Stochastic Games and Bayesian Games
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Game Theory: Static and Dynamic Games of Incomplete Information
Game Theory: Static and Dynamic Games of Incomplete Information Branislav L. Slantchev Department of Political Science, University of California – San Diego June 3, 2005 Contents. 1 Static Bayesian Games 2 1.1BuildingaPlant......................................... 2 1.1.1Solution:TheStrategicForm............................ 4 1.1.2Solution:BestResponses.............................. 5 1.2Interimvs.ExAntePredictions............................... 6 1.3BayesianNashEquilibrium.................................. 6 1.4 The Battle of the Sexes . 10 1.5AnExceedinglySimpleGame................................ 12 1.6TheLover-HaterGame.................................... 13 1.7TheMarketforLemons.................................... 16 2 Dynamic Bayesian Games 18 2.1ATwo-PeriodReputationGame............................... 19 2.2Spence’sEducationGame.................................. 22 3 Computing Perfect Bayesian Equilibria 24 3.1TheYildizGame........................................ 24 3.2TheMyerson-RosenthalGame................................ 25 3.3One-PeriodSequentialBargaining............................. 29 3.4AThree-PlayerGame..................................... 29 3.5RationalistExplanationforWar............................... 31 Thus far, we have only discussed games where players knew about each other’s utility func- tions. These games of complete information can be usefully viewed as rough approximations in a limited number of cases. Generally, players may not possess full information about their opponents. In particular, players may possess -
Lecture Notes
GRADUATE GAME THEORY LECTURE NOTES BY OMER TAMUZ California Institute of Technology 2018 Acknowledgments These lecture notes are partially adapted from Osborne and Rubinstein [29], Maschler, Solan and Zamir [23], lecture notes by Federico Echenique, and slides by Daron Acemoglu and Asu Ozdaglar. I am indebted to Seo Young (Silvia) Kim and Zhuofang Li for their help in finding and correcting many errors. Any comments or suggestions are welcome. 2 Contents 1 Extensive form games with perfect information 7 1.1 Tic-Tac-Toe ........................................ 7 1.2 The Sweet Fifteen Game ................................ 7 1.3 Chess ............................................ 7 1.4 Definition of extensive form games with perfect information ........... 10 1.5 The ultimatum game .................................. 10 1.6 Equilibria ......................................... 11 1.7 The centipede game ................................... 11 1.8 Subgames and subgame perfect equilibria ...................... 13 1.9 The dollar auction .................................... 14 1.10 Backward induction, Kuhn’s Theorem and a proof of Zermelo’s Theorem ... 15 2 Strategic form games 17 2.1 Definition ......................................... 17 2.2 Nash equilibria ...................................... 17 2.3 Classical examples .................................... 17 2.4 Dominated strategies .................................. 22 2.5 Repeated elimination of dominated strategies ................... 22 2.6 Dominant strategies .................................. -
The Monty Hall Problem in the Game Theory Class
The Monty Hall Problem in the Game Theory Class Sasha Gnedin∗ October 29, 2018 1 Introduction Suppose you’re on a game show, and you’re given the choice of three doors: Behind one door is a car; behind the others, goats. You pick a door, say No. 1, and the host, who knows what’s behind the doors, opens another door, say No. 3, which has a goat. He then says to you, “Do you want to pick door No. 2?” Is it to your advantage to switch your choice? With these famous words the Parade Magazine columnist vos Savant opened an exciting chapter in mathematical didactics. The puzzle, which has be- come known as the Monty Hall Problem (MHP), has broken the records of popularity among the probability paradoxes. The book by Rosenhouse [9] and the Wikipedia entry on the MHP present the history and variations of the problem. arXiv:1107.0326v1 [math.HO] 1 Jul 2011 In the basic version of the MHP the rules of the game specify that the host must always reveal one of the unchosen doors to show that there is no prize there. Two remaining unrevealed doors may hide the prize, creating the illusion of symmetry and suggesting that the action does not matter. How- ever, the symmetry is fallacious, and switching is a better action, doubling the probability of winning. There are two main explanations of the paradox. One of them, simplistic, amounts to just counting the mutually exclusive cases: either you win with ∗[email protected] 1 switching or with holding the first choice. -
Stochastic Game Theory Applications for Power Management in Cognitive Networks
