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The Electronic Mail Game: Strategic Behavior Under "Almost Common Knowledge"

Author(s): Ariel Rubinstein


Source: The American Economic Review , Jun., 1989, Vol. 79, No. 3 (Jun., 1989), pp. 385-
391
Published by: American Economic Association

Stable URL: https://www.jstor.org/stable/1806851

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The Electronic Mail Game: Strategic Behavior
Under "Almost Common Knowledge"

By ARIEL RUBINSTEIN*

The paper addresses a paradoxical game-theoretic example which is closely


related to the coordinated attack problem. Two players have to play one of two
possible coordination games. Only one of them receives information about the
coordination game to be played It is shown that the situation with "almost
common knowledge" is very different from when the coordination game played is
common knowledge.

A very basic assumption in all studies (for a recent presentation of this literature
of game theory is that the game is "com- see Ken Binmore and Adam Brandenberger,
mon knowledge." Following John Harsanyi 1987). Intuitively speaking it is common
(1967), situations without common knowl- knowledge between two players 1 and 2 that
edge are analyzed by a game with incom- the played game is G, if both know that the
plete information. A player's information is game is G, 1 knows that 2 knows that the
characterized by his "type." Each player game is G and 2 knows that 1 knows that
"knows" his own type and the prior distri- the game is G, 1 knows that 2 knows that 1
bution of the types is common knowledge. knows that the game is G, and 2 knows that
Jean-Francois Mertens and Samuel Zamir 1 knows that 2 knows that the game is G
(1985) have shown that under quite general and so on and so on.
conditions one can find type spaces large One of the main difficulties with this intu-
enough to carry out Harsanyi's program and itive definition (and with the formal defini-
to transform a situation without common tions which capture this perception) is that
knowledge into a game with incomplete in- even " simple" sentences like "I do not know
formation in which the different types may that you do not know that I know that you
have different states of knowledge. Har- do not know that I know" are very difficult
sanyi's method became the cornerstone of all to visualize, thus making an assessment of
modern analyses of strategic economic be- their validity problematic. Therefore it would
havior in situations with asymmetric infor- be interesting to understand whether a
mation (i.e., most of the theoretical Indus- game-theoretic informational structure, re-
trial Organization literature). ferred to as "almost common knowledge," in
What does it mean that the game G is which only a finite (but large) number of
"common knowledge"? Following David propositions of the type "1 knows that 2
Lewis (1969), Stephen Schiffer (1972), and knows that 1 knows... that the game is G"
Robert Aumann (1976), this concept has are true, is very different from the situation
been studied thoroughly by relating it to where the game G is common knowledge. In
concepts of "knowledge" and "probability" this short paper I will present a simple ex-
ample of a situation with "almost common
knowledge" of the game. The situation is
analyzed using, as a tool, the idea of a game
*Department of Economics, The Hebrew University,with incomplete information. It is shown
Jerusalem, and the London School of Economics, that the game-theoretic "prediction" for the
Houghton Street, London, England W02A2AE. My
" almost common knowledge" situation is
thanks to Ken Binmore, Edi Dekel, John Geanakopo-
los, Avner Shaked, Chuck Wilson, Asher Wolinsky, and very different from the situation with com-
a referee of this journal for the very useful comments. mon knowledge.
385

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386 THE AMERICAN ECONOMIC REVIEW JUNE 1989

