CSCI 699: Topics in Learning and Game Theory Fall 2017 Lecture 3: Intro to Game Theory. Instructor: Shaddin Dughmi

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CSCI 699: Topics in Learning and Game Theory Fall 217 Lecture 3: Intro to Game Theory Instructor: Shaddin Dughmi

Outline 1 Introduction 2 Games of Complete Information 3 Games of Incomplete Information Prior-free Games Bayesian Games

Outline 1 Introduction 2 Games of Complete Information 3 Games of Incomplete Information Prior-free Games Bayesian Games

Introduction 1/32 Game Theory The study of mathematical models of conflict and cooperation between rational decision-makers. Game: situation in which multiple decision makers (a.k.a. agents or players) make choices which influence each others welfare (a.k.a. utility) Goal: Make predictions on how agents behave in a game

Introduction 1/32 Game Theory The study of mathematical models of conflict and cooperation between rational decision-makers. Game: situation in which multiple decision makers (a.k.a. agents or players) make choices which influence each others welfare (a.k.a. utility) Goal: Make predictions on how agents behave in a game How to define rational decision-making: domain of decision theory Special case of game theory for a single agent.

Bayesian Decision Theory There is a set Ω of future states of the world (e.g. times at which you might get to school ) Set A of possible actions (e.g. which route you drive) For each a A, there is distribution x(a) over outcomes Ω Agent believes that he will receive ω x(a) if he takes action a. Question How does a rational agent choose an action? Introduction 2/32

Bayesian Decision Theory There is a set Ω of future states of the world (e.g. times at which you might get to school ) Set A of possible actions (e.g. which route you drive) For each a A, there is distribution x(a) over outcomes Ω Agent believes that he will receive ω x(a) if he takes action a. Question How does a rational agent choose an action? Answer (Expected Utility Theory) Agent has a subjective utility function u : Ω R, and chooses an action a A maximizing his expected utility. a argmax E ω x(a) [u(ω)] If there are multiple such actions, may randomize among them arbitrarily. Introduction 2/32

Bayesian Decision Theory There is a set Ω of future states of the world (e.g. times at which you might get to school ) Set A of possible actions (e.g. which route you drive) For each a A, there is distribution x(a) over outcomes Ω Agent believes that he will receive ω x(a) if he takes action a. Question How does a rational agent choose an action? Answer (Expected Utility Theory) Agent has a subjective utility function u : Ω R, and chooses an action a A maximizing his expected utility. a argmax E ω x(a) [u(ω)] If there are multiple such actions, may randomize among them arbitrarily. In addition to being simple/natural model, follows from VNM axioms. Introduction 2/32

Outline 1 Introduction 2 Games of Complete Information 3 Games of Incomplete Information Prior-free Games Bayesian Games

Example: Rock, Paper, Scissors Games of Complete Information 3/32 Rock Paper Scissors Rock -1 +1 +1-1 Paper +1-1 -1 +1 Scissors -1 +1 +1-1

Games of Complete Information 4/32 Rock, Paper, Scissors is an example of the most basic type of game. Simultaneous move, complete information games Players act simultaneously Each player incurs a utility, determined by his action as well as the actions of others. Players actions determine state of the world or outcome of the game. The payoff structure of the game, i.e. the map from action profiles to utility vectors, is common knowledge

Standard mathematical representation of such games: Normal Form An n-player game in normal form is given by A set of players N = {1,..., n}. For each player i, a set of actions A i. Let A = A 1 A 2... A n denote the set of action profiles. For each player i, a utility function u i : A R. If players play a 1,..., a n, then u i (a 1,..., a n ) is the utility of player i. Games of Complete Information 5/32

Standard mathematical representation of such games: Normal Form An n-player game in normal form is given by A set of players N = {1,..., n}. For each player i, a set of actions A i. Let A = A 1 A 2... A n denote the set of action profiles. For each player i, a utility function u i : A R. If players play a 1,..., a n, then u i (a 1,..., a n ) is the utility of player i. Typically thought of as an n-dimensional matrix, indexed by a = (a 1,..., a n ) A, with entry (u 1 (a),..., u n (a)). Also useful for representing more general games, like sequential and incomplete information games, but is less natural there. Games of Complete Information 5/32

