Title: Extensive Game with Imperfect Information
1Extensive Game with Imperfect Information
- Part I Strategy and Nash equilibrium
2Adding new features to extensive games
- A player does not know actions taken earlier
- non-observable actions taken by other players
- The player has imperfect recall--e.g. absent
minded driver - The type of a player is unknown to others
(natures choice is non-observable to other
players)
3Player 1s actions are non-observable to Player 2
4Imperfect recall Absent minded driver
5Natures choice is unknown to third party
6Extensive game with imperfect information and
chances
- Definition An extensive game ltN,H,P,fc,(Ti),(ui)
gt consists of - a set of players N
- a set of sequences H
- a function (the player function P) that assigns
either a player or "chance" to every non-terminal
history - A function fc that associates with every history
h for which P(h)c a probability distribution
fc(.h) on A(h), where each such probability
distribution is independent of every other such
distribution. - For each player i, Ti is an information partition
and Ii (an element of Ti) is an information set
of player i. - For each i, a utility function ui.
7Strategies
- DEFINITION A (pure) strategy of player i in an
extensive game is a function that assigns to each
of i's information sets Ii an action in A(Ii)
(the set of actions available to player i at the
information set Ii). - DEFINITION A mixed strategy of player i in an
extensive game is a probability distribution over
the set of player is pure strategies.
8Behavioral strategy
- DEFINITION. A behavioral strategy of player i in
an extensive game is a function that assigns to
each of i's information sets Ii a probability
distribution over the actions in A(Ii), with the
property that each probability distribution is
independent of every other distribution.
9Mixed strategy and Behavioral strategy an example
(L,l) ½
(L,r) ½
(R,l) 0
(R,r) 0
ß1(f)(L)1 ß1(f)(R)0 ß1((L,A),(L,B))(l)1/2
ß1((L,A),(L,B))(r)1/2
10non-equivalence between behavioral and mixed
strategy amid imperfect recall
- Mixed strategy choosing LL with probability ½ and
RR with ½. - The outcome is the probability distribution
(1/2,0,0,1/2) over the terminal histories. This
outcome cannot be achieved by any behavioral
strategy.
11Equivalence between behavioral and mixed strategy
amid perfect recall
- Proposition. For any mixed strategy of a player
in a finite extensive game with perfect recall
there is an outcome-equivalent behavioral
strategy.
12Nash equilibrium
- DEFINITION The Nash equilibrium in mixed
strategies is a profile s of mixed strategies so
that for each player i, - ui(O(s-i, si)) ui(O(s-i, si))
- for every si of player i.
- A Nash equilibrium in behavioral strategies is
defined analogously.
13Part II Belief and Sequential Equilibrium
14A motivating example
Strategic game
L R
L 2,2 2,2
M 3,1 0,2
R 0,2 1,1
15The importance of off-equilibrium path beliefs
- (L,R) is a Nash equilibrium
- According to the profile, 2s information set
being reached is a zero probability event. Hence,
no restriction to 2s belief about which history
he is in. - 2s choosing R is optimal if he assigns
probability of at least ½ to M L is optimal if
he assigns probability of at least ½ to L. - Bayes rule does not help to determine the belief
16belief
- From now on, we will restrict our attention to
games with perfect recall. - Thus a sensible equilibrium concept should
consist of two components strategy profile and
belief system. - For extensive games with imperfect information,
when a player has the turn to move in a
non-singleton information set, his optimal action
depends on the belief he has about which history
he is actually in. - DEFINITION. A belief system µ in an extensive
game is a function that assigns to each
information set a probability distribution over
the histories in that information set.
- DEFINITION. An assessment in an extensive game is
a pair (ß,µ) consisting of a profile of
behavioral strategies and a belief system.
17Sequential rationality and consistency
- It is reasonable to require that
- Sequential rationality. Each player's strategy is
optimal whenever she has to move, given her
belief and the other players' strategies. - Consistency of beliefs with strategies (CBS).
Each player's belief is consistent with the
strategy profile, i.e., Bayes rule should be
used as long as it is applicable.
18Perfect Bayesian equilibrium
- Definition An assessment (ß,µ) is a perfect
Bayesian equilibrium (PBE) (a.k.a. weak
sequential equilibrium) if it satisfies both
sequential rationality and CBS. - Hence, no restrictions at all on beliefs at
zero-probability information set - In EGPI, the strategy profile in any PBE is a SPE
- The strategy profile in any PBE is a Nash
equilibrium
19Sequential equilibrium
- Definition. An assessment (ß,µ) is consistent if
there is a sequence ((ßn,µn))n1, of assessments
that converge to (ß,µ) and has the properties
that each ßn is completely mixed and each µn is
derived from using Bayes rule. - Remark Consistency implies CBS studied earlier
- Definition. An assessment is a sequential
equilibrium of an extensive game if it is
sequentially rational and consistent. - Sequential equilibrium implies PBE
- Less easier to use than PBE (need to consider the
sequence ((ßn,µn))n1, )
20Back to the motivating example
- The assessment (ß,µ) in which ß1L, ß2R and
µ(M,R)(M)? for any ??(0,1) is consistent - Assessment (ße,µe) with the following properties
- ße1 (1-e, ?e,(1-?)e)
- ße2 (e,1- e)
- µe (M,R)(M) ? for all e
- As e?0, (ße,µe)? (ß,µ)
- For ?1/2, this assessment is also sequentially
rational.
