Lecture 7
Lecture 7
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TWO GAME THEORISTS
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▪ The value of knowing
what rational agents
would do
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Organization
▪ Exam
▪ Game theory in a nutshell
• Recap of 6 lectures
• Very little time … can only be an overview
▪ Prize lottery
▪ Tutorial
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Organization
▪ Be on time!
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Dixit/Skeath Dixit/Skeath/Reiley
References 2nd edition 3rd edition
Chapter:Section Chapter:Section
Terminology: Strategies, Payoffs, etc. 2:3 2:3
Extensive form / normal form games 3:1, 4:1 3:1, 4:1
Nash Equilibrium 4:2, 4:4 4:2, 4:4
Rollback 3:2 3:2
Finitely repeated games 11:2A 11:2A
Infinitely repeated games 11:2B,C,D 11:2B,C,D
Mixed Strategies 7 7
Competition 5:1 5:1
Commitment 10:3, 10:4 10:3, 10:4
Bargaining 17:3 18:3
Dilemmas/Cooperation 11, 12 11, 12
Coordination 8 8
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Basics
▪ Basics
• What is a game?
• What is a strategy?
• What kind of games are there?
• How to write down games?
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Basics
▪ A Game is defined by
• the players
• their potential strategies (possible courses of action)
• utility payoffs associated with combinations of strategies
▪ In math:
• Players i = 1, ..., n
• Strategies si Si
• Payoffs ui (si , s-i )
▪ Si – set of potential strategies for player i
▪ si – strategy of player i
▪ s-i – set of strategies chosen by all other players j i
▪ ui (si , s-i ) – payoff (utility) of player i if player i chooses si
and other players have chosen their strategies s-i
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Basics
▪ Strategy:
• a complete plan of action for the game, conditional on
time, nature, information, actions of other players
• covers the whole game
Payoffs of Player 1
Payoffs of Player 2
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Basics
▪ Extensive form representation
Decision nodes left (2,1)
Root 2
up
right (0,0)
1 Outcomes
left (0,0)
down
2
right (1,2)
Branches
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Basics
▪ Extensive form – Information sets
left (2,1)
2
up
right (0,0)
1
left (0,0)
down
2
right (1,2)
Information set
Player 2 doesn’t know at which
of the the two nodes she is
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Equilibria
▪ Equilibria
• Nash Equilibrium
• Subgame Perfect Nash Equilibrium
• Mixed Strategy Nash Equilibrium
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Equilibria – Nash Equilibrium
▪ Nash Equilibrium
• If the combination of strategies leads to an outcome of a
game in which – given the strategies of the other players – no
player would want to deviate by choosing a different
strategy, then we call it an “equilibrium”.
• Any other outcome is an implausible way of rationally playing
the game, because at least one player could improve by
selecting another strategy.
▪ In math:
• Players i = 1, ..., n, Strategies si Si, Payoffs ui (si , s-i )
• The strategy profile s* = (s1*, s2*, s3*, …, sn*) S constitutes a
Nash equilibrium if for each player i the strategy si* Si is a
best response to the strategies of the other players,
si* Si*, i.e. if ui (si*, s-i*) ui (si , s-i*) si Si , i = 1, ..., n.
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Equilibria - Subgame perfection
▪ Subgame perfection
• A Nash equilibrium of a game is subgame perfect if it describes
a Nash equilibrium in each subgame of the original game
• A SPNE is a Nash equilibrium refinement
Nash Equilibria of a game here at least in one sub-game you are
non-creadiblre threat
One or more of them are пояснення є в блокноті
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Equilibria – Multiple equilibria
▪ There can be multiple Nash equilibria.