The example is similar to the "coordi- cannot achieve an expected payoff higher
nated attack problem" which is well known than (1- p)M. If the information could be-
in the distributed systems literature.' A come common knowledge they would be able
description of the problem and a compari- to achieve the payoff M. However, imagine
son with this paper analyzed appears in Sec- that the two players are located at two dif-
tion IV. ferent sites and they communicate only by
electronic mail signals. Due to "technical
I. Coordination Through Electronic Mail difficulties" there is a "small" probability
E > 0, that the message does not arrive at its
Two players, 1 and 2, are involved in a destination. At the risk of creating discord,
coordination problem. Each has to choose the electronic mail network is set up to send
between two actions A and B. There are two a confirmation automatically if any message
possible states of nature, a and b. Each of is received, including not only the confirma-
the states is associated with a payoff matrix tion of the initial message but a confirmation
as follows: of the confirmation; and so on. To be more
precise, it is assumed that, when player 1
gets the information that the state of nature
The game Ga
is b, his computer automatically sends a
A B message (a blip) to player 2 and then player
A M,M 0,-L 2's computer confirms the message and then
B -L,O 0,0 player l's computer confirms the confirma-
tion and so on. If a message does not arrive,
state a
then the communication stops. No message
probability 1- p
is sent if the state of nature is a. At the end
of the communication phase the screen dis-
The game Gb plays to the player the number of messages
A B his machine has sent. Let Ti be a variable
A 0,0 0,-L for the number of messages i's computer
B -L,O M,M sent (the number on i's screen).
Notice that sending the messages is not a
state b
strategic decision by the players. It is an
probability p
automatic device carried out by the comput-
ers. The designer of the system sets up the
co-mmunication network between the players
In the state of nature a (b) the players get and they can only choose between A and B
a positive payoff, M, if both choose the after the communication phase has ended.
action A(B). If they choose the same action If the two machines exchange an infinite
but it is the "wrong" one they get 0. If they number of messages, then we may say that
fail to coordinate, then the player who played the two players have common knowledge
B gets - L, where L > M. Thus, it is dan- that the game is Gb. However, since only a
gerous for a player to play B unless he is finite number of messages are transferred,
confident enough that his partner is going to the players never have common knowledge
play B as well. The state a is the more likely that the game they play is Gb.
event; b appears with a priori probability of In choosing between A and B after the
p < 1/2. end of the communication phase, player 1
The information about the state of nature (and similarly player 2) faces uncertainty:
is known initially only to player 1. Without given that he sent T1 messages he does not
transferring the information, the players know whether player 2 did not get the T1th
message, or whether player 2 got the T1th
message, but the T1th confirmation has been
lost. Any number on the screen corresponds
to a state of knowledge not only about the
II should like to thank John Geanakopolos for refer-
ring me to the "coordinated attack problem." state of nature but also about the other

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VOL. 79 NO. 3 RUBINSTEIN: ELECTRONIC MAIL GAME 387

player's knowledge. For example if player mail game is the set of natural numbers and
l's computer sent two messages it means the distribution of the pairs of types is de-
that: duced from the electronic mail technology
Kl(b)- 1 knows that b (namely, the probability of (T1, T2) being
K1K2(b)- 1 knows that 2 knows that b respectively (0,0), (n + 1, n), and (n + 1,
(by the fact that he has received confirma- n + 1) are 1-p,pc(l-e)2n, and pc(l-
tion of his first message). However, it is not _)2n+ 1, respectively). Define player i's
true that K1K2KlK2(b) -1 does not know egy in the electronic mail game, Si, to be a
that 2 knows that 1 knows that 2 knows that function from the set of natural numbers
b. Player 1 assigns probability z = c/[e + 0,1, 2, .. into the action space { A, B}. Then
(1-c)c] to T2= 1 and (1- z) to T2= 2. Si(t) is interpreted as i's action if his ma-
Therefore player 1 believes that: chine sent t messages.
with probability 1- z K2KlK2(b) and
with probability z that II. The Analysis of the Electronic Mail Game
2 believes that
with probability 1 - z KjK2(b) and PROPOSITION 1: There is only one Nash
with probability z that equilibrium in which player 1 plays A in the
1 believes that state of nature a. In this equilibrium the play-
with probability z 2 believes that with prob- ers play A independently of the number of
ability (1- p)/(l - pE), a, and with proba- messages sent.
bility (1- z), 2 knows that b.
The statements of higher order are even PROOF:
more complicated. Notice that, under the Let (S1, S2) be a Nash equilibrium such
model's assumption that player 1 gets accu- that S1(0) = A. We will prove by induction
rate information about the state of nature, that Sl(t) =S2(t)=A for all t. If T2 = O
"x" and "K1(x)" are two equivalent state- then player 2 did not get a message. He
ments. knows that it might be because player 1 did
Similarly, any number on a player's screen not send him a message (this could occur
at the end of the communication stage corre- with probability 1- p) or because a message
sponds to a sequence of propositions de- was sent but did not arrive (this happens
scribing the player's knowledge about the with probability pE). In the first case, player
state of nature, about his opponent's belief 1 plays A (S1(O) = A). If player 2 plays A,
about the state of nature, about his oppo- then, whatever S1(1) is, player 2's expected
nents's belief about his belief about the op- payoff is at least; [(1- p)M + pEO]/[(l - p)
ponent's belief about the state of nature and + pE] and if he plays B he gets at most
[-L(1-p) + pEM]/[(1 - p) + pE]. There-
so on. The larger is T1, the more statements
of the type KjK2K1 ... KjK2(b) are true,fore it is strictly optimal for 2 to play A, that
and the closer we are to the common knowl- is S2(0) = A.
edge situation. Assume now that we have shown that, for
How could we analyze the situation when all Ti < t, players l and 2 play A in equilib-
the two players have the numbers T1 and T2 rium. Assume T1 = t. Player 1 is uncertain
on their screens? To calculate his best action whether T2 = t (in the case where player 2
when T1= 2, for example, player 1 may have received the tth message but 2's tth message
to form beliefs about player 2's actions when was lost) or T2= t -1 (in the case where 2
T2 is 1 or 2. The optimality of these would did not receive the t th message). Given that
have to be checked given player l's behavior he did not receive confirmation of his tth
when T1 =1, 2, or 3, and so on. Harsanyi's message, his conditional probability that T2
method suggests that we analyze a situation = t -1 is z = E/[E+(1- E)E] >1/2. Thus it
given any pair of numbers on the screens, as is more likely that player l's last message did
part of a game of incomplete information not arrive than that player 2 got the mes-
which I will refer to as "the electronic mail sage. (This fact is the key to our argument).
game" (to distinguish from the coordination By the inductive assumption, player 1 as-
games). The set of types in the electronic sesses that, if T2 = t -1, player 2 will play A.