21Two similar games
Game 1 has a sequential equilibrium in which both
1 and 2 play L
Game 2 does not support such an equilibrium
Game 1
Game 2
22Structural consistency
- Definition. The belief system in an extensive
game is structurally consistent if for each
information set I there is a strategic profile
with the properties that I is reached with
positive probability under and is derived from
using Bayes rule. - Remark Note that different strategy profiles may
be needed to justify the beliefs at different
information sets. - Remark There is no straightforward relationship
between consistency and structural consistency.
(ß,µ) being consistent is neither sufficient nor
necessary for µ to be structurally consistent.
23Signaling games
- A signaling game is an extensive game with the
following simple form. - Two players, a sender and a receiver.
- The sender knows the value of an uncertain
parameter ? and then chooses an action m
(message) - The receiver observes the message (but not the
value of ?) and takes an action a. - Each players payoff depends upon the value of ?,
the message m, and the action a taken by the
receiver.
24Signaling games
- Two types
- Signals are (directly) costly
- Signals are directly not costly cheap talk game
25Spences education game
- Players worker (1) and firm (2)
- 1 has two types high ability ? H with
probability p H and low ability ? L with
probability p L . - The two types of worker choose education level e
H and e L (messages). - The firm also choose a wage w equal to the
expectation of the ability - The workers payoff is w e/?
26Pooling equilibrium
- e H e L e ? ?L pH (?H - ?L)
- w pH?H pL?L
- Belief he who chooses a different e is thought
with probability one as a low type - Then no type will find it beneficial to deviate.
- Hence, a continuum of perfect Bayesian equilibria
27Separating equilibrium
- e L 0
- ?H (?H - ?L) e H ?L (?H - ?L)
- w H ?H and w L ?L
- Belief he who chooses a different e is thought
with probability one as a low type - Again, a continuum of perfect Bayesian equilibria
- Remark all these (pooling and separating)
perfect Bayesian equilibria are sequential
equilibria as well.
28When does signaling work?
- The signal is costly
- Single crossing condition holds (i.e., signal is
more costly for the low-type than for the
high-type)
29Refinement of sequential equilibrium
- There are too many sequential equilibria in the
education game. Are some more appealing than
others? - Cho-Kreps intuitive criterion
- A refinement of sequential equilibriumnot every
sequential equilibrium satisfies this criterion
30An example where a sequential equilibrium is
unreasonable
- Two sequential equilibria with outcomes (R,R)
and (L,L), respectively - (L,L) is supported by belief that, in case 2s
information set is reached, with high probability
1 chose M. - If 2s information set is reached, 2 may think
since M is strictly dominated by L, it is not
rational for 1 to choose M and hence 1 must have
chosen R.
31Beer or Quiche
32Why the second equilibrium is not reasonable?
- If player 1 is weak she should realize that the
choice for B is worse for her than following the
equilibrium, whatever the response of player 2. - If player 1 is strong and if player 2 correctly
concludes from player 1 choosing B that she is
strong and hence chooses N, then player 1 is
indeed better than she is in the equilibrium. - Hence player 2s belief is unreasonable and the
equilibrium is not appealing under scrutiny.
33Spences education game
- All the pooling equilibria are eliminated by the
Cho-Kreps intuitive criterion. - Let e satisfy w e/ ?L gt ?H e/ ?L and w
e/ ?H gt ?H e/ ?L (such a value of e clearly
exists.) - If a high type work deviates and chooses e and is
correctly viewed as a good type, then she is
better off than under the pooling equilibrium - If a low type work deviates and successfully
convinces the firm that she is a high type, still
she is worse off than under the pooling
equilibrium. - Hence, according to the intuitive criterion, the
firms belief upon such a deviation should
construe that the deviator is a high type rather
than a low type. - The pooling equilibrium break down!
34Spences education game
- Only one separating equilibrium survives the
Cho-Kreps Intuitive criterion, namely e L 0
and e H ?L (?H - ?L) - Why a separating equilibrium is killed where e L
0 and e H gt ?L (?H - ?L)? - A high type worker after choosing an e slightly
smaller will benefit from it if she is correctly
construed as a high type. - A low type worker cannot benefit from it however.
- Hence, this separating equilibrium does not
survive Cho-Kreps intuitive criterion.