Strategies in Normal Form Games Games of Complete Information 6/32 Pure strategy of player i: an action a i A i Example: rock Mixed strategy of player i: a distribution s i supported on A i. The player draws an action a i s i. Example: uniformly randomly choose one of rock, paper, scissors (pure/mixed) strategy profile (s 1,..., s n ): strategy for each player

Strategies in Normal Form Games Games of Complete Information 6/32 Pure strategy of player i: an action a i A i Example: rock Mixed strategy of player i: a distribution s i supported on A i. The player draws an action a i s i. Example: uniformly randomly choose one of rock, paper, scissors (pure/mixed) strategy profile (s 1,..., s n ): strategy for each player When each player chooses mixed strategy, correlation matters In most cases we discuss: independent. (Nash equilibrium) Sometimes, they have a way of correlating (coordinating) their random choice (Correlated equilibrium) When we refer to mixed strategy profiles, we mean independent randomization unless stated otherwise.

Strategies in Normal Form Games Games of Complete Information 6/32 Pure strategy of player i: an action a i A i Example: rock Mixed strategy of player i: a distribution s i supported on A i. The player draws an action a i s i. Example: uniformly randomly choose one of rock, paper, scissors (pure/mixed) strategy profile (s 1,..., s n ): strategy for each player When each player chooses mixed strategy, correlation matters In most cases we discuss: independent. (Nash equilibrium) Sometimes, they have a way of correlating (coordinating) their random choice (Correlated equilibrium) When we refer to mixed strategy profiles, we mean independent randomization unless stated otherwise. We can extend utility functions to mixed strategy profiles. Using s(a) as shorthand for the probability of action a in strategy s, u i (s 1,..., s n ) = n u i (a) s j (a j ) a A j=1

Games of Complete Information 7/32 Best Responses A mixed strategy s i of player i is a best response to a strategy profile s i of the other players if u i (s) u i (s i, s i) for every other mixed strategy s i. Note: There is always a pure best response The set of mixed best responses is the randomizations over pure best responses.

Example: Prisoner s Dilemma Games of Complete Information 8/32 Coop Defect Coop -1-1 -3 Defect -3-2 -2

Example: Battle of the Sexes Games of Complete Information 9/32 W Football M 1 Football 2 Movie Movie 2 1

Games of Complete Information 1/32 Example: First Price Auction Two players, with values v 1 = 1 and v 2 = 2, both common knowledge. A 1 = A 2 = R (note: infinite!) u i (a 1, a 2 ) = v i a i if a i > a i, and otherwise.

Aside: Sequential Games But... what about sequential games which unfold over time, like chess, english auction, multiplayer video games, life, etc? More naturally modeled using the extensive form tree representation Each non-leaf node is a step in the game, associated with a player Outgoing edges = actions available at that step leaf nodes labelled with utility of each player Pure strategy: choice of action for each contingency (i.e. each non-leaf node) Games of Complete Information 11/32

Aside: Sequential Games But... what about sequential games which unfold over time, like chess, english auction, multiplayer video games, life, etc? More naturally modeled using the extensive form tree representation Each non-leaf node is a step in the game, associated with a player Outgoing edges = actions available at that step leaf nodes labelled with utility of each player Pure strategy: choice of action for each contingency (i.e. each non-leaf node) Can be represented as a normal form game by collapsing pure strategies to actions of a large normal form game Not as useful as extensive form. Games of Complete Information 11/32

Aside: Sequential Games But... what about sequential games which unfold over time, like chess, english auction, multiplayer video games, life, etc? More naturally modeled using the extensive form tree representation Each non-leaf node is a step in the game, associated with a player Outgoing edges = actions available at that step leaf nodes labelled with utility of each player Pure strategy: choice of action for each contingency (i.e. each non-leaf node) Can be represented as a normal form game by collapsing pure strategies to actions of a large normal form game Not as useful as extensive form. Won t need these games much in this class, though it s a good idea to know they exist, and maybe skim the chapter. Games of Complete Information 11/32

