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What is a Game?
• There are many types of games, board games, card games, video
  games, field games (e.g. football), etc.
• W focus on games where:
  We f                   h
   – There are 2 or more players.
   – There is some choice of action where strategy matters.
                                                gy
   – The game has one or more outcomes, e.g., someone wins,
     someone loses.
   – Th outcome depends on the strategies chosen by all players;
     The t          d      d     th t t i     h    b ll l
     there is strategic interaction.
• What does this rule out?
   – Games of pure chance, e.g., bingo, slot machines. (Strategies
     don't matter).
   – Games without strategic interaction between players, e.g.,
                                                 players e g
     Solitaire.
Why Do Economists Study Games?
• Games are a convenient way in which to
  model strategic interactions among
  economic agents.
• Many economic issues involve strategic
       y                             g
  interaction.
  – Behavior in imperfectly competitive markets,
    e.g. Coca-Cola versus Pepsi.
  – Behavior in auctions, e.g. when to bid in
                        , g
    dynamic internet auctions.
  – Behavior in economic negotiations, e.g. trade.
                             g            g
• Game theory is not limited to Economics.
Three Elements of a Game:
1.
1 The players
   – how many players are there?
   – ddoes nature/chance play a role?
              t / h          l      l ?
2. A complete description of the strategies of
    each player
       h l
3. A description of the consequences
    (payoffs) f each player for every
    (    ff ) for    h l       f
    possible profile of strategy choices of all
    players.
    players
Illustration: The Prisoner’s
           Dilemma Game
           Dil       G
• Two players, “prisoners” 1, 2.
• Each is questioned by detectives separately and
  without communication.
• Each has two strategies.
   – Prisoner 1: Don't Confess, Confess
   – Prisoner 2: Don't Confess, Confess
   – Payoff consequences quantified in prison years
     (negative numbers): fewer years (less negative
     payoffs) =greater satisfaction.
   – In strategic/normal form game depiction, Prisoner
               i /       lf          d i i       i
     1 payoff first, followed by professor 2 payoff.
Prisoners
         Prisoners’ Dilemma Game
     in “Normal” or “Strategic” Form
                       Prisoner 2’s Strategies
                       Pi       2’ St t i
                         Don't       Confess
                        Confess
              Don't      -1, -1
                           ,          -15, 0
                                         ,
Prisoner 1’s Confess
Strategies
      g
             Confess     0, 15
                         0 -15        -5, -5
                                       5 5
Dilbert Illustration


http://www.gametheory.net/media/Dilbert.wmv
How to play games using the
          p yg           g
     comlabgames software.
• Double click on comlabgames desktop icon.
• Click the client play tab. Enter the address
  provided on the board in the server box.
• Enter any user name (password is optional). Then
  click the Login button.
• Start playing the game when roles are assigned.
• You are randomly matched with one other player.
• Choose a row or column strategies depending on
  your role as player 1 or player 2.
Computer
Comp ter Screen View
                Vie
Results Screen View

Number of times
each outcome has
been realized
     realized.
Prisoners' Dilemma Game
               in “Extensive” Form
                   Extensive
                                                                    This line represents
                              Prisoner 1                            a constraint on the
                                                                    information that Prisoner
                                                                    2 has available. While
             Don't                                                  Prisoner 2 moves second,

             Confess                                  Confess       she does not know what
                                                                    Prisoner 1 has chosen.
                                                                    Pi         h     h



           Prisoner 2                                   Prisoner 2

Don't                                      Don't
Confess                  Confess           Confess                   Confess


   -1,-1
     ,                     -15,0
                              ,                  0,-15                 -5,-5
               Payoffs are: Prisoner 1 payoff, Prisoner 2 payoff.
Computer Screen View




