Chapter 13. Game Theory

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Transcription:

Chapter 13 Game Theory A camper awakens to the growl of a hungry bear and sees his friend putting on a pair of running shoes. You can t outrun a bear, scoffs the camper. His friend coolly replies, I don t have to. I only have to outrun you!.

Chapter 13 Outline 13.1 An Overview of Game Theory 13.2 Static Games 13.3 Dynamic Games 13.4 Auctions 13-2

13.1 An Overview of Game Theory Game theory is a set of tools used by economists and many others to analyze players strategic decision making. Games are competitions between players (individuals, firms, countries) in which each player is aware that the outcome depends on the actions of all players. Game theory is particularly useful for examining how a small group of firms in a market with substantial barriers to entry, an oligopoly, interact. Examples: soft drink industry, chain hotel industry, smart phones 13-3

13.1 An Overview of Game Theory Useful definitions: The payoffs of a game are the players valuation of the outcome of the game (e.g. profits for firms, utilities for individuals). The rules of the game determine the timing of players moves and the actions players can make at each move. An action is a move that a player makes at a specified stage of a game. A strategy is a battle plan that specifies the action that a player will make condition on the information available at each move and for any possible contingency. Strategic interdependence occurs when a player s optimal strategy depends on the actions of others. 13-4

13.1 An Overview of Game Theory Assumptions: All players are interested in maximizing their payoffs. All players have common knowledge about the rules of the game Each player s payoff depends on actions taken by all players Complete information (payoff function is common knowledge among all players) is different from perfect information (player knows full history of game up to the point he is about to move) We will examine both static and dynamic games in this chapter. 13-5

13.2 Static Games In a static game each player acts simultaneously, only once and has complete information about the payoff functions but imperfect information about rivals moves. Examples: employer negotiations with a potential new employee, teenagers playing chicken in cars, street vendors choice of locations and prices Consider a normal-form static game of complete information which specifies the players, their strategies, and the payoffs for each combination of strategies. Competition between United and American Airlines on the LA-Chicago route. 13-6

13.2 Quantity-Setting Game Quantities, q, are in thousands of passengers per quarter; profits are in millions of dollars per quarter 13-7

13.2 Predicting a Game s Outcome Rational players will avoid strategies that are dominated by other strategies. In fact, we can precisely predict the outcome of any game in which every player has a dominant strategy. A strategy that produces a higher payoff than any other strategy for every possible combination of its rivals strategies Airline Game: If United chooses high-output, American s high-output strategy maximizes its profits. If United chooses low-output, American s high-output strategy still maximizes its profits. For American, high-output is a dominant strategy. 13-8

13.2 Quantity-Setting Game The high-output strategy is dominant for American and for United. This is a dominant strategy equilibrium. Players choose strategies that don t maximize joint profits. Called a prisoners dilemma game; all players have dominant strategies that lead to a profit that is less than if they cooperated. 13-9

13.2 Iterated Elimination of Strictly Dominated Strategies In games where not all players have a dominant strategy, we need a different means of predicting the outcome. 13-10

13.2 Static Games When iterative elimination fails to predict a unique outcome, we can use a related approach. The best response is a strategy that maximizes a player s payoff given its beliefs about its rivals strategies. A set of strategies is a Nash equilibrium if, when all other players use these strategies, no player can obtain a higher playoff by choosing a different strategy. No player has an incentive to deviate from a Nash equilibrium. 13-11

13.2 Nash Equilibrium Every game has at least one Nash equilibrium and every dominant strategy equilibrium is a Nash equilibrium, too. 13-12

13.2 Mixed Strategies So far, the firms have used pure strategies, which means that each player chooses a single action. A mixed strategy is when a player chooses among possible actions according to probabilities the player assigns. A pure strategy assigns a probability of 1 to a single action. A mixed strategy is a probability distribution over actions. When a game has multiple pure-strategy Nash equilibria, a mixed-strategy Nash equilibrium can help to predict the outcome of the game. 13-13

13.2 Simultaneous Entry Game This game has two Nash equilibria in pure strategies and one mixed-strategy Nash equilibrium. 13-14

