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ORIE4350 Game Theory

Cornell University

Rational Decision Making

The Single-Person Decision Problem

Actions, Outcomes, and Preferences

Decision Problem and Preference Relation

A decision problem consists of three features:

  1. Actions are all the alternatives from which the player can choose. AA
  2. Outcomes are the possible consequences that can result from any of the actions. XX
  3. Preferences describe how the player ranks the set of possible outcomes. The preference relation \succsim describes the player’s preferences, and the notation x \succsim y means “x is at least as good as y.” This is an equivalence relation.
Payoff Function

We can quantify the preference relation by introducing the payoff function u:XRu: X \to \mathbb{R}. Payoff is an ordinal construct: It is only used for ranking and does not carry any practical meaning.

if x(a)x(a) is the outcome resulting from action aa, then the payoff from action aa is given by v(a)=u(x(a))v(a) = u(x(a)), the payoff from x(a)x(a). Function v:ARv: A \to \mathbb R.

Rational Choice Paradigm

Rational Choice Paradigm says that all players will choose rationally - they will choose the best strategy. A player is rational if he chooses an action aAa^* \in A that maximizes his payoff.

aA is chosen when aA,v(a)v(a)a^* \in A \text{ is chosen when } \forall a \in A, v(a^∗) \ge v(a)

This paradigm needs several assumptions: The player fully understands the decision problem by knowing:

  1. AA, all possible actions
  2. XX, all possible outcomes
  3. how each action leads to which outcome
  4. his rational preferences (payoffs) over outcomes.

Uncertainty and Time

Evaluating Random Outcomes

Expected Payoff

Imagine a case where results are non-deterministic. That is, after we take an action aa, the payoff we get is drawn from a probability distribution. For example, if we choose to buy a lottery, there is a slight chance we win a big amount of money and a big chance that money is just gone. On the other hand, if we choose not to buy, our money remains unchanged.

To describe such a situation, we will need to calculate the expected payoff from action aa: E[u(x)a]E[u(x) | a].

The rational paradigm changes accordingly: A rational player choose an action that maximizes the expected payoff.

Risk Attitude

Consider two actions: one guarantees to give you 9 yuan, and the other gives you 4 yuan with probability 712\frac{7}{12} or 16 yuan with probability 512\frac{5}{12}.

A player is

In real world, most people are risk aversive.

Static Games of Complete Information

Introduction

A game of complete information requires that the following be common knowledge among all the players of the game:

  1. all the possible actions of all the players
  2. all the possible outcomes
  3. how each combination of actions of all players affects which outcome will materialize
  4. the preferences of each and every player over outcomes

A game is static if each player simultaneously and independently chooses an action.

Normal-Form Games with Pure Strategies

A normal-form game consists of three features:

  1. A set of players - N={1,2,...,n}N = \{1, 2, ..., n\}
  2. Collection of sets of pure strategies - {S1,S2,...,Sn}\{S_1, S_2, ..., S_n\}, where Si={s1,s2,...,sm}S_i = \{s_1, s_2, ..., s_m\}
  3. A set of payoff functions for each player that give a payoff value to each combination of the players’ chosen actions - vi:S1×S2××SnRv_i: S_1 \times S_2 \times \dots \times S_n \to \mathbb R

Strategy is a plan of actions describing what action a player takes in every possible situation of the games. It is a set of actions not necessarily specific to a single task, but for a goal possibly containing multiple tasks and is influenced by other player’s actions.

Pure strategy indicate that the players choose actions deterministically, not stochastically.

Since the players choose actions once and for all and simultaneously, we can equate pure strategies with actions in this chapter, but this wordy definition will be useful in later chapters.

Rationality and Common Knowledge

Define SiS_{-i} as the set of set of all the strategy sets of all players who are not player ii, so SiS1×Si1×Si+1×SnS_{-i}\equiv S_1 \times \dots S_{i-1} \times S_{i+1} \times \dots S_n and (si,si)=(s1,,si1,si,si+1,,sn)(s_i, s_{-i}) = (s_1, \dots, s_{i-1}, s_i, s_{i+1}, \dots, s_n).

