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Bayesian Games Matthew H. Henry November 10, 2004

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Bayesian Games Matthew H. Henry November 10, 2004 References Axlerod, Robert. 1987. The evolution of strategies in iterated prisoner s dilemma. – PowerPoint PPT presentation

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Title: Bayesian Games Matthew H. Henry November 10, 2004


1
Bayesian GamesMatthew H. HenryNovember 10, 2004
  • References
  • Axlerod, Robert. 1987. The evolution of
    strategies in iterated prisoners dilemma.
    Genetic Algorithms and Simulated Annealing. (ed.
    D. Davis) London Pitman, pp. 32-43.
  • Gibbons, Robert. 1992. Game Theory for Applied
    Economists. Princeton, New Jersey Princeton
    University Press.
  • Harsanyi, John C. 1967. Games with Incomplete
    Information Played by Bayesian Players, Parts I,
    II and III. Management Science 14159-182,
    320-334, 486-502.
  • Sigmund, Karl. 1993. Games of Life
    Explorations in Ecology, Evolution, and
    Behaviour. Oxford, England Oxford University
    Press.

2
Outline
  • Static Games with Bayesian Players
  • Example Scalping Tickets
  • Nash Equilibria for Matrix Games with Incomplete
    Information Generals
  • Nash Equilibria for Games with Asymmetric
    Information Cournot Model
  • Nash Equilibria for Games with Continuous Type
    Space Auction
  • Dynamic Games with Bayesian Players
  • Perfect Bayesian Equilibrium for Games with
    Incomplete or Imperfect Information
  • Example 3-Player Game Tree
  • Signaling Games
  • Perfect Bayesian Equilibrium for Signaling Games
  • Example Job Market Signaling

3
Static Games with Incomplete Information
  • Static games
  • Players move simultaneously
  • No observation of opponent move history
  • Games with incomplete information
  • One or more players lacks full information
    regarding the payoff functions and strategies
    available
  • We shall limit the information deficit to the
    player state (or type) knowledge
  • Player type implies (and is implied by) payoff
    function
  • Matrix games will have a unique payoff matrix for
    each player type match-up

4
Example Scalping Tickets
  • For example, consider a scenario in which you and
    the Cavalier are each scalping tickets for beer
    money before the UVa-Miami football game
  • For every discrete round of the game, each player
    assumes one of two types and can take one of two
    actions (stand in one of two locations)
  • Types Buyer or Seller
  • Locations in front of Durty Nellies Pub or at
    the Frys Spring Garage
  • You know that you are either buying or selling
    and you know with probability p that the Cavalier
    is buying, and selling otherwise
  • Four payoff matrices for the four possible type
    match-ups
  • Choose a spot to maximize profit (Durty Nellies
    or Frys Spring Garage) based on your type and
    your best guess of the Cavs type

5
A Better Example from Harsanyi
  • Consider two Generals A and B
  • A seeks to maximize (maxmin) payoff and B seeks
    to minimize (minmax) payoff
  • Fixed action profiles (a1, a2) and (b1, b2)
  • Each leads an army which assumes one of two
    states Strong or Weak
  • This yields four possible match-ups (AS, BS),
    (AS, BW), (AW, BS), (AW, BW) with
    corresponding payoff matrices, each having its
    own Nash equilibrium

Harsanyi
6
Bayesian Players
  • Each player knows his own state and estimates his
    opponents state
  • Each player has a pure strategy for every
    possible match-up
  • Each player forms a strategy based on the
    expected payoff
  • To continue the example given by Harsanyi,
    consider the following probabilities of
    occurrence for the four possible match-ups

BS
BW
AS
4/10
1/10
2/10
3/10
AW
7
Bayesian Nash Equilibrium
  • This yields the following payoff matrix and a
    single pure strategy Nash equilibrium

Example calculation Bayesian Nash Equilibrium
payoff (.4)(-1) (.1)(0) (.2)(28)
(.3)(12) 8.8
8
Interpretation of Bayesian Nash Equilibrium
  • If Player A is Strong, he takes action a2 and a1
    if Weak.
  • Player B takes action b1 irrespective of state.
  • Emerged from the known probabilities of each
    possible match-up
  • Nash optimal Best response (in a Bayesian
    sense) on the part of each player to the actions
    available to his opponent
  • Note that each player has a pure state-dependent
    strategy
  • (However, an outside observer could interpret it
    as a mixed strategy, with Nature playing the part
    of a third indifferent player who randomly
    chooses states for players A and B according to
    fixed probability distributions)

