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Game Theory

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Title: Game Theory


1
Game Theory
  • Our discussion comes from
  • Bierman, H. Scott and Luis Fernandez. 1998. Game
    Theory with Economic Applications. 2nd ed.
    Addison-Wesley.
  • Game Theory the study of how individuals make
    decisions when they are aware that their actions
    affect each other and when each individual takes
    this into account.
  • History Introduced in 1944 by John von Neumann
    and Oskar Morgenstern in The Theory of Games and
    Economic Behavior.
  • The work of von Neuman and Morgenstern was
    expanded upon by John Nash.

2
Introduction to Game Theory
  • A game is a situation in which a decision-maker
    must take into account the actions of other
    decision-makers. Interdependency between
    decision-makers is the essence of a game.
  • In games people must make strategic decisions.
    Strategic decisions are decision that have
    implications for other people.
  • Game Elements
  • 1. Set of Players.
  • 2. Order of Play.
  • 3. Description of the information available to
    any player at any point during the game.
  • 4. Set of actions available to each player when
    making a decision.
  • 5. Outcomes that result from every possible
    sequence of actions by the players.
  • 6. A payoff from the outcomes.
  • 7. Strategic situations with the above elements
    is considered to be well defined.

3
Cooperative and Non-Cooperative Games
  • Non-Cooperative Games are games in which players
    cannot enter binding agreements with each other
    before the play of the game.
  • Cooperative Games are games in which players can
    enter binding agreements with each other before
    the play of the game.
  • In class we only review non-cooperative games.

4
The Players
  • Players in a Game
  • 1. Players are decision-makers.
  • 2. Nature is a special type of player. Nature
    chooses
  • actions according to fixed probabilities.
  • 3. Strategic players are assumed to be rational
    decision-makers.

5
Three Basic Assumptions
  • Assumption 1 Decision-makers are rational.
  • Rational behavior Decision-makers are assumed to
    make their choices according to internally
    consistent criteria.
  • Assumption 2 The rationality of all players is
    common knowledge.
  • Common knowledge A fact in a game is said to
    be common knowledge if every player know it, and
    every player knows that every other player knows
    it, etc.
  • Assumption 3 The complete description of the
    game (players, actions, strategies, order of
    play, information, and payoffs) is also common
    knowledge.
  • Time permitting, we may examine games where this
    last assumption is relaxed.
  • With these assumptions in hand, we can look at
    the order of play. Before we discuss this issue,
    we must first review decision theory.

6
Order of Play
  • Order of Play is the sequence in which decisions
    are made.
  • Sequential-move game is a game where players make
    decisions in a sequence, one after another like
    chess (which we deal with later).
  • Simultaneous-move game is a game where players
    make their decisions at the same time, such as
    most sports.
  • To understand how moves are made, we must briefly
    discuss the issue of information.

7
Information
  • Information any observation or knowledge that
    would lead someone to reevaluate her/his
    probability assessments.
  • If information has value, the following must be
    true
  • 1. the information must alter the decision
    makers optimal action at some decision node.
  • 2. the information must be revealed to the
    decision maker before the critical decision
    node is reached.
  • Perfect recall A game has perfect recall if no
    player forgets any information she/he once knew,
    and all players know the actions they previously
    took.
  • Perfect information Every player as every
    decision node knows the actions taken previously
    by every other player (including Nature).
  • Imperfect information Players do not have
    perfect information.

8
Actions, Strategies, and Payoffs
  • Actions The set of choices available at each
    decision node in a game.
  • Pure strategy a rule that tells the player what
    action to take at each of her information sets in
    the game.
  • Mixed strategy when players can choose randomly
    between the actions available to them at every
    information set.
  • Example Play calling in sports is a mixed
    strategy.
  • Payoffs, for our purposes, consist of either
    profits to firms, or income to individuals.
    Payoffs can also be characterized in terms of
    utility.

9
Solving Games Nash Equilibrium
  • Solution Concept a methodology for predicting
    player behavior.
  • Nash Equilibrium - a collection of strategies one
    for each player, such that every player's
    strategy is optimal given that the other players
    use their equilibrium strategy.