• Equilibrium refinements
– Are all equilibria plausible? Do all players’ strategies
prescribe rational behavior at all nodes – even the ones
which are not reached in equilibrium? (subgame perfection)
– Are beliefs correct/rationally derived? (sequential
equilibrium, perfect Bayesian NE, …)
– Are equilibria robust? (trembling hand perfection,
evolutionary stable NE)
• Coordination (equilibrium selection problems)
– Focal points
– Payoff dominance and risk dominance
– Communication, commitment, strategic moves
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Equilibria – Multiple equilibria
▪ Focal points
• Schelling (1960) argued that with multiple equilibria, people
look for a „focal point“, an equilibrium which differs in some
aspects from the others, is more natural, salient, special, etc.
• This way, joint experiences, cultural similarities, other out-of-
the-game histories serve as coordination devices
▪ Out of equilibrium dynamics
• If people have problems to coordinate, an inspection of the
incentives players face around the equilibria might give
indication about the direction behavior will go, i.e. which
equilibrium will be eventually reached.
• This often implies path-dependency, that means the out-of-
equilibrium starting point of game play determines in which
equilibrium players will end up.
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Finding equilibria
▪ Finding equilibria
• Dominance and iterated elimination
• Inspection of normal form → Nash equilibria
• Rollback in extensive form → Subgame perfect NEs
• Continuous strategy spaces and best response functions
• Mixed strategy equilibria and the indifference condition
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Finding Equilibria – Elimination
▪ Dominant strategies: > strictly better than all other strategies,
independent of what the other players are doing,
→ will always be played
▪ Dominated strategies: < strictly worse than some other strategy,
for whatever the other players are doing
→ will never be played
▪ Weakly dominant strategies: >= than all other strategies
▪ Weakly dominated strategies: <= than some other strategy
▪ When analyzing a game, we can reduce the game by deleting a
dominated strategy, and then further analyze the remaining game
→ if used iteratively, sometimes only one strategy for each player
remains = Nash equilibrium
▪ If there is a dominant strategy for one player → all other strategies
are dominated → player will only choose this dominant strategy
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Finding Equilibria – Inspection
▪ In normal form of game, inspect:
• For each column player 2 might choose, find best
responses (best rows) of player 1, mark payoff with *
• For each row player 1 might choose, find best responses
(best columns) of player 2, mark with *
• All cells in which all players Player B
play best responses are
– per definition – left right
Nash equilibria 2* 1
up 1
* 8*
▪ up and left are
dominant Player A
strategies: whatever 6* 5
the other does, they down
are the best reply
0 6
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Finding Equilibria – Inspection
▪ In normal form of game, inspect:
• For each column player 2 might choose, find best
responses (best rows) of player 1, mark payoff with *
• For each row player 1 might choose, find best responses
(best columns) of player 2, mark with *
• All cells in which all players Player B
play best responses are
– per definition – left right
Nash equilibria 4* 4*
up 5
* 4*
Player A
1 5*
down
1 4*
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Finding Equilibria – Inspection
Extensive ( 0, 4)
up
form 2 down
up ( 30 , 5 )
1 up
( 2 , 20 )
down 2 down ( 50 , 19 )
▪ Repeated games
• Finitely repeated games
• Infinitely repeated games
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Repeated games – Finitely repeated
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Repeated games – Finitely repeated
ship (+50, +50)
▪ To derive the subgame perfect Nash buy
S not ship
(+0, +70)
B not buy
equilibrium of the repeated game, we (+35, +35)
use rollback and start at the last round. ship (+50, +50)
▪ There, the seller should not ship when buy
S not ship
(+0, +70)
B not buy
the buyer buys: there is no future. (+35, +35)
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Repeated games – infinitely repeated
Player B ▪ Possible trigger strategies:
C D a) “Start with cooperation. If defection
Player A
Player A
5 6
C
strategies (=feasible) 5 1
• has payoffs better than one-shot D
1 2
equilibrium payoffs for all players 6 2
▪ can be implemented as average by
(1,6)
• a) playing the combination 6
plan over available strategies (5,5)
• b) threatening to always play the one-
shot equilibrium if some-
Player 2
body deviates from this plan
▪ The threat is credible, as it is a (2,2)
stage game equilibrium, and worse than (6,1)
any payoff in the green area.
