CD Lecture6 2014

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8/29/2014 1 MAE 301 – T2 2014 MICROECONOMIC THEORY AND POLICY LECTURE 6 GAME THEORY: Dynamic Games (sequential and repeated) Learning Objectives Analyze sequentially played games – Extensive-form games – Subgame Perfect Nash Equilibrium Discuss the implications of repeated interactions

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Transcript of CD Lecture6 2014

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    MAE 301 T2 2014MICROECONOMIC THEORY AND POLICY

    LECTURE 6

    GAME THEORY:Dynamic Games

    (sequential and repeated)

    Learning Objectives Analyze sequentially played games

    Extensive-form games Subgame Perfect Nash Equilibrium

    Discuss the implications of repeated interactions

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    Dynamic Games

    In dynamic games: players move either sequentially or repeatedly players are assumed to have complete

    information about payoff functions at each move, players are assumed to have

    perfect information about previous moves of all players

    Extensive Form

    Dynamic games are analyzed in their extensive form, which specifies the n players the sequence of their moves the actions they can take at each move the information each player has about players

    previous moves the payoff function over all possible strategies

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    Actions v Strategies

    Consider a single period two-stage game: First stage: player 1 moves Second stage: player 2 moves

    In games where players move sequentially, we distinguish between an action and a strategy An action is a move that a player makes at a

    specified point in the game tree A strategy is a battle plan that specifies the action a

    player will make condition on information available at each move

    Return to the Airline Game to demonstrate these concepts Assume American chooses its output before United

    does

    The Airline Game

    This game treeshows decision nodes:

    indicates which players turn it is

    branches:indicates all possible actions available

    subgames: subsequent decisions available given previous actions

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    SPNE

    To predict the outcome of the Airline game (and, more generally, the outcome of any sequential game with a finite number of nodes), we use a strong version of Nash equilibrium, the Subgame Perfect Nash Equilibrium (SPNE)

    SPNE requires players to believe that their opponents will act optimally (in their own best interest) at any decision node

    A set of strategies forms a subgame perfect Nash equilibrium if the players strategies are a Nash equilibrium in every subgame The Airline game has four subgames; three subgames

    at second stage where United makes a decision and an additional subgame at the time of the first-stage decision

    Backward induction We can solve for the subgame perfect Nash equilibrium

    using backward induction Once game is understood through backward induction,

    players play it forward To apply backward induction, first determine optimal

    actions at last decision nodes that result in terminal nodes

    Then determine optimal actions at next-to-last decision nodes, assuming that optimal actions will follow at next decision nodes

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    Backward induction Continue backward process until root node is reached Backward induction implicitly assumes that a players

    strategy will consist of optimal actions at every node in the game tree

    Principle of sequential rationality: At any point in the game tree, players strategy should consist of optimal actions from that point on given other players strategies

    Backward induction Backward induction is where we determine:

    the best response by the last player to move the best response for the player who made the

    next-to-last move repeat the process until we reach the beginning of

    the game Airline Game

    If American chooses 48, United selects 64, Americans profit=3.8

    If American chooses 64, United selects 64, Americans profit=4.1

    If American chooses 96, United selects 48, Americans profit=4.6

    Thus, American chooses 96 in the first stage

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    How reasonable is backward induction as a behavioral principle?

    May work to explain actual outcomes in simple games, with few players and moves

    More difficult to use in complex sequential move games such as Chess We cant draw out the game tree because there are too

    many possible moves, estimated to be on the order of 10120

    Need a rule for assigning payoffs to non-terminal nodes an intermediate valuation function

    May not always predict behavior if players are unduly concerned with fair behavior by other players and do not act so as to maximize their own payoff, e.g., they choose to punish unfair behavior

    Sequential Battle-of-the-Sexes

    As an example of a sequential game, consider the Battle-of-the-Sexes game

    Husband prefers going to fights and wife prefers opera

    However, they both prefer spending their leisure time together

    In the simultaneously played game, there exist two pure-strategy Nash equilibria (both going to the opera or both to the fights)

    Assume the husband take the lead

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    Game tree for Battle-of-the- Sexes