10
Dominant and Dominated Strategies
  • Payoff matrix a matrix that displays the
    payoffs to each player for every possible
    combination of strategies the players could
    choose.
  • Dominant Strategy a strategy that is always
    strictly better than every other strategy for
    that player regardless of the strategies chosen
    by the other players.
  • Dominated Strategy a strategy that is always
    strictly worse than some other strategy for that
    player regardless of the strategies chosen by the
    other players.

11
Weakly Dominate Strategies
  • Weakly dominant strategy - a strategy that is
    always equal to or better than every other
    strategy for that player regardless of the
    strategies chosen by the other players.
  • Weakly Dominated Strategy a strategy that is
    always equal to or worse than some other strategy
    for that player regardless of the strategies
    chosen by the other players.

12
Prisoners Dilemma
  • Scenario Two people are arrested for a crime
  • The elements of the game
  • The players Prisoner One, Prisoner Two
  • The strategies Confess, Dont Confess
  • The payoffs
  • Are on the following slide (payoffs read 1,2)

13
Prisoners Dilemma, cont.
  • Prisoner 2
  • Confess Dont Confess
  • Confess 2 years, 2 years 0 years, 10 years
  • Prisoner 1
  • Dont Confess 10 year, 0 years 5 years, 5
    years
  • Dominant strategy equilibrium In this game, the
    dominant strategy for each prisoner is to
    confess. So the outcome of the game is that they
    each get two years.
  • This illustrates the prisoners dilemma games in
    which the equilibrium of the game is not the
    outcome the players would choose if they could
    perfectly cooperate.

14
The Advertising Game
  • Scenario Two firms are determining how much to
    advertise.
  • The elements of the game
  • The players Firm 1, Firm 2
  • The strategies
  • High advertising, low advertising

15
Advertising Game, Cont.
  • The payoffs Are as follows (payoffs read 1,2)
  • Firm 2
  • High Low
  • High 40,40 100, 10
  • Firm 1
  • Low 10, 100 60,60
  • Dominant strategy equilibrium In this game, the
    dominant strategy for firm 1 and firm 2 is high.
    So the outcome of the game is 40,40.
  • Again, this is an example of the prisoners
    dilemma. The equilibrium of the game is not the
    outcome the players would choose if they could
    cooperate.

16
More Prisoner Dilemmas
  • Industrial Organization Examples
  • Cruise Ship Lines and the move towards glorious
    excess. Royal Caribbean offers a cruise with an
    18 hole miniature golf course. Princess Cruises
    has a ship with three lounges, a wedding chapel,
    and a virtual reality theater.
  • Owners of professional sports teams and the
    bidding on professional athletes.
  • Non-IO Examples
  • Politicians and spending on campaigns.
  • Worker effort in teams. The incentive exists to
    shirk, a strategy that if followed by all
    workers, reduces the productivity of the team.
    More on shirking later.

17
Iterated Dominant Strategies
  • What if a dominant strategy does not exist?
  • We can still solve the game by iterating towards
    a solution.
  • The solution is reached by eliminating all
    strategies that are strictly dominated.

18
Example of Iterated Dominance
  • Down is Firm 1, Across is Firm 2

19
Alternative Solution Strategies
  • Nash Equilibrium - a strategy combination in
    which no player has an incentive to change his
    strategy, holding constant the strategies of the
    other players.
  • Joint Profit Maximization This is the objective
    of a cartel.
  • Cut-Throat A strategy where one seeks to
    minimize the return to her/his opponent.
  • How does the previous game change when we change
    the objectives of the players?
  • This is one of the advantages of game theory. We
    do not have to assume profit maximization. We
    still need to be able to identify the objectives
    of the players.

