Dynamic Games with Incomplete Information
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Repeated Games
6.254 : Game Theory with Engineering Applications Lecture 15: Repeated Games Asu Ozdaglar MIT April 1, 2010 1 Game Theory: Lecture 15 Introduction Outline Repeated Games (perfect monitoring) The problem of cooperation Finitely-repeated prisoner's dilemma Infinitely-repeated games and cooperation Folk Theorems Reference: Fudenberg and Tirole, Section 5.1. 2 Game Theory: Lecture 15 Introduction Prisoners' Dilemma How to sustain cooperation in the society? Recall the prisoners' dilemma, which is the canonical game for understanding incentives for defecting instead of cooperating. Cooperate Defect Cooperate 1, 1 −1, 2 Defect 2, −1 0, 0 Recall that the strategy profile (D, D) is the unique NE. In fact, D strictly dominates C and thus (D, D) is the dominant equilibrium. In society, we have many situations of this form, but we often observe some amount of cooperation. Why? 3 Game Theory: Lecture 15 Introduction Repeated Games In many strategic situations, players interact repeatedly over time. Perhaps repetition of the same game might foster cooperation. By repeated games, we refer to a situation in which the same stage game (strategic form game) is played at each date for some duration of T periods. Such games are also sometimes called \supergames". We will assume that overall payoff is the sum of discounted payoffs at each stage. Future payoffs are discounted and are thus less valuable (e.g., money and the future is less valuable than money now because of positive interest rates; consumption in the future is less valuable than consumption now because of time preference). We will see in this lecture how repeated play of the same strategic game introduces new (desirable) equilibria by allowing players to condition their actions on the way their opponents played in the previous periods. -
Equilibrium Refinements
Equilibrium Refinements Mihai Manea MIT Sequential Equilibrium I In many games information is imperfect and the only subgame is the original game. subgame perfect equilibrium = Nash equilibrium I Play starting at an information set can be analyzed as a separate subgame if we specify players’ beliefs about at which node they are. I Based on the beliefs, we can test whether continuation strategies form a Nash equilibrium. I Sequential equilibrium (Kreps and Wilson 1982): way to derive plausible beliefs at every information set. Mihai Manea (MIT) Equilibrium Refinements April 13, 2016 2 / 38 An Example with Incomplete Information Spence’s (1973) job market signaling game I The worker knows her ability (productivity) and chooses a level of education. I Education is more costly for low ability types. I Firm observes the worker’s education, but not her ability. I The firm decides what wage to offer her. In the spirit of subgame perfection, the optimal wage should depend on the firm’s beliefs about the worker’s ability given the observed education. An equilibrium needs to specify contingent actions and beliefs. Beliefs should follow Bayes’ rule on the equilibrium path. What about off-path beliefs? Mihai Manea (MIT) Equilibrium Refinements April 13, 2016 3 / 38 An Example with Imperfect Information Courtesy of The MIT Press. Used with permission. Figure: (L; A) is a subgame perfect equilibrium. Is it plausible that 2 plays A? Mihai Manea (MIT) Equilibrium Refinements April 13, 2016 4 / 38 Assessments and Sequential Rationality Focus on extensive-form games of perfect recall with finitely many nodes. An assessment is a pair (σ; µ) I σ: (behavior) strategy profile I µ = (µ(h) 2 ∆(h))h2H: system of beliefs ui(σjh; µ(h)): i’s payoff when play begins at a node in h randomly selected according to µ(h), and subsequent play specified by σ. -
Recent Advances in Understanding Competitive Markets