Games of Complete Information 12/32 Equilibrium Concepts An equilibrium concept identifies, for every game, one or more distributions over action profiles (the equilibria). Predicts that the outcome of the game is distributed as one of the equilibria. For complete information games, here are the most notable in order of generality Dominant strategy equilibrium Nash equilibrium Correlated equilibrium Coarse-correlated equilibrium

Games of Complete Information 12/32 Equilibrium Concepts An equilibrium concept identifies, for every game, one or more distributions over action profiles (the equilibria). Predicts that the outcome of the game is distributed as one of the equilibria. For complete information games, here are the most notable in order of generality Dominant strategy equilibrium Nash equilibrium Correlated equilibrium Coarse-correlated equilibrium For sequential games, subgame-perfect equilibrium is the most pertinent. Sits between DSE and Nash.

Dominant-strategy Equilibrium Games of Complete Information 13/32 A strategy s i of player i is a dominant strategy if it is a best response to every strategy profile s i of the other players. Formally, for all profiles s i of players other than i, we should have that u i (s i, s i ) u i (s i, s i) for any other strategy s i of player i. If exists, i doesn t need to know what others are doing to respond.

Dominant-strategy Equilibrium Games of Complete Information 13/32 A strategy s i of player i is a dominant strategy if it is a best response to every strategy profile s i of the other players. Formally, for all profiles s i of players other than i, we should have that u i (s i, s i ) u i (s i, s i) for any other strategy s i of player i. If exists, i doesn t need to know what others are doing to respond. If there is a mixed dominant strategy, there is also a pure one. Mixed DS is randomization over pure DS

Dominant-strategy Equilibrium Games of Complete Information 13/32 A strategy s i of player i is a dominant strategy if it is a best response to every strategy profile s i of the other players. Formally, for all profiles s i of players other than i, we should have that u i (s i, s i ) u i (s i, s i) for any other strategy s i of player i. If exists, i doesn t need to know what others are doing to respond. If there is a mixed dominant strategy, there is also a pure one. Mixed DS is randomization over pure DS A dominant-strategy equilibrium is a strategy profile where each player plays a dominant strategy. Exists precisely when each player has a dominant strategy Best kind of equilibrium (minimal knowledge assumptions) May be pure or mixed (independent randomization). Though mixed DSE are not of much interest.

Dominant-strategy Equilibrium Games of Complete Information 13/32 A strategy s i of player i is a dominant strategy if it is a best response to every strategy profile s i of the other players. Formally, for all profiles s i of players other than i, we should have that u i (s i, s i ) u i (s i, s i) for any other strategy s i of player i. If exists, i doesn t need to know what others are doing to respond. If there is a mixed dominant strategy, there is also a pure one. Mixed DS is randomization over pure DS A dominant-strategy equilibrium is a strategy profile where each player plays a dominant strategy. Exists precisely when each player has a dominant strategy Best kind of equilibrium (minimal knowledge assumptions) May be pure or mixed (independent randomization). Though mixed DSE are not of much interest. Every DSE is also a Nash Equilibrium

Example: Prisoner s Dilemma Games of Complete Information 14/32 Coop Defect Coop -1-1 -3 Defect -3-2 -2

Example: Prisoner s Dilemma Games of Complete Information 14/32 Coop Defect Coop -1-1 -3 Defect -3-2 -2 Dominant strategy: both players defect

Games of Complete Information 15/32 Nash Equilibrium A Nash equilibrium is a strategy profile (s 1,..., s n ) such that, for each player i, s i is a best response to s i. If each s i is pure we call it a pure Nash equilibrium, otherwise we call it a mixed Nash equilibrium. All players are optimally responding to each other, simultaneously.