Player 1 (up left) moves without knowing Player 2’s
moves, and d t the information set, Player 2 also does
          d due to th i f     ti    t Pl       l d
not know Player 1’s moves.
Prisoners
 Prisoners' Dilemma is an example
     of a Non-Zero Sum Game
• A zero-sum game is one in which the players'
  interests are in direct conflict, e.g., in football, one
  team wins and the other loses. If a win = +1 and a
  loss =-1, the sum is zero.
   – M
     More generally, the sum at stake can be a constant.
                ll h               k      b
• A game is non-zero/non-constant sum, if players’
  interests are not always in direct conflict so that there
                                     conflict,
  are opportunities for both to gain.
• For example when both players choose Don t
      example,                               Don't
  Confess in Prisoners' Dilemma.
The Prisoners' Dilemma is
      applicable to many other
             situations.
             situations
• Nuclear arms races.
• Settle a divorce amicably or hire a lawyer?
• Immediately merge left when signs indicate
  the right lane ahead is closed or continue
  driving in right lane up to the merge point?
• Full price menu or value price menu?
• Can you think of other applications?
Labels or “Framing”, Non-Binding,
 Pregame Communication or “Cheap
                    i i           h
Talk”: should/does it matter in the PD?
    http://www.youtube.com/watch?v=p3Uos2fzIJ0


                          Split            Steal

             Split   £50,075, £50,075   £0, £100,150


             Steal    £100,150, £0        £0, £0
Simultaneous v. Sequential Move Games
• Games where players choose actions simultaneously are
  simultaneous move games.
   – Examples: Prisoners' Dilemma, Sealed-Bid Auctions.
   – Must anticipate what your opponent will do right now,
     recognizing that your opponent is doing the same.
• Games where players choose actions in a particular
  sequence are sequential move games.
                      i l
   – Examples: Chess, Bargaining/Negotiations.
   – Must look ahead in order to know what action to choose now.
                                                            now
   – Many sequential move games have deadlines/ time limits on
     moves.
• Many strategic situations involve both sequential and
  simultaneous moves.
The Investment Game is a
   Sequential Move Game
                    Sender
                    S d                        If sender sends
                                                      d       d
                                               (invests) 4, the
          Don't                                amount at stake
                               Send            is tripled (
                                                     p    (=12).
                                                               )
          Send

             4,0              Receiver

                     Keep             Return


                       0,12              6,6

The investment game is depicted in “extensive” form
Computer Screen View
           p




• You are either the sender or the receiver. If you
  are the receiver, wait for the sender's decision.
One-Shot versus Repeated Games
                    p
• One-shot: play of the game occurs once.
   – Players likely to not know much about one another.
                                               another
   – Example - tipping on your vacation
• Repeated: play of the game is repeated with the
  same players.
   – Indefinitely versus finitely repeated g
                y               y p        games
   – Reputational concerns matter; opportunities for
     cooperative behavior may arise.
• Advise: If you plan to pursue an aggressive strategy,
  ask yourself whether you are in a one-shot or in a
  repeated game If a repeated game thi k again.
           game.               game, think     i
Strategies
                                    g
•   A strategy must be a “comprehensive plan of action”, a decision rule
    or set of instructions about which actions a player should take
•   It is the equivalent of a memo, left behind when you go on vacation,
    that specifies the actions you want taken in every situation which could
    conceivably arise during your absence
                                    absence.
•   Strategies will depend on whether the game is one-shot or repeated.
•   Examples of one-shot strategies
                one shot
     – Prisoners' Dilemma: Don't Confess, Confess
     – Investment Game:
         • Sender: Don't Send, Send
         • Receiver: Keep, Return

