Contents Preface Oct07
Contents Preface Oct07
Book Draft
October 7, 2020
Preface vii
Aims and Contents . . . . . . . . . . . . . . . . . . . . . . . . . . . vii
Mathematical and Scholarly Level . . . . . . . . . . . . . . . . . . . ix
Acknowledgments . . . . . . . . . . . . . . . . . . . . . . . . . . . . x
2 Congestion Games 39
2.1 Prerequisites and Learning Outcomes . . . . . . . . . . . . . . . . . 40
2.2 Introduction: The Pigou Network . . . . . . . . . . . . . . . . . . . 40
2.3 The Braess Paradox . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
2.4 Definition of Congestion Games . . . . . . . . . . . . . . . . . . . . 44
2.5 Existence of Equilibrium in a Congestion Game . . . . . . . . . . . 46
2.6 Atomic and Splittable Flow, Price of Anarchy . . . . . . . . . . . . 48
2.7 Further Reading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
2.8 Exercises for Chapter 2 . . . . . . . . . . . . . . . . . . . . . . . . . 50
iii
iv Contents
11 Bargaining 299
11.1 Prerequisites and Learning Outcomes . . . . . . . . . . . . . . . . . 300
11.2 Bargaining Sets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 300
11.3 Bargaining Axioms . . . . . . . . . . . . . . . . . . . . . . . . . . . 302
11.4 The Nash Bargaining Solution . . . . . . . . . . . . . . . . . . . . . 305
11.5 Splitting a Unit Pie . . . . . . . . . . . . . . . . . . . . . . . . . . . . 309
11.6 The Ultimatum Game . . . . . . . . . . . . . . . . . . . . . . . . . . 311
11.7 Alternating Offers Over Two Rounds . . . . . . . . . . . . . . . . . 315
11.8 Alternating Offers Over Several Rounds . . . . . . . . . . . . . . . 319
11.9 Stationary Strategies . . . . . . . . . . . . . . . . . . . . . . . . . . . 322
11.10 The Nash Bargaining Solution Via Alternating Offers . . . . . . . . 327
11.11 Further Reading . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 328
11.12 Exercises for Chapter 11 . . . . . . . . . . . . . . . . . . . . . . . . . 329
References 351
Index 358
Preface
The first aim of this book is to let the student become fluent in game theory. The
student will learn the modeling tools (such as game trees and the strategic form)
and methods how to analyze games (finding their equilibria). This is provided
in the core chapters on non-cooperative games: Chapter 3 on games in strategic
form introduces important games such as the Prisoner’s Dilemma or Matching
Pennies, and the concept of Nash equilibrium (in the book nearly always just called
vii
viii Preface
“equilibrium” for brevity). Chapter 4 treats game trees with perfect information.
Chapter 6 explains mixed strategies and mixed equilibrium. Game trees with
imperfect information are covered in Chapter 10.
A second aim is to provide the conceptual and mathematical foundations of
the theory. Chapter 5 explains how the concept of expected utility represents a
consistent preference for risky outcomes (and not “risk neutrality” for monetary
payoffs, a common confusion). Chapter 7 proves Brouwer’s fixed-point theorem,
used by Nash (1951) to show the existence of an equilibrium point. Chapter 8
gives a self-contained two-page proof of von Neumann’s minimax theorem for
zero-sum games. These chapters form independent “modules” that can be omitted
in a taught course that has less emphasis on mathematical proofs, and can be used
for reference. If only one proof from these chapters is presented, it should be the
short proof of the minimax theorem.
A third aim is to introduce ideas that every game theorist should know but which
are not normally taught, and which make this book special. They are mathematical
highlights, typically less known to economists:
• An accessible introduction to combinatorial games in Chapter 1, pioneered by
Berlekamp, Conway, and Guy (2001–2004), with a focus on impartial games
and the central game of Nim.
• Congestion games, with the famous Braess paradox where increasing network
capacity can worsen congestion, and where an equilibrium is found with the
help of a potential function (Chapter 2).
• An elegant constructive proof of Sperner’s lemma, used to prove Brouwer’s
fixed-point theorem, and the Freudenthal simplicial subdivision that works
naturally in any dimension (Sections 7.4 and 7.7 in Chapter 7).
• The geometry of two-player games (which is my own research specialty) and
the algorithm by Lemke and Howson (1964) for finding a Nash equilibrium,
which implies that generic games have an odd number of equilibria (Chapter 9).
• An introduction to correlated equilibria in Chapter 12, with an elegant existence
proof due to Hart and Schmeidler (1989) that does not require a fixed-point
theorem but only von Neumann’s minimax theorem.
These chapters are optional. I teach the course in variations but always include
Chapter 1 on combinatorial games; they are much enjoyed by students, who would
not encounter them in an introductory economics course on game theory. These
chapters give also a short introduction to algorithmic game theory for computer
science students.
The general emphasis of the book is to teach methods, not philosophy. Game
theorists tend to question and to justify the approaches they take, for example the
concept of Nash equilibrium, and the assumed common knowledge of all players
Preface ix
about the rules of the game. These questions are of course very important. In fact,
these are probably the very issues that require a careful validation in a practical
game-theoretic analysis. However, this problem is not remedied by a lengthy
discussion of why one should play Nash equilibrium.
I think that a student of game theory should first learn the central models of
the strategic and extensive form, and be fluent in analyzing them. That toolbox will
then be useful when comparing different game-theoretic models and the solutions
that they imply.
For each chapter, the necessary mathematical background and the required
previous chapters are listed in a first section on prerequisites and learning objectives.
The mathematics of game theory is not technically difficult, but very conceptual,
and requires therefore a certain mathematical maturity. For example, combinatorial
games have a recursive structure, for which a generalization of the mathematical
induction known for natural numbers is appropriate, called “top-down induction”
and explained in Section 1.3.
Game-theoretic concepts have precise and often unfamiliar mathematical
definitions. In this book, each main concept is typically explained by means of a
detailed introductory example. We use the format of definitions, theorems and
proofs in order to be precise and to keep some technical details hidden in proofs.
The proofs are detailed and complete and can be studied line by line. The main
idea of each proof is conveyed by introductory examples, and geometric arguments
are supported by pictures wherever possible.
Great attention is given to details that help avoid unnecessary confusions.
For example, a random event with two real values x and y as outcomes will
be described with a probability p assigned to the second outcome y, so that the
interval [0, 1] for p corresponds naturally to the interval [x, y] of the expectation
(1 − p)x + p y of that event.
This book emphasizes accessibility, not generality. I worked hard (and enjoyed) on
presenting the most direct and overhead-free proof of each result. In studying these
proofs, students may encounter for the first time important ideas from topology,
convex analysis, and linear programming, and thus may become interested in the
more general mathematical theory of these subjects.
x Preface
Acknowledgments
Some of the material for this book has been adapted and developed from a course
guide originally produced for the distance learning International Programme
offered by the University of London (http://london.ac.uk/). Rahul Savani and
George Zouros gave valuable comments on that first course guide. Many students,
some of them anonymously, have pointed out errors and needs for clarification in
the subsequent versions of lecture notes. I thank Paul Dütting, Aviezri Fraenkel,
Sergiu Hart, Urban Larsson, Richard Nowakowski, David Tranah, and Peyton
Young for further suggestions.
Martin Antonov is the current lead programmer of the Game Theory Explorer
software (http://www.gametheoryexplorer.org), a joint project with Rahul Savani
and (as part of the Gambit software) Theodore Turocy, for solving games in strategic
and extensive form. From Game Theory Explorer, one can export games into
the LaTeX formats used in this book for drawing payoff tables and game trees
(available on request).