Games of Complete Information 15/32 Nash Equilibrium A Nash equilibrium is a strategy profile (s 1,..., s n ) such that, for each player i, s i is a best response to s i. If each s i is pure we call it a pure Nash equilibrium, otherwise we call it a mixed Nash equilibrium. All players are optimally responding to each other, simultaneously. There might be a mixed Nash but no pure Nash (e.g. rock paper scissors) Every Nash equilibrium is a correlated equilibrium

Example: Battle of the Sexes Games of Complete Information 16/32 W Football M 1 Football 2 Movie Movie 2 1

Example: Battle of the Sexes Games of Complete Information 16/32 W Football M 1 Football 2 Movie Movie 2 1 Pure Nash: (Football, Football) and (Movie, Movie)

Games of Complete Information 16/32 Example: Battle of the Sexes M W Football Movie Football 2 1 Movie 1 2 Pure Nash: (Football, Football) and (Movie, Movie) Mixed Nash: M goes to Football w.p. 2/3 and Movie w.p. 1/3, and W goes to Movie w.p. 2/3 and Football w.p. 1/3

Correlated Equilibrium Games of Complete Information 17/32 Now we look at an equilibrium in which players choose correlated mixed strategies. Way to think about it: A mediator (e.g. traffic light) makes correlated action recommendations A Correlated equilibrium is distribution x over action profiles such that, for each player i and action a i A i, we have for all a i A i. E [u i(a) a i = a a x i ] E [u i (a a x i, a i ) a i = a i ] In other words: If all players other than i follow their recommendations, then when i is recommended a i, his posterior payoff is maximized by following his recommendation as well.

Example: Battle of the Sexes Games of Complete Information 18/32 W Football M 1 Football 2 Movie Movie 2 1

Example: Battle of the Sexes Games of Complete Information 18/32 W Football M 1 Football 2 Movie Movie 2 1 Correlated Equilibrium: Uniformly randomize between (Football, Football) and (Movie,Movie)

Example: Chicken Game Games of Complete Information 19/32 STOP GO STOP -2 1 No DSE GO 1-2 1 1

Games of Complete Information 19/32 Example: Chicken Game STOP GO STOP -2 1 GO 1-2 1 No DSE Pure Nash: (STOP, GO) and (GO, STOP) 1

Games of Complete Information 19/32 Example: Chicken Game STOP GO STOP -2 1 GO 1-2 1 No DSE Pure Nash: (STOP, GO) and (GO, STOP) Mixed Nash: Each player goes w.p. 1/9 1

Games of Complete Information 19/32 Example: Chicken Game STOP GO STOP -2 1 GO 1-2 1 No DSE Pure Nash: (STOP, GO) and (GO, STOP) Mixed Nash: Each player goes w.p. 1/9 Correlated eq: Any randomization over Nash equilibria 1

Games of Complete Information 19/32 Example: Chicken Game STOP GO STOP -2 1 GO 1-2 1 1 No DSE Pure Nash: (STOP, GO) and (GO, STOP) Mixed Nash: Each player goes w.p. 1/9 Correlated eq: Any randomization over Nash equilibria Uniformly randomize between (STOP,GO), (GO,STOP), and (STOP,STOP)

Games of Complete Information 19/32 Example: Chicken Game STOP GO STOP -2 1 GO 1-2 1 1 No DSE Pure Nash: (STOP, GO) and (GO, STOP) Mixed Nash: Each player goes w.p. 1/9 Correlated eq: Any randomization over Nash equilibria Uniformly randomize between (STOP,GO), (GO,STOP), and (STOP,STOP) What else?

Games of Complete Information 2/32 Existence of Equilibria Pure Nash equilibria and dominant strategy equilibria do not always exist (e.g. rock paper scissors) However, mixed Nash equilibrium always exists when there is a finite number of players and actions! Theorem (Nash 1951) Every finite game admits a mixed Nash equilibrium.