Recent Advances in Understanding Competitive Markets Chris Shannon Department of Economics University of California, Berkeley March 4, 2002 1 Introduction The Arrow-Debreu model of competitive markets has proven to be a remark- ably rich and °exible foundation for studying an array of important economic problems, ranging from social security reform to the determinants of long-run growth. Central to the study of such questions are many of the extensions and modi¯cations of the classic Arrow-Debreu framework that have been ad- vanced over the last 40 years. These include dynamic models of exchange over time, as in overlapping generations or continuous time, and under un- certainty, as in incomplete ¯nancial markets. Many of the most interesting and important recent advances have been spurred by questions about the role of markets in allocating resources and providing opportunities for risk- sharing arising in ¯nance and macroeconomics. This article is intended to give an overview of some of these more recent developments in theoretical work involving competitive markets, and highlight some promising areas for future work. I focus on three broad topics. The ¯rst is the role of asymmetric informa- tion in competitive markets. Classic work in information economics suggests that competitive markets break down in the face of informational asymme- 0 tries. Recently these issues have been reinvestigated from the vantage point of more general models of the market structure, resulting in some surpris- ing results overturning these conclusions and clarifying the conditions under which perfectly competitive markets can incorporate informational asymme- tries. The second concentrates on the testable implications of competitive markets. -
Scenario Analysis Normal Form Game
Overview Economics 3030 I. Introduction to Game Theory Chapter 10 II. Simultaneous-Move, One-Shot Games Game Theory: III. Infinitely Repeated Games Inside Oligopoly IV. Finitely Repeated Games V. Multistage Games 1 2 Normal Form Game A Normal Form Game • A Normal Form Game consists of: n Players Player 2 n Strategies or feasible actions n Payoffs Strategy A B C a 12,11 11,12 14,13 b 11,10 10,11 12,12 Player 1 c 10,15 10,13 13,14 3 4 Normal Form Game: Normal Form Game: Scenario Analysis Scenario Analysis • Suppose 1 thinks 2 will choose “A”. • Then 1 should choose “a”. n Player 1’s best response to “A” is “a”. Player 2 Player 2 Strategy A B C a 12,11 11,12 14,13 Strategy A B C b 11,10 10,11 12,12 a 12,11 11,12 14,13 Player 1 11,10 10,11 12,12 c 10,15 10,13 13,14 b Player 1 c 10,15 10,13 13,14 5 6 1 Normal Form Game: Normal Form Game: Scenario Analysis Scenario Analysis • Suppose 1 thinks 2 will choose “B”. • Then 1 should choose “a”. n Player 1’s best response to “B” is “a”. Player 2 Player 2 Strategy A B C Strategy A B C a 12,11 11,12 14,13 a 12,11 11,12 14,13 b 11,10 10,11 12,12 11,10 10,11 12,12 Player 1 b c 10,15 10,13 13,14 Player 1 c 10,15 10,13 13,14 7 8 Normal Form Game Dominant Strategy • Regardless of whether Player 2 chooses A, B, or C, Scenario Analysis Player 1 is better off choosing “a”! • “a” is Player 1’s Dominant Strategy (i.e., the • Similarly, if 1 thinks 2 will choose C… strategy that results in the highest payoff regardless n Player 1’s best response to “C” is “a”. -
Repeated Games
Repeated games Felix Munoz-Garcia Strategy and Game Theory - Washington State University Repeated games are very usual in real life: 1 Treasury bill auctions (some of them are organized monthly, but some are even weekly), 2 Cournot competition is repeated over time by the same group of firms (firms simultaneously and independently decide how much to produce in every period). 3 OPEC cartel is also repeated over time. In addition, players’ interaction in a repeated game can help us rationalize cooperation... in settings where such cooperation could not be sustained should players interact only once. We will therefore show that, when the game is repeated, we can sustain: 1 Players’ cooperation in the Prisoner’s Dilemma game, 2 Firms’ collusion: 1 Setting high prices in the Bertrand game, or 2 Reducing individual production in the Cournot game. 3 But let’s start with a more "unusual" example in which cooperation also emerged: Trench warfare in World War I. Harrington, Ch. 13 −! Trench warfare in World War I Trench warfare in World War I Despite all the killing during that war, peace would occasionally flare up as the soldiers in opposing tenches would achieve a truce. Examples: The hour of 8:00-9:00am was regarded as consecrated to "private business," No shooting during meals, No firing artillery at the enemy’s supply lines. One account in Harrington: After some shooting a German soldier shouted out "We are very sorry about that; we hope no one was hurt. It is not our fault, it is that dammed Prussian artillery" But... how was that cooperation achieved? Trench warfare in World War I We can assume that each soldier values killing the enemy, but places a greater value on not getting killed. -
