Title: Game Theory
1Game Theory
- Von Neuman and Morgenstern (The Theory of Games
and Economic Behavior, 1944) - Conceptual Framework
- Game strategy
- Components of a game
2Two Person, Zero Sum Games
- Each person knows own and opponents alternatives
- All preferences are known
- Single period game
- Sum of payoffs zero
- Equilibrium reached when neither of the
participants can improve payoff
3Strategies
- Dominant strategy
- Best regardless what others do
- Maximin strategy
- Choice that maximizes across the set of minimum
possible payoffs - Best of the worst
4Unstable Games
- No equilibrium found
- Strategy chosen leads to solution
- Each player then has incentive to switch
5Two Person, Non-Zero Sum Games
- The Prisoners Dilemma
- Bonnie and Clyde are caught
- Dilemma Confess or not
- 1 period game
- Non-cooperative solution Both confess
- Cooperative solution Both do not confess
- Off diagonal represents double cross
6Duopoly as a Prisoners Dilemma
- Even if both agree to a cooperative solution, one
may double cross - Two firms decision on amount of output Small or
Large - L,L represents normal profits
7Repeated Games
- Single period game predicts competition, but
there are likely to be multiple periods. - Multiple periods allow for retribution, not found
in single period games - Duopoly as a Multiperiod Game
- More likely to collude
8N-Person Games
- Extend to more than 2 players
- Complications
- Coalitions
- Cooperation and duplicity
- Solutions can be difficult
- Still gives insight into nature of conflict,
posturing, and resolution
9Best Pricing Practices
- Shift attention to tactics and strategy to
achieve competitive advantage - Examine rival firm behavior as if it were a game
- First-mover advantages
- Credible threats to alter rival behavior
- Stresses interdependency in oligopoly
10Business Strategy Games
- When rivals alter products or pricing, react or
adapt - Anticipate actions be proactive
- Sequential game--specific order of play
- E.g. One firm announces a price cut decision is
to respond or not respond - Simultaneous game--all players choose actions at
same time
11Business Rivalry as a Sequential Game
- The first to introduce a product, lower price,
etc. often achieve recognition and
advantage--first-mover advantage - When games last several periods, actions can be
rewarded or punished in subsequent periods - Entry of a new firm often discouraged by threat
of existing firms dropping prices to unprofitable
levels.
12First-Mover Games
- Game with military and civilian markets for Hum
Vs.
13Game Tree--Illustrating Sequential Games
- Game tree is like a decision tree
- Schematic diagram of decision nodes (or focal
outcomes) - Solutions parallel board games like chess
- One approach to solution--end-game
reasoning--start with the final decision and use
backward induction to find the best starting
point.
14A Credible Threat
- A credible threat--an action perceived as a
possible penalty in a noncooperative game. - Its existence sometimes induces cooperative
behavior. - A credible commitment--a mechanism for
establishing trust - Such as a reward for good behavior in a
noncooperative game.
?1999 South-Western College Publishing
15Mechanisms for Credible Threats and Commitments
- Contractual side payments, but these may violate
antitrust laws. - Use of nonredeployable assets such as reputation.
- Entering alliance relationships which may fall
apart if any party violated their commitments. - Using a "hostage mechanism--irreversible and
irrevocable can deter breaking commitments. - Examples "double your money back guarantees,"
and "most favored nation" clauses.
?1999 South-Western College Publishing
16Hostage Mechanisms in Oligopoly
- Best Buys offer If you find a lower advertised
price, youll get the difference back - This makes Best Buy cut prices whenever local
stores cuts prices - Local stores realize they cant undercut Best Buy
- Customers realize it is unlikely to find lower
prices - If potential entrants think they can get a
foothold in area, they know that Best Buys
pricing is a credible commitment.
?1999 South-Western College Publishing
?1999 South-Western College Publishing
17Excess Capacity, Scale of Entry, and Entry
Deterrence
- Building excess capacity can deter entry.
Potential entrants know that the price can - be driven down to unprofitable levels upon entry
of new firms. - The building of extra capacity is an action in a
sequential game, often with the intent of
forestalling entry. This is called a
precommitment game.
?1999 South-Western College Publishing
18Size Barriers
- Sometimes market entry requires large scale
- Incumbents may accommodate entrant, allowing a
niche - Incumbents may take entry deterring actions, such
as cutting prices at the threat of entry
19Sorting Rules
- Brand loyalty
- Efficient rationing
- Random rationing
- Inverse intensity rationing
20Theory of Contestable Markets
- High prices encourage entry
- When barriers are low, even monopolist must be
careful about raising prices too high. - Contestable markets tend to have competitive
prices and low or zero economic profits - Potential entry matters more than actual number
of firms
21Simultaneous Games
- A sealed bid auction is a simultaneous game
- A dominant strategy is the best decision, no
matter what anyone else does. - When no Nash equilibrium exists, it is useful to
hide ones strategy by randomly changing
strategies. Called a mixed Nash equilibrium
strategy
22Nash Equilibrium
- When all players make their best reply responses
(so changing their choices cannot improve their
situation) then the game is in Nash Equilibrium - Since game trees have several branches, we can
examine the concept in each part of the tree,
called a subgame.
23Repeated Games
- Escape from the prisoners dilemma
- If games are repeated, there is a greater
expectation that firms will achieve a cooperative
solution - Firms signal by their behavior whether they want
to cooperate or not - Firms that expand output show that they do not
want to cooperate
24Repeated Game Strategies
- Grim trigger strategy--violations never forgotten
- Alternatively, punishment can be short-lived
- For multiperiod games, usually some period of
punishment that can induce cooperation - Trembling hand trigger--when slight defections go
unpunished - One non-cooperative act may be forgiven, but not
two