Games of Complete Information 2/32 Existence of Equilibria Pure Nash equilibria and dominant strategy equilibria do not always exist (e.g. rock paper scissors) However, mixed Nash equilibrium always exists when there is a finite number of players and actions! Theorem (Nash 1951) Every finite game admits a mixed Nash equilibrium. Generalizes to some infinite games (continuous, compact) Implies existence for correlated equilibria as well.

Games of Complete Information 2/32 Existence of Equilibria Pure Nash equilibria and dominant strategy equilibria do not always exist (e.g. rock paper scissors) However, mixed Nash equilibrium always exists when there is a finite number of players and actions! Theorem (Nash 1951) Every finite game admits a mixed Nash equilibrium. Generalizes to some infinite games (continuous, compact) Implies existence for correlated equilibria as well. Proof is difficult. Much easier in the special case of zero-sum games (LP duality)

Arguments for/against Nash Equilibrium Games of Complete Information 21/32 Mixed Nash is most widely accepted / used equilibrium concept.

Games of Complete Information 21/32 Arguments for/against Nash Equilibrium Mixed Nash is most widely accepted / used equilibrium concept. In favor: Always exists Requires no correlation device After players find a Nash equilibrium, it is a self-enforcing agreement or stable social convention MWG has a nice discussion

Games of Complete Information 21/32 Arguments for/against Nash Equilibrium Mixed Nash is most widely accepted / used equilibrium concept. In favor: Against: Always exists Requires no correlation device After players find a Nash equilibrium, it is a self-enforcing agreement or stable social convention MWG has a nice discussion There might be many Nash equilibria. How do players choose one collectively? Sometimes, no natural behavioral dynamics which converge to a Nash eq Sometimes hard to compute (PPAD complete in general) If your laptop can t find it then neither can the market Kamal Jain

Outline 1 Introduction 2 Games of Complete Information 3 Games of Incomplete Information Prior-free Games Bayesian Games

In settings of complete information, Nash equilibria are a defensible prediction of the outcome of the game. In many settings, as in auctions, the payoff structure of the game itself is private to the players. How can a player possibly play his part of the Nash equilibrium if he s not sure what the game is, and therefore where the equilibrium is? i.e. the set of Nash equilibria depends on opponents private information. Games of Incomplete Information 22/32

Games of Incomplete Information 22/32 In settings of complete information, Nash equilibria are a defensible prediction of the outcome of the game. In many settings, as in auctions, the payoff structure of the game itself is private to the players. How can a player possibly play his part of the Nash equilibrium if he s not sure what the game is, and therefore where the equilibrium is? i.e. the set of Nash equilibria depends on opponents private information. Example: First price auction v 1 = 3, v 2 is either 1 or 2, and a bid must be multiple of ɛ >. The following is a Nash equilibrium: b 1 = v 2 + ɛ and b 2 = v 2. Player 1 s equilibrium bid depends on player 2 s private information!

Games of Incomplete Information 22/32 In settings of complete information, Nash equilibria are a defensible prediction of the outcome of the game. In many settings, as in auctions, the payoff structure of the game itself is private to the players. How can a player possibly play his part of the Nash equilibrium if he s not sure what the game is, and therefore where the equilibrium is? i.e. the set of Nash equilibria depends on opponents private information. Example: First price auction v 1 = 3, v 2 is either 1 or 2, and a bid must be multiple of ɛ >. The following is a Nash equilibrium: b 1 = v 2 + ɛ and b 2 = v 2. Player 1 s equilibrium bid depends on player 2 s private information! To explicitly model uncertainty, and devise credible solution concepts that take it into account, games of incomplete information were defined.

Games of Incomplete Information 23/32 Modeling Uncertainty Two main approaches are used to model uncertainty: 1 Prior-free: A player doesn t have any beliefs about the private data of others (other than possible values it may take), and therefore about their strategies. Only consider a strategy to be a credible prediction for a player if it is a best response in every possible situation. 2 Bayesian Common Prior: Players private data is drawn from a distribution, which is common knowledge Player only knows his private data, but knows the distribution of others Bayes-Nash equilibrium generalizes Nash to take into account the distribution. Though there are other approaches...