13.2 Advertising Game Firms don t cooperate in this game and the sum of firms profits is not maximized in the Nash equilibrium 13-15

13.2 Advertising Game If advertising by either firm attracts new customers to the market, then Nash equilibrium does maximize joint profit. 13-16

13.3 Dynamic Games In dynamic games: players move either sequentially or repeatedly players have complete information about payoff functions at each move, players have perfect information about previous moves of all players Dynamic games are analyzed in their extensive form, which specifies the n players the sequence of their moves the actions they can take at each move the information each player has about players previous moves the payoff function over all possible strategies. 13-17

13.3 Dynamic Games Consider a single period two-stage game: First stage: player 1 moves Second stage: player 2 moves In games where players move sequentially, we distinguish between an action and a strategy. An action is a move that a player makes a specified point. A strategy is a battle plan that specifies the action a player will make condition on information available at each move. Return to the Airline Game to demonstrate these concepts. Assume American chooses its output before United does. 13-18

13.3 Dynamic Games This Stackelberg game tree shows decision nodes: indicates which player s turn it is branches: indicates all possible actions available subgames: subsequent decisions available given previous actions 13-19

13.3 Dynamic Games To predict the outcome of the Stackelberg game, we use a strong version of Nash equilibrium. A set of strategies forms a subgame perfect Nash equilibrium if the players strategies are a Nash equilibrium in every subgame. This game has four subgames; three subgames at second stage where United makes a decision and an additional subgame at the time of the first-stage decision. We can solve for the subgame perfect Nash equilibrium using backward induction. 13-20

13.3 Dynamic Games Backward induction is where we determine: the best response by the last player to move the best response for the player who made the next-to-last move repeat the process until we reach the beginning of the game Airline Game If American chooses 48, United selects 64, American s profit=3.8 If American chooses 64, United selects 64, American s profit=4.1 If American chooses 96, United selects 48, American s profit=4.6 Thus, American chooses 96 in the first stage. 13-21

13.3 Dynamic Entry Games Entry occurs unless the incumbent acts to deter entry by paying for exclusive rights to be the only firm in the market. 13-22

13.4 Auctions What if the players in a game don t have complete information about payoffs? Players have to devise bidding strategies without this knowledge. An auction is a sale in which a good or service is sold to the highest bidder. Examples of things that are exchanged via auction: Airwaves for radio stations, mobile phones, and wireless internet access Houses, cars, horses, antiques, art 13-23

13.4 Elements of Auctions Rules of the Game: 1. Number of units Focus on auctions of a single, indivisible item 2. Format English auction: ascending-bid auction; last bid wins Dutch auction: descending-bid auction; first bid wins Sealed-bid auction: private, simultaneous bids submitted 3. Value Private value: each potential bidder values item differently Common value: good has same fundamental value to all 13-24

13.4 Bidding Strategies in Private- Value Auctions In a first-price sealed-bid auction, the winner pays his/her own, highest bid. In a second-price sealed-bid auction, the winner pays the amount bid by the second-highest bidder. In a second-price auction, should you bid the maximum amount you are willing to spend? If you bid more, you may receive negative consumer surplus. If you bid less, you only lower the odds of winning without affecting the price that you pay if you do win. So, yes, you should bid your true maximum amount. 13-25

13.4 Bidding Strategies in Private- Value Auctions English Auction Strategy Strategy is to raise your bid by smallest permitted amount until you reach the value you place on the good being auctioned. The winner pays slightly more than the value of the second-highest bidder. Dutch Auction Strategy Strategy is to bid an amount that is equal to or slightly greater than what you expect will be the second-highest bid. Reducing your bid reduces probability of winning but increases consumer surplus if you win. 13-26

13.4 Auctions The winner s curse is that the auction winner s bid exceeds the common-value item s value. Overbidding occurs when there is uncertainty about the true value of the good Occurs in common-value but not private-value auctions Example: Government auctions of timber on a plot of land Bidders may differ on their estimates of how many board feet of lumber are on the plot If average bid is accurate, then high bid is probably excessive Winner s curse is paying too much 13-27