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1 What is a game?
When the players are able to observe all the previous moves by their rivals:
Games of perfect information. When the players are not able to observe all the
previous moves by their rivals: Games of imperfect information.
→ game A1 (perfect information) and game A2 (imperfect information)
An information set is a set of one or more decision nodes such that when
it has several nodes, play has reached one of them and it is that player’s turn
to move, she does not know which of these nodes she is actually at (hence, she
takes an action without knowing the node in which the game actually is).
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A listing of all player ’s information sets gives a listing of all of the possible
distinguishable situations in which i might be called upon to move.
Definition 7.C.1: A game is one of perfect information if each information
set contains a single decision node. Otherwise, it is a game of imperfect
information.
Up to now we have assumed that players make their choices with certainty
(pure strategies). What about the possibility that player chooses strategy
with probability 1/2 and strategy with probability 1/2?
Definition 7.E.1: Given player ’s (finite) set of pure strategies, a mixed
strategy for player , : → [0; 1], assigns to each pure strategy ∈ a
X
probability ( ) ≥ 0 that it will be played, where ( ) = 1.
∈
Let us denote the set of mixed strategies for player as ∆( ).
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When the players use mixed strategies the induced outcome is random,
leading to probability distributions over terminal nodes. If the axioms of
Expected Utility Theory are fulfilled then we obtain ’s expected utility
multiplying the utility/payoff that gets from outcome 1 by the probability
that 1 will be the final outcome, doing the same for 2 , etc. and adding these
products together.
4 Simultaneous-move games
4.1 Dominant and dominated strategies
Predictions based on the fact that players never use dominated strategies.
To begin we consider only pure strategies.
Consider the game Prisoner’s Dilemma.
What should we expect?→"Confess" is each player’s best strategy regardless
of the other player’s strategy! → strictly dominant strategy.
Definition 8:B.1: A strategy ∈ is a strictly dominant strategy for
player in game Γ = [ { } { ()}] if ∀0 6= , we have:
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Example 8.B.1.
Weakly dominant strategy and weakly dominated strategy: ≥ instead of
in Definitions 8.B.1 and 8.B.2 with strict inequality for some − .
Allowing for mixed strategies:
Definition 8.B.4: A strategy ∈ ∆( ) is strictly dominated for player
in game Γ = [ {∆( )} { ()}] if there exists another strategy 0 ∈ ∆( )
s.t. for all − ∈ Π6= ∆( ):
(0 − ) ( − )
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for all − ∈ :
(0 − ) ( − )
From Proposition 8.B.1 it follows that to find the strictly dominated pure
strategies of a player it is enough to consider the pure strategies of rivals. It
would be redundant to consider also the mixed strategies of rivals.
The iterative deletion of strictly dominated strategies can proceed in two
stages: First iteratively eliminate dominated pure strategies and then eliminate
dominated mixed strategies built using the remaining pure strategies.
( − ) ≥ ( 0 − )
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The order of removal of strategies that are never a best response can be
shown not to affect the set of strategies that remain at the end.
The set of rationalizable strategies is at least as small as the set of strategies
surviving iterated deletion of strictly dominated strategies (as a strategy that
is strictly dominated is never a best response). The concept of rationalizable
strategies can help us to further narrow the set of “plausible” strategies when
the number of players is greater than 2. If there are only 2 players the set of
strategies that survive the iterated removal of strategies that are never a best
response is the same as the set of strategies that survive the iterated removal of
dominated strategies.
The iterated deletion of strategies that are never a best response may not
lead to a unique prediction. A player may have several or many rationalizable
strategies.
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Mixed strategy NE → Definition 8.D.2: A mixed strategy profile =
( 1 ) constitutes a Nash equilibrium in game Γ = [ { } { ()}] if for
every = 1 :
( − ) ≥ ( 0 − )
Existence of NE: Proposition 8.D.2: Every game Γ = [ { } { ()}]
in which the sets 1 have a finite number of elements has a mixed strategy
Nash equilibrium.
In economic applications often strategies naturally modeled as continuous
variables (prices, quantities,...). Existence of of a pure strategy NE in those
settings:
Proposition 8.D.3: A NE exists in game Γ = [ { } { ()}] if for all
= 1 :
i) is a nonempty, convex and compact subset of some Euclidean space
ii) (1 2 ) is continuous in (1 2 ) and quasiconcave in .
Until now we have assumed that each player has all relevant information
about his opponents available strategies and payoffs at any outcome that
may result from the strategies selected by the players → games of complete
information.
In many situations this is a strong assumption.
In a game of incomplete information player may not know the exact payoff
accruing to other players following some outcome.
The approach we use to tackle the problem of incomplete information is to
imagine that each player’s type is determined by a random variable and that
the realization of player ’s random variable is observed only by . The other
players have beliefs about player ’s type.
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In a Bayesian game, each player has a payoff function ( − ), where
is his type.
A pure strategy for player in a Bayesian game is a function ( ) (or
decision rule) that gives the player’s choice for each realization of his type .
That choice also depends on player ’s beliefs about the types of the rest of
players.
A (pure strategy) Bayesian NE for a Bayesian game is a profile of decision
rules (1 () ()) where each player, for each type that he might end up
having, gives the best response to the expected strategies of the other players
according to that player’s beliefs about the types of the others.
Example→ game A.6
Existence of Bayesian : Every game Γ = [ { } { ( )}] in which
the sets 1 have a finite number of elements and the number of possible
types for each player is finite has (at least) a mixed strategy Bayesian Nash
equilibrium.
Example: exchange of envelops with money: 20, 40, 80, 160, 320 or 640
euros.
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→ each bidder selects the bid that maximizes her expected surplus (if she is
risk neutral) or her expected utility (if she is risk averse)
→ with a greater bid the probability of winning increases but the surplus
obtained in the case of winning decreases: there is a trade-off here
→ the bid function: = ( ) where valuation, bid and increasing
( = ( ): pure strategy of as a function of her valuation or type)
→ bidders: bidder selects that solves:
max( − ) Pr( )
where Pr( ) is the probability of winning the auction with a bid equal to
. If bidders believes that the bid function for player , with 6= , is ( )
it follows that:
Pr( ) = Pr( ( ) ∀ 6= ) = Pr( −1 ( ) ∀ 6= )
5 Dynamic games
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5.1 Dynamic games with perfect information
Example 9.B.1
In a game of perfect information start by determining the optimal actions
for moves at the final decision nodes in the tree. Next, given that these actions
will be taken, we can do the same at the second to last decision nodes, etc.
This procedure, which involves solving first for optimal behaviour at the
"end" of the game and then determine what optimal behaviour is earlier in
the game given the anticipation of that latter behaviour, is known as backward
induction. Backward induction is thus intimately linked to the idea of sequential
rationality.
Example 9.B.2.
Example: small balloons and shots.
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Definition 9.B.2. A profile of strategies = ( 1 ) in an -player
extensive form game Γ is a subgame perfect ( ) if it induces a
in every subgame of Γ .
We can apply a generalized backward induction method for games of
imperfect information to obtain the : starting from the end of game
substitute each subgame where there is imperfect information by the of
that subgame and proceed backwards (if there are several in one of such
subgames then a will be obtained for each of those ).
Example of subgame perfect Nash equilibrium in a game of imperfect
information.
Existence of : Every finite game of imperfect information in extensive
form has a pure strategy . Moreover, if no player has the same payoffs
at any two terminal nodes, then there is a unique that can be derived in
this manner.
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