Journal of Economic Literature 2019, 57(1), 44–95 https://doi.org/10.1257/jel.20181489
Information Design: A Unified Perspective†
Dirk Bergemann and Stephen Morris*
Given a game with uncertain payoffs, information design analyzes the extent to which the provision of information alone can influence the behavior of the players. Information design has a literal interpretation, under which there is a real informa- tion designer who can commit to the choice of the best information structure (from her perspective) for a set of participants in a game. We emphasize a metaphorical interpretation, under which the information design problem is used by the analyst to characterize play in the game under many different information structures. We provide an introduction to the basic issues and insights of a rapidly growing literature in information design. We show how the literal and metaphorical interpretations of information design unify a large body of existing work, including that on communica- tion in games (Myerson 1991), Bayesian persuasion (Kamenica and Gentzkow 2011), and some of our own recent work on robust predictions in games of incomplete infor- mation. ( JEL C70, D82, D83)
1. Introduction studies how the information designer, through the choice of the information provided, can layers’ payoffs in a game depend on their influence the individually optimal behavior Pactions and also on the realization of a pay- of the players to achieve her objective. She off-relevant state. An “information designer” can achieve this objective even though she can commit how to provide information about has no ability to change outcomes or force the the states to the players. “Information design” lecture at Harvard University, and the 2016 fall Finance * Bergemann: Department of Economics, Yale Univer- Theory group conference at Princeton. Some of the sity. Morris: Department of Economics, Princeton Univer- material in this paper was previewed in Bergemann and sity. We acknowledge financial support from NSF Grants Morris (2016b). We have benefited from discussions and SES 0851200 and 1459899. We are grateful for produc- correspondence about the material in this paper with Ben tive suggestions by the Editor, Steven Durlauf, and five Brooks, Laura Doval, Jeff Ely, Francoise Forges, Drew anonymous referees. This material has been presented in Fudenberg, Olivier Gossner, Tibor Heumann, Atsushi lectures at the 2015 Istanbul meetings of the Society of Kajii, Emir Kamenica, Rohit Lamba, Laurent Mathevet, Economic Design, the 2015 Delhi School of Economics Roger Myerson, Tymofiy Mylanov, Alessandro Pavan, Eran Winter School, the 2016 AEA meetings, the North Amer- Shmaya, Jonathan Weinstein, and Juan Pablo Xandri; and ican Summer Meeting of the Econometric Society, the from valuable research assistance from Ian Ball, Leon Gerzensee Summer Symposium in Economic Theory, Musolff, Denis Shishkin, Áron Tóbiás and Xinyang Wang. the Becker Friedman Institute conference on Frontiers † Go to https://doi.org/10.1257/jel.20181489 to visit the and Economic Theory and Computer Science, the Harris article page and view author disclosure statement(s).
44 Bergemann and Morris: Information Design: A Unified Perspective 45
players to choose particular actions that deter- the information designer has an informa- mine outcomes.1 tional advantage over the players. This case The past decade has seen a rapidly growing has been the focus of some our own work body of literature in information design. An (Bergemann and Morris 2013b, 2016a), influential paper by Kamenica and Gentzkow where we show that the set of outcomes that (2011) phrased the optimal design of infor- can arise in this setting corresponds to a ver- mation as a “Bayesian persuasion” problem sion of incomplete information equilibrium between a sender and single receiver. A (Bayes-correlated equilibrium, or BCE) that large body of work fits this rubric, includ- allows outcomes to be conditioned on states ing important contributions of Brocas and that the players do not know. Carrillo (2007) and Rayo and Segal (2010). A second purpose of the paper is to high- The economic applications of information light a distinction between literal informa- design have been investigated in areas as far tion design and metaphorical information apart as grade disclosure and matching mar- design. The information design problem has kets (Ostrovsky and Schwarz 2010), voter a literal interpretation (given above): there mobilization (Alonso and Câmara 2016), really is an information designer (or media- traffic routing (Das, Kamenica, and Mirka tor, or sender) who can commit to provide 2017), rating systems (Duffie, Dworczak, extra information to players to serve her own and Zhu 2017), and transparency regula- interests. While the commitment assump- tion (Asquith, Covert, and Pathak 2013) tion may be problematic in many settings, it in financial markets, price discrimination provides a useful benchmark. But the infor- (Bergemann, Brooks, and Morris 2015), and mation design formulation might also