0 Player 1 6
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Specific games
▪ Specific games
• Dilemma games
• Bargaining: Dictator and Ultimatum
• Battle of the Sexes
• Chicken
• Hawk and Dove
• Matching Pennies
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Specific games – Dilemma games
▪ Dilemma game is a game where “individual rationality” and
“group rationality” suggest different ways of behavior
▪ Example
• Price competition (Exps 2&3 souvenirs → 5-person
dilemmas, Exp 13 bolt producers → 2-person dilemma)
• Group: all high price; Ind: undercut
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Specific games – Dilemma games
▪ The prototype: WIFE
The Prisoner’s dilemma
Confess Deny
10 years 25 years
Confess
10 years 1 year
HUSBAND
1 years 3 years
Deny
25 years 3 years
▪ Husband and wife are both jailed, get minor penalties of both
deny, bigger penalties if both confess, but get incentives to
rant out the other. Cannot communicate.
▪ Unique Nash equilibrium in dominant strategies which sets
both players worse off
▪ If the other confesses, I should confess
▪ If the other denies, I should confess
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Bargaining – Dictator and Ultimatum
▪ Dictator Game ▪ Ultimatum Game
100
(100-x, x)
accept
A Offer x B
A Offer x (100-x, x)
reject
(0, 0)
0.1
0.1
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Specific games – Battle of the Sexes
▪ 2 pure strategy Nash equilibria: Football fan goes to
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Specific Games: Matching Pennies
▪ No pure strategy Nash equilibrium Keeper
Left q Right 1-q
▪ No situation is stable, one p 20 -20
player has always an Left
-20 20
incentive to deviate. Striker
1-p -20 20
▪ You would like to move 2nd. Right
20 -20
Striker’s p
Left
1
▪ Mixed equilibrium: the only
situation where both play
best response is where the
best reply functions intersect
0.5 In math:
p*20+(1-p)*-20 = p*-20+(1-p)*20
→ p=0.5
Righ Keeper’s best q response function to p
t 0 Striker’s best p response function to q
Right 0.5 1
Keeper’s qLeft
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Strategic Moves
▪ A strategic move is an action that changes the game to be played
▪ Try to change
• Set of strategies
• Payoffs
▪ Such that the set of equilibria change to your favor. E.g.
• Disable your steering wheel in Chicken game
• Commit to build a new factory in quantity competition
• Close your eyes as 2nd mover when there is a 1st-mover-
advantage
▪ To truly change a game, strategic moves must be:
• public, irreversible, easy to understand
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Behavioral aspects
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Behavioral aspects – Social preferences
y
+
− +
− x
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Behavioral aspects – Social preferences
▪ In all these models of social preferences:
• Utility maximization (=rationality)
• Tradeoff between social motivations (aversion to
inequality, desire to behave reciprocally) and associated
costs (i.e., lower own income)
▪ If game payoffs are properly expressed in utility and players
are assumed to be rational (able to maximize), then we can
apply standard game theory tools to analyze these social
interactions
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Behavioral aspects – Depth of reasoning
▪ People might not fulfill the assumption of rationality
• Specifically, they might only have a limited depth of
reasoning (only one, two, ... cycles of thinking)
• This might actually be rational if thinking is costly →
tradeoff between task optimisation and thinking costs
• Against such players, it might be not the best strategy to
play as if they are rational
▪ k-level thinking models
• Players have different levels of rationality, which can be
expressed by a level k.
• Level-0 players play some simple strategy which is not
dependent on other players‘ behavior.
• Level-k>0-players play a best response to the distribution
of players of levels 0 to k-1.
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Behavioral aspects – Depth of reasoning
▪ Example
1 2 3 4 5 6 7 8 9 10
A: 96
A B A B A B A B A B B: 32
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Course evaluation: C1
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Course evaluation: C2
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Done
▪ Good luck.
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