Dominance

For a player ii, siSis'_i \in S_i is strictly dominated by siSis_i\in S_i when for any possible combination of the other player’s strategy, siSis_{-i} \in S_{-i}, payoff from sis'_i is strictly less than that from sis_i:

siSi,  vi(si,si)>vi(si,si)\forall s_{-i} \in S_{-i}, \; v_i(s_i, s_{-i}) \gt v_i(s'_i, s_{-i})

siSis_i\in S_i is a strictly dominant strategy for ii if every other strategy of ii is strictly dominated by it:

siSi,  siSi,  vi(si,si)>vi(si,si)\forall s_{-i} \in S_{-i}, \; \forall s'_i \in S_i, \; v_i(s_i, s_{-i}) \gt v_i(s'_i, s_{-i})

From the two definitions above, observe that:

Iterated Elimination of Strictly Dominated Pure Strategies

We will now on make the following assumptions that:

Now we introduce IESDS - iterated elimination of strictly dominated strategies. It is just what its name tells: it iteratively eliminates the strictly dominated strategies of any player. A formal description of the algorithm is as follows:

i\forall i, define Si0=SiS^0_i = S_i.

for (k = 0; ; k++):

stop_iteration = True

for (i = 1; i <= N; i++):

S^ik\hat S^{k}_i = filter(fun s: strictly_dominated(s), SikS^{k}_i)

if S^ik\hat S^{k}_i \not= \emptyset, stop_iteration = False

Sik+1=S^{k+1}_i = SikS^{k}_i - S^ik\hat S^{k}_i

if stop_iteration: return SkS^k

Eliminate continuous strategies by truncating the interval we can choose this strategy from.

Eliminate discrete strategy by deleting a column or row of the matrix.

Beliefs, Best Response, and Rationalizability

Best Response and Beliefs

IESDS is based on eliminating actions that players would never play. An alternative is to ask: what possible strategies might players choose to play given other players strategies? In this case, he has to choose a best strategy as a response to the strategies of his opponents.

The strategy siSis_i \in S_i is player’s ii’s best response to his opponents’ strategy siSis_{-i} \in S_{-i} when

siSi,  vi(si,si)vi(si,si)\forall s'_{i} \in S_{i}, \; v_i(s_i, s_{-i}) \ge v_i(s'_i, s_{-i})

By introducing this notion of best strategy in response to other’s strategies, we are in effect introducing the idea of belief: What should I play if I believe the others will play sis_{-i}? More formally, a belief is a strategy profile of his opponents’ strategies siSis_{-i} \in S_{-i}.

Strategy profile is a vector containing strategies from some players.

Note that t

The best response correspondence BRi(si)SiBR_i(s_{-i}) \subseteq S_i for player ii to a belief sis_{-i} is all the best responses he has to sis_{-i}. That is, the set of strategies he would play if he knows that the others play sis_{-i}.

Rationalizability

More generally, the set of rational strategies for player ii is the set sii’s beiliefsBRi(si)\cup_{s_{-i} \in \text{i's beiliefs}} BR_i(s_{-i}). Remember rational strategies are define above: the strategies that maximize payoff.

Next, we introduce the process of iterative rationalizability. Similar to IESDS, we iteratively delete strategies, but this time instead of asking “What would a rational player not do?” we ask “What might a rational player do?” A rational player will select only strategies that are a best response to some profile of his opponents, so we eliminate those strategies that are not best response to any beliefs.

We will start with belief = SiS_{-i} for all players (one believes that the others can play anything), and then we will update iteratively according to the above algorithm.

This strategy profiles that remain after this iterative procedure are called rationalizable strategies.

E.g. the Battle of Sex: rationality failing

>BR1({O})={O}>BR1({F})={F}>> BR_1(\{O\}) = \{O\} \\ > BR_1(\{F\}) = \{F\} >

We see the rational strategies are all the strategies. We cannot go any further. Basically any thing can happen, 1 still can play anything. So we cannot eliminate anything.

Finally, we will emphasize that Rationalizable equilibrium \subseteq IESDS equilibrium. This is a direct result of definition: recall that IESDS only removes strictly dominated strategy, which is a more strict requirement than removing a strategy that is never a best response. Therefore, we always remove more (or equal) strategies in rationalizability elimination.