be a stress tests in banking regulation (Inostroza metaphor that the analyst uses as a tool. For and Pavan 2017). example, we might be interested in finding an One purpose of the paper is to provide an upper bound (across information structures) overview of information design that unifies on the aggregate variance of output in a given this recent work with a number of litera- economy with idiosyncratic and common tures sometimes treated as distinct. If we shocks to agents’ productivity (Bergemann, assume that there are many players, but the Heumann, and Morris 2015). We can under- information designer (or “mediator”) has no stand this as an information design problem, informational advantage over the players, where the information designer is interested this problem reduces to the analysis of com- in choosing an information structure to max- munication in games (Myerson 1991, section imize aggregate variance in output. But in 6.3) and, more generally, the literature on this case, we do not have in mind that there correlated equilibrium in incomplete infor- is an actual information designer maximiz- mation games (Forges 1993). If there is only ing aggregate variance. We will discuss this one player (or “receiver”) but the informa- application, and other applications where tion designer (or “sender”) has an informa- information design is metaphorical, below. tional advantage over the player, the problem This survey reviews the pure information reduces to the “Bayesian persuasion” prob- design problem where a designer can commit lem of Kamenica and Gentzkow (2011). to a certain information structure for the play- Information design concerns the general ers but has no control over outcomes. This case where there are both many players and problem is a special case of the more general mechanism design problem where a mech- 1 We follow Taneva (2015) in our use of the term “infor- anism designer can control outcomes but mation design” in this context. may also be able to manipulate information 46 Journal of Economic Literature, Vol. LVII (March 2019) in the course of doing so.2 We study the case one-player case. But we will also describe where all information structures are available a general partial order on information to the designer. It is thus possible to appeal structures—generalizing the Blackwell order to the revelation principle from the general for the one-player case—which characterizes mechanism design problem, and without the right definition of “more information” in loss of generality restrict attention to infor- this context (Bergemann and Morris 2016a). mation structures where the signals that the Third, we can ask whether the information information designer sends to a player can designer prefers to give the information to be identified with action recommendations. players in a public or in a private message. This revelation principle/mechanism design Of course, this last question only arises once approach to information design thus contrasts we have multiple players. Public information with work where there is no commitment is optimal if the information designer wants to the information structure or attention is perfect correlation between players’ actions; restricted to a parameterized class of infor- otherwise private information will be optimal. mation structures. While the information designer may have We use a family of two-player, two-action, intrinsic preferences over whether players’ and two-state examples to survey the litera- actions are correlated (or not), the designer ture, and to provide some graphical illustra- may care about correlation for purely instru- tions. We start with the leading example of mental reasons: if there are strategic com- Bayesian persuasion (with a single player/ plementarities between the players’ actions, receiver with no prior information) from the she may want to correlate players’ actions to work of Kamenica and Gentzkow (2011). We relax the obedience constraints on her abil- can use extensions of this example—with ity to attain specific outcomes. The converse many players and prior information—to holds for strategic substitutability. We will illustrate many of the key ideas in the survey. illustrate the case when there are only instru- Three key substantive general insights are mental preferences over correlation. illustrated in these examples. The examples also illustrate a methodolog- First, it is often optimal for the informa- ical point. The information design problem tion designer to selectively obfuscate infor- can be solved in two steps. First, we can iden- mation. This insight is familiar from the case tify the set of outcomes that could be induced of one player without prior information. by the information designer. Second, we can Second, the information designer has less identify which of these outcomes would be ability to manipulate outcomes in his favor if preferred by the information designer. This, players have more prior information: if the too, parallels the mechanism design litera- players are endowed with their