20
A Lack of Dominance
  • Down is Player 1, Across is Player 2

21
A Lack of Dominance, cont.
  • Given these payoffs, is there a dominant or
    dominated strategy?
  • If 1 chooses A, 2 will choose C
  • If 1 chooses B, 2 will choose B
  • If 1 chooses C, 2 will choose A
  • Likewise
  • If 2 chooses A, 1 will choose A
  • If 2 chooses B, 1 will choose B
  • If 2 chooses C, 1 will choose C
  • Therefore, no dominant or dominated strategy
    exists. Is there a Nash equilibrium?
  • What if player 1 chose C, and player 2 chose A,
    is this a Nash Equilibrium?
  • No, if player 2 chose A, player 1 would want A.
  • Only when both choose B, or both happy with the
    choice, therefore this is a Nash equilibrium.

22
Mixed Strategy
  • Pure Strategy is a rule that tells the player
    what action to take at each information set in
    the game.
  • Mixed strategy allows players to choose randomly
    between the actions available to the player at
    every information set. Thus a player consists of
    a probability distribution over the set of pure
    strategies.
  • Examples of mixed strategy games
  • Play calling in sports
  • To shirk or not to shirk

23
The Shirking Game
  • Scenario A worker is hired but does not wish to
    work. The firm will not pay the worker if there
    is no work, but the firm cannot directly observe
    the workers effort level or output.
  • Players The worker, the firm
  • Strategy Work or not work, monitor or not
    monitor
  • Payoffs Work pays 100, but the workers
    reservation wage is 40
  • Worker can produce 200 in revenue, but it costs
    80 to monitor

24
The Shirking Game, Cont.
  • There is no dominant strategy, or iterated
    dominant strategy.
  • There is also no clear Nash Equilibrium. In
    other words, no combination of actions makes both
    sides happy given what the other side has chosen.
  • There are many mixed strategies. The worker could
    work with probability (p) of 0.7, 0.6. 0.25,
    etc... The same is true for the firm. Which
    mixed strategy should they choose?
  • If the worker is most likely to shirk, the firm
    should monitor. Likewise, if the firm is more
    likely to monitor, the worker should work. In
    any scenario, no Nash equilibrium will be found.
    The key is to find a strategy that makes the
    opponent indifferent to his/her potential
    choices.
  • A person is indifferent when the expected return
    from action A equals the expected return form
    action B.

25
Solving the Shirking Game
  • How much should the firm monitor?
  • E(work) 60p 60(1-p) 60
  • E(shirk) 0p 100(1-p) 100 - 100p
  • 100 - 100p 60
  • 40 100p
  • p .40
  • The worker is indifferent when the probability of
    monitoring is 40 and the probability of not
    monitoring is 60.
  • How much should the worker work?
  • E(monitor) 20p -80(1-p) 100p - 80
  • E(Not monitor) 100p -100(1-p) 200p - 100
  • 100p -80 200p - 100
  • 20 100p
  • p .2
  • The firm is indifferent when the probability of
    working is 20 and the probability of not working
    is 80.
  • How does the cost of monitoring and the workers
    reservation wage impact behavior?

26
Existence of Nash Equilibrium
  • Every game with a finite number of players, each
    of whom has a finite number of pure strategies,
    possesses at least one Nash equilibrium, possibly
    in mixed strategies
  • Final Note If the players have continuous
    strategies (as opposed to finite strategies) a
    pure strategy can be found with a reaction
    function.

27
The Football Game
  • Scenario A game has come down to a final play.
    The 49ers are on the 2 yard line with 5 seconds
    to go. The current score is 20-16, with the
    Raiders in the lead. The 49ers have two choices,
    run or pass. The Raiders have two choices, defend
    against the run or defend against the passes.
  • Players 49ers, Raiders
  • Strategy Play Pass or Run, Defend Pass or Run
  • Payoffs Probability of success given choices

28
The Football Game, cont.
  • There is no dominant strategy, or iterated
    dominant strategy.
  • There is also no clear Nash Equilibrium. In
    other words, no combination of actions makes both
    sides happy given what the other side has chosen.
  • Hence this is a mixed strategy game.
  • Remember, a person is indifferent when the
    expected return from action A equals the expected
    return form action B.

