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We represent sequential games with perfect information in its extensive form, which
means:
Players
Actions
Strategies: A complete and detailed list of all possible complete plays of the
game (sequences of actions from the beginning until the end of the game)
🟩 ELEMENTS:
Strategies: ?
The tailor asks your advice about his idea to change his shop into a grocery
store. He figures that if the grocer does not respond aggressively to the new
competition, each of them will earn about $6000 per month.
On the other hand, if the grocer does respond aggressively and starts a price
war, then the earnings of each store will be reduced to about $2000 per month.
What is your advice to the tailor?
🟩 ELEMENTS:
Strategies: ?
The ultimate quality of the garden depends on how many of them contribute.
If both contribute, they get a pleasant garden which yields an individual utility of
4 monetary units to each player.
If only one of them contributes, the garden yields 3 monetary units to each
player.
After observing what player 1 has chosen, player 2 makes her choice.
🟩 ELEMENTS:
Strategies: ?
5.2 STRATEGIES
If a player has a unique decision node in a sequential game, then actions and
strategies coincide for him.
Player 2 has 4 strategies: (NC,C), (C,C), (C,NC) and (NC,NC), where the first action
is his plan if Player 1 chooses C and the second action is his plan if Player 1
chooses NC.
A way to rule out Nash equilibria that represent non-credible strategic moves
(threats, promises...) is to require the principle of sequential rationality to be
satisfied.
In finite sequential games (with a finite number of turns) the PNE are
computed by BACKWARD INDUCTION (or rollback), that is, solving the game from
the end until the initial node.
Players decide their current moves on the basis of calculations of future
consequences: Look forward and reason backwards.
All finite sequential game with perfect information have a PE and “almost always” is
unique.
The reasonable prediction in this game is the equilibrium (I ,A), in which Player 1
(the entrant) anticipates rational behaviour from Player 2 (the monopolist) in
case player 1 chooses to enter into the market.
The aim of all three is to alter the outcome of the 2nd stage to your own
advantage.
Threats and Promises occur when you move second: they are response rules.
Different from the best response in the original game, conditional on what the
other side does.
All require CREDIBILITY: the other player must believe that you will follow
through. Mere declarations of intentions are NOT enough!
A threat (or a promise) is credible only if it is in your self-interest (or you have no
other option) to carry it out when the circumstances to carry it out come.
Suppose that player 2 publicly announces a contract with a third player, the
delegate (D), before the garden game takes place.
The contract states that the game will be played by player D, instead of player 2,
and that they will share equally the net gains obtained in the game.
UD = xD–2max x 1–xD, 0.
The game tree of the game played between player 1 and the delegate D:
3. Tying your hands: Make accommodate so unattractive that you must fight.
The incumbent monopolist might choose a production technology that has very
high fixed costs.
An employee can shirk (S) at a zero cost or work hard (W) incurring in a cost of
6. Shirking yields zero output for the employer, while working hard yields an
output of 16.
The employer can make an inspection (I) with a cost of 4, that will provide
evidence about the employee’s behaviour. He can also not inspect (NI).
Suppose the game is played sequentially: the employer moves first and the
employee after observing his decision moves second.
Employee’s strategies: (S, S), (W, W), (S, W), (W, S).
PNE: Employer chooses Inspection (I) and the employee follows the
strategy: “If I, then I choose W, if NI, then I choose S ”. The payoffs
are (4,2).
The employee will save inspection costs by only inspecting 3⁄4 of the
times, rather than always inspecting.
🟩 ELEMENTS:
Player 2’s actions: Fulfil his promise (F) and do not fulfil (NF).
🟩 ELEMENTS:
Player 2’s actions: High quality (H) and Low quality (L).
A credible threat of punishment from the investor to the trustee. It is only credible
if the investor has preferences for negative
reciprocity (for example, inequity aversion).
ELIMINATING ACTIONS:
You can change your opponent’s actions by removing some of your options.
Moving in small steps: break the threat or promise into many small pieces.
Example: Paying the constructor of your house.
Teamwork (peer pressure). Become member of a particular club (you are linking
your reputation to the collective club’s reputation).
🗣 REMEMBER:
• Contracts work differently for threats and for promises.
• With threats: the problem is renegotiation.
• With promises: there is no problem of renegotiation but many times is not
feasible (because the trustee’s action is not verifiable).
In the last period, selfish players will not cooperate. Why? There is no future
where they can punish each other.
In t=2, players choose their dominant action NC whatever the history is.
Formally: each player follows the strategy: “NC in t = 1 and, for t > 1, NC after
any history”.
In the last period, selfish players will not cooperate. There is no future where
they can punish
each other. In t=3, players choose their dominant action NC.
NO!
C is not a NE of the stage game. The only way it could work in t=1 could be with
a strategy such as:
C in t = 1; NC in t = 2 if both players played C in t = 1 and P in t = 2
otherwise
It is not credible that in t=2 a selfish player will choose P → Threat of punishing
is not sustainable.
The unique PNE of the repeated game is: “NC in t=1 and in t=2, NC after any
history.”
The previous result happens because the stage game (a prisoners’ dilemma)
has a unique (and inefficient) Nash equilibrium.
Every repeated game with finite horizon where the stage game has a unique NE
has a unique PNE outcome (computed by backward induction). This outcome
consists in the repetition in all periods of the NE of the stage game.
YES!
C is not a NE of the stage game. The only way it could work in t=1 could be with
a strategy such as:
Now the threat is credible because you are threatening with a NE of the stage
game.