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Signalingandreputation

The document discusses concepts in game theory, focusing on forward induction, signaling games, and reputation. It covers various game scenarios, including the Battle of the Sexes, bidding games, and the Centipede game, analyzing equilibria and strategies. Key topics include the interpretation of actions, sequential equilibria, and the implications of reputation in repeated games.

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0% found this document useful (0 votes)
18 views20 pages

Signalingandreputation

The document discusses concepts in game theory, focusing on forward induction, signaling games, and reputation. It covers various game scenarios, including the Battle of the Sexes, bidding games, and the Centipede game, analyzing equilibria and strategies. Key topics include the interpretation of actions, sequential equilibria, and the implications of reputation in repeated games.

Uploaded by

tesillusion
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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Forward Induction, Signaling

and Reputation

14.126 Game Theory


Sergei Izmalkov
Muhamet Yildiz

Road Map
1. Forward Induction
2. Signaling games
1. Sequential Equilibria
2. Intuitive Criteria
3. Reputation
1. Chain-store paradox, finitely repeated games
2. Centipede game with incomplete information
3. Finitely repeated entry-deterrence game with incomplete
information.

1
Forward Induction

The Battle of the Sexes with


outside options
1

B S
2,2
B 3,1 0,0
S 0,0 1,3

2
Forward Induction
• One ought to interpret the actions as
outcomes of conscious choice even off the
path.
• Intuitive criterion
• Mistaken theories

Strong belief in rationality


At any history of the game, each agent is
assumed to be rational if possible. (That is, if
there are two strategies s and s’ of a player i
that are consistent with a history of play, and
if s is strictly dominated but s’ is not, at this
history no player j believes that i plays s.)

3
Examples
1 1

2 2
5 2
0 1 0 1
1 1
2 2
3 2 3 2
1 3 1 3

Burning Money
1
0 D BB BS SB SS

B S B S 0B
B 3,1 0,0 B 2,1 -1,0 0S
S 0,0 1,3 S -1,0 0,3 DB

DS

O T H E R

4
Table for the bidding game
Ui = 20(2+2minjbidj – bidi)

min 1 2 3
bid
1 60 - -

2 40 80 -

3 20 60 100

Nash equilibria of bidding game


• 3 equilibria: s1 = everybody plays 1; s2 = everybody
plays 2; s3 = everybody plays 3.
• Assume each player trembles with probability ε < 1/2,
and plays each unintended strategy w.p. ε/2, e.g., w.p.
ε/2, he thinks that such other equilibrium is to be played.
– s3 is an equilibrium iff

– s2 is an equilibrium iff

– s1 is an equilibrium iff

5
1

0.8

0.6

0.4

0.2

0.047
0

-0.2
n
(1-ε/2 ) -1/2
-0.4

-0.6

-0.8 n n
(1-ε) +(1-ε/2 ) -1

-1
0 0.032 0.05 0.1 0.15 0.2

Bidding game with entry fee


Each player is first to decide min 1 2 3
whether to play the Bid
bidding game (E or X); if 1 60 - -
he plays, he is to pay a fee 2 40 80 -
p > 60.
3 20 60 100

For each m =1,2,3, ∃SPE: (m,m,m) is played in the bidding


game, and players play the game iff 20(2+m) ≥ p.
Forward induction: when 20(2+m) < p, (Em) is strictly dominated
by (Xk). After E, no player will assign positive probability to
min bid ≤ m. FI-Equilibria: (Em,Em,Em) where 20(2+m) ≥ p.
What if an auction before the bidding game?

6
Signaling

Model
• Players: (S)ender, (R)eceiver
1. Nature selects t from T – the probability
distribution is π;
2. S observes t, and sends message m from a set M;
3. R observes m – but not t – and takes an action a;
4. S gets US(t,m,a) and R gets UR(t,m,a).
This is common knowledge.