9
Static Bayesian Game 2 Cournot Model
  • Consider a Cournot model comprising two firms A
    and B producing the same commodity to satisfy
    market demand, D.
  • The commodity price on the market is given by
  • Firm As cost of producing the commodity is cAqA
  • cAis the marginal cost
  • qA is the quantity that Firm A produces.
  • Firm Bs cost of producing the commodity is
  • cB1qB, with probability p
  • cB2qB with probability (1-p).
  • Player state defined by its marginal cost
  • Each firm seeks to maximize its profit by
    anticipating the market price

10
Cournot Model and Asymmetric Information
  • Firm B knows its state and Firm As state
  • Firm A knows its own marginal cost but can only
    estimate Firm Bs state
  • Each firm knows of the others degree of
    knowledge
  • Gibbons calls this a Bayesian game with
    asymmetric information
  • Firm A chooses the optimal quantity qA to
    produce
  • Firm B chooses the optimal quantity qB to produce
  • For cB1
  • For cB2

11
Analytical Solution Bayesian Nash Equilibrium
  • System of Equations
  • Solutions

12
Bayesian Game with Continuous Type Space Auction
  • Consider an auction comprising two bidders and
    one item
  • Players offer bids, b1 or b2, for the item
  • b1 b2 ?0, 1
  • Each bidder values the item at v1 or v2 with
    payoff v1 p or v2 p, respectyively
  • v1 v2 ?0, 1

Note The latter term in this utility function
applies only when bids are offered in fixed
increments. For bids from the continuous set
0,1, this term is zero.
13
Linear Equilibrium
  • We simplify the search for equilibrium by
    limiting the solution to the linear form
  • bi(vi) ai civi
  • This does not limit the player action spaces to
    linear strategies, but simply looks for a linear
    equilibrium solution
  • We can assume that a player i will neither bid
    above the expected highest bid nor below the
    lowest expected bid of player j
  • Therefore, aj ? bi ? ajcj, since vj?0,1 and is
    a uniformly distributed random variable

14
Linear Equilibrium
  • This gives us

15
Linear Equilibrium
  • Since we are looking for a linear solution, ai
    and aj ? 0, since values greater than zero would
    yield a non-linear solution or, if greater than
    1, would yield an infeasible solution since
    neither bidder will offer more than he values the
    item.
  • Thus, since the bids must be non-negative, ai
    aj 0, and the solution is that each bidder will
    offer one half his valuation of the item.

16
Dynamic Games with Bayesian Players
  • Dynamic games with incomplete or imperfect
    information
  • Players move after observing the actions taken by
    their opponents.
  • Recall from the initial discussion on static
    games that information incompleteness implied an
    information deficit with respect to an opponents
    type or state
  • Information imperfection implies that each
    successive players move is based on complete
    information about the state of the other players
    but flawed information about the state of the
    game i.e., the play history on the part of his
    opponents
  • These games require a new solution concept
    perfect Bayesian equilibrium

17
Perfect Bayesian Equilibrium
  • Gibbons gives the following four requirements for
    a perfect Bayesian equilibrium
  • For each game turn, the moving player must have a
    belief about the state of the game, i.e. the play
    history to that point, in the form of a
    probability distribution over the set of the
    possible game sub-states at that point.
  • Given their beliefs, the players strategies must
    be sequentially rational.
  • Note An example of irrational (but effective
    under some circumstances) strategy is tit-for-tat
    in repeated prisoners dilemma games. Axlerod,
    Sigmund
  • At each game state on the equilibrium path,
    beliefs are formed by observation-driven Bayes
    rule and players equilibrium strategies.
  • (For a given equilibrium in a sequential game, a
    game state is on the equilibrium path if it will
    be reached with positive probability when the
    game is played according to equilibrium
    strategies. Otherwise, the state is off the
    equilibrium path.)
  • For game states off the equilibrium path, beliefs
    are formed by Bayes rule and players
    equilibrium strategies where possible.