•   How do strategies change when the game is repeated?
Repeated Game Strategies
             p                 g
• In repeated games, the sequential nature of the relationship
  allows for the adoption of strategies that are contingent on the
                    p              g                   g
  actions chosen in previous plays of the game.
• Most contingent strategies are of the type known as "trigger"
  strategies.
• Example trigger strategies
   – In prisoners' dilemma: Initially play Don't confess. If your opponent
     plays Confess, then play Confess in the next round. If your opponent
     plays Don't confess, then play Don't confess in the next round. This is
     known as the "tit for tat" strategy.
   – In the investment game, if you are the sender: Initially play Send. Play
     Send as long as the receiver plays Return If the receiver plays Keep,
                                        Return.
     never play Send again. This is known as the "grim trigger" strategy.
Information
• Players have perfect information if they know
  exactly what has happened every time a
  decision needs to be made, e.g. in Chess.
• Otherwise the game is one of imperfect
  Otherwise,
  information
  –E
   Example: In the repeated investment game, the
          l I th           t di     t    t      th
   sender and receiver might be differentially
   informed about the investment outcome. For
                                    outcome
   example, the receiver may know that the amount
   invested is always tripled, but the sender may not
                   y      p ,                    y
   be aware of this fact.
Assumptions Game Theorists Make
 Payoffs are known and fixed. People treat expected payoffs
  the same as certain payoffs (they are risk neutral).
   – E
     Example: a risk neutral person is indifferent between $25 for certain or
           l     ik        l        i i diff       b           f        i
     a 25% chance of earning $100 and a 75% chance of earning 0.
   – We can relax this assumption to capture risk averse behavior.
 All players behave rationally.
       l      b h       i ll
   – They understand and seek to maximize their own payoffs.
   – They are flawless in calculating which actions will maximize their
     payoffs.
         ff
 The rules of the game are common knowledge:
   – Each player knows the set of players, strategies and payoffs from all
     possible combinations of strategies: call this information “X.”
   – Common knowledge means that each player knows that all players
     know X, that all players know that all players know X, that all players
     know that all players know that all players know X and so onon,..., ad
     infinitum.
Common Knowledge?
Common knowledge can be a strong assumption, but is necessary for analysis
of a game. While it rules out completely surprising actions/outcomes from a
strategic setting (e.g., the events of 9/11/01), most settings can be reformulated
       i      i (         h          f 9/11/01)           i        b f       l d
as ones where all possible outcomes have some probability of occurrence,
however small.

Examples of statements that may be regarded as common knowlege: Everyone
knows that everyone knows that: 1) there are four seasons, 2) there are seven
days in a week; 3) right from left (e.g. what side of the road to drive on);
                                   (e g

Examples of things that are not common knowledge: 1) The capital of
Botswana is Gaborone. 2) Henry the VIII’s fifth wife was Catherine Howard
                         )      y
(beheaded after two years of marriage); 3) The average annual catch of fish by
Philippine fishermen exceeds 2 million metric tons.
Equilibrium
• The interaction of all (rational) players' strategies
  results in an outcome that we call "equilibrium."
                                          q
• In equilibrium, each player is playing the strategy that is
  a "best response" to the strategies of the other players,
  that is the strategy that yields the highest payoff given
  the strategies of the other players.
• Thus in equilibrium no one has an incentive to change
  Thus, equilibrium,
  his strategy given the strategy choices of all others.
• Equilibrium is not:
    qu b u s ot:
   – The best possible outcome. Equilibrium in the one-shot
     prisoners' dilemma is for both players to confess.
   – A situation where players always choose the same action.
         it ti      h   l        l      h      th        ti
     Sometimes equilibrium will involve changing action choices
     (known as a mixed strategy equilibrium).

