNE in dynamic games
    with perfect information is to solve the game
    backwards, called backwards induction
  • Whiteboard with the dormitory example
  • Algorithm
  • Find the optimal action at each of the
    predecessors of the terminal nodes
  • Associate these nodes with the payoffs of the
    anticipated terminal node
  • Start again the process with this reduced game
  • (see another description of the algorithm in the
    distributed handout)

57
  • Example in distributed handout
  • Another example, Pg. 60 of the book
  • The (c,s) example
  • Of the three NE that we had in the Dormitory
    game, only B(L,L), A L is a SPNE
  • In the backward induction procedure, we are
    asking each individual to do whatever is best
    whenever they move (independently whether they
    are or not in the equilibrium path) so it is not
    possible to have non-credible threats

58
  • Backwards Induction with continuous strategies
  • Example Stackelberg model of duopoly
  • Firm 1 produces q1
  • Firm 2, observes q1 and produces q2
  • Compute R(q1) Firm 2s optimal response to an
    arbitrary level of production by Firm 1.
  • R(q1) is Firm 2s best response.
  • Compute what is the optimal q1 for Firm 1 if she
    know that Firm 2 will produce R(q1)
  • Pa-b(q1R(q1))

59
  • Backwards Induction with continuous strategies
  • Example Stackelberg model of duopoly
  • Firm 1 produces q1
  • Firm 2, observes q1 and produces q2
  • Compute R(q1) Firm 2s optimal response to an
    arbitrary level of production by Firm 1.
  • R(q1) is Firm 2s best response.
  • Compute what is the optimal q1 for Firm 1 if she
    know that Firm 2 will produce R(q1)
  • Pa-b(q1R(q1))

60
  • Non-repeated dynamic games complete but imperfect
    information
  • At some point of the game, a player does not know
    exactly in which node he or she is (does not
    completely know the history of moves)
  • See example
  • We cannot apply Backwards Induction because a
    player might not know what is best to play as she
    might not know in what node she is
  • In order to understand the solution concept, we
    must define a SPNE more formally.
  • To do that, we must understand what a subgame is

61
  • Non-repeated dynamic games complete but imperfect
    information
  • A subgame in an extensive form game
  • Begins at a decision node n that is a singleton
    (but is not the games first decision node)
  • Includes all the decision and terminal nodes
    following n in the game tree (but no nodes that
    do not follow n)
  • Does not cut any information sets, that is, if a
    decision node n follows n in the game tree, then
    all other nodes in the information set containing
    n must also follow n, and so must be included in
    the subgame
  • See example in paper
  • See pg 121 in the book

62
  • Non-repeated dynamic games complete but imperfect
    information
  • A strategy profile is SPNE
  • If it is a Nash Equilibrium of the game and of
    every subgame of the game
  • Two ways to find the SPNE of a game
  • Obtain the NE and then see which of them imply
    that that they are NE of the different subgames
    of the game
  • Finding the NE of the last information sets and
    substitute backwards
  • See example in the handout

63
Repeated Games
  • Many economic situations can be modeled as games
    that are played repeatedly
  • consumers regular purchases from a particular
    retailer
  • firms day-to-day competition for customers
  • workers attempts to outwit their supervisors

64
Repeated Games
  • An important aspect of a repeated game is the
    expanded strategy sets that become available to
    the players
  • opens the way for credible threats and subgame
    perfection
  • It is important whehter or not the game is
    repeated a finite or infinite number of times

65
Prisoners Dilemma Finite Game
  • Firms A and B. Low or High price. In a one shot
    game, (L,L) no cooperating- is the NE

66
Prisoners Dilemma Finite Game
  • The NE is inferior to (H,H) the cooperating
    strategy

67
Prisoners Dilemma Finite Game
  • Suppose this game is to be repeatedly played for
    a finite number of periods (T)
  • Any expanded strategy in which A promises to play
    H in the final period is not credible
  • when T arrives, A will choose strategy L
  • The same logic applies to player B

68
Prisoners Dilemma Finite Game
  • Any SPNE for this game can only consist of the
    Nash equilibrium strategies in the final round
  • AL BL
  • The logic that applies to period T also applies
    to period T-1
  • Do backward induction in the whiteboard
  • The only SPNE in this finite game is to require
    the Nash equilibrium in every round -gt No
    cooperation

69
Eq. in a Finite Repeated Game
  • If the one-shot game that is repeated a finite
    number of times has a unique NE then the game
    repeated game has a unique outcome the NE of the
    one-shot game

70
Game with Infinite Repetitions
  • We cannot use backward induction because there is
    no a terminal node
  • In Infinite games, each player can announce a
    trigger strategy
  • promise to play the cooperative strategy as long
    as the other player does
  • when one player deviates from the pattern, the
    other player will play no cooperation in the
    subsequent periods and hence the game will
    revert to the single period NE