2.4 Finitely Repeated Games
UC Berkeley UC Berkeley Electronic Theses and Dissertations Title Three Essays on Dynamic Games Permalink https://escholarship.org/uc/item/5hm0m6qm Author Plan, Asaf Publication Date 2010 Peer reviewed|Thesis/dissertation eScholarship.org Powered by the California Digital Library University of California Three Essays on Dynamic Games By Asaf Plan A dissertation submitted in partial satisfaction of the requirements for the degree of Doctor of Philosophy in Economics in the Graduate Division of the University of California, Berkeley Committee in charge: Professor Matthew Rabin, Chair Professor Robert M. Anderson Professor Steven Tadelis Spring 2010 Abstract Three Essays in Dynamic Games by Asaf Plan Doctor of Philosophy in Economics, University of California, Berkeley Professor Matthew Rabin, Chair Chapter 1: This chapter considers a new class of dynamic, two-player games, where a stage game is continuously repeated but each player can only move at random times that she privately observes. A player’s move is an adjustment of her action in the stage game, for example, a duopolist’s change of price. Each move is perfectly observed by both players, but a foregone opportunity to move, like a choice to leave one’s price unchanged, would not be directly observed by the other player. Some adjustments may be constrained in equilibrium by moral hazard, no matter how patient the players are. For example, a duopolist would not jump up to the monopoly price absent costly incentives. These incentives are provided by strategies that condition on the random waiting times between moves; punishing a player for moving slowly, lest she silently choose not to move. -
Spring 2017 Final Exam
Spring 2017 Final Exam ECONS 424: Strategy and Game Theory Tuesday May 2, 3:10 PM - 5:10 PM Directions : Complete 5 of the 6 questions on the exam. You will have a minimum of 2 hours to complete this final exam. No notes, books, or phones may be used during the exam. Write your name, answers and work clearly on the answer paper provided. Please ask me if you have any questions. Problem 1 (20 Points) [From Lecture Slides]. Consider the following game between two competing auction houses, Christie's and Sotheby's. Each firm charges its customers a commission on the items sold. Customers view each of the auction houses as essentially identical. For this reason, which ever house charges the lowest commission charge will be the one most of the customers want to use. However, if they can cooperate they might be able to make more money without undercutting each other. The stage-game for the competition between the auction houses is shown below. Sotheby's 7% 5% 2% 7% 7, 7 1, 10 -2, 3 Christie's 5% 10, 1 4, 4 1, 2 2% 3, -2 2, 1 0, 0 (A) (2.5 points) List all pure strategy Nash equilibria of the stage-game. (B) (2.5 points) List the preferred cooperative outcome of the stage-game and determine the best payoff a player gains by unilaterally deviating from this outcome. (C) (5 points) Describe the Grim-trigger strategy for the infinitely repeated game between Sotheby's and Christie's. (D) (10 points) If both auction houses have a common discount factor 0 ≤ δ ≤ 1, find the con- dition on this discount factor that will allow the Grim-trigger strategy to be sustained as a Subgame Perfect Nash equilibrium of the infinitely repeated game. -
Political Game Theory Nolan Mccarty Adam Meirowitz