29
Solving the Football Game
  • Should the 49ers run or pass?
  • E(D run) 70p 20(1-p) 2050p
  • E(D pass) 30p 80(1-p) 8050p
  • 20 50p 80 50p
  • 100p 60
  • p .60
  • The Raiders are indifferent when the 49ers run
    60 and pass 40 of the time.
  • Should the Raiders defend the run or pass?
  • E(run) 30p 70(1-p) 70 40p
  • E(pass) 80p 20(1-p) 60p 20
  • 70 40p 60p 20
  • 50 100p
  • p .5
  • The 49ers are indifferent when the Raiders defend
    the run 50 of the time.

30
Who will win the game?
  • The probability that the 49ers will win the game
    the Nash Equilibrium strategies are adopted
    equals
  • 0.6 0.5 30 0.6 0.5 70 0.4 0.5 80
    0.4 0.5 20 50
  • The 49ers have a 50 chance of winning this game
    when each team adopts their equilibrium
    strategies.

31
The Football Game, new payoffs.
  • How does changing the expected payoffs alter the
    probabilities that each team will take each
    action?
  • The 49ers have a very good chance of scoring if
    they pass, and the Raiders play run defense.
  • Outcome of the game
  • 49ers will run with a probability of 4/7
  • Raiders will play the run with a probability of
    2/7

32
Who will win the game now?
  • The probability that the 49ers will win the game
    the Nash Equilibrium strategies are adopted
    equals
  • 4/7 2/7 40 3/7 2/7 90 4/7 5/7 70
    3/7 5/7 50 61.4
  • The 49ers have a 61.4 chance of winning this
    game when each team adopts their equilibrium
    strategies.

33
The Voting Game
  • Non-intuitive game theory voting paradoxes
  • Scenario Three economist need to decide how much
    math to require for economics majors. The
    options are
  • 1) require no math
  • 2) require one semester calculus
  • 3) require two semesters calculus
  • Preferences of each professor Dr. Vaitheswaran
    (V) LgtMgtH
  • Dr. Berri (B) MgtHgtL
  • Dr. Wu (W) HgtLgtM
  • V is the chair of the committee, and V has the
    power to break any ties. Voting will be done
    simultaneously by secret ballot.
  • Naive voting Professors ignore that it is a game
    and simply vote their preferences.
  • Outcome V breaks the tie as the chair and the
    students at Coe have no math requirement.

34
The Voting Game, Cont.
  • On the left are the outcome of the game, given
    each possible combination of votes for B and W,
    and each vote for V.
  • The outcome in bold is the preferred outcome for
    V.
  • V has a weakly dominant strategy (L). In three
    instances, Vs vote would be irrelevant,
    therefore V would not have a preference. In
    every other instance, V would maximize his
    utility by voting (L). From this we can
    conclude that V will vote (L).

35
The Voting Game, Cont.
  • Voting for (L) is weakly dominated by (H) and
    (M), since this is the least of Bs preferences.
  • Therefore, B will not choose (L), and we can
    eliminate this option.

36
The Voting Game, Cont.
  • For W, (M) is weakly dominated by (H) and (L).
    Given this, W will choose (H) in every instance,
    so (H) is weakly dominant.
  • The outcome of the game then is as follows
  • V will vote L
  • W will vote H
  • B will vote H
  • The students at Coe will thus have a high math
    requirement, exactly the opposite
  • of what the chair wants.

37
The Good, The Bad, and the Ugly
  • Scenario Three gunfighters in a gun fight. The
    winner gets the gold.
  • Players Good is the fastest, Bad is the second
    fastest, and Ugly is the slowest at firing a gun.
  • Each gunfighter only gets one shot, if he is not
    killed by a faster person. The winner gets the
    gold. If two people survive, the two agree to
    split the gold.
  • All three gunfighters know the skill level of
    their opponents.
  • Potential Actions Shoot at one of the remaining
    players.

38
The Good, The Bad, and the Ugly, cont.
  • Ugly has a dominant strategy. If Ugly aims at
    Good, he is always better off than when he aims
    at Bad.
  • Bad has the same dominant strategy. Aiming at
    Good results in a higher payoff than aiming at
    Ugly.
  • Hence, in this game, the fastest gunfighter is
    killed.
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