own informa- ture: we can first identify which outcomes tion, the designer has less influence over the are implementable and then identify the one information structure that they end up with. most preferred by the designer. As noted This insight can already be illustrated in the above, in the information design problem, the set of implementable outcomes corre- sponds to the set of Bayes-correlated equi- 2 Myerson (1982, 1991) describes the problem of “com- libria. This approach reduces the problem to munication in games” where the designer cannot control outcomes but can elicit information from players and pass a linear program. it to other players. Thus, what we are defining as the “infor- The information designer is assumed to mation design” problem can be viewed as Myerson’s “com- be able to commit to an information struc- munication in games” problem with the important new feature that the designer may have access to information ture that maps payoff-relevant states of the that is not available to the players. world and prior information of the agents Bergemann and Morris: Information Design: A Unified Perspective 47
(types) into possibly stochastic signals to the information. There may be multiple Bayes– players.3 As the mapping essentially recom- Nash equilibria of the resulting game. In our mends actions to the players, we refer to it treatment of the information design prob- as a decision rule. We initially focus on what lem, we have been implicitly assuming that we sometimes call the omniscient case: here, the designer can pick which equilibrium is the information designer faces no constraints played. Under this maintained assumption, on her ability to condition the signals on the we can appeal to the revelation principle payoff-relevant states of the world and all the and focus attention on information struc- players’ prior information (i.e., their types). tures where the signal space is set equal to But we also consider information design con- the action space, and the signals have the strained by private information, where the interpretation that they are action recom- prior information of the players is not accessi- mendations. In the single-player case, this ble to the information designer, even though maintained equilibrium selection assump- she can condition on the payoff-relevant tion is without loss of generality. But just states. There are two cases to consider here: as the revelation principle breaks down in an information designer may be able to con- mechanism design if the designer does not dition on the reported realizations of the get to pick the best equilibrium (as in Maskin players’ signals even if she does not observe 1999), it similarly breaks down for informa- them (information design with elicitation) tion design.4 We follow Mathevet, Perego, or she may be unable to do so (information and Taneva (2017) in formally describing a design without elicitation). If the informa- notion of maxmin information design, where tion designer cannot condition on the payoff an information designer gets to pick an infor- state at all, and has to rely entirely on the pri- mation structure but the selected equilib- vate information of the players, then these rium is the worst one for the designer. We three scenarios (omniscient, private informa- note how some existing work can be seen tion with elicitation, and private information as an application of maxmin information without elicitation) correspond to versions of design, in particular, an extensive literature incomplete information correlated equilib- on “robustness to incomplete information” rium: in the terminology of Forges (1993), (Kajii and Morris 1997). the Bayesian solution, communication equi- Other assumptions underlying the revela- librium, and strategic form correlated equi- tion principle—and maintained throughout librium, respectively. this paper—are that (i) all information struc- Once the information designer has picked tures are feasible, (ii) there is zero (marginal) the information structure, the players decide cost of using information, (iii) there is a sin- how to play the resulting game of incomplete gle information designer, and (iv) the setting is static. Of course, there are many (static) settings where the impact of different infor- 3 Whether or not the information designer will observe mation structures has been studied, without the payoff relevant state is irrelevant—what is important is whether she can condition the signals she sends on the allowing all information structures. Two clas- realization of the state and the players’ prior signals. For sic examples would be information sharing in example, a prosecutor might never know whether the oligopoly (a literature beginning with Novshek defendant is guilty or innocent, but can nevertheless set up an investigation process that would provide different and Sonnenschein 1982) and the revenue evidence depending on the actual guilt or innocence of comparison across different auction formats the subject and the information of the judge. We thank an anonymous referee who stressed the distinction between conditioning on a state, and actually knowing the realiza- 4 This point has been highlighted by Carroll (2016) and tion of the state. Mathevet, Perego, and Taneva (2017). 