18
Simple Example
  • Consider the following 3-player Game Tree. Each
    set of nodes corresponding to outcomes associated
    with any particular players move represents a
    possible game state.

R1. This requirement is relevant for P3 only
since if P1 chooses A, the game is over, and thus
P2 has only to believe that he is in state D if
he has a turn. Player 3 must conclude that p 1
since R is dominated by L for player 2. R2. Given
this belief, Player 3 must choose R. R3. This
requirement is satisfied by R1. R4. This
requirement is trivially satisfied since there
are no states off the equilibrium path. Thus,
the equilibrium (D,L,R) can be confirmed by
inspection.
19
Signaling Games
  • Games of two players with incomplete information
    about the opponents type
  • One player is the Sender, one is the Receiver.
  • Nature draws a type for the Sender according to a
    probability distribution on the set of feasible
    types.
  • The Sender observes his type and sends a message
    based on that type. The sender can follow
    pooling, separating or hybrid strategies.
  • A pooling Sender transmits the same message
    regardless of type.
  • A separating Sender always transmits different
    messages for each type.
  • The Receiver observes the message but not the
    type and chooses an action.
  • Payoffs to the Sender and receiver are each a
    function of Sender type, message and Receiver
    action.

20
Requirements for Perfect Bayesian Equilibrium in
Signaling Games
  • 1. After observing the Senders message, the
    Receiver must have a belief about the Senders
    type in the form of a probability distribution
    conditional upon the message transmitted.
  • 2R. For each message observed, the Receivers
    action must maximize the Receivers expected
    payoff, given the belief about the Senders type.
  • 2S. For each type determined by Nature, the
    Senders message must maximize his expected
    payoff, given the Receivers strategy, defined as
    the set of actions to be taken as functions of
    the message transmitted.
  • 3. For each message transmittable by the Sender,
    if there exists a sender type such that the
    message is optimal for that type, then the
    Receivers belief about the Senders type must be
    derivable from Bayes rule and the Senders
    strategy.

21
Example Job Market Signaling
  • Nature determines a workers (the Sender)
    productive ability, which can be either High or
    Low. The probability that his ability is High is
    q.
  • The worker observes his ability and chooses a
    level of education (his message to potential
    employers).
  • The hiring market (the Receiver) observes the
    workers level of education and, based on a
    belief about the workers ability, offers a wage
    (Receivers action).
  • Payoff to the worker is W C(a, e), where W is
    the wage offered, C is the cost (financial
    intellectual difficulty) of attaining a
    particular level of education as a function of
    ability a and education level e. Presumably, the
    cost of attaining a higher level of education for
    a Low ability worker is relatively high due to
    the additional intellectual difficulty sustained
    by the worker in its pursuit.
  • Payoff to the hiring market is P(a, e) W, where
    P is the level of productivity supplied by the
    worker as a function of ability and education
    level.

22
Complete Information Solution
P(H,e)
IH
IL
W
Note the marginal cost of education is higher for
a Low ability worker, thus he would require a
higher relative salary to justify pursuing a
higher education, hence the steeper indifference
curve. The Productivity lines are found from the
Nash solution W(e) P(?,e) in which the market,
which is presumed to be competitive and therefore
devoid of excess profit, offers a wage equal to
the expected level of productivity.
W(H)
P(L,e)
W(L)
e
e(L)
e(H)
23
Pooling Equilibria and the Power of Envy
  • Suppose now that the hiring market has incomplete
    information about the workers type and only
    observes the level of education attained by the
    workers.
  • Suppose further that a Low ability worker is
    envious of a High ability workers salary and
    decides to attempt to masquerade as a High
    ability worker by getting a more advanced degree.
  • This constitutes a pooling strategy since the
    worker will attempt to signal to the hiring
    market that he is of High ability irrespective of
    type.
  • Note, this is only rational if the following
    inequality holds
  • W(H) - CL,e(H) gt W(L) CL,e(L)

24
Masquerading Workers with Pooling Strategies
IH
IL
P(H,e)
W
qP(H,e) (1-q) P(L,e)
Wp
Here the Nash equilibrium sets the wage at wp,
where the expected Productivity line intersects
both indifference curves.
P(L,e)
W(L)
e
e(L)
ep
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