Download as pptx, pdf, or txt
Download as pptx, pdf, or txt
You are on page 1of 58

Introduction to Game Theory

Daniel Navarro Martínez


6. Sequential games of perfect
information
Sequential games of perfect information
 Sequential: Players choose their actions following a sequence
1) Player 1 chooses an action
2) Player 2 observes the action and chooses
3) Player 1 or 3 observes previous actions and chooses
4) …

 Perfect information: When choosing actions, players always


know what has happened before

 Imperfect information: When players lack some information


of previous actions of other players or of random events
Example: The mayor race game

 Alice is running for mayor of a big city


 Bob is the only other candidate who could challenge her
 Alice has to decide whether to launch a preemptive advertising
campaign
 Bob, seeing Alice’s choice, has to decide whether to enter the
race or retire
Representation of the game
 Tree or extensive form of the game
 In this example we use numbers 1 to 4 as utility indicators

 Parts of the tree: decision nodes, branches (possible actions),


terminal nodes (associated to payoffs)
Solution
 Backward induction equilibrium

 Equilibrium strategies: (advertise; (retire, enter))


 Equilibrium path: (advertise, retire)
 Equilibrium payoffs: (3, 3)
Subgame perfect NE
 With perfect information:
backward induction equilibrium = subgame perfect NE

 The subgame perfect NE is a refinement of the NE for


sequential games, defined as:
A NE of the full game that is also a NE for all the subgames

 Subgame: Any full subset of the game starting from any


decision node (including the first one)
 It’s the most used solution concept in sequential games
 Due to Reinhard Selten (1965): Proved that every finite-
horizon game that can be broken into subgames has one
Solution using the subgame perfect NE

 Normal form of the full game (subgame 1):

A B EE ER RE RR  NEs:
A 1, 1 1, 1 3, 3 3, 3
(A; (R, E)) with (3, 3)
NA 2, 4 4, 2 2, 4 4, 2
(NA; (E, E)) with (2, 4)
Solution using the subgame perfect NE

 Subgame 2:  Subgame 3:

A B E R A B E R
A 1, 1 3, 3 NA 2, 4 4, 2

 NE: (R) with (3, 3)  NE: (E) with (2, 4)


Solution using the subgame perfect NE

 So, the only SPNE is: (A; (R, E)) with (3, 3)
What if decisions were simultaneous?

A B E R
A 1, 1 3, 3
NA 2, 4 4, 2

 Solution of the game?


Another example: Entry game

 Firm B is the only grocery store in a city and makes profits of 20


 Firm A can invest in something else and make profits of 5, but
it’s considering entering the market and sharing profits with B
 Entry costs are 3
 Firm B knows A’s intentions and threatens with a price war,
which would result in both companies making 0 profits
 A has to decide weather to enter or not; B has to decide
whether to start the price war or not, knowing A’s decision
Solution

 Equilibrium strategies:
 Equilibrium path:
 Equilibrium payoffs:
If decisions were simultaneous

A B W NW
E
NE

 Solution of the game?


Games we’ve seen: Battle of the sexes

1 2 Opera Football
Opera 3, 2 1, 1
Football 0, 0 2, 3

 Solution of the game?


 What if it is sequential and the woman decides first?
 BIE/SPNE?
 How many NEs are there in the full game?
Solution

 Equilibrium strategies:
 Equilibrium path:
 Equilibrium payoffs:
Solution

 NEs:
1 2 OO OF FO FF
O
F
What if the man decides first?

 Equilibrium strategies:
 Equilibrium path:
 Equilibrium payoffs:
Matching pennies

1 2 Heads Tails
Heads 1, -1 -1, 1
Tails -1, 1 1, -1

 Solution of the game?