Nash Equilibrium

The reason why our approach failed in the Battle of Sex is that we cannot determine what exactly they will play - our beliefs can be wrong. What happens if what we believe is always true?

The pure-strategy profile is (s1,s2,,sn)(s_1^*, s_2^*, \dots, s_n^*) is a Nash Equilibrium if all the players’ beliefs are correct (each player plays exactly the way others think they will play):

iN,  siBRi(si)\forall i \in N, \; s_i^* \in BR_i(s_{-i}^*)

E.g. the Battle of Sex with Nash

So if we analyze the problem under Nash Equilibrium assumptions, (O,F) is not possible in the battle of sex: If 1 thinks 2 will play F (and 2 actually does, because 1’s belief is true), 1 will play F, not O. A similar reasoning makes (F,O) also impossible. This leaves us with two Nash Equilibrium: (O, O) and (F, F).

Find a Nash Equilibrium: simply take the intersection of all player’s Best Responses to each of their beliefs. (BRi(si),si)\bigcap (BR_i(s_{-i}), s_{-i}). For a continuous example, refer to Tadelis 5.2.2 The Tragedy of the Commons; for a discrete example, refer to 5.1.1 Pure-Strategy Nash Equilibrium in a Matrix.

Strictly Dominant Equilibrium \subseteq Nash Equilibrium \subseteq Rationalizable Strategies \subseteq IESDS

In this section, we are in fact introducing some kind of a “self-fulfilling beliefs”, “norm of society”. If I believe something, people will do that way.

Mixed Strategies

Definitions

Consider discrete strategies set Si={si1,,sim}S_i = \{s_{i1}, \dots, s_{im} \} for player ii and each strategy has a probability to be played.

We represent a mixed strategy using σiΔSi\sigma_i \in \Delta S_i where σi={σi(si1),,σi(sim)}\sigma_i = \{\sigma_i(s_{i1}), \dots, \sigma_i(s_{im})\} meaning σi\sigma_i is a probability distribution associated with each element in SiS_i. The player plays siks_{ik} with probability σi(sik)\sigma_i(s_{ik}).

ΔSi\Delta S_i is the simplex of SiS_i It is the set of all probability distribution over SiS_i

Note: Pure strategies is a special case of mixed strategies.

A pure strategy sis_{i} is in the support of σi\sigma_i when it is played with a non-zero probability, so σi(si)>0\sigma_i(s_{i}) \gt 0

With a continuous strategy set, instead of the probability distribution function σi\sigma_i, we have culmulative distribution function FiF_i and its differentiate, the probability density function fif_i, over the continuous strategy set. siSis_{i} \in S_i is in the support of FiF_i if fi(si)>0f_i(s_i) \gt 0

A belief for player ii is a probability distribution πiΔSi\pi_i\in \Delta S_{-i} over the strategies of his opponents. This is generally not the same as σi\sigma_{-i}, which describes what the other players will actually play. One is the prob dist of one’s belief, while the other is the prob dist of what one will actually play. We should be very familiar with this distinction from discussions in previous chapters. However, note πi=σi\pi_i=\sigma_{-i} in a Nash setting.

The expected payoff of player ii if he chooses pure strategies siSis_i \in S_i and the other players play the mixed strategy σiΔSi\sigma_{-i} \in \Delta S_{-i}, then

vi(si,σi)=Esiσivi(si,si)=siSivi(si,si)  σi(si)\begin{align} v_i(s_i, \sigma_{-i}) &= \underset{s_{-i} \sim \sigma_{-i}}{\mathbb E} v_i(s_i, s_{-i})\\ &= \sum_{s_{-i} \in S_{-i}} v_i(s_i, s_{-i}) \; \sigma_{-i}(s_{-i}) \end{align}

If player ii chooses a mixed strategy σiSi\sigma_i \in S_i,

vi(σi,σi)=Esiσisiσivi(si,si)=siSisiSivi(si,si)  σi(si)  σi(si)\begin{align} v_i(\sigma_i, \sigma_{-i}) &= \underset{\substack{s_i \sim \sigma_i \\ s_{-i} \sim \sigma_{-i}}}{\mathbb E} v_i(s_i, s_{-i})\\ &= \sum_{s_{i} \in S_{i}} \sum_{s_{-i} \in S_{-i}} v_i(s_i, s_{-i}) \; \sigma_{i}(s_{i}) \; \sigma_{-i}(s_{-i}) \end{align}