48 Journal of Economic Literature, Vol. LVII (March 2019) in auction theory (Milgrom and Weber 1982). two applications emphasize the relevance of In the former, there is a restriction to normally the metaphorical interpretation of informa- distributed signals, and in the latter there is tion design. In section 6, we describe what the restriction to affiliated signals. happens when players’ prior information is Optimal information design in dynamic not known by the information designer; this settings has been studied recently in Ely, discussion allows us to locate the information Frankel, and Kamenica (2015); Passadore design problem within mechanism design and Xandri (2014); Doval and Ely (2016); and within a larger literature on incomplete Ely (2017); Ely and Szydlowski (2017); Ball information correlated equilibrium reviewed (2018); and Makris and Renou (2018). A new by Forges (1993). In section 7, we discuss aspect to information design that appears in the role of equilibrium selection. these dynamic settings is that information Given the synthetic treatment of the lit- can be used as an incentive device to reward erature, there is much terminology that has behavior over time. Horner and Skrzypacz been introduced and used in different con- (2016) survey work on information design in texts (including by us in prior work), and dynamic settings. Gentzkow and Kamenica which is at times inconsistent or redundant. (2014) consider the case of costly informa- To give one example, what we are calling an tion and Gentzkow and Kamenica (2017) “information designer” has in previous work allow for multiple information designers. been called a sender, mediator, principal, This paper provides a conceptual syn- or mechanism designer. We are attempt- thesized guide to the literature; we discuss ing throughout to use a unified and consis- applications when they are relevant for this tent language, but compromising at times purpose, but make no attempt to provide a between the use of a consistent terminology comprehensive survey of the many applica- and precedents set by earlier work. tions of information design. A recent survey by Kamenica (forthcoming) reviews the lit- 2. The Information Design Problem erature of Bayesian persuasion and discusses some leading economic applications. We begin by describing the general setting We describe the basic information design and notation that we maintain throughout problem in section 2. We illustrate the the paper. We will fix a finite set of players main notions and ideas with an investment and a finite set of payoff states of the world. example in section 3. We discuss key ideas There are I players, 1, 2, , I, and we write i … from information design in the investment for a typical player. We write for the set of Θ example in section 4. Here, we discuss pri- payoff states of the world and for a typical θ vate versus public signals, intrinsic versus element of set . Θ instrumental preferences over correlation, A “basic game” G consists of (1) for each the two-step procedure for solving infor- player i, a finite set of actionsA i, and an mation design problems, ordering infor- (ex post) utility function mation, and the use of concavification in information design (instead of pure linear u : A , i × Θ → ℝ programming methods). Section 5 describes, in more detail, two applications of infor- where we write A A A, and = 1 × ⋯ × I mation design with a microeconomic and a a , , a for a typical element of A; = ( 1 … I) macroeconomic perspective, respectively: and (2) a full support prior that ψ ∈ Δ(Θ) limits of price discrimination, and the link is shared by all players and the information I between information and volatility. These designer. Thus G Ai, ui i 1 , , . We = (( ) = Θ ψ) Bergemann and Morris: Information Design: A Unified Perspective 49 define the ex post objective of the informa- (ii) the true state is realized; θ tion designer by: (iii) each agent’s type ti is privately realized; v : A . × Θ → ℝ (iv) the players receive extra messages An “information structure” S consists of (i) according to the information designer’s for each player i, a finite set of types t T; rule; i ∈ i and (ii) a type distribution : T , π Θ → Δ( ) where we write T T1 TI. Thus (v) the players pick their actions based on I = × ⋯ × S Ti i 1 , . their prior information and the mes- = (( ) = π) Together, the “payoff environment” or sages provided by the information “basic game” G and the “belief environment” designer; or “information structure” S define a stan- dard “incomplete information game” (G, S). (vi) payoffs are realized. While we use different notation, this division of an incomplete information game into the We emphasize that the information “basic game” and the “information structure” designer commits to a decision rule before the is a common one in