 What if it is sequential and player 1 decides first?
 BIE/SPNE?
 How many NEs are there in the full game?
Solution
Solution

1 2 HH HT TH TT  NEs:
H 1, -1 1, -1 -1, 1 -1, 1
T -1, 1 1, -1 -1, 1 1, -1
What if player 2 decides first?
Efficiency: The borrower-lender game

 Firm E asks bank B to borrow 100, promising to pay back 105 in


a year
 The bank can decide to give the loan or to reject it
 If the bank gives the loan, the firm can invest and earn 110
during the year
 The firm can then decide to pay back the loan or to default
Solution

 Equilibrium strategies:
 Equilibrium path: Is it efficient?
 Equilibrium payoffs:
Borrower-lender game 2
 It is possible to create legal institutions/arrangements to try
to facilitate efficient outcomes

 Imagine the lender can sue the debtor if he/she refuses to pay
back
 60% of the time, lenders win these cases, and the debtors have
to return the debt; 40% of the time, lenders lose
 The party that loses has to cover litigation costs of 75
Solution

 Expected payoffs if B sues E:


B)
E)
Solution

 Equilibrium strategies: ((give, sue); pay)


 Equilibrium path: (give, pay) Is it efficient?
 Equilibrium payoffs: (5, 5)
Borrower-lender game 3

 Imagine that the bank is always the one who covers the
litigation costs (of 75)
 If the firm loses, it has to pay an extra penalty of 20
Solution
Solution

 Equilibrium strategies:
 Equilibrium path: Is it efficient?
 Equilibrium payoffs:
Credibility: The burning ships game

 A famous story says that when Hernan Cortes arrived in


America in 1519 to fight the Aztec empire, he burned his ships
to make retreat impossible
 He used this as a commitment device and to make his fighting
intentions credible
 Shortly after, he defeated the Aztec empire
 Let’s analyze this from a game theory perspective
Solution

 Equilibrium strategies:
 Equilibrium path:
 Equilibrium payoffs:
Solution

 If H keeps the ships, is his intention to fight credible?


 In strategic situations, it is possible to make
intentions/threats credible by eliminating options
Credibility and SPNE

 The credibility of intentions is a crucial part of the concept of


SPNE

 Requiring a strategy to be a NE of all the subgames


eliminates all non-credible strategies
Another example: Previous game

 Equilibrium strategies: (advertise; (retire, enter))


 Equilibrium path: (advertise, retire)
 Equilibrium payoffs: (3, 3)
Sequential game analysis without trees

 Backward induction can be applied to any finite-horizon,


perfect information game, no matter how complicated

 But if the game is too complicated, tree analysis can become


inconvenient or even impossible
 For example, solving the game of chess with a tree is beyond
the ability of the most powerful computers

 So, backward induction analysis without a tree is very


common
 The theoretical idea is exactly the same
The ultimatum game
 Player 1 has to decide how to divide an amount (for example
10€) between himself/herself and player 2
 Then player 2 sees the allocation proposed by player 1 and can
either accept it or reject it
 If player 2 accepts, the players get what player 1 has proposed;
if player 2 rejects, both of them get nothing
 More formally:
 Player 1 offers s€ to player 2
 If player 2 accepts, the outcome is (10-s, s)
 If player 2 rejects, the outcome is (0, 0)
Solution: What is the BIE/SPNE?
 Starting with player 2:
 u2(s, accept) = s, u2(s, reject) = 0
 If s > 0, u2(s, accept) > u2(s, reject)
 As long as s > 0, player 2 will accept

 Player 1:
 u1(s, accept) = 10 - s, u1(s, reject) = 0
 max 10 - s, with s ϵ (0, 10]
 Player 1 will choose the minimum s above 0: 0.01€

 Solution:
 Equilibrium strategies:
 Equilibrium path:
 Equilibrium payoffs:
The tree
 In the case of the ultimatum game it is possible to draw a tree
Actual behavior in the ultimatum game

 Is the equilibrium a good prediction of how people


perceive/play this game?

 This game has been used a lot to explore people’s actual


“social preferences” and social interactions

 Starting with Guth et al. (1982)


Actual behavior in the ultimatum game
 Results from Roth et al. (1991)
 Ultimatum game with strategy space [0$, 10$] for player 1

N 0 1-10 11-20 21-30 31-40 41-50 51-60 61-100 Mean


Offers 27 - - 4% 11% 22% 56% 4% 4% 47%
Rejections 27 - - 0% 67% 17% 7% 0% 100% 19%

 What explains the behavior of player 2?