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  • 1. What is a Game? • There are many types of games, board games, card games, video games, field games (e.g. football), etc. • W focus on games where: We f h – There are 2 or more players. – There is some choice of action where strategy matters. gy – The game has one or more outcomes, e.g., someone wins, someone loses. – Th outcome depends on the strategies chosen by all players; The t d d th t t i h b ll l there is strategic interaction. • What does this rule out? – Games of pure chance, e.g., bingo, slot machines. (Strategies don't matter). – Games without strategic interaction between players, e.g., players e g Solitaire.
  • 2. Why Do Economists Study Games? • Games are a convenient way in which to model strategic interactions among economic agents. • Many economic issues involve strategic y g interaction. – Behavior in imperfectly competitive markets, e.g. Coca-Cola versus Pepsi. – Behavior in auctions, e.g. when to bid in , g dynamic internet auctions. – Behavior in economic negotiations, e.g. trade. g g • Game theory is not limited to Economics.
  • 3. Three Elements of a Game: 1. 1 The players – how many players are there? – ddoes nature/chance play a role? t / h l l ? 2. A complete description of the strategies of each player h l 3. A description of the consequences (payoffs) f each player for every ( ff ) for h l f possible profile of strategy choices of all players. players
  • 4. Illustration: The Prisoner’s Dilemma Game Dil G • Two players, “prisoners” 1, 2. • Each is questioned by detectives separately and without communication. • Each has two strategies. – Prisoner 1: Don't Confess, Confess – Prisoner 2: Don't Confess, Confess – Payoff consequences quantified in prison years (negative numbers): fewer years (less negative payoffs) =greater satisfaction. – In strategic/normal form game depiction, Prisoner i / lf d i i i 1 payoff first, followed by professor 2 payoff.
  • 5. Prisoners Prisoners’ Dilemma Game in “Normal” or “Strategic” Form Prisoner 2’s Strategies Pi 2’ St t i Don't Confess Confess Don't -1, -1 , -15, 0 , Prisoner 1’s Confess Strategies g Confess 0, 15 0 -15 -5, -5 5 5
  • 7. How to play games using the p yg g comlabgames software. • Double click on comlabgames desktop icon. • Click the client play tab. Enter the address provided on the board in the server box. • Enter any user name (password is optional). Then click the Login button. • Start playing the game when roles are assigned. • You are randomly matched with one other player. • Choose a row or column strategies depending on your role as player 1 or player 2.
  • 9. Results Screen View Number of times each outcome has been realized realized.
  • 10. Prisoners' Dilemma Game in “Extensive” Form Extensive This line represents Prisoner 1 a constraint on the information that Prisoner 2 has available. While Don't Prisoner 2 moves second, Confess Confess she does not know what Prisoner 1 has chosen. Pi h h Prisoner 2 Prisoner 2 Don't Don't Confess Confess Confess Confess -1,-1 , -15,0 , 0,-15 -5,-5 Payoffs are: Prisoner 1 payoff, Prisoner 2 payoff.
  • 11. Computer Screen View Player 1 (up left) moves without knowing Player 2’s moves, and d t the information set, Player 2 also does d due to th i f ti t Pl l d not know Player 1’s moves.
  • 12. Prisoners Prisoners' Dilemma is an example of a Non-Zero Sum Game • A zero-sum game is one in which the players' interests are in direct conflict, e.g., in football, one team wins and the other loses. If a win = +1 and a loss =-1, the sum is zero. – M More generally, the sum at stake can be a constant. ll h k b • A game is non-zero/non-constant sum, if players’ interests are not always in direct conflict so that there conflict, are opportunities for both to gain. • For example when both players choose Don t example, Don't Confess in Prisoners' Dilemma.
  • 13. The Prisoners' Dilemma is applicable to many other situations. situations • Nuclear arms races. • Settle a divorce amicably or hire a lawyer? • Immediately merge left when signs indicate the right lane ahead is closed or continue driving in right lane up to the merge point? • Full price menu or value price menu? • Can you think of other applications?
  • 14. Labels or “Framing”, Non-Binding, Pregame Communication or “Cheap i i h Talk”: should/does it matter in the PD? http://www.youtube.com/watch?v=p3Uos2fzIJ0 Split Steal Split £50,075, £50,075 £0, £100,150 Steal £100,150, £0 £0, £0
  • 15. Simultaneous v. Sequential Move Games • Games where players choose actions simultaneously are simultaneous move games. – Examples: Prisoners' Dilemma, Sealed-Bid Auctions. – Must anticipate what your opponent will do right now, recognizing that your opponent is doing the same. • Games where players choose actions in a particular sequence are sequential move games. i l – Examples: Chess, Bargaining/Negotiations. – Must look ahead in order to know what action to choose now. now – Many sequential move games have deadlines/ time limits on moves. • Many strategic situations involve both sequential and simultaneous moves.
  • 16. The Investment Game is a Sequential Move Game Sender S d If sender sends d d (invests) 4, the Don't amount at stake Send is tripled ( p (=12). ) Send 4,0 Receiver Keep Return 0,12 6,6 The investment game is depicted in “extensive” form