7
Beer – Quiche
0 1
1 du l 1
el e
beer quiche du

2 t {.1} don 3

0 don tw
’t
0

1 0
0 ts
0

el
du

du
el

beer {.9} quiche


3 ’ t don 2
1 don ’ t 1

Good equilibrium
0 1
1 du l 1
el e
beer quiche du
{.1} don
2 ’t 3
0 don tw
’t
0

1 0
0 ts
0
el
du

du
el

beer {.9} quiche


3 ’t don 2
1 don ’ t 1

8
Bad equilibrium
0 1
1 du l 1
el e
beer quiche du

2 t {.1} don 3

0 don tw
’t
0

1 0
0 ts
0

el
du

du
el

beer {.9} quiche


3 ’ t don 2
1 don ’ t 1

Beer – Quiche – M
0 1
1 du l 1
el e
beer quiche du
1000002 $1M $1M 1000003
-999999 2 {.1} don 3 -1000000
’t
0 don tw
’t
0

1 0
0 ts
0
el
du

du
el

$1M beer {.9} quiche


1000003 $1M 1000002
-1000000 3 don 2 -999999
’t
1 don ’ t 1

9
Cho -- Kreps
• T(m); M(t); A(m)
• Action set is finite;
• ρ(m;t) = the probability that t sends m;
• φ(a;m) = the probability that R chooses a,
receiving m;
• BR( µ , m) = arg max a∈A( m ) ∑U R (t, m, a) µ (t)
• For subset I of T, t∈T ( m)
BR( I , m) = U BR( µ , m)
{ µ :µ ( I )=1}
• MBR

Sequential equilibrium

• Beliefs:  π (t) ρ (m; t)


 if ∑π (t' ) ρ (m;t' ) > 0
µ (t | m) =  ∑ π (t' ) ρ (m;t' ) t '∈T ( m)

 t '∈T ( m )
 something otherwise

• ρ(m,t) > 0 => ΣaUS(t,m,a)φ(a;m) is


maximized at m;
• φ(.;m) is in MBR(µ(.|m),m)

10
Testing an equilibrium
• U*(t) = expected utility of type t in equilibrium;
1. Pick a criterion, saying that particular out-of
equilibrium message (OEM) cannot be sent by
some type t. Also, say that a will not bet taken in
response to m if a is not in BR(T(m),m). Iterate.
[Ts(m)]
2. For each OEM m, consider all sequential
equilibrium responses of R to m in the original
game. Are all of of these are sequentially
rational, given Ts(m). If not, FAIL.

Dominance
• For any OEM m, eliminate t if ∃m’ s.t.

min a∈A( m ') U S (t , m' , a ) > max a∈A( m ) U S (t , m, a )


-1
a1
m’ m 0
0
0 {.9} 1
tw a2
1
a1 -1
m’ ts m
0 {.1} 1
0 a2 -1
0

11
Equilibrium Dominance &
Intuitive Criterion
Equilibrium Domination: ∀OEM m, eliminate
(t,m) if

U * (t) > max a∈A( m) U S (t, m, a ).


Intuitive Criterion: ∀OEM m, define
T (m) = {t |U * (t) > max a∈BR(T ( m),m) U S (t, m, a )}.
~
If ∃(t’,m) s.t.
U * (t' ) < min a∈BR (T ( m )\T~ ( m ),m) U S (t', m, a ),
then the equilibrium fails the Intuitive Criterion.

Bad equilibrium
0 1
1 du l 1
el e
beer quiche du
{.1} don
2 ’t 3
0 don tw
’t
0

1 0
0 ts
0
el
du

du
el

beer {.9} quiche


3 ’t don 2
1 don ’ t 1

12
Good equilibrium
0 1
1 du l 1
el e
beer quiche du

2 t {.1} don 3

0 don tw
’t
0

1 0
0 ts
0

el
du

du
el

beer {.9} quiche


3 ’ t don 2
1 don ’ t 1

Beer – Quiche – M
0 1
1 du l 1
el e
beer quiche du
1000002 $1M $1M 1000003
-999999 2 {.1} don 3 -1000000
’t
0 don tw
’t
0

1 0
0 ts
0
el
du

du
el

$1M beer {.9} quiche


1000003 $1M 1000002
-1000000 3 don 2 -999999
’t
1 don ’ t 1

13
Reputation

Entry deterrence
1 Enter 2 Acc.
(1,0)

X Fight

(0,1) (-1,-1)

14
Entry deterrence, repeated twice,
many times
1 Enter 2 Acc. 1 Enter 2 Acc.
2,0

X Fight X Fight
Acc. 2 Enter 1
1,1 (1,1) 0,-1
1 Enter 2 Acc.
Fight X 0,-1

X Fight
-1,0 0,2

-1,0 (-2,-2)
What would happen if repeated n times?