STOCHASTIC GAME THEORY APPLICATIONS FOR POWER MANAGEMENT IN COGNITIVE NETWORKS A thesis submitted to Kent State University in partial fulfillment of the requirements for the degree of Master of Digital Science by Sham Fung Feb 2014 Thesis written by Sham Fung M.D.S, Kent State University, 2014 Approved by Advisor , Director, School of Digital Science ii TABLE OF CONTENTS LIST OF FIGURES . vi LIST OF TABLES . vii Acknowledgments . viii Dedication . ix 1 BACKGROUND OF COGNITIVE NETWORK . 1 1.1 Motivation and Requirements . 1 1.2 Definition of Cognitive Networks . 2 1.3 Key Elements of Cognitive Networks . 3 1.3.1 Learning and Reasoning . 3 1.3.2 Cognitive Network as a Multi-agent System . 4 2 POWER ALLOCATION IN COGNITIVE NETWORKS . 5 2.1 Overview . 5 2.2 Two Communication Paradigms . 6 2.3 Power Allocation Scheme . 8 2.3.1 Interference Constraints for Primary Users . 8 2.3.2 QoS Constraints for Secondary Users . 9 2.4 Related Works on Power Management in Cognitive Networks . 10 iii 3 GAME THEORY|PRELIMINARIES AND RELATED WORKS . 12 3.1 Non-cooperative Game . 14 3.1.1 Nash Equilibrium . 14 3.1.2 Other Equilibriums . 16 3.2 Cooperative Game . 16 3.2.1 Bargaining Game . 17 3.2.2 Coalition Game . 17 3.2.3 Solution Concept . 18 3.3 Stochastic Game . 19 3.4 Other Types of Games . 20 4 GAME THEORETICAL APPROACH ON POWER ALLOCATION . 23 4.1 Two Fundamental Types of Utility Functions . 23 4.1.1 QoS-Based Game . 23 4.1.2 Linear Pricing Game . -
Incomplete Information I. Bayesian Games
Bayesian Games Debraj Ray, November 2006 Unlike the previous notes, the material here is perfectly standard and can be found in the usual textbooks: see, e.g., Fudenberg-Tirole. For the examples in these notes (except for the very last section), I draw heavily on Martin Osborne’s excellent recent text, An Introduction to Game Theory, Oxford University Press. Obviously, incomplete information games — in which one or more players are privy to infor- mation that others don’t have — has enormous applicability: credit markets / auctions / regulation of firms / insurance / bargaining /lemons / public goods provision / signaling / . the list goes on and on. 1. A Definition A Bayesian game consists of 1. A set of players N. 2. A set of states Ω, and a common prior µ on Ω. 3. For each player i a set of actions Ai and a set of signals or types Ti. (Can make actions sets depend on type realizations.) 4. For each player i, a mapping τi :Ω 7→ Ti. 5. For each player i, a vN-M payoff function fi : A × Ω 7→ R, where A is the product of the Ai’s. Remarks A. Typically, the mapping τi tells us player i’s type. The easiest case is just when Ω is the product of the Ti’s and τi is just the appropriate projection mapping. B. The prior on states need not be common, but one view is that there is no loss of generality in assuming it (simply put all differences in the prior into differences in signals and redefine the state space and si-mappings accordingly). -
Game Theory with Sparsity-Based Bounded Rationality∗
Game Theory with Sparsity-Based Bounded Rationality Xavier Gabaix NYU Stern, CEPR and NBER March 14, 2011 Extremely preliminary and incomplete. Please do not circulate. Abstract This paper proposes a way to enrich traditional game theory via an element of bounded rationality. It builds on previous work by the author in the context of one-agent deci- sion problems, but extends it to several players and a generalization of the concept of Nash equilibrium. Each decision maker builds a simplified representation of the world, which includes only a partial understanding of the equilibrium play of the other agents. The agents’desire for simplificity is modeled as “sparsity” in a tractable manner. The paper formulates the model in the concept of one-shot games, and extends it to sequen- tial games and Bayesian games. It applies the model to a variety of exemplary games: p beauty contests, centipede, traveler’sdilemma, and dollar auction games. The model’s predictions are congruent with salient facts of the experimental evidence. Compared to previous succesful proposals (e.g., models with different levels of thinking or noisy decision making), the model is particularly tractable and yields simple closed forms where none were available. A sparsity-based approach gives a portable and parsimonious way to inject bounded rationality into game theory. Keywords: inattention, boundedly rational game theory, behavioral modeling, sparse repre- sentations, `1 minimization. [email protected]. For very good research assistance I am grateful to Tingting Ding and Farzad Saidi. For helpful comments I thank seminar participants at NYU. I also thank the NSF for support under grant DMS-0938185. -
(501B) Problem Set 5. Bayesian Games Suggested Solutions by Tibor Heumann