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388 THE AMERICAN ECONOMIC REVIEW JUNE 1989

If player 1 chooses B, player l's expected It is clear that if both divisions attack
payoff is at most z(-L)+(l-z)M. If he the enemy simultaneously they will win
chooses A, then his utility is 0. Given that a battle, whereas if only one division
L > M and since z > 1/2, his only best ac- attacks it will be defeated. The divi-
sions do not initially have plans for
tion must be A. Thus Sl(t) = A. Similarly
launching an attack on the enemy, and
we show that S2(t) = A.
the commanding general of the first
division wishes to coordinate a simul-
Thus even if both players know that the taneous attack (at some time the next
actual played coordination game is Gb and day). Neither general will decide to
even if the noise in the network (the proba- attack unless he is sure that the other
bility E) is arbitrarily small, the players ig- will attack with him. The generals can
nore the information and play A. The best only communicate by means of a mes-
expected payoff the players can obtain in senger. Normally, it takes the mes-
any equilibrium is still (1- p)M, just as if senger one hour to get from one en-
campment to the other. However, it is
no electronic mail system existed!
possible that he will get lost in the dark
or, worst yet, be captured by the en-
Remark 1: Consider the mechanism de-
emy. Fortunately, on this particular
scribed above but with the addition that, night, everything goes smoothly. How
after a commonly known fixed finite number long it will take them to coordinate an
of messages, T, the system stops, if it has not attack?
stopped before. If E(-L) + (1-E)M> O Suppose the messenger sent by gen-
then there is an equilibrium in which each eral 1 makes it to general 2 with a
player plays B if he receives confirmations message saying "Let's attack at dawn."
of all his messages. The expected payoffs of Will general 2 attack? Of course not,
since general 1 does not know he got
this equilibrium, conditional on the state b
the message, and thus may not attack.
are: (1- -)TM to the last player who is sup-
So general 2 sends the messenger back
posed to get a message and (1- e)T-1 with an acknowledgment. Suppose the
[E(- L)+(1 - e)M] to the other player. messenger makes it. Will general 1 at-
tack? No, because now general 2 does
Notice that these two numbers are decreas- not know he got the message, so he
ing in T and therefore the only " efficient" thinks general 1 may think that he
schemes might be those with T= 1 and T= 2. (general 2) didn't get the original mes-
The mechanism with T = 1 is a better scheme sage, and thus not attack. So general 1
for player 2 and T = 2 is a better scheme for sends the messenger back with an ac-
player 1. If the communication channel is so
knowledgment. But of course, this is
not enough either. I will leave it to the
noisy that E(- L)+(1- e)M< O then the
reader to convince himself that no
efficient equilibrium is the one where the
amount of acknowledgments sent back
messages are ignored (the argument is simi- and forth ever guarantee agreement.
lar to the proof of the proposition). Note that this is true if the messenger
succeeds in delivering the message ev-
III. The Coordinated Attack Problem ery time.

