Professional Documents
Culture Documents
Game Theory
Game Theory
Game Theory
– A game where each info. set contains only one decision node
implies perfect information, i.e. each player knows the complete
history of play at the time a decision has to be made; otherwise,
two or more nodes within the same information set implies it’s a
game of imperfect information.
Dominant Strategy Equilibrium
• Some strategies may be successful
if rivals make certain choices but fail
otherwise. Other strategies may be
successful whatever its rival does. Player 1
Low P High P
• Definition: A dominant strategy is
a strategy that is optimal (i.e., a 500 0
best response) for a player no Low P
500 1000
Player 2
matter what its rival does.
1000 750
• {Low P, Low P} is a DSE. High P
0 750
Prisoner B
Silent Rat
-1 0
Silent
Prisoner A
-1 -9
-9 -6
Rat
0 -6
Pricing for Market Share
Games of Dominant Strategies (cont)
• Simultaneous moves
• One-shot interaction
A One-Shot Advertising Game
General Mills
None Moderate High
12 20 15
High Mod None
12 1 -1
Kellogg
1 6 9
20 6 0
-1 0 2
15 9 2
Advertising Game (Cont)
• Neither firm has a strictly dominant strategy, i.e., a strategy yielding
a higher payoff than the other strategies regardless of what the rival
does.
• The same goes for Kellogg. They will never choose “None”, General
Mills knows that, and so will eliminate “None” from Kellogg’s
strategy set when trying to figure out what Kellogg will do.
Advertising Game (Cont)
• By eliminating both firms’ dominated
strategies, both firms know they are
General Mills
really playing a 2x2 game, not a 3x3.
• By the same reasoning, both firms M H
know the other will never play
“Moderate,” given that “None” has 6 9
M
eliminated from each firms strategy 6 0
set.
Kellogg
• That is, “Moderate” is dominated for H
0 2
both firms given that “None” is
dominated for both. 9 2
• Thus, the solution, i.e., equilibrium,
is {high, High}={2,2}.
• Solution technique here is called
Iterated Elimination of Dominated
Strategies.
Nash Equilibrium
• To determine the likely outcome of a game we want stable
or self-enforcing strategies. Not all games have dominant
(or dominated) strategies. Thus, we use the more general
solution concept of a Nash Equilibrium (NE).
• DSE: I’m doing the best I can no matter what you do.
You’re doing the best you can no matter what I
do.
• NE: I’m doing the best I can given what you’re doing.
You’re doing the best you can given what I’m doing.
• Nash equilibrium:
{High P, Low P}={600, 1000}.
• Two Nash Equilibria: {Crispy, Sweet} and Sweet (10, 10) (-5, -5)
{Sweet, Crispy}. Can you see why?
Baseball Ballet
• This game has 2 NE in pure strategies: (baseball,
baseball), (ballet, ballet), i.e., (3,2), (2,3).
Man Baseball (3,2) (1,1)
• What about a mixed strategy equilibrium?
Ballet (0,0) (2,3)
• Man is indifferent when 2p+1=2-2p, or when
p=1/4.
• Indeed, people don’t generally make important decisions by throwing die, flipping coins, or
reading their horoscope.
• Thus, the best way to think about mixed strategies is that they represent the beliefs of the
other players in the game as to what a given player is going to do.
• Row believes Column is unpredictable in any given play but is twice as likely to pick Left
over Right, i.e., 1/3x2=2/3.
• Column believes Row is unpredictable in any given play but it three times as likely to
choose Down over Up, i.e., 1/4x3=3/4.
• This does not mean people actually choose randomly. People can choose deterministically
(i.e., decision could be determined by what side of the bed Row and Column get up on),
but it fundamentally requires that your opponent does not know (and cannot infer) your
decision rule. Thus, decisions can be made according to a deterministic rule, but it must
appear random to your opponent.
Introduction to Sequential Games
Node 1 B
Information Set
Alpha Beta
Node 2 A A Node 3
• You must not conclude from this that all sequential games have
first-mover advantages. They don’t. Sometimes its pays to
move second (e.g., product imitation, process innovation
through reverse engineering, etc.).
Credible Threats and Commitment
• With Boeing choosing first, Airbus has an incentive to influence
the actions of Boeing in ways favorable to itself.
30 5
Repeated Games
• A Repeated Game is a simultaneous choice game played two
or more times (i.e., stage 1, stage 2, and so on).
General Mills
None Moderate High
12 20 15
High Mod None
12 1 -1
Kellogg
1 6 9
20 6 0 NE is (2,2).
-1 0 2 It’s not
15 9 2 * efficient.
Prisoner’s Dilemma
• Private rationality leads to collective
disaster!.
The equilibrium that arises from playing
equilibrium (possibly dominant) strategies is
worse for every player than the outcome that
would arise if every player adopted another
(possibly dominated) strategy.
Nature of Interaction
12 * 1 -1
Kellogg
1 6 9
20 6 0
-1 0 2
15 9 2
Answer: No … by backward induction.
• In period 2, the game is a one-shot game, so
equilibrium entails “High Advertising” in the last period.
Begin by cooperating.
Cooperate as long as rivals do.
Upon observing a “defection,” immediately revert to
a period of punishment of specified length in which
everyone plays non-cooperatively.
• Tit-for-Tat (TFT):
Cooperate if your rival cooperated in the
most recent period.
Defect if your rival cheated in the most
recent period.
Trigger Strategy Extremes
• Tit-for-Tat is: • Grim trigger is:
Most forgiving Least forgiving
Shortest memory Longest memory
Proportional MAD
response Adequate
Credible but lacks deterrence but lacks
deterrence credibility.
• Defect:
72 today, 54 next year, 54, 54, …
Technical Note: Discounting
• The sum of a geometric sequence is called a geometric series.
• If the sequence goes off to infinity, then its sum is an infinite
geometric series.
• Why? • Why?
• (1) z = 1+ δ + δ2 + δ3 +… • (1) z = δ + δ2 + δ3 +…
• (2) zδ = δ + δ2 + δ3 +… • (2) zδ = δ2 + δ3 + δ4 +…
• Subtract (2) from (1) to get: • Subtract (2) from (1) to get:
•These are the PV of a perpetuity paying $1 today, $1 next period, and $1 every period thereafter.
Calculus of GTS
• Cooperate if …
PV (cooperation)> PV (defection)
60, 60, 60, … > 72, 54, 54, …
60+60/r > 72+54/r
6/r > 12
r < 6/12=0.5
• Winner: Tit-for-Tat!
• Reasons:
Clear (simple to understand)
Forgiving (punishment is not too severe)
Provocable (defection triggers a response).