Twice-repeated PD
1
C D
2
C D C D

1 1 1 1
D C D C
C C D D
2 2 2 2

C D C D D C D D C D
C D C D C C

10 5 11 6 5 0 6 1 11 6 12 7 6 1 7 2
10 11 5 6 11 12 6 7 5 6 0 1 6 7 1 2

What would happen if T = {0,1,2,…,n}?

15
Centipede Game
1 2 1 1 2 1 2 100
100

1 0 2 98 97 99 98
1 3 2 98 100 99 101

Centipede Game – with doubt


197 5 4 3 2 1 =n
{.999}
1 2 2 1 2 1 2 100
µ5 µ3 µ1 100

1 0 96 98 97 99 98
1 3 99 98 100 99 101

1 2 2 1 2 1 2 0
{.001} 100

-1 0 0 -1 0 -1 0
1 3 99 98 100 99 101

16
Facts about the Centipede
• Every information set of 2 is reached with positive
probability.
• 2 always goes across with positive probability.
• If 2 strictly prefers to go across at n, then
– 1 must strictly prefer to go across at n+1,
– 2 must strictly prefer to go across at n+2,
– her posterior at n is her prior.
• For any n > 2, 1 goes across with positive
probability. If 1 goes across w/p 1 at n, then 2’s
posterior at n-1 is her prior.

Centipede Game – with doubt


197 5 4 3 2 1 =n
{.999}
1 2 2 1 2 1 2 100
100

1 0 96 98 97 99 98
1 3 99 98 100 99 101

1 2 µ5 2 1 µ3 2 1 µ1 2 0
{.001} 100

-1 0 0 -1 0 -1 0
1 3 99 98 100 99 101

17
If 2’s payoff at any n is x and 2 is mixing,
then
x = µn(x+1) + (1- µn)[(x-1)pn +(1-pn)(x+1)]
= µn(x+1) + (1- µn)[ (x+1) -2pn]
= x+1 - 2pn(1- µn)
Ù(1- µn) pn= 1/2
µn µn
µn−1 = = = 2 µn
µn + (1 − µn )(1 − pn ) µn + (1 − µn ) − pn (1 − µn )
µn−1
µn =
2

0.5

0.45

0.4

0.35

0.3

0.25
Go Across
0.2

0.15

0.1

0.05
Mix
0
0 20 40 60 80 100

18
Entry-deterrence with doubt
1 Enter 2 Acc.
{0.999}
(1,0)
Weak
X Fight

(0,2) (-1,-1)
µ
1 Enter 2
{0.001} Strong
X Fight

(0,2) (-1,-1)

Entry-deterrence with doubt


• Incumbent is as before.
• Each day there is a new entrant.
• Two types of entrants:
– W/p q < 1/2, tough, u(enter, fight) = 1;
– W/p 1-q, weak, u(enter, fight) = 1.

19
Sequential Equilibrium
• Tough entrant (tE) • In the last period,
always enters; strong – wI accommodates;
incumbent (sI) always – wE enters iff
fights.
− 1µ0 + (1 − µ0 ) ≥ 0 ⇔ µ0 ≤ 1/ 2
• If any entrant (E) is
accommodated; it • if µ0 < 1/ 2, at n=1, wI
becomes common accommodates => µ0 = 1.
knowledge that • if µ0 > 1/ 2, at n=1, wI
incumbent (I) is weak fights => µ0 = 0.001.

• µ0 = 1/ 2.

• µ0 = µ1/(µ1 + φ1(1−µ1)) =1/2


Ùµ1 = φ1(1−µ1)
=>Prob(fight|µ1) = 2µ1.
=>at n=1, wE enters iff 2µ1 < ½ i.e., µ1 < ¼.
• Similarly, µ1 = ¼.
• Proceed as before.

20

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