Backward Induction Without Common Knowledge

Backward Induction Without Common Knowledge

Backward Induction without Common Knowledge Author(s): Cristina Bicchieri Reviewed work(s): Source: PSA: Proceedings of the Biennial Meeting of the Philosophy of Science Association, Vol. 1988, Volume Two: Symposia and Invited Papers (1988), pp. 329-343 Published by: The University of Chicago Press on behalf of the Philosophy of Science Association Stable URL: http://www.jstor.org/stable/192895 . Accessed: 26/12/2011 20:30 Your use of the JSTOR archive indicates your acceptance of the Terms & Conditions of Use, available at . http://www.jstor.org/page/info/about/policies/terms.jsp JSTOR is a not-for-profit service that helps scholars, researchers, and students discover, use, and build upon a wide range of content in a trusted digital archive. We use information technology and tools to increase productivity and facilitate new forms of scholarship. For more information about JSTOR, please contact [email protected]. The University of Chicago Press and Philosophy of Science Association are collaborating with JSTOR to digitize, preserve and extend access to PSA: Proceedings of the Biennial Meeting of the Philosophy of Science Association. http://www.jstor.org Backward Induction without Common Knowledge CristinaBicchieri Carnegie-MellonUniversity 1. Informationand meta-information Game theory studies the behaviorof rationalplayers in interactivesituations and its possible outcomes. For such an investigation, the notion of players' rationalityis crucial. While notions of rationalityhave been extensively discussed in game theory,the epis- temic conditions under which a game is played - though implicitly presumed- have seldom been explicitly analyzed and formalized. These conditions involve the players' reasoning processes and capabilities, as well as their knowledge of the game situation.1 Game theory treats some aspects of informationabout chance moves and other players' moves by means of informationpartitions in extensive form games. But a player's knowledge of the structure,for example, of informationpartitions themselves is different from his informationabout chance moves and other players' moves. The informational aspects capturedby the extensive form games have nothing to do with a player's knowl- edge of the structureof the game. Game theorists implicitly assume that the structureof the game is commonknowl- edge among the players. By 'common knowledge of p' is meant that p is not just known by all the players in a game, but is also known to be known, known to be known to be known,... ad infinitum.2 The very idea of a Nash equilibriumis groundedon the assumptionsthat players have common knowledge of the structureof the game and of their respective priors. These assumptions,however, are always made outside the theory of the game, in that the formal descriptionof the game does not include them.3 The assumptionsabout players' rationality,the specification of the structureof the game, and the players' knowledge of all of them should be partof the theory of the game. Recent attemptsto formalize players' knowledge as partof a theory of the game include Bacharach(1985, 1987), Gilboa (1986), Mertensand Zamir(1985), Brandenburgerand Dekel (1985), Kaneko (1987) and Samet (1987). In these works a common knowledge axiom is explicitly introduced,stating that the axioms of logic, the axioms of game theo- ry, the behavioralaxioms and the structureof the game are all common knowledge among the players. Is it always necessaryfor the playersto have common knowledgeof the theoryof the game for a solutionto be derived? Differentsolution concepts may need differentamounts of knowledge on the partof the playersto have predictivevalidity at all. For example,while PSA 1988, Volume 2, pp. 329-343 Copyright ? 1989 by the Philosophy of Science Association 330 common knowledgeis necessaryto attainan equilibriumin a largeclass of normalform games, it may lead to inconsistenciesin finite, extensive form games of perfectinformation (Reny 1987, Bicchieri 1989).4 Moregenerally, if players'epistemic statesand theirdegree of informationabout other players' epistemic states are includedin a theoryof the game, which solutionsto non-cooperativegames can be derived?I believe the consequencesof explicitly modelingplayers' knowledge as partof the theoryof the game are far-reaching. In this paperI examine finite, extensive form games of perfect and complete informa- tion. These games are solved working backwardsfrom the end, and this procedureyields a unique solution. It is commonly assumed that backwardinduction can only be support- ed by common knowledge of rationality(and of the structureof the game). In section 2 it is proved instead that the levels of knowledge of the theory of the game (hence, of play- ers' rationality)needed to infer the backwardinduction solution are finite. That limited knowledge is sufficient to infer a solution for this class of games does not mean it is also a necessary condition. In section 