Political Game Theory Nolan McCarty Adam Meirowitz To Liz, Janis, Lachlan, and Delaney. Contents Acknowledgements vii Chapter 1. Introduction 1 1. Organization of the Book 2 Chapter 2. The Theory of Choice 5 1. Finite Sets of Actions and Outcomes 6 2. Continuous Outcome Spaces* 10 3. Utility Theory 17 4. Utility representations on Continuous Outcome Spaces* 18 5. Spatial Preferences 19 6. Exercises 21 Chapter 3. Choice Under Uncertainty 23 1. TheFiniteCase 23 2. Risk Preferences 32 3. Learning 37 4. Critiques of Expected Utility Theory 41 5. Time Preferences 46 6. Exercises 50 Chapter 4. Social Choice Theory 53 1. The Open Search 53 2. Preference Aggregation Rules 55 3. Collective Choice 61 4. Manipulation of Choice Functions 66 5. Exercises 69 Chapter 5. Games in the Normal Form 71 1. The Normal Form 73 2. Solutions to Normal Form Games 76 3. Application: The Hotelling Model of Political Competition 83 4. Existence of Nash Equilibria 86 5. Pure Strategy Nash Equilibria in Non-Finite Games* 93 6. Application: Interest Group Contributions 95 7. Application: International Externalities 96 iii iv CONTENTS 8. Computing Equilibria with Constrained Optimization* 97 9. Proving the Existence of Nash Equilibria** 98 10. Strategic Complementarity 102 11. Supermodularity and Monotone Comparative Statics* 103 12. Refining Nash Equilibria 108 13. Application: Private Provision of Public Goods 109 14. Exercises 113 Chapter 6. Bayesian Games in the Normal Form 115 1. Formal Definitions 117 2. Application: Trade restrictions 119 3. Application: Jury Voting 121 4. Application: Jury Voting with a Continuum of Signals* 123 5. Application: Public Goods and Incomplete Information 126 6. -
Collusive Behaviour in Finite Repeated Games with Bonding
DIVISION OF THE HUMANITIES AND SOCIAL SCIENCES CALIFORNIA INSTITUTE OF TECHNOLOGY PASADENA. CALIFORNIA 91125 COLLUSIVE BEHAVIOUR IN FINITE REPEATED GAMES WITH BONDING ..i.c:,1\lUTf OJ: \\' )"� Mukesh Eswaran �� � University of British Columbia � !f �\"'.'. ....., 0 c:i: C" ..... -< Tracy R. Lewis � � California Institute of Technology � � University of British Columbia ,;... <.;: �t--r. ,c.;;:, � SlfALL N\�\'-� SOCIAL SCIENCE WORKING PAPER 46 6 February 1983 COLLUSIVE BEHAVIOUR IN FINITE REPEATED GAMES WITH BONDING Abstract It is well known that it is possible (even with strictly positive discounting) to obtain collusive perfect equilibria in In finite repeated games, it is not possible to enforce infinitely repeated games. However, only noncooperative perfect collusive behaviour using deterrent strategies because of the equilibria exist in finite games. Even though finite games may last "unravel! ing" of cooperative behaviour in the 1 ast period. This paper for a long time, the cooperative behaviour of the players unravels in demonstrates that under certain conditions collusion among the players the final period of play: defection from the cooperative agreement is can be maintained if they can post a bond which they must forfeit if the dominanat strategy in the last period, and backward induction they defect from the cooperative mode. We show that the incentives to renders noncooperative action the dominant strategy in all earlier cooperate increase as the period of interaction grows in that the size periods. This phenomenon of unraveling is unsatisfactory for two of the bond required to deter defection becomes arbitrarily small as reasons. First, it contradicts our intuition that cooperative the number of periods in the game increases. -
MS&E 246: Lecture 10 Repeated Games
MS&E 246: Lecture 10 Repeated games Ramesh Johari What is a repeated game? A repeated game is: A dynamic game constructed by playing the same game over and over. It is a dynamic game of imperfect information. This lecture • Finitely repeated games • Infinitely repeated games • Trigger strategies • The folk theorem Stage game At each stage, the same game is played: the stage game G. Assume: • G is a simultaneous move game •In G, player i has: •Action set Ai • Payoff Pi(ai, a-i) Finitely repeated games G(K) : G is repeated K times Information sets: All players observe outcome of each stage. What are: strategies? payoffs? equilibria? History and strategies Period t history ht: ht = (a(0), …, a(t-1)) where a(τ) = action profile played at stage τ Strategy si: Choice of stage t action si(ht) ∈ Ai for each history ht i.e. ai(t) = si(ht) Payoffs Assume payoff = sum of stage game payoffs Example: Prisoner’s dilemma Recall the Prisoner’s dilemma: Player 1 defect cooperate defect (1,1) (4,0) Player 2 cooperate (0,4) (2,2) Example: Prisoner’s