  • 17. Computer Screen View p • You are either the sender or the receiver. If you are the receiver, wait for the sender's decision.
  • 18. One-Shot versus Repeated Games p • One-shot: play of the game occurs once. – Players likely to not know much about one another. another – Example - tipping on your vacation • Repeated: play of the game is repeated with the same players. – Indefinitely versus finitely repeated g y y p games – Reputational concerns matter; opportunities for cooperative behavior may arise. • Advise: If you plan to pursue an aggressive strategy, ask yourself whether you are in a one-shot or in a repeated game If a repeated game thi k again. game. game, think i
  • 19. Strategies g • A strategy must be a “comprehensive plan of action”, a decision rule or set of instructions about which actions a player should take • It is the equivalent of a memo, left behind when you go on vacation, that specifies the actions you want taken in every situation which could conceivably arise during your absence absence. • Strategies will depend on whether the game is one-shot or repeated. • Examples of one-shot strategies one shot – Prisoners' Dilemma: Don't Confess, Confess – Investment Game: • Sender: Don't Send, Send • Receiver: Keep, Return • How do strategies change when the game is repeated?
  • 20. Repeated Game Strategies p g • In repeated games, the sequential nature of the relationship allows for the adoption of strategies that are contingent on the p g g actions chosen in previous plays of the game. • Most contingent strategies are of the type known as "trigger" strategies. • Example trigger strategies – In prisoners' dilemma: Initially play Don't confess. If your opponent plays Confess, then play Confess in the next round. If your opponent plays Don't confess, then play Don't confess in the next round. This is known as the "tit for tat" strategy. – In the investment game, if you are the sender: Initially play Send. Play Send as long as the receiver plays Return If the receiver plays Keep, Return. never play Send again. This is known as the "grim trigger" strategy.
  • 21. Information • Players have perfect information if they know exactly what has happened every time a decision needs to be made, e.g. in Chess. • Otherwise the game is one of imperfect Otherwise, information –E Example: In the repeated investment game, the l I th t di t t th sender and receiver might be differentially informed about the investment outcome. For outcome example, the receiver may know that the amount invested is always tripled, but the sender may not y p , y be aware of this fact.
  • 22. Assumptions Game Theorists Make  Payoffs are known and fixed. People treat expected payoffs the same as certain payoffs (they are risk neutral). – E Example: a risk neutral person is indifferent between $25 for certain or l ik l i i diff b f i a 25% chance of earning $100 and a 75% chance of earning 0. – We can relax this assumption to capture risk averse behavior.  All players behave rationally. l b h i ll – They understand and seek to maximize their own payoffs. – They are flawless in calculating which actions will maximize their payoffs. ff  The rules of the game are common knowledge: – Each player knows the set of players, strategies and payoffs from all possible combinations of strategies: call this information “X.” – Common knowledge means that each player knows that all players know X, that all players know that all players know X, that all players know that all players know that all players know X and so onon,..., ad infinitum.
  • 23. Common Knowledge? Common knowledge can be a strong assumption, but is necessary for analysis of a game. While it rules out completely surprising actions/outcomes from a strategic setting (e.g., the events of 9/11/01), most settings can be reformulated i i ( h f 9/11/01) i b f l d as ones where all possible outcomes have some probability of occurrence, however small. Examples of statements that may be regarded as common knowlege: Everyone knows that everyone knows that: 1) there are four seasons, 2) there are seven days in a week; 3) right from left (e.g. what side of the road to drive on); (e g Examples of things that are not common knowledge: 1) The capital of Botswana is Gaborone. 2) Henry the VIII’s fifth wife was Catherine Howard ) y (beheaded after two years of marriage); 3) The average annual catch of fish by Philippine fishermen exceeds 2 million metric tons.
  • 24. Equilibrium • The interaction of all (rational) players' strategies results in an outcome that we call "equilibrium." q • In equilibrium, each player is playing the strategy that is a "best response" to the strategies of the other players, that is the strategy that yields the highest payoff given the strategies of the other players. • Thus in equilibrium no one has an incentive to change Thus, equilibrium, his strategy given the strategy choices of all others. • Equilibrium is not: qu b u s ot: – The best possible outcome. Equilibrium in the one-shot prisoners' dilemma is for both players to confess. – A situation where players always choose the same action. it ti h l l h th ti Sometimes equilibrium will involve changing action choices (known as a mixed strategy equilibrium).