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Lecture IV: Extensive Form Dynamic Games

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Title: Lecture IV: Extensive Form Dynamic Games


1
Lecture IV Extensive Form / Dynamic Games
  • Recommended Reading
  • Dixit Skeath Chapters 3, 6, 9
  • Gibbons Chapter 2.4, 2.5 4
  • Osborne Chapters 2-4

2
Extensive Form Representation
  • Extensive form game has,
  • branches
  • nodes (decision terminal)
  • payoffs
  • information sets
  • subgames
  • Nash Eq concept remains intact
  • Generally, solved by working backwards from
    terminal nodes

3, 3
C
j
C
D
0, 4
i
4, 0
D
C
j
D
2, 2
3
Clinton Marbury vs Madison
  • Background
  • Adams (Fed.) stacks courts before leaving office
  • Jefferson (Rep.) withholds some commissions, inc.
    Marburys
  • Marbury applies to S.C. for writ of mandamus to
    compel Madison (Jeffersons Sec. of State) to
    deliver commission
  • Marshall uses case to strengthen SC by
    establishing judicial review in U.S.
  • Argument
  • Historians Marshall outwitted Jefferson
    Republicans
  • Fails to consider strategic interaction

4
Clinton Marbury vs Madison
  • Marshalls Judgement
  • Marbury had legal right to commission (hence
    Jefferson acting illegally in withholding it)
  • Marbury had right to legal recourse
  • Writ of mandamus from SC was not correct remedy
  • Marbury sues under Judiciary Act 1789
  • Marshall J. Act 1789 contradicts Art III Sec. 2
    of Constitution
  • SC declares J Act 1789 unconstitutional invalid

5
Clinton Marbury vs Madison
A(1,2)
Deliver commission
B(0,4)
Comply w. SC
J
Ignore SC
J
C(2,0)
Decide for Marbury Uphold J Act 1789
Withhold Commission
D(4,1)
Decide for Madison Uphold J Act 1789
M
Decide for Madison Invalidate J Act 1789
E(3,3)
6
Clinton Marbury vs Madison
A(1,2)
B(0,4)
Deliver commission
Comply w. SC
J
Ignore SC
J
C(2,0)
Withhold Commission
Decide for Marbury Uphold J Act 1789
D(4,1)
Decide for Madison Uphold J Act 1789
M
Decide for Madison Invalidate J Act 1789
E(3,3)
7
Clinton Marbury vs Madison
A(1,2)
B(0,4)
Deliver commission
Comply w. SC
J
Ignore SC
J
C(2,0)
Withhold Commission
Decide for Marbury Uphold J Act 1789
D(4,1)
Decide for Madison Uphold J Act 1789
M
Decide for Madison Invalidate J Act 1789
E(3,3)
8
Eliminating Multiple Equilibria
  • Consider modified stag hunt example from last
    class
  • Pareto optimality provides compelling reason for
    F, F
  • Yet P, P remains a NE

3,2
F
Canada
P
F
0,1
US
F
1,0
P
Canada
P
1,1
9
Backwards Induction Subgame Perfection
  • Reasoning from end of tree to beginning, labelled
    backwards induction (or rollback)
  • Backwards induction leads to subgame perfect Nash
    equilibrium
  • Informally, SGPE is an equilibrium which does not
    allow players to believe (hence to make)
    non-credible threats or promises
  • Refines Nash concept, i.e., SGPE ? Nash Nash ?
    SGPE

10
Chain Store Paradox (Selten 1978)
  • Chain store has branches in N (finite) towns
  • Each town also has a small Mom Pop store
  • M P owners will eventually have sufficient
    capital to
  • Establish a 2nd store
  • Sell, exit the market retire to Florida
  • The chain store prefers M P owner exit it can
  • Accept the competition, and split the local
    market
  • Launch a price war that is costly to both sides
    to drive out M P
  • If chain accepts, M P owners prefer to
    establish 2nd store
  • Can chain establish reputation for driving out M
    P owners?

11
Chain Store Paradox (Selten 1978)
In Nth town, situation is
  • In Nth town, no point in a price war to convince
    the Nth 1 M P owner to exit
  • Threat to do so is not credible
  • Thus Nth M P owner sets up 2nd store
  • Nth-1owner knows Chain has no reason to maintain
    reputation to drive out the Nth M P owner
  • Thus Nth-1 M P owner enters
  • SGPE is in, accept at each stage

Price War
(0, 0)
Chain
Accept
2nd Store
(2, 2)
M P
Exit
(1, 5)
12
Stackelberg Duopoly Game
  • As in Cournot, 2 firms choose optimal quantity of
    good to produce in market where price reflects
    total quantity produced
  • In Cournot, firms choose simultaneously in
    Stackelberg, firms choose sequentially
  • where q1, q2 0,
  • P(Q) a q1 q2 is the market clearing
    price, and
  • c gt 0 is the constant cost of production

q1
q2
q1P(Q) c, q2P(Q) c
13
Stackelberg Duopoly Game
q1P(Q) c, q2P(Q) c
q1
q2
  • Apply backward induction, starting with firm 2s
    strategy.
  • Given any q1, firm 2s quantity should solve,
  • s2(q2 (q1)) max q2(a q1 q2 c)
  • q2 0
  • ? s2(q2 (q1))/?q2 (a q1 2q2 c) 0
  • q2 (a q1 c)/2