Games of Incomplete Information 24/32 Prior-free Games An n-player game of strict incomplete information is given by A set of players N = {1,..., n}. For each player i, a set of actions A i. Let A = A 1 A 2... A n denote the set of action profiles. For each player i, a set of types T i Let T = T 1 T 2... T n denote the set of type profiles. For each player i, a utility function u i : T A R We focus on independent private values: u i : T i A R u i (t i, a) is utility of i when he has type t i and players play a

Games of Incomplete Information 24/32 Prior-free Games An n-player game of strict incomplete information is given by A set of players N = {1,..., n}. For each player i, a set of actions A i. Let A = A 1 A 2... A n denote the set of action profiles. For each player i, a set of types T i Let T = T 1 T 2... T n denote the set of type profiles. For each player i, a utility function u i : T A R We focus on independent private values: u i : T i A R u i (t i, a) is utility of i when he has type t i and players play a When each player has just one type, what is this?

Prior-free Games An n-player game of strict incomplete information is given by A set of players N = {1,..., n}. For each player i, a set of actions A i. Let A = A 1 A 2... A n denote the set of action profiles. For each player i, a set of types T i Let T = T 1 T 2... T n denote the set of type profiles. For each player i, a utility function u i : T A R We focus on independent private values: u i : T i A R u i (t i, a) is utility of i when he has type t i and players play a When each player has just one type, what is this? Example: Vickrey (Second-price) Auction A i = R is the set of possible bids of player i. T i = R is the set of possible values for the item. For v i T i and b A, we have u i (v i, b) = v i b i if b i > b i, otherwise. Games of Incomplete Information 24/32

Strategies in Incomplete Information Games Games of Incomplete Information 25/32 Strategies of player i Pure strategy s i : T i A i : a choice of action a i A i for every type t i T i. Example: Truthful bidding (i.e., bidding your value) Another example: Bidding half your value Mixed strategy: a distribution s i (t i ) over actions A i for each type t i T i Example: Bidding b i uniform in [, v i]

Strategies in Incomplete Information Games Games of Incomplete Information 25/32 Note Strategies of player i Pure strategy s i : T i A i : a choice of action a i A i for every type t i T i. Example: Truthful bidding (i.e., bidding your value) Another example: Bidding half your value Mixed strategy: a distribution s i (t i ) over actions A i for each type t i T i Example: Bidding b i uniform in [, v i] In a strategy, player decides how to act based only on his private info (his type), and NOT on others private info nor their actions (neither of which he knows). A strategy profile (s 1,..., s n ) describes what would happen in each state of the world (i.e., type profile) (t 1,..., t n ), regardless of the relative frequency of various states. In state (t 1,..., t n), players play (s 1(t 1),..., s n(t n)).

Games of Incomplete Information 26/32 Dominant Strategy Equilibrium DS and DSE generalize naturally to incomplete information games s i : T i (A i ) is a dominant strategy for player i if, for all t i T i and a i A i and a i A i, u i (t i, (s i (t i ), a i )) u i (t i, (a i, a i )) Equivalently: s i (t i ) is a best response to a i s i (t i ), for all t i, t i, s i, and realization a i. In order to choose his best response, player i only needs to know his own type t i, but not the types t i of other players, nor their strategies s i. As in complete info case, if there is DS, then there is a pure DS (i.e., s i : T i A i )

Dominant Strategy Equilibrium Games of Incomplete Information 26/32 A dominant-strategy equilibrium is a strategy profile where each player plays a dominant strategy.

Dominant Strategy Equilibrium Games of Incomplete Information 26/32 A dominant-strategy equilibrium is a strategy profile where each player plays a dominant strategy. In the absence of any information (e.g. prior probabilities) about the relative frequency of various type profiles, this is the only credible equilibrium concept for incomplete information games.