Mixed-Strategy Nash Equilibrium

We now generalize the concept of Nash equilibrium to mixed strategies:

The mixed strategy profile σ=(σ1,,σn)\sigma^* = (\sigma_1^*, \dots, \sigma_n^*) is a Nash equilibrium if for every player iNi\in N, σi\sigma_i^* is a best response to σi\sigma_{-i}^*

A strategy that is not a best response will not be in the support of σ\sigma^*, so before looking for Mixed-Strategy Nash Equilibrium, we should first perform rationality elimination.

Proposition: Given a Nash equilibrium σ=(σ1,,σn)\sigma^* = (\sigma_1^*, \dots, \sigma_n^*), sis_i and sis_i' are in the support of σi\sigma_i^*, then vi(si,σi)=vi(si,σi)=vi(σi,σi)v_i(s_i, \sigma_{-i}^*) = v_i(s_i', \sigma_{-i}^*) = v_i(\sigma_i^*, \sigma_{-i}^*)

Proof.

Take arbitrary si,siSis_i, s_i' \in S_i

  • AFOC, vi(si,σi)>vi(σi,σi)v_i(s_i, \sigma_{-i}^*) \gt v_i(\sigma_i^*, \sigma_{-i}^*). We can then conclude that σi\sigma_i^* is not a best response to σi\sigma_{-i}^*, so not inside Nash equilibrium. Contradiction. Therefore, we can concldue that ...

  • AFOC, vi(si,σi)<vi(σi,σi)v_i(s_i, \sigma_{-i}^*) \lt v_i(\sigma_i^*, \sigma_{-i}^*). $$

    >vi(σi,σi)>=sisupport(σi)σi(si)vi(si,σi)><sisupport(σi)σi(si)vi(σi,σi)>=vi(σi,σi)sisupport(σi)σi(si)>=vi(σi,σi)>\begin{align} > v_i(\sigma_i^*, \sigma_{-i}^*) > &= \sum_{s_i \in support(\sigma_i^*)} \sigma_i^*(s_i) v_i(s_i, \sigma^*_{-i}) \\ > &\lt \sum_{s_i \in support(\sigma_i^*)} \sigma_i^*(s_i) v_i(\sigma_i^*, \sigma^*_{-i}) \\ > &= v_i(\sigma_i^*, \sigma^*_{-i}) \sum_{s_i \in support(\sigma_i^*)} \sigma_i^*(s_i) \\ > &= v_i(\sigma_i^*, \sigma^*_{-i}) > \end{align}

    $$

Therefore, vi(si,σi)=vi(σi,σi)v_i(s_i, \sigma_{-i}^*) = v_i(\sigma_i^*, \sigma_{-i}^*) and the same holds for sis_i' by symmetry.

Take away: In a Nash equilibrium, a player who plays a mixed strategy does not gain any more direct payoff. The payoff of all pure strategies that she is mixing over are all the same (so playing one pure strategy is no different from playing another pure strategy and so no different from playing a mixed of these pure strategies). The player plays a mixed strategy to make sure all the other players also play a mixed strategy so they can arrive at Nash Equilibrium.

In short, player 1 plays a mixed-strategy not to directly gain more, but so that player 2 is indifferent between the pure strategies in the support of σ2\sigma_2^* so that player 1 can gain indirectly.

We can use this proposition that vi(si,σi)=vi(si,σi)v_i(s_i, \sigma_{-i}^*) = v_i(s_i', \sigma_{-i}^*) to find the Nash equilibrium mixed strategy. Refer to HW4 for some examples.

Nash’s Existence Theorem

Any n-player normal-form game with finite strategy sets SiS_i for all players has a (Nash) equilibrium in mixed strategies.

We will not write down a proof of this theorem, but you can find proof in lecture notes 10, 11. Refer to HW4 Tadelis 6.12(e) for an application of this theorem.

Dynamic Games of Complete Information

We always use backward induction to find Nash Equilibrium of Dynamic Games