71
Game with Infinite Repetitions
  • Lets think of a players decision in any
    arbitrary node of the game
  • If B decides to play cooperatively, payoffs of 2
    can be expected to continue indefinitely
  • If B decides to cheat, the payoff in period K
    will be 3, but will fall to 1 in all future
    periods

72
  • Lets think of a players decision in any
    arbitrary node of the game
  • If ? is player Bs discount rate, the present
    value of continued cooperation is
  • 2 ?2 ?22 2/(1-?)
  • The payoff from cheating is
  • 3 ?1 ?21 3 1/(1-?)
  • Continued cooperation will be credible (will be a
    NE of the subgame that starts in the node where
    the player is choosing) if
  • 2/(1-?) gt 3 1/(1-?)
  • gt ½
  • If players value the future enough, they will
    prefer to cooperate in the case of firms this is
    called Tacit Collusion

73
Game with Infinite Repetitions
  • ? can also be interpreted as the probability that
    the game will continue one more period
  • (Folk theorem) Let G be a finite, static game of
    complete information. Let (e1,e2,,en) denote the
    payoffs from a NE of G, and let (x1,x2,,xn)
    denote any other feasible payoffs from G. If
    xigtei foor every player i and if ? is
    sufficiently close to one, then there exists a
    SPNE of the infinitely repeated game that
    achieves (x1,x2,xn) as the average payoff
  • In other words, if cooperation is better than the
    NE for every player and players value the future
    enough then cooperation is a SPNE of the game
    repeated a infinite number of times

74
Games of Incomplete Information
  • There is at least one player that does not know
    the payoff of at least one player

75
Games of Incomplete Information
  • Each player in a game may be one of a number of
    possible types (tA and tB)
  • player types can vary along several dimensions
  • We will assume that our player types have
    differing potential payoff functions
  • each player knows his own payoff but does not
    know his opponents payoff with certainty

76
Games of Incomplete Information
  • Each players conjectures about the opponents
    player type are represented by belief functions
    fA(tB)
  • consist of the players probability estimates of
    the likelihood that his opponent is of various
    types
  • Games of incomplete information are sometimes
    referred to as Bayesian games

77
Games of Incomplete Information
  • The payoffs to A and B depend on the strategies
    chosen (a ? SA, b ? SB) and the player types
  • For one-period games, it is fairly easy to
    generalize the Nash equilibrium concept to
    reflect incomplete information
  • we must use expected utility because each
    players payoffs depend on the unknown player
    type of the opponent

78
Games of Incomplete Information
  • A strategy pair (a,b) will be a Bayesian-Nash
    equilibrium if a maximizes As expected utility
    when B plays b and vice versa

79
A Bayesian-Cournot Equilibrium
  • Suppose duopolists compete in a market for which
    demand is given by
  • P 100 qA qB
  • Suppose that MCA MCB 10
  • the Nash (Cournot) equilibrium is qA qB 30
    and payoffs are ?A ?B 900

80
A Bayesian-Cournot Equilibrium
  • Suppose that MCA 10, but MCB may be either high
    ( 16) or low ( 4)
  • Suppose that A assigns equal probabilities to
    these two types for B so that the expected MCB
    10
  • B does not have to consider expectations because
    it knows there is only a single A type

81
A Bayesian-Cournot Equilibrium
  • B chooses qB to maximize
  • ?B (P MCB)(qB) (100 MCB qA qB)(qB)
  • The first-order condition for a maximum is
  • qB (100 MCB qA)/2
  • Depending on MCB, this is either
  • qBH (84 qA)/2 or
  • qBL (96 qA)/2

82
A Bayesian-Cournot Equilibrium
  • Firm A must take into account that B could face
    either high or low marginal costs so its expected
    profit is
  • ?A 0.5(100 MCA qA qBH)(qA)
    0.5(100 MCA qA qBL)(qA)
  • ?A (90 qA 0.5qBH 0.5qBL)(qA)

83
A Bayesian-Cournot Equilibrium
  • The first-order condition for a maximum is
  • qA (90 0.5qBH 0.5qBL)/2
  • The Bayesian-Nash equilibrium is
  • qA 30
  • qBH 27
  • qBL 33
  • These choices represent an ex ante equilibrium

84
Dynamic Games with Incomplete Information
  • In multiperiod and repeated games, it is
    necessary for players to update beliefs by
    incorporating new information provided by each
    round of play
  • Each player is aware that his opponent will be
    doing such updating
  • must take this into account when deciding on a
    strategy
  • We will not study them in this course
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