the literature, see, for realization of the state and type profile. This example, Gossner (2000). structure in the timing sets the information We are interested in the problem of an design problem apart from informed prin- information designer who has the ability to cipal, cheap talk, or signaling environments commit to provide the players with addi- where the informed party chooses a message tional information, in order to induce them only after the state has been revealed. to make particular action choices. In this In general, the information designer section, we will consider the leading case could follow any rule for generating mes- where the designer can condition on the sages. However, a “revelation principle” state and on all the players’ types—their argument implies that it is without loss of prior information—if they have any. We will generality to assume that the information sometimes refer to this setting as omniscient designer sends only “action recommen- information design. In section 6, we will con- dations” that are obeyed. The argument is sider the case where prior information of the that any message will give rise to an action players is truly private to them, and hence in equilibrium and we might as well label the information designer cannot condition messages by the actions to which they give on their prior information unless she is able rise. We discuss the revelation principle in to induce them to reveal it.5 more detail below. Given this restriction, If viewed as an extensive form game the information designer is choosing among between the information designer and the decision rules players, the timing is as follows: (1) : T (A) . (i) the information designer picks and σ × Θ → Δ commits to a rule for providing the The information designer can condition players with extra messages; the recommended action profile on the true state and the type vector t T. We θ ∈ Θ ∈ stress that the designer does not need to 5 For this reason, we refer to the types of a player as his prior information, and only in section 6 does this informa- know the true realization of the state or the tion become truly private. type profile—it is sufficient that the decision 50 Journal of Economic Literature, Vol. LVII (March 2019) rule can condition on these. For example, in thus the above inequality is written from a medical test, the information designer, the an interim perspective (conditioning on doctor, may not know the true condition of ti and ai). We can state the above inequal- the patient, but can choose a diagnostic test ity explicitly in terms of the interim beliefs that reveals the condition of the patient with that agent i holds, given his type ti and the desired precision and accuracy. his action recommendation ai, thus using The decision rule encodes the information Bayes’s rule: that the players receive about the realized state of the world, the types and actions of u i( (a i, a i), ) a∑,t, − θ the other players. The conditional depen- i i θ ( (a i, a i)|(t i, t i), ) ( (t i, t i)| ) ( ) dence of the recommended action a on state ______σ − − θ π − θ ψ θ × a , a |t, t , t, t | of the world and type profilet represents a i ,t i ( i i ( i i) ″) i i ″ ( ″) θ ∑ ″ ″ ,θ′′ σ ( −′′ ) −′′ θ π(( −′′ ) θ ) ψ θ the information conveyed to the players. u i a i′ , a i, The key restriction on the decision rule is ≥ (( − ) θ) a∑i,t i, a notion of obedience that we now define. θ ( (a i, a i)|(t i, t i), ) ( (t i, t i)| ) ( ) Obedience is the requirement that the infor- ______σ − − θ π − θ ψ θ . × a , a |t, t , t, t | a i ,t i ( i i ( i i) ″) i i ″ ( ″) mation privately communicated to player ∑ ″ ″ ,θ′′ σ ( −′′ ) −′′ θ π(( −′′ ) θ ) ψ θ i in the form of an action recommendation a according to is such that each player i We observe that the belief of agent i updates i σ would want to follow his recommended independently of whether he is following the action ai rather than choose any other avail- recommendation ai or deviating from it to able action a . a . Moreover, the denominator in Bayes’s rule ′i ′i sums up over all possible profiles a i A i, ′′− ∈ − DEFINITION 1 (Obedience): Decision rule t i T i, ″ , and hence is constant ′′− ∈ − θ ∈ Θ : T (A) is obedient for (G, S) if, across all possible realizations of a i A i, σ × Θ → Δ − ∈ − for each i, ti Ti and ai Ai , we have t i T i, . Hence, we can multiply ∈ ∈ − ∈ − θ ∈ Θ through to obtain the earlier inequality (2), (2) provided that the denominator is strictly positive. ui( ( a i, a i), ) ( ( a i, a i)|( t i, t i), ) ( ( t i, t i)| ) ( ) a∑,t , − θ σ − − θ π − θ ψ θ Bergemann and Morris (2016a) define a i i θ Bayes-correlated equilibrium (BCE) to be u i ( a i′ , a i) , ( a i, a i) |( t i, t i) , ( t i, t i) | ( ), ≥ ∑ ( − θ)σ( − − θ)π( − θ)ψ θ any decision rule satisfying obedience. An a i,t i, σ θ important aspect of this solution concept is for all a A. that the decision rule enters the obedience ′i ∈ i σ constraints, as stated above in (2), in a linear For notational compactness, we only list manner as a probability. Thus, an obedient the