dilemma Two volunteers Five rounds No communication allowed! Round 1 2 3 4 5 Total Player 1 1 1 1 1 1 5 Player 2 1 1 1 1 1 5 SPNE Suppose aNE is a stage game NE. Any such NE gives a SPNE: NE Player i plays ai at every stage, regardless of history. Question: Are there any other SPNE? SPNE How do we find SPNE of G(K)? Observe: Subgame starting after history ht is identical to G(K - t) SPNE: Unique stage game NE Suppose G has a unique NE aNE Then regardless of period K history hK , last stage has unique NE aNE NE ⇒ At SPNE, si(hK) = ai SPNE: Backward induction At stage K -1, given s-i(·), player i chooses si(hK -1) to maximize: Pi(si(hK -1), s-i(hK -1)) + Pi(s(hK)) payoff at stage K -1 payoff at stage K SPNE: Backward induction At stage K -1, given s-i(·), player i chooses si(hK -1) to maximize: NE Pi(si(hK -1), s-i(hK -1)) + Pi(a ) payoff at stage K -1 payoff at stage K We know: at last stage, aNE is played. -
The Complexity of Nash Equilibria in Infinite Multiplayer Games
The Complexity of Nash Equilibria in Infinite Multiplayer Games Michael Ummels [email protected] FOSSACS 2008 Michael Ummels – The Complexity of Nash Equilibria in Infinite Multiplayer Games 1 / 13 Infinite Games Let’s play! 2 5 1 4 3 6 Play: π 1, 2, 3, 6, 4, 2, 5, ... Note: No probabilistic vertices! = Michael Ummels – The Complexity of Nash Equilibria in Infinite Multiplayer Games 2 / 13 Winning conditions Question: What is the payoff of a play? Specifiedy b a winning condition for each player: ▶ Büchi condition: Given a set F of vertices, defines the set of all plays π that hit F infinitely often. ▶ Co-Büchi condition: Given a set F of vertices, defines the set of all plays π that hit F only finitely often. ▶ Parity condition: Given a priority function Ω V N, defines the set of all plays π such that the least priority occurring infinitely often is even. ∶ → Player receives payoff 1 if her winning condition is satisfied, otherwise 0. But we are not so much interested in the winner of a certain play, but in the strategic behaviour that can occur. Michael Ummels – The Complexity of Nash Equilibria in Infinite Multiplayer Games 3 / 13 The Classical Case Two-player Zero-sum Games: Games with two players where the winning conditions are complements of each other. (Pure) Determinacy:A two-player zero-sum game is determined (in pure strategies)i f one of the two players has a (pure) winning strategy. Theorem (Martin 1975) Any two-player zero-sum game with a Borel winning condition is determined in pure strategies. -
Repeated Games
Multi-agent learning Repeated games Multi-agent learning Repeated games Gerard Vreeswijk, Intelligent Systems Group, Computer Science Department, Faculty of Sciences, Utrecht University, The Netherlands. Gerard Vreeswijk. Last modified on February 9th, 2012 at 17:15 Slide 1 Multi-agent learning Repeated games Repeated games: motivation 1. Much interaction in multi-agent systems can be modelled through games. 2. Much learning in multi-agent systems can therefore be modelled through learning in games. 3. Learning in games usually takes place through the (gradual) adaption of strategies (hence, behaviour) in a repeated game. 4. In most repeated games, one game (a.k.a. stage game) is played repeatedly. Possibilities: • A finite number of times. • An indefinite (same: indeterminate) number of times. • An infinite number of times. 5. Therefore, familiarity with the basic concepts and results from the theory of repeated games is essential to understand multi-agent learning. Gerard Vreeswijk. Last modified on February 9th, 2012 at 17:15 Slide 2 Multi-agent learning Repeated games Plan for today • NE in normal form games that are repeated a finite number of times. – Principle of backward induction. • NE in normal form games that are repeated an indefinite number of times. – Discount factor. Models the probability of continuation. – Folk theorem. (Actually many FT’s.) Repeated games generally do have infinitely many Nash equilibria. – Trigger strategy, on-path vs. off-path play, the threat to “minmax” an opponent. This presentation draws heavily on (Peters, 2008). * H. Peters (2008): Game Theory: A Multi-Leveled Approach. Springer, ISBN: 978-3-540-69290-4. Ch. 8: Repeated games.