14
Stackelberg Duopoly Game
q1P(Q) c, q2P(Q) c
q1
q2
  • Given q2 (a q1 c)/2, firm 1s optimal
    strategy is,
  • s1(q1 (q2)) max q1(a q1 q2 c)
  • q1 0
  • s1(q1 (q2)) max q1(½a ½q1 ½c)
  • q1 0
  • ?s1(q1 (q2))/?q1 (½a q1 ½c) 0
  • ? q1 (a c)/2, and hence q2 (a c)/4

15
Stackelberg Duopoly Game
  • Dynamic games are useful for understanding the
    implications of asymmetric information.
  • Consider Stackelberg game where firm 2 does not
    observe firm 1s quantity
  • How this affects equilibrium depends crucially on
    firm 2s beliefs about firm 1s production

q1
q2
q1P(Q) c, q2P(Q) c
16
Stackelberg Duopoly Game
  • If firm 2 believes that firm 1 has produced its
    Stackelberg equilibrium amount, (a c)/2,
    then firm 2s optimization problem is
  • s2(q2 (q1)) max q2(a (a c)/2 q2 c)
  • q2 0
  • ? s2(q2 (q1))/?q2 (½a 2q2 ½c) 0
  • q2 (a c)/4
  • This is as before, so it seems as if the
    information asymmetry has no effect.

q1
q2
q1P(Q) c, q2P(Q) c
17
Stackelberg Duopoly Game
  • But, firm 2s strategy implies that firm 1
    maximizes w.r.t. (a c)/4
  • s1(q2 (q1)) max q1(a (a c)/4 q1 c)
  • q1 0
  • ? s1(q2 (q1))/?q1 (¾a 2q1 ¾c) 0
  • q1 3(a c)/8
  • This is a lower payoff for firm 1 than above it
    cannot be subgame perfect
  • Firm 1 can does increase production but this
    implies that firm 2s initial beliefs about firm
    1s production cannot be sustained in equilibrium.

q1
q2
q1P(Q) c, q2P(Q) c
18
Asymmetric Information Signalling
  • Consider a signalling game
  • Player i has private information about their
    type
  • Potential Employee Motivated or Lazy
  • Politician Honest or Dishonest
  • Rival State Peaceful or Aggressive
  • Player js incentive is to deal differently with
    different types, e.g., pay motivated employees
    more highly
  • But j only knows distribution of types in
    population
  • i sends a signal to j ... but how is j to
    interpret that signal?

19
A Signalling Game Example
  • Players US Rogue State (RS)
  • RS are of two types
  • Strong (p .25)
  • Weak (p .75)
  • US can i) negotiate (costless) or ii) attack
    (costly)
  • attacking a strong RS especially costly -10
  • attacking a weak RS resolves issue 5
  • negotiating delivers 0
  • ? US prefers to negotiate with strong RS and
    attack weak RS
  • RS can i) sabre rattle (costly) or ii) be quiet
    (costless)
  • Sabre rattling is costly -4
  • Being attacked is costly -10
  • negotiating is costless 0

20
An Example of a Signalling Game (Hawk-Dove)
(-5, 5)
Rogue State
(-9,5)
Quiet (no signal)
Sabre Rattle (signal)
Attack
Attack
Negotiate
Negotiate
Weak p .75
(0, 0)
(-4, 0)
Nature
US
US
Strong p .25
(-14,-10)
(-10, -10)
Attack
Attack
Negotiate
Sabre Rattle (signal)
Negotiate
Rogue State
Quiet (no signal)
(0, 0)
(-4, 0)
21
A Signalling Game Example
  • How should US view respond to sabre rattling?
  • Sign of strength, so negotiate... but then weak
    RS have incentives to sabre rattle??
  • Sign of weakness, so attack (strong RS knows not
    in USs interest to attack it, hence no need to
    sabre rattle)... but then no RS sabre rattles
  • US wants a strategy that creates incentives for
    RS to reveal their types via their signals

22
A Signalling Game Example
  • How should US view respond to sabre rattling?
  • Sign of strength, so negotiate... but then weak
    RS have incentives to sabre rattle??
  • POOLING (ON SABRE RATTLING) EQUILIBRIUM
  • Sign of weakness, so attack (strong RS knows not
    in USs interest to attack it, hence no need to
    sabre rattle)... but then no RS sabre rattles
  • POOLING (ON BEING QUIET) EQUILIBRIUM
  • US wants a strategy that creates incentives for
    RS to reveal their types via their signals
  • SEPARATING EQUILIBRIUM