elements, but not the sets, over which decision rule can be computed as the solu- we sum under the summation operator, tion to a linear program. thus, e.g., rather than a A . The obedi- ∑ a ∑ ∈ ence inequality requires that each player i, PROPOSITION 1 (Revelation Principle): after receiving his recommendation ai, finds An omniscient information designer can that no other action a could yield him a attain decision rule if and only if it is a ′i σ strictly higher utility. We emphasize that BCE, i.e., if it satisfies obedience. each player, when computing his expected utility, is indeed using the information con- By “can attain decision rule” we mean tained in the action recommendation a i, and that there exists a (perhaps indirect) Bergemann and Morris: Information Design: A Unified Perspective 51
communication rule that gives rise to this The obedience condition (2) thus col- decision rule in Bayes–Nash equilibrium.6 lapses to the best response property (3) in We refer to the resulting (ex ante) joint dis- the absence of payoff uncertainty. Aumann tribution of payoff state and action profile (1987) argued that correlated equilibrium θ a as the outcome of the information design, captured the implications of common knowl- thus integrating out the prior information t: edge of rationality in a complete information game (under the common prior assumption). (a | t, ) (t | ) ( ). An alternative interpretation is that the set of t∑T σ θ π θ ψ θ correlated equilibria is the set of outcomes ∈ attainable by an information designer in the In this (and later) propositions, we omit for- absence of payoff uncertainty. We discuss mal statements and proofs that correspond to these interpretational issues and the litera- revelation principle arguments. Bergemann ture on incomplete information correlated and Morris (2016a) give a formal statement7 equilibrium more broadly in section 6.4. and proof of this proposition as theorem 1. The proof of proposition 1 in Bergemann The argument is a straightforward adapta- and Morris (2016a), like the proof of Aumann tion of standard characterizations of com- (1987), is a “revelation principle” argument, plete and incomplete information correlated establishing that it is without loss of general- equilibrium. ity to focus on a set of signals that equals the If there is no payoff uncertainty—the set set of actions to be taken by the agents—so is a singleton—then the notion of BCE that there is “direct communication”—and Θ exactly coincides with the complete informa- to recommend actions in such way that they tion correlated equilibrium as introduced in will be obeyed—so that “incentive compati- the seminal contributions of Aumann (1974, bility” gives rise to “obedience” conditions. In 1987). In the absence of payoff uncertainty, the case of complete information, Myerson we can simply suppress the dependence of (1991, section 6.2) describes this as the “rev- the payoff function on the state of the world elation principle for strategic form games.” . Thus, the decision rule does not vary Note that while the expression “revelation θ σ with , nor is there any private information principle” is sometimes limited to the case θ t about the state of the world . A decision where agents are sending messages rather θ rule is then simply a joint distribution over than receiving them (e.g., Fudenberg and σ actions, or (A). Now, a distribution Tirole 1991 and Mas-Collel, Whinston, and σ ∈ Δ (A) is defined to be a correlated equi- Green 1995), we follow Myerson in using σ ∈ Δ librium if for each i and a A, we have: the broader meaning throughout the paper. i ∈ i In the basic information design described in (3) ui ai, a i ai, a i this section, the only incentive constraints ( − ) σ( − ) a ∑i A i − ∈ − are obedience conditions, but we discuss the extension to the case where the infor- ui a i , a i ai, a i , a i Ai. ≥ ( ′ − ) σ( − ) ∀ ′ ∈ mation designer must elicit players’ private a ∑i A i − ∈ − information in section 6, where truth-telling incentive constraints also arise. We postpone 6 We do not discuss information design under solution a discussion of how to place information concepts other than Bayes–Nash equilibrium in this paper. design in the broader context of the mecha- Mathevet, Perego, and Taneva (2017) study information nism design literature until then. design under bounded level rationalizability and Inostroza and Pavan (2017) under full rationalizability. Proposition 1 characterizes the set of out- 7 A formal statement also appears in section 7. comes that an information designer could 52 Journal of Economic Literature, Vol. LVII (March 2019) attain, i.e., a feasible set. To complete the 3.1 Single Player without Prior Information description of the basic information design problem, we need an objective. Given the We begin the analysis when the firm has information designer’s ex post utility va, , no prior information about the state (beyond ( θ) her ex ante utility from the decision rule the uniform prior). Together with the above σ for a given game of incomplete information