As was mentioned in the introduction the


electronic mail game is strongly related to The question asked in the quoted para-
the coordinated attack problem known in graph is whether there is a common knowl-
the distributed systems folklore. The prob- edge of the attack plan at the end of the
lem as described in Joseph Halpern (1986, p. information transmission stage. The above
10) is the following: "communication protocol" cannot result in
the players' having common knowledge
about the time of the attack. However, the
Two divisions of an army are camped fact that the generals could not achieve com-
on two hilltops overlooking a common mon knowledge does not exclude the possi-
valley. In the valley awaits the enemy. bility that with positive probability they will

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VOL. 79 NO. 3 RUBINSTEIN: ELECTRONIC MAIL GAME 389

both attack at dawn. This sounds plausible screens are " very large." Then a " very large"
especially if the probability of a messenger number of statements of the type "player i
failure is very small. knows that player j knows that... the coor-
For this reason it is interesting to analyze dination game is Gb" are correct. Still, the
the problem in the explicit form of a game. players will not coordinate on the action B
This is the minor contribution of this paper. whereas they are able to coordinate on the
In order to address the problem as a game, action B if it is common knowledge that the
we need to add more structure to the prob- coordination game is Gb.
lem and, in particular, we have to specify the
probability conditions under which general 1 B. The Electronic Mail Game as a
decides to initiate an attack at dawn. In Perturbed Game
terms of Section II, state b can be inter-
preted as the conditions which make an at- Selten's perfection definitions and the
tack at dawn likely to succeed, while state a Kreps-Milgrom-Roberts-Wilson (1982) ap-
is the "status quo" state. Action B is "at- proach used small perturbations in a game in
tack at dawn" and action A is the default order to select an equilibrium in a game with
action. The payoffs in Section I represent an multiplicity of equilibria and to create new
assumption that, in case of an uncoordinated equilibria in the absence of a reasonable
attack, only the general who attacks loses. If, equilibrium. If we think of e as being small
alternatively, we assume that both generals' then the noisy electronic mail game is a
utilities are - L if an uncoordinated attack perturbation of a non-noisy electronic mail
is launched, then there is an equilibrium in game (the electronic mail game with e = 0).
which general 2 attacks as soon as he gets at The non-noisy game has several equilibria
least one message, provided that e is small (since it is just a coordination problem) how-
enough (less than M/(M + L)). This last ever the perturbation unfortunately excludes
fact emphasizes the importance of address- the more reasonable equilibria. Notice that
ing the problem within a game-theoretic the difference between a game and a per-
framework. turbed version of the game has already been
demonstrated many times in the past and I
IV. Final Comments feel less paradoxical about this as compared
to the paradoxical features of the present
A. Is "Almost Common Knowledge" example.
Close to "Common Knowledge"?
C. The Paradoxical Aspect of the Example
It should be emphasized that the game
about which knowledge is being hypothe- What would you do if the number on
sized in the above is the coordination game your screen is 17? It is hard to imagine that
and not the electronic mail game. One is when L is slightly above M and e is small a
concerned with what the two players do or player will not play B. The sharp contrast
do not know about the payoffs in the coordi- between our intuition and the game-theo-
nation game and with what the players do or retic analysis is what makes this example
do not know about the knowledge of their paradoxical.
opponent. The story of the interchange of The example joins a long list of games
messages by electronic mail is intended only such as the finitely repeated Prisoner's
to provide a precise, albeit rather special, Dilemma, the chain store paradox, and
model of how knowledge on those questions Rosenthal's game, in which it seems that the
may come to be shared by the players. source of the discrepancy is rooted in the
The main message of this paper is that fact that in our formal analysis we use math-
players' strategic behavior under "almost ematical induction while human beings do
common knowledge" may be very different not use mathematical induction when rea-
from that under common knowledge. To em- soning. Systematic explanation of our intu-
phasize, by "almost common knowledge" I ition that we will play B when the number
refer to the case when the numbers on the on our screen is 17 (ignoring the inductive