Games of Incomplete Information 26/32 Dominant Strategy Equilibrium A dominant-strategy equilibrium is a strategy profile where each player plays a dominant strategy. In the absence of any information (e.g. prior probabilities) about the relative frequency of various type profiles, this is the only credible equilibrium concept for incomplete information games. Essentially same properties, pros/cons, as in complete info Exists precisely when each player has a dominant strategy If there is DSE, then there is a pure DSE (i.e., s i : T i A i for each i) Best kind of equilibrium (minimal knowledge assumptions) May be pure or mixed. Though mixed DSE are not of much interest. Every DSE is also a Bayes-Nash Equilibrium

Games of Incomplete Information 27/32 Vickrey (second-price) Auction Consider a Vickrey Auction with incomplete information.

Vickrey (second-price) Auction Consider a Vickrey Auction with incomplete information. Claim The truth-telling strategy is dominant for each player. Prove as an exercise Games of Incomplete Information 27/32

Games of Incomplete Information 28/32 Bayesian Games An n-player Bayesian game of Incomplete information is given by A set of players N = {1,..., n}. For each player i, a set of actions A i. Let A = A 1 A 2... A n denote the set of action profiles. For each player i, a set of types T i Let T = T 1 T 2... T n denote the set of type profiles. For each player i, a utility function u i : T A R We focus on independent private values: u i : T i A R u i (t i, a) is utility of i when he has type t i and players play a Common prior: distribution D of T.

Games of Incomplete Information 28/32 Bayesian Games An n-player Bayesian game of Incomplete information is given by A set of players N = {1,..., n}. For each player i, a set of actions A i. Let A = A 1 A 2... A n denote the set of action profiles. For each player i, a set of types T i Let T = T 1 T 2... T n denote the set of type profiles. For each player i, a utility function u i : T A R We focus on independent private values: u i : T i A R u i (t i, a) is utility of i when he has type t i and players play a Common prior: distribution D of T. Example: First Price Auction A i = T i = [, 1] D draws each v i T i uniformly and independently from [, 1]. u i (v i, b) = v i b i if b i > b i, or if b i < b i (ignoring ties for now).

Games of Incomplete Information 29/32 Bayes-Nash Equilibrium As before, a pure strategy s i for player i is a map from T i to A i. Now, we define the extension of pure Nash equilibrium to this setting. A pure Bayes-Nash Equilibrium of a Bayesian Game of incomplete information is a set of strategies s 1,..., s n, where s i : T i A i, such that for all i, t i T i, a i A i we have E u i (t i, s(t)) E u i (t i, (a i, s i (t i ))) t i D t i t i D t i where the expectation is over t i drawn from D after conditioning on t i. Mixed BNE defined analogously: allow s i : T i (A i ), and take expectations accordingly in the definition. Note: Every dominant strategy equilibrium is also a Bayes-Nash Equilibrium But, unlike DSE, (mixed) BNE is guaranteed to exist.

Games of Incomplete Information 3/32 Example: First Price Auction Example: First Price Auction Two players A i = T i = [, 1] D draws each v i T i uniformly and independently from [, 1]. u i (v i, b) = v i b i if b i > b i (winner), = 1 2 (v i b i ) if b 1 = b 2 (tied), and = otherwise (loser). Exercise: Show that the strategies b i (v i ) = v i /2 form a pure Bayes-Nash equilibrium.

Existence of Bayes-Nash Equilibrium Theorem Every finite Bayesian game of incomplete information admits a mixed Bayes-Nash equilibrium. Can prove it using Nash s theorem. It so happens that, in most natural Bayesian games we look at, there will be a pure BNE. Games of Incomplete Information 31/32

Games of Incomplete Information 32/32 Bayes Correlated Equilibrium There is also a natural generalization of Correlated equilibrium to Bayesian games, called the Bayes correlated equilibrium Every BNE is a BCE, therefore BCE always guaranteed to exist for finite Bayesian games. There are also interesting BCE which are not BNE Conceptually, gets harder to wrap your head around the BCE definition. But, we won t need it in this class (I think) so won t get into it.