3, I introducethe concepts of knowl- edge-dependentgames and knowledge-consistentplay, and prove that knowledge has to be limited for a solution to obtain. More specifically, it is proved that for the class of games considered here backwardinduction equilibria are knowledge-consistentplays of knowledge-dependentgames. Conversely,every knowledge-consistentplay of a knowl- edge-dependentgame is a backwardinduction equilibrium. For the class of games considered,there exist knowledge-dependentgames that have no knowledge-consistentplay. For example, a player might be unable- given what she knows - to 'explain away' a deviation from equilibriumon the partof anotherplayer, in thatreaching her informationset is inconsistentwith what she knows. If the theory of the game were to include the assumptionthat every informationset has a small probabilityof being reached (because a player can always make a mistake), then no inconsistency would arise. In this case, the solution concept is that of perfect equilibrium(Selten 1975), which requiresan equilibriumto be stable with respect to 'small' deviations. The idea of perfect equilibrium(like other 'refinements'of Nash equi- librium) has the defect of being ad hoc, as well as of assuming- as Selten himself has recognized - less thanperfect rationality.5 The presentpaper has a differentgoal. What I want to explore here is under which epistemic conditions a rationalityaxiom can be used to derive a unique predictionabout the outcome of the game. As it will be made clear in the example of section 2, a small variationin the amountof knowledge possessed by the players can make a big difference, in that higher levels of knowledge of the theory of the game may make the players unable to 'explain away' deviations from the equilibriumpath. The idea is that of finding the minimal set of axioms from which a solution to the game can be inferred. Since the players (as well as the game theorist)have to reason to an equilibrium,the theory must contain a numberof meta-axiomsstating that the axioms of the theory are known to the players. In particular,the theory of the game T can contain a meta-axiom An stating that the set of game-theoretic('special') axioms Ap-An-_is k-level group- knowledge among the players, but not a meta-axiomAn+l saying that An is group-knowl- edge among the players. If An+i is added to T, it becomes group-knowledgethat the the- ory is inconsistent at some informationset. In this case, the backwardinduction solution cannot be inferred. 2. Backwardinduction equilibrium In this section non-cooperative,extensive form games of perfect informationare defined and it is proved that the levels of knowledge needed to infer the backwardinduc- 331 tion equilibriumare finite, contraryto the common assumptionthat only an infinite itera- tion of levels of knowledge (i.e., common knowledge) can supportthe solution. Definition 2.1. A non-cooperativegame is a game in which no precommitmentsor binding agreementsare possible. Definition 2.2. A finite n-person game r of perfect informationin extensive form consists of the following elements: (i) A set N = { 1, 2, ..., n of players. (ii) A finite tree (a connected graphwith no cycles) T, called the game tree. (iii) A node of the tree (the root) called the first move. A node of degree one and dif- ferentfrom the root is called a terminalnode. Q denotes the set of all terminal nodes. (iv) A partitionP1,..., pn of the set of non-terminalnodes of the tree, called the player partition.The nodes in Pi are the moves of player i. The union of p1, ..., pn is the set of moves for the game. (v) For each i E N, a partitionIil ... Iik of pi (Iii denotes the j-th informationset (j > 1) of player i) such that for each j E ( 1,..., k}: (a) each path from the root to a terminalnode can cross IiPat most once, and (b) since there is perfect information,Iij is a singleton set for every i andj. (vi) For each terminalnode t, an n-dimensionalvector of real numbers,fl(t),.... fn(t) called the payoff vector for t. Every player in r knows (i)-(vi). Definition 2.3. A pure strategy si for player i is a k-tuple that specifies, for each informationset of player i, a choice at that informationset. The set of i's pure strategiesis denoted by Si = {s'). Let S = Sx .... x Sn. A mixed strategy xi for player i is a prob- ability distributionover player i's pure strategies. Definition 2.4. The function ni : S1 x .... x Sn -> 9 is called the payofffunction of player i. For an n-tuple of pure strategies, s = ( sl ..., sn) E S, the expected payoff to player i, ni(s), is defined by n;i(s)= tl Ps (t) 7ri(t) where Ps (t) is the probabilitythat a play of the game ends at the terminalnode t, when the players use strategies s, ..., s. Definition 2.5. A purestrategy n-tuple s = (sl, ..., sn) E S is an equilibriumpoint for F if ni(sl yi) < ni(s) for all yi E Si where sl yi = (s1,. si-1, y, i+....... s). We also say that si e Si is a best reply of player i against s if ni (sl si) = max ti(sl yi).

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