Dirk Bergemann Department of Economics Yale University Microeconomic Theory (501b) Problem Set 5. Bayesian Games Suggested Solutions by Tibor Heumann 1. (Market for Lemons) Here I ask that you work out some of the details in perhaps the most famous of all information economics models. By contrast to discussion in class, we give a complete formulation of the game. A seller is privately informed of the value v of the good that she sells to a buyer. The buyer's prior belief on v is uniformly distributed on [x; y] with 3 0 < x < y: The good is worth 2 v to the buyer. (a) Suppose the buyer proposes a price p and the seller either accepts or rejects p: If she accepts, the seller gets payoff p−v; and the buyer gets 3 2 v − p: If she rejects, the seller gets v; and the buyer gets nothing. Find the optimal offer that the buyer can make as a function of x and y: (b) Show that if the buyer and the seller are symmetrically informed (i.e. either both know v or neither party knows v), then trade takes place with probability 1. (c) Consider a simultaneous acceptance game in the model with private information as in part a, where a price p is announced and then the buyer and the seller simultaneously accept or reject trade at price p: The payoffs are as in part a. Find the p that maximizes the probability of trade. [SOLUTION] (a) We look for the subgame perfect equilibrium, thus we solve by back- ward induction. -
Deterministic and Stochastic Prisoner's Dilemma Games: Experiments in Interdependent Security
NBER TECHNICAL WORKING PAPER SERIES DETERMINISTIC AND STOCHASTIC PRISONER'S DILEMMA GAMES: EXPERIMENTS IN INTERDEPENDENT SECURITY Howard Kunreuther Gabriel Silvasi Eric T. Bradlow Dylan Small Technical Working Paper 341 http://www.nber.org/papers/t0341 NATIONAL BUREAU OF ECONOMIC RESEARCH 1050 Massachusetts Avenue Cambridge, MA 02138 August 2007 We appreciate helpful discussions in designing the experiments and comments on earlier drafts of this paper by Colin Camerer, Vince Crawford, Rachel Croson, Robyn Dawes, Aureo DePaula, Geoff Heal, Charles Holt, David Krantz, Jack Ochs, Al Roth and Christian Schade. We also benefited from helpful comments from participants at the Workshop on Interdependent Security at the University of Pennsylvania (May 31-June 1 2006) and at the Workshop on Innovation and Coordination at Humboldt University (December 18-20, 2006). We thank George Abraham and Usmann Hassan for their help in organizing the data from the experiments. Support from NSF Grant CMS-0527598 and the Wharton Risk Management and Decision Processes Center is gratefully acknowledged. The views expressed herein are those of the author(s) and do not necessarily reflect the views of the National Bureau of Economic Research. © 2007 by Howard Kunreuther, Gabriel Silvasi, Eric T. Bradlow, and Dylan Small. All rights reserved. Short sections of text, not to exceed two paragraphs, may be quoted without explicit permission provided that full credit, including © notice, is given to the source. Deterministic and Stochastic Prisoner's Dilemma Games: Experiments in Interdependent Security Howard Kunreuther, Gabriel Silvasi, Eric T. Bradlow, and Dylan Small NBER Technical Working Paper No. 341 August 2007 JEL No. C11,C12,C22,C23,C73,C91 ABSTRACT This paper examines experiments on interdependent security prisoner's dilemma games with repeated play. -
Stochastic Games with Hidden States∗
Stochastic Games with Hidden States¤ Yuichi Yamamoto† First Draft: March 29, 2014 This Version: January 14, 2015 Abstract This paper studies infinite-horizon stochastic games in which players ob- serve noisy public information about a hidden state each period. We find that if the game is connected, the limit feasible payoff set exists and is invariant to the initial prior about the state. Building on this invariance result, we pro- vide a recursive characterization of the equilibrium payoff set and establish the folk theorem. We also show that connectedness can be replaced with an even weaker condition, called asymptotic connectedness. Asymptotic con- nectedness is satisfied for generic signal distributions, if the state evolution is irreducible. Journal of Economic Literature Classification Numbers: C72, C73. Keywords: stochastic game, hidden state, connectedness, stochastic self- generation, folk theorem. ¤The author thanks Naoki Aizawa, Drew Fudenberg, Johannes Horner,¨ Atsushi Iwasaki, Michi- hiro Kandori, George Mailath, Takeaki Sunada, and Masatoshi Tsumagari for helpful conversa- tions, and seminar participants at various places. †Department of Economics, University of Pennsylvania. Email: [email protected] 1 1 Introduction When agents have a long-run relationship, underlying economic conditions may change over time. A leading example is a repeated Bertrand competition with stochastic demand shocks. Rotemberg and Saloner (1986) explore optimal col- lusive pricing when random demand shocks are i.i.d. each period. Haltiwanger and Harrington (1991), Kandori (1991), and Bagwell and Staiger (1997) further extend the analysis to the case in which demand fluctuations are cyclic or persis- tent. One of the crucial assumptions of these papers is that demand shocks are publicly observable before firms make their decisions in each period. -
570: Minimax Sample Complexity for Turn-Based Stochastic Game