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390 THE AMERICAN ECONOMIC REVIEW JUNE 1989

consideration contained within Proposition entire type space with the exception of
l's proof) is definitely a most intriguing (a, 0,0) and is never common knowledge.
question. Notice that when e = 0, the feasible states
are just (a,0,0) and (b, ox, ox).
D. Games with Incomplete Information
F. Topology
As mentioned earlier the situation with-
out common knowledge is analyzed, a la Two of the readers of the first version of
Harsanyi, as a game with incomplete in- this paper, both experts in the literature on
formation. Notice that almost all the common knowledge, raised objections to the
non-abstract literature uses the distinction way I use the term "almost common knowl-
between types to reflect differences in knowl- edge." They based their objection on the fact
edge about payoff-relevant items. The that when e -* 0 the information partitions
current example is exceptional in that it of the players do not converge to the infor-
demonstrates a family of natural game- mation partitions when e = 0 (see this sec-
theoretic scenarios in which the main differ- tion, Part E). A referee suggested several
ence between the types is in their knowledge topologies in which alternative concepts of
about other players' knowledge. "almost common knowledge" make sense.
Before reacting to this criticism let me
E. A Formal Presentation of the Type emphasize again that I use the term "almost
Spaces and the Information Partitions2 common knowledge" not for stating that the
electronic mail game with e close to 0 is
Those readers who are familiar with Au- almost the game with e = 0. What I am
man (1976), may found it helpful to have a saying is that the situation with a high T1 is
formal statement of the type spaces and the close to the common knowledge situation.
information partitions in the electronic mail However, I would like to use this objection
game. The type spaces of the two players are to spell out my opinion on the role that
the sets which include (a,0,0) and the triples topology (in common with most other fields
(b, t, t') where t > 0 and t' is either t or of "fancy mathematics") should play in eco-
t - 1. Array the set in the following order: nomic theory. Topology should be used in
one of two ways: (1) as a technical tool for
(a,0,0)(b,1,0)(b,1,1)(b,2,1) phrasing a meta-claim about a family of
models, or (2) as a substantial tool to formal-
(b, 2,2)(b, 3,2)(b, 3,3) ... . ize natural intuitions about "closeness." I
envisage the high T1 situation as being close
Player l's information partition is: to the common knowledge situation in the
sense of (2). This may be unhelpful from a
{(a, 0, 0) }{ (b, 1,0), (b, 1, 1)} technical point of view and a conclusion
from the example is indeed that the Nash
{(b,2, 1), (b,2,2)} {(b,3,2), (b,3,3)} ... equilibrium is not upper hemicontinuous in
this convergence. However, lack of technical
and player 2's information partition is: usefulness is not an argument against the
perception that a situation with high T1 is
{(a,0,0), (b,1,0)} {(b,1,1),(b,2,1)} close to a situation with common knowledge.
Obviously other definitions of convergence
{(b,2,2),(b,3,2)} {(b,3,3).... may be useful not only as technical methods
but also for expressing other intuitions of
The meet of the two partitions is the trivial closeness.
partition which contains only the entire type
space. Thus the event "b" consists of the REFERENCES

2In this section I am closely following a referee's Aumann, Robert J., "Agreeing to Disagree,"
suggestion. Annals of Statistics, 1976, 4, 1236-239.

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VOL. 79 NO. 3 RUBINSTEIN: ELECTRONIC MAIL GAME 391

Binmore, Kenneth and Brandenberger, Adam, R., "Rational Cooperation in the Finitely
"Common Knowledge and Game Theo- Repeated Prisoner's Dilemma," Journal of
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STICERD, London School of Economics, 245-52.
1987. Lewis, David, Convention, A Philosophical
Halpem, Joseph Y., "Reasoning about Knowl- Study, Cambridge: Harvard University
edge: An Overview," in Reasoning about Press, 1969.
Knowledge, J. Y. Halpern, ed., Morgan Mertens, Jean-Francois and Zamir, Samuel,
Kaufmann, 1986, 1-18. "Foundation of Bayesian Analysis for
Harsanyi, J. C., "Games with Incomplete In- Games with Incomplete Information," In-
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Parts I, II, III, Management Science, 1967, 14, 1-29.
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