assumptions about the payoff matrix, the (G, S) is: firm would therefore choose to not invest if it had no additional information. We will assume that an information (4) V( ) v( a, ) ( a | t, ) ( t | ) ( ). σ = ∑a,t, θ σ θ π θ ψ θ designer (the “government”) is interested θ in maximizing the probability of investment The (omniscient) information design prob- independent of the state, or lem is then to pick a BCE to maximize σ V . When there is a single player with no (σ) 1 v(invest, ) v(not invest, ) 0, prior information, the information design = θ > θ = problem reduces to the benchmark Bayesian B, G. persuasion problem described by Kamenica θ = and Gentzkow (2011). In this case, the single player is called the “receiver” and the infor- This example is (modulo some changes in mation designer is called the “sender.” labelling) the leading example in Kamenica and Gentzkow (2011). We will describe this example first, but then use variations to illus- 3. An Investment Example trate more general points. The decision rule We now apply this framework to an invest- is now simply: ment game and discuss the main themes of information design through the lens of this : (A), example. σ Θ → Δ We first consider the following benchmark setting. There is a bad state (B) and a good where we can omit the type space T due state ( G). The two states are equally likely: to the absence of prior information. In this binary decision environment, the decision G B _ 1 . rule specifies the probability of invest- ψ( ) = ψ( ) = 2 σ(θ) ment, denoted by p , conditional on the true There is one player (the “firm”). The firm state B, G . Thus,θ a decision rule is a θ ∈ { } can decide to invest or not invest. The payoff pair ( pB , pG ) of investment probabilities. We from not investing is normalized to 0. The can think of a decision rule as a (stochastic) payoff to investing is 1 in the bad state and action recommendation from the govern- − x in the good state, with 0 x 1. These ment. If the recommendations are obeyed, < < payoffs, ua, , are summarized in the fol- the outcome—the ex ante distribution over ( θ) lowing matrix: states and actions—is given by:
u(a, ) bad state B good state G (a ) ( ) bad state B good state G θ σ | θ ψ θ . invest p p . (5) invest 1 x _1 B _1 G − 2 2 not invest (1 p ) (1 p ) not invest 0 0 _1 B _1 G 2 − 2 − Bergemann and Morris: Information Design: A Unified Perspective 53
If the firm receives a recommendation to the BCE, it suffices to give the firm binarya invest, it will update its beliefs about the state information structure S to implement any by Bayes’s rule. The firm’s interim expected BCE decision rule in the binary action envi- utility from following the recommendation ronment. For the outcome that maximizes represents the left-hand side of the inequal- the probability of investment, it suffices to ity below. If the firm were to disobey the rec- generate a no-investment recommendation ommendation and chose not to invest, then with probability 1 x if the state is bad, and − its payoff would be zero. This gives rise to otherwise give the firm an investment rec- the following obedience constraint: ommendation. The resulting outcome—the ex ante distribution over states and actions— _1 _1 is given by: pB pG (6) ______2 ( 1) ______2 x 0. _1 p _1 p − + _1 p _1 p ≥ 2 B + 2 G 2 B + 2 G (a ) ( ) bad state B good state G σ | θ ψ θ invest x . As we discussed following definition 1, we (8) _1 _1 2 2 can simplify the inequality by multiplying not invest (1 x) 0 _1 through with the conditioning probability 2 − _ 1 p _1 p , and thus write the obedience 2 B + 2 G condition equivalently in terms of the interim Thus, a government trying to encourage probabilities: investment will obfuscate the states of the p world in order to maximize investment. By (7) _ 1 p 1 _1 p x 0 p _ B . pooling realizations of the bad and good 2 B(− ) + 2 G ≥ ⇔ G ≥ x states in the recommendation to invest, the There is an analogous obedience constraint firm is made exactly indifferent between corresponding to the recommendation not to investing or not when recommended to invest, namely: invest. The bad state is completely iso- lated in the recommendation not to invest. 0 _ 1 1 p 1 _1 1 p x. Finally, we observe that under complete ≥ 2( − B)(− ) + 2( − G) information the firm would always invest Because the firm would not invest absent in the good state and never invest in the information from the designer—by our bad state. We thus have described three maintained assumption that x 1—the different information structures—zero < binding obedience constraint will be the one information, partial information, and com- corresponding to investment, i.e., inequality plete information—that support the three (7). We see that the highest probability of vertices of the above investment triangle. investment corresponds to the decision rule Thus, the set of all investment probabilities with p 1 and p x. that satisfy the obedience constraints can be G = B = We illustrate the set of BCE decision rules described by a set of linear inequalities that for the case where x 55 100 in figure 1. jointly form a polyhedron of implementable = / Any decision rule (pB , pG ) in the blue shaded outcomes. area can arise as some BCE. We observe that 3.2 Single Player with Prior Information the feasible set of BCE does not depend on the government’s preference va, . We remain with the investment example ( θ) Now every BCE decision rule corresponds where there is still only one firm, but now to optimal behavior under some information the firm has some prior information about structure S. By the revelation principle for the true state that it receives independently 54 Journal of Economic Literature, Vol. LVII (March 2019)