 Player 1?
The dictator game

 Player 1 has to decide how to divide an amount (for example


10€) between himself/herself and player 2
 Player 2 just receives the allocation proposed by player 1 and
cannot do anything
 More formally:
 Player 1 allocates s€ to player 2
 The outcome is (10-s, s)

 Equilibrium?
Behavior in the dictator game

 Results from Kahneman et al. (1986), Forsythe et al. (1994),


Hoffman et al. (1996)

N 0 1-10 11-20 21-30 31-40 41-50 51-60 61-100 Mean


Study 1 161 NA 24% NA NA NA 76% NA NA 40%
Study 2 24 21% 17% 13% 29% - 21% - - 24%
Study 3 36 64% 19% 6% 3% - 6% - 3% 10%
The trust game
 Player 1 has a monetary endowment (for example 10€) and
has to decide how much of it to send over to player 2
 The amount that is sent over is multiplied by 3 and given to
player 2
 Then player 2 has to decide how much of the money he/she
receives is sent back to player 1
 More formally:
 Player 1 sends s€ to player 2
 Player 2 receives s€ x 3 and sends t€ back to player 1
 The outcome is ((10-s)+t, 3s-t)

 Equilibrium?
Behavior in the trust game
 Berg et al. (1995)

 Behavior of player 2?

 Player 1?
 Related to “gift
exchange” in labor
markets
Public good game and punishment
 There are 4 players and each one has a monetary endowment
(for example 20€)
 They have to simultaneously decide which amount x ϵ [0, 20]
they want to give to a common group project (public good)
 Payoff for each player: (20-x) + (total project·1.6)/4

PUNISHMENT STAGE
 Then the players see each other’s contributions and can reduce
the payoff of other players by an amount r
 Reducing payoffs has a cost of c=r·1/3
Solution
 Starting with the punishment stage:
 Punishing can never increase payoffs and it always reduces them
 So, no player should punish (r=0)
 Contribution stage:
 Every € that a player gives to the group project is multiplied by
1.6 and divided by 4: 1€ to project = 0.4€
 So, for any actions of the other players, the best response of a
player is always to keep all the money.
 But notice that:
 If all players keep all the money: Payoff =
 If all players give all the money: Payoff =
Behavior in the game
 Fehr and Gachter (2000)

 People played the game repeatedly (equilibrium?)

 4 different groups:
 Punishment, re-matching (6 times)
 No punishment, re-matching (6 times)
 Punishment, no re-matching (10 times)
 No punishment, no re-matching (10 times)
Behavior in the game: Punishment
Behavior in the game: Contribution
Modelling social preferences

 Two main possibilities:

 Models of inequity aversion

 Models of reciprocity (intentions)

 These models operate by modifying preferences (utility


functions), keeping the usual solution concepts
Modelling social preferences
 Inequity aversion, Fehr and Schmidt (1999):

 For 2 players with payoffs x1 and x2:

 Reciprocity, Rabin (1993):

 Utilities depend on: 1) Own payoffs, 2) perceived kindness, 3)


reciprocity
 “Fairness equilibrium”
Example 1: The prisoner’s dilemma
with inequity aversion

1 2 Deny Confess
Deny -3, -3 -25, -1
Confess -1, -25 -10, -10

 With α1=β1=α2=β2=0.5:
Example 1: The prisoner’s dilemma
with inequity aversion
 The game becomes:

1 2 Deny Confess
Deny -3, -3 -37, -13
Confess -13, -37 -10, -10

 Solution of the game?


Example 2: The mini ultimatum game

 With α1=α2=0.4, β1 =β2=0.2


Example 2: The mini ultimatum game

 Solution?
Repeated p-beauty contest game
 Results first round (Nagel, 1995):
 With repetition:

You might also like