Minimax Sample Complexity for Turn-based Stochastic Game Qiwen Cui1 Lin F. Yang2 1School of Mathematical Sciences, Peking University 2Electrical and Computer Engineering Department, University of California, Los Angeles Abstract guarantees are rather rare due to complex interaction be- tween agents that makes the problem considerably harder than single agent reinforcement learning. This is also known The empirical success of multi-agent reinforce- as non-stationarity in MARL, which means when multi- ment learning is encouraging, while few theoret- ple agents alter their strategies based on samples collected ical guarantees have been revealed. In this work, from previous strategy, the system becomes non-stationary we prove that the plug-in solver approach, proba- for each agent and the improvement can not be guaranteed. bly the most natural reinforcement learning algo- One fundamental question in MBRL is that how to design rithm, achieves minimax sample complexity for efficient algorithms to overcome non-stationarity. turn-based stochastic game (TBSG). Specifically, we perform planning in an empirical TBSG by Two-players turn-based stochastic game (TBSG) is a two- utilizing a ‘simulator’ that allows sampling from agents generalization of Markov decision process (MDP), arbitrary state-action pair. We show that the em- where two agents choose actions in turn and one agent wants pirical Nash equilibrium strategy is an approxi- to maximize the total reward while the other wants to min- mate Nash equilibrium strategy in the true TBSG imize it. As a zero-sum game, TBSG is known to have and give both problem-dependent and problem- Nash equilibrium strategy [Shapley, 1953], which means independent bound. -
Matsui 2005 IER-23Wvu3z
INTERNATIONAL ECONOMIC REVIEW Vol. 46, No. 1, February 2005 ∗ A THEORY OF MONEY AND MARKETPLACES BY AKIHIKO MATSUI AND TAKASHI SHIMIZU1 University of Tokyo, Japan; Kansai University, Japan This article considers an infinitely repeated economy with divisible fiat money. The economy has many marketplaces that agents choose to visit. In each mar- ketplace, agents are randomly matched to trade goods. There exist a variety of stationary equilibria. In some equilibrium, each good is traded at a single price, whereas in another, every good is traded at two different prices. There is a contin- uum of such equilibria, which differ from each other in price and welfare levels. However, it is shown that only the efficient single-price equilibrium is evolution- arily stable. 1. INTRODUCTION In a transaction, one needs to have what his trade partner wants. However, it is hard for, say, an economist who wants to have her hair cut to find a hairdresser who wishes to learn economics. In order to mitigate this problem of a lack of double coincidence of wants, money is often used as a medium of exchange. If there is a generally acceptable good called money, then the economist can divide the trading process into two: first, she teaches economics students to obtain money, and then finds a hairdresser to exchange money for a haircut. The hairdresser accepts the money since he can use it to obtain what he wants. Money is accepted by many people as it is believed to be accepted by many. Focusing on this function of money, Kiyotaki and Wright (1989) formalized the process of monetary exchange. -
SUPPLEMENT to “VERY SIMPLE MARKOV-PERFECT INDUSTRY DYNAMICS: THEORY” (Econometrica, Vol
Econometrica Supplementary Material SUPPLEMENT TO “VERY SIMPLE MARKOV-PERFECT INDUSTRY DYNAMICS: THEORY” (Econometrica, Vol. 86, No. 2, March 2018, 721–735) JAAP H. ABBRING CentER, Department of Econometrics & OR, Tilburg University and CEPR JEFFREY R. CAMPBELL Economic Research, Federal Reserve Bank of Chicago and CentER, Tilburg University JAN TILLY Department of Economics, University of Pennsylvania NAN YANG Department of Strategy & Policy and Department of Marketing, National University of Singapore KEYWORDS: Demand uncertainty, dynamic oligopoly, firm entry and exit, sunk costs, toughness of competition. THIS SUPPLEMENT to Abbring, Campbell, Tilly, and Yang (2018) (hereafter referred to as the “main text”) (i) proves a theorem we rely upon for the characterization of equilibria and (ii) develops results for an alternative specification of the model. Section S1’s Theorem S1 establishes that a strategy profile is subgame perfect if no player can benefit from deviating from it in one stage of the game and following it faith- fully thereafter. Our proof very closely follows that of the analogous Theorem 4.2 in Fudenberg and Tirole (1991). That theorem only applies to games that are “continuous at infinity” (Fudenberg and Tirole, p. 110), which our game is not. In particular, we only bound payoffs from above (Assumption A1 in the main text) and not from below, be- cause we want the model to encompass econometric specifications like Abbring, Camp- bell, Tilly, and Yang’s (2017) that feature arbitrarily large cost shocks. Instead, our proof leverages the presence of a repeatedly-available outside option with a fixed and bounded payoff, exit. Section S2 presents the primitive assumptions and analysis for an alternative model of Markov-perfect industry dynamics in which one potential entrant makes its entry decision at the same time as incumbents choose between continuation and exit.