1
0.8
0.6
0.4
0.2
0 0 0.2 0.4 0.6 0.8 1
Figure 1. Investment Probability with Uninformed Player: x 55 100 = / of the government.8 In particular, the firm Here, signals refer to the prior information has a type (or receives a signal) that is “cor- that firms are endowed with. Conditional on rect” with probability q 1 2. Formally, the type of the firm, the analysis of the obedi- > / the firm observes its typet b, g with ence constraints reduces immediately to the ∈ { } probability q conditional on the true state analysis of the previous section, but where being B or G, respectively: the firm has an updated belief, q or 1 q, − depending on the type. We nonetheless ana- (t ) bad state B good state G lyze this problem because we want to trace π | θ the ex ante implications of a player’s prior bad signal b q 1 q . − information for information design. A deci- good signal g 1 q q sion rule now specifies the probability of − σ investment pt conditional on the true state B, G andθ the type t b, g . Thus a θ ∈ { } ∈ { } decision rule is now a quadruple: 8 Some detailed calculations for this example appear in (9) p p , p , p , p . the appendix. = ( Bb Bg Gb Gg) Bergemann and Morris: Information Design: A Unified Perspective 55
We can solve the problem—conditional on consequence, prior information of the player state and type—as before. For example, the only affects the set of BCE if the prior infor- obedience constraint for the recommenda- mation by itself already generates a differen- tion to invest after receiving a good type g tial response by the player. Second, the slope now becomes: of the boundary is constant across different levels of precision q. This occurs because (10) 1 q p 1 q p x 0. the rate at which the optimal decision of the ( − ) Bg(− ) + Gg ≥ player can be reversed by additional informa- However, we are interested in what we can tion of the designer (and hence indifference say about the joint distribution of states and is attained) is constant across q by Bayes’s law. actions ex ante, integrating out the types, say 3.3 Many Players without Prior Information p qp 1 q p . G = Gg + ( − ) Gb We can now generalize the analysis to two One can show that there is a lower bound on firms and return to the assumption that the investment in the good state given by: firms have no prior information.9 We assume, for now, that the government wants to max- 1 q imize the sum over each individual firm’s (11) p q _− , G ≥ − x probability of investment. If there is no stra- tegic interaction between firms, the previous which approaches 1 as q approaches 1. As analysis can be carried out firm by firm and before, the bound for pG depends on pB will thus be unchanged. and the lowest bound is obtained by taking But we now perturb the problem to make p 0 in that expression. it strategic, assuming that each firm gets an B = The set of BCE is illustrated in figure 2. extra payoff if both invest, where may ε ε More prior information shrinks the set be positive or negative. If is positive, we ε of BCE, since the obedience constraints have a game of strategic complementarities; become tighter. Once q reaches 1 , the firm if 0, we have a game of strategic substi- ε < knows the state and the information designer tutes. We can write firm 1’s state dependent has no ability to influence the outcome. The payoffs for the game as follows (and symmet- firm is simply pursuing the complete infor- rically for firm 2): mation optimal decision, which is to invest in the good state, p 1, and not to invest in G = the bad state, p 0. B = firm 2 The set of BCE across different q has two B invest not invest notable features. First, we notice that the θ = , set of BCE happens to be constant across (12) firm 1 invest 1 1 some information structures near precision − + ε − q 0.5, for example at q 0.5 and q 0.6. not invest 0 0 = = = With low precision in the signals, such as q 0.6, the firm would pursue the same = action for either type realization, absent any additional recommendation by the gov- ernment. Thus, the weak prior information 9 Other two player, two action, and two state examples by the agent does not constrain the gov- appear in Bergemann and Morris (2013a, 2016a) and ernment in its recommendation policy. In Taneva (2015). 56 Journal of Economic Literature, Vol. LVII (March 2019)
1
0.8
0.6
0.4
0.2 0.5, 0.6 = 0.7 = 0.8 = 0.9 = 0 0 0.2 0.4 0.6 0.8 1