23
Solving a Signalling Game
  • Backward induction not possible because USs
    later actions hinge on beliefs updated by RSs
    earlier actions
  • Receivers beliefs are crucial must be a)
    specified, b) updated if possible, and c) in
    equilibrium.
  • Plan
  • Fix Receivers beliefs
  • Have Sender signal
  • Use Bayes Rule to update Receivers beliefs if
    possible
  • Determine Receivers best response given updated
    beliefs
  • Check if Sender has incentive to alter signal
    given Receivers actions
  • If a-e lead to self-enforcing situation, we have
    a Perfect Bayesian Equilibrium (PBE)

24
Bayes Rule
  • A rule for updating conditional probabilities
  • Let E F be 2 correlated events, i.e., knowing
    that E occurs tells you something about whether F
    is more or less likely to co-occur.
  • e.g., what is the probability that the
    Conservatives win a majority (E) given that they
    have 3 lead in polls (F)?
  • Pr(EF) Pr(E F)/Pr(F)

25
Is there a Separating Equilibrium?
  • Note 2 possible separating equilibria
  • Strong RS sabre rattle weak RS stay quiet
  • Strong RS stay quiet weak sabre rattle.
  • Fix US beliefs
  • ?(ti SSabre Rattle) ?(ti WQuiet) 0
  • ?(ti SQuiet) ?(ti WSabre Rattle) 1
  • Strong RS Quiet, Weak RS Sabre Rattle
  • Beliefs remain intact after signal (consistent w.
    Bayes Rule)

26
An Example of a Signalling Game
Quiet leads US to think its at this node
Sabre rattling leads US to think its at this node
(-5, 5)
Rogue State
(-9,5)
Quiet (no signal)
Sabre Rattle (signal)
Attack
Attack
Negotiate
Negotiate
Weak p .75
(0, 0)
(-4, 0)
Nature
US
US
Strong p .25
(-14,-10)
(-10, -10)
Attack
Attack
Negotiate
Sabre Rattle (signal)
Negotiate
Rogue State
Quiet (no signal)
(0, 0)
(-4, 0)
27
Is there a Separating Equilibrium?
  • US best response if Quiet ? Negotiate if Sabre
    Rattle ? Attack
  • i) Given US strategy, would a strong RS remain
    quiet?
  • Yes Quiet delivers 0, Sabre Rattling delivers
    -14.
  • ii) Given US strategy, would a weak RS continue
    sabre rattling?
  • No Sabre Rattling delivers -9, Quiet delivers
    0.
  • This is not a self-enforcing situation Weak RS
    changes strategy US beliefs cannot then be
    sustained.

28
Is there a Pooling on Quiet Equilibrium?
  • If W S RS remain quiet, US cannot update on
    following beliefs
  • µ(ti WQuiet) p .75
  • µ(ti SQuiet) 1-p .25
  • Given above beliefs, the US recoups
  • EUUS(A, Quiet) (5 ? .75) (-10 ? .25) 3.75
    2.5 1.25
  • EUUS(N, Quiet) (0 ? .75) (0 ? .25) 0
  • USs best response to Quiet is A

29
Is there a Pooling on Quiet Equilibrium?
  • Well be more rigorous here define USs
    off-equilibrium path beliefs, i.e., to a Sabre
    Rattle message
  • µ(ti WSabre) ? ? 0, 1
  • EUUS(A, Sabre) µ(ti WSabre) ? 5 1-µ(ti
    SSabre) ? -10
  • 5 ? ? (1-?) ? -10 15 ? -10
  • EUUS(N, Sabre) µ(ti WSabre) ? 0 1-µ(ti
    SSabre) ? 0 0
  • ? USs best response to Sabre Rattle N if ?
    2/3, A if ? gt 2/3

30
An Example of a Signalling Game
USs off-equilibrium path beliefs cover these
situations
(-5, 5)
Rogue State
(-9,5)
Quiet (no signal)
Sabre Rattle (signal)
Attack
Attack
Negotiate
Negotiate
Weak p .75
(0, 0)
(-4, 0)
Nature
US
US
Strong p .25
(-14,-10)
(-10, -10)
Attack
Attack
Negotiate
Sabre Rattle (signal)
Negotiate
Rogue State
Quiet (no signal)
(0, 0)
(-4, 0)
31
Is there a Pooling on Quiet Equilibrium?
  • Strong RS Quiet, Weak RS Quiet
  • If all types quiet, no updating is possible, so
    US beliefs thus US strategy remains in place
  • Do strong RS remain quiet given US strategy?
  • Yes, if ? gt 2/3 Sabre Rattling would still lead
    to an attack and would be costly in itself
  • Do weak RS remain quiet given US strategy?
  • Yes, if ? gt 2/3, for same reason
  • But if ? 2/3 then sabre rattling induces
    negotiation by US, and all types switch, and
    beliefs not sustainable in equilibrium
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