    Sequential Battle-of-the-Sexes

    Suppose the husband picks opera If the wife picks opera as well, the husband will end up

    with a payoff of 2 and the wife with a payoff of 5 If the husband picks fights, it will be optimal for the

    wife to pick fights (resulting payoffs are 5 for husband and 2 for wife)

    For husband (first player), 5 is greater than 2. Both going to the fights is not only an overall equilibrium, but also an equilibrium in each of the subgames, that is, a subgame perfect Nash equilibrium

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    The Simultaneous-Move Bargaining Game Management and a union are negotiating, among other

    things, a wage increase Strategies are wage offers & wage demands Successful negotiations lead to $600 million in surplus,

    which must be split among the parties Failure to reach an agreement results in a loss to the

    firm of $100 million and a union loss of $3 million An agreement is reached ONLY if wage offer=wage

    demand (rationale: higher wage offered at worse conditions, such as less job security, or longer shifts)

    Otherwise you can assume that an agreement is reached if (all other things being equal) wage offer is higher or equal to wage demand

    Only one-shot in making a deal

    The Simultaneous-Move Bargaining Game

    Union

    Man

    agem

    ent Strategy W = AU$10 W = AU$5 W = AU$1

    W = AU$10 100, 500 -100, -3 -100, -3W=AU$5 -100, -3 300, 300 -100, -3W=AU$1 -100, -3 -100, -3 500, 100

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    The Simultaneous-Move Bargaining Game

    Union

    Man

    agem

    ent

    3 Nash Equilibria!

    Strategy W = AU$10 W = AU$5 W = AU$1W = AU$10 100, 500 -100, -3 -100, -3

    W=AU$5 -100, -3 300, 300 -100, -3W=AU$1 -100, -3 -100, -3 500, 100

    The Sequential-Move Bargaining Game

    Now suppose that the management moves first by making the union a take-it-or-leave-it offer

    Firm

    10

    5

    1

    Union

    Union

    Union

    Accept

    Accept

    Accept

    Reject

    Reject

    Reject

    100, 500

    -100, -3

    300, 300

    -100, -3

    500, 100

    -100, -3

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    The Sequential-Move Bargaining Game

    Identify the firms feasible strategies: the management has three feasible strategies: (1) Offer AU$10; (2) Offer AU$5; (3) Offer AU$1

    Identify the unions feasible strategies: the union has eight feasible strategies (23): (1) Accept AU$10, Accept AU$5, Accept AU$1; (2) Accept AU$10, Accept AU$5, Reject AU$1; (3) Accept AU$10, Reject AU$5, Accept AU$1; (4) Accept AU$10, Reject AU$5, Reject AU$1; (5) Reject AU$10, Accept AU$5, Accept AU$1; (6) Reject AU$10, Accept AU$5, Reject AU$1; (7) Reject AU$10, Reject AU$5, Accept AU$1; (8) Reject AU$10, Reject AU$5, Reject AU$1

    The Sequential-Move Bargaining Game

    Identify Nash Equilibrium Outcomes: outcomes such that neither the firm nor the union has an incentive to change its strategy, given the strategy of the other

    Find the Sub-game Perfect Nash Equilibrium Outcomes (SPNE): outcomes where no player has an incentive to change its strategy, given the strategy of the rival, and the outcomes are based on credible actions, that is, they are not the result of empty threats by the rival

    For a firms strategy to be a credible threat rivals must believe that the firms strategy is rational (it is in the firms best interest to use it)

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    The Sequential-Move Bargaining Game

    Accept $10, Accept $5, Accept $1Accept $10, Accept $5, Reject $1Accept $10, Reject $5, Accept $1Reject $10, Accept $5, Accept $1Accept $10, Reject $5, Reject $1Reject $10, Accept $5, Reject $1Reject $10, Reject $5, Accept $1Reject $10, Reject $5, Reject $1

    Union's Strategy Firm's Best Response

    Mutual Best Response?

    $1 Yes$5$1$1

    $10

    YesYesYesYes

    $5 Yes$1

    NoYes

    $10, $5, $1

    Nash and Credible Nash Only Neither Nash Nor Credible

    The Sequential-Move Bargaining Game

    We have identified many (7) combinations of strategies that are mutual best response - Nash equilibrium strategies

    In all but one the firm does something that isnt in its self interest (and thus entail threats that are not credible)

    Only one Nash equilibrium outcome (out of 3 Nash equilibrium outcomes) is based on credible actions/threats

    Empty threats will not succeed in inducing a player to select some action

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    The Sequential-Move Bargaining Game

    Firm

    10

    5

    1

    Union

    Union

    Union

    Accept

    Accept

    Accept

    Reject

    Reject

    Reject

    100, 500

    -100, -3

    300, 300

    -100, -3

    500, 100

    -100, -3

    There are 3 Nash Equilibrium Outcomes!

    The Sequential-Move Bargaining Game

    Firm

    10

    5

    1

    Union

    Union

    Union

    Accept

    Accept

    Accept

    Reject

    Reject

    Reject

    100, 500

    -100, -3

    300, 300

    -100, -3

    500, 100

    -100, -3

    Only 1 Subgame-Perfect Nash Equilibrium Outcome!

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    The Sequential-Move Bargaining Game

    In take-it-or-leave-it bargaining, there is a first-mover advantage

    Management can gain by making a take-it-or-leave-it offer to the union. But...

    Management should be careful; real world evidence suggests that people sometimes reject offers on the basis of principle instead of cash considerations

    What would happen if the union moved first?

    The Ultimatum Game

    Player 1 moves first and proposes a division of $1.00. Suppose there are just 3 possible discrete divisions, limited to $0.25 increments: Player 1 can propose x=$0.25, x=$0.50, or x=$0.75

    for himself, with the remainder, 1-x going to Player 2

    Player 2 moves second and can either acceptor reject Player 1s proposal

    If Player 2 accepts, the proposal is implemented

    If Player 2 rejects, both players get $0 each. The $1.00 gains from trade vanish

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    The Ultimatum Game

    Problems with Take-it-or-Leave-it

    Take-it-or-leave-it games are too trivial; there is no back-and-forth bargaining

    Another problem is the credibility of take-it-or leave-it proposals If player 2 rejects player 1s offer, is it really

    believable that both players walk away even though there are potential gains from trade?

    Or do they continue bargaining? What about fairness? Is it really likely that Player

    1 will keep as much of M as possible for himself?

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    The Centipede Game

    RepeatedGames Wenowexaminetheeffectofrepetition onstrategic

    behavioringameswithperfectinformation. Ifagameisplayedrepeatedly,withthesameplayers,the

    playersmaybehaveverydifferentlythanifthegameisplayedjustonce(a oneshotgame).

    Twotypesofrepeatedgames: Finitelyrepeated:thegameisplayedforafiniteandknownnumberofrounds,forexample,2rounds/repetitions.

    Infinitely orIndefinitelyrepeated:thegamehasnopredeterminedlength;playersactasthoughitwillbeplayedindefinitely,oritendsonlywithsomeprobability.

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    Infinitely RepeatedGames Finitelyrepeatedgamesareinteresting,butrelativelyrare;

    howoftendowereallyknowforcertainwhenagameweareplayingwillend?(Sometimes,butnotoften).

    Someofthepredictionsforfinitelyrepeatedgamesdonotholdupwellinexperimentaltests: Theuniquesubgameperfectequilibriuminthefinitelyrepeated

    ultimatumgameorprisonersdilemmagame(alwaysconfess)arenotusuallyobservedinallroundsoffinitelyrepeatedgames.

    Ontheotherhand,weroutinelyplaymanygamesthatareindefinitelyrepeated (noknownend).Wecallsuchgamesinfinitelyrepeatedgames,andwenowconsiderhowtofindsubgameperfectequilibriainthesegames.

    DiscountinginInfinitelyRepeatedGames Recallfromourearlieranalysisofbargaining,thatplayersmay

    discount payoffsreceivedinthefutureusingaconstantdiscountfactor,d=1/(1+r),where0

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    DiscountinginInfinitelyRepeatedGames,Cont. Theinfinitesum, convergesto

    Simpleproof:Letx=Noticethatx=solve

    Hence,thepresentdiscountedvalue ofreceiving$pineveryfutureroundis$p[d/(1d)]or $pd/(1d)

    Notefurtherthatusingthedefinition,d=1/(1+r), d/(1d)=[1/(1+r)]/[11/(1+r)]=1/r,sothepresentvalueoftheinfinitesumcanalsobewrittenas$p/r.

    Thatis,$pd/(1d)=$p/r,sincebydefinition,d=1/(1+r).

    1

    ...32

    ...32 x ...)( 32

    1 ;)1(:for xxxxx

    ThePrisonersDilemmaGame Considerathefollowingprisonersdilemmagame,where

    higherpayoffs arenowpreferredtolowerpayoffs.

    Tomakethisaprisonersdilemma,wemusthave:b>c>d>a.Wewillusethisexampleinwhatfollows.

    C D

    C

    D

    c,c a,b

    b,a d,d

    C=cooperate,(dontconfess)D=defect(confess)

    C D

    C

    D

    4, 4 0, 6

    6, 0 2, 2

    Supposethepayoffsnumbersareindollars

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    SustainingCooperationintheInfinitelyRepeatedPrisonersDilemmaGame

    TheoutcomeC,Cforever,yieldingpayoffs(4,4)canbeasubgameperfectequilibriumoftheinfinitelyrepeatedprisonersdilemmagame,providedthat1)thediscountfactorthatbothplayersuseissufficientlylargeand2)eachplayerusessomekindofcontingent ortriggerstrategy.Forexample,thegrimtriggerstrategy: Firstround:PlayC. Secondandlaterrounds:solongasthehistoryofplayhasbeen(C,C)in

    everyround,playC.OtherwiseplayDunconditionallyandforever. Proof:Consideraplayerwhofollowsadifferentstrategy,playing

    CforawhileandthenplayingDagainstaplayerwhoadherestothegrimtriggerstrategy.

    CooperationintheInfinitelyRepeatedPrisonersDilemmaGame,Continued

    Considertheinfinitelyrepeatedgamestartingfromtheroundinwhichthedeviantplayerfirstdecidestodefect.Inthisroundthedeviantearns$6,or$2morethanfromC,$6$4=$2.

    SincethedeviantplayerchoseD,theotherplayersgrimtriggerstrategyrequirestheotherplayertoplayDforeverafter,andsobothwillplayDforever,alossof$4$2=$2inallfuturerounds.

    Thepresentdiscountedvalueofalossof$2inallfutureroundsis$2d/(1d)

    Sotheplayerthinkingaboutdeviatingmustconsiderwhethertheimmediategainof2>2d/(1d),thepresentvalueofallfuturelostpayoffs,orif2(1d)>2d,or2>4d,or1/2>d.

    If

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    CooperationintheInfinitelyRepeatedPrisonersDilemmaGame,Continued

    d* =1/2isthecriticaldiscountfactor. Thecriticaldiscountfactoristhethresholdofthediscount

    factorabovewhichcollusioncanbesustainedasaSPNEoftheinfinitelyrepeatedgame.

    Foranyd >d*thepresentvalueofallfuturelostpayoffsexceedstheimmediategainfromdeviating,implyingthatcollusionissustainable.

    OtherSubgamePerfectEquilibriaarePossibleintheRepeatedPrisonersDilemmaGame

    ThesetofsubgameperfectNashEquilibria,isthegreenarea,asdeterminedbyaveragepayoffsfromallroundsplayed(forlargeenoughdiscountfactor,d).

    ColumnPlayerAvg.Payoff

    Row

    Player

    Avg.

    Payoff

    TheFolktheoremofrepeatedgamessaysthatalmostanyoutcomethatonaverage yieldsthemutualdefectionpayofforbettertobothplayerscanbesustainedasasubgameperfectNashequilibriumoftheindefinitelyrepeatedPrisonersDilemmagame.

    Theefficient,mutualcooperationinallroundsequilibriumoutcomeishere,at4,4.

    ThesetoffeasiblepayoffsistheunionofthegreenandyellowregionsMutualdefectioninall

    roundsequilibrium

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    MustWeDiscountPayoffs? Answer1:Howelsecanwedistinguishbetweeninfinite

    sums ofdifferentconstantpayoffamounts? Answer2:Wedonthavetoassumethatplayersdiscount

    futurepayoffs.Instead,wecanassumethatthereissomeconstant,knownprobabilityq,0

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    GrimTriggerStrategiesatwork:Anexample

    TheAdvertisingGame: Twofirms(Kelloggs&GeneralMills)seektomaximizeprofits

    Strategiesconsistofadvertisingcampaigns Simultaneousmoves Repeatedinteraction

    GrimTriggerStrategiesatwork:Anexample

    Strategy None Moderate HighNone 12,12 1, 20 -1, 15

    Moderate 20, 1 6, 6 0, 9High 15, -1 9, 0 2, 2

    GeneralMills

    Kello

    ggs

    Nash Equilibrium of the one shot advertising game

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    GrimTriggerStrategiesatwork:Anexample

    Strategy None Moderate HighNone 12,12 1, 20 -1, 15

    Moderate 20, 1 6, 6 0, 9High 15, -1 9, 0 2, 2

    GeneralMills

    Kello

    ggs

    Collusive Equilibrium

    GrimTriggerStrategiesatwork:Anexample

    Ifthegameisrepeatedafinitenumberoftimes,e.g.2times,collusioncannotwork(bybackwardsinduction)!

    Inperiod2,thegameisaoneshotgame,soequilibriumentailsHighAdvertisinginthelastperiod=>period1isreallythelastperiod,sinceeveryoneknowswhatwillhappeninperiod2.

    EquilibriumentailsHighAdvertisingbyeachfirminbothperiods.

    Thesameholdstrueifwerepeatthegameanyknown,finitenumberoftimes.

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    GrimTriggerStrategiesatwork:Anexample

    Cancollusionworkiffirmsplaythegameeachyear,forever? Considerthefollowinggrimtriggerstrategy byeachfirm:

    Dontadvertise,providedtherivalhasnotadvertisedinthepast.Iftherivaleveradvertises,punishitbyengaginginahighlevelofadvertisingforeverafter.

    GrimTriggerStrategiesatwork:Anexample

    Eachfirmagreestocooperateaslongastherivalhasntcheatedinthepast.Cheatingtriggerspunishmentinallfutureperiods.

    SupposeGeneralMillsadoptsthistriggerstrategy.Kelloggsprofits?

    Wehavetocomparethevalueofcooperationwiththevalueofcheating.

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    GrimTriggerStrategiesatwork:Anexample

    Strategy None Moderate HighNone 12,12 1, 20 -1, 15

    Moderate 20, 1 6, 6 0, 9High 15, -1 9, 0 2, 2

    GeneralMills

    Kello

    ggs

    Consider a deviation by Kellogg. In the deviation period, Moderate is the best response against None.

    Deviation (or Cheating) Payoff

    GrimTriggerStrategiesatwork:Anexample

    Cooperate =12+12+12 2+123+=12+12/(1 ) = 12/(1 )

    with =1/(1+r)beingthediscountfactorCheat =20+2+2 2+2 3 +

    =20+2 /(1 )Cheat Cooperate = 20+2 /(1 ) 12/(1 ) ==(8 18)/(1 )ifr=0.05=> =0.95238Cheat Cooperate =191.67

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    GrimTriggerStrategiesatwork:Anexample

    Ifr=5%,itdoesntpaytodeviate=>CollusionisaNashequilibriumintheinfinitelyrepeatedgame!

    Benefits&CostsofCheating:ImmediateBenefit (20 12 today) versus PresentValueofFutureCost (12 2 foreverafter).

    IfImmediateBenefit PresentValueofFutureCost>0=>Paystocheat;IfImmediateBenefit PresentValueofFutureCost 0=>Doesntpaytocheat.

    ThecriticaldiscountfactorcanbecomputedbysolvingCooperate =12/(1 )Cheat =20+2 /(1 ).

    *=4/9.Forany > *collusionissustainable.

    KeyInsights CollusioncanbesustainedasaNashequilibriumwhen

    thereisnocertainendtoagame. Collusionsustainabilityrequires:

    Abilitytomonitoractionsofrivals Ability(andreputationfor)punishingdefectors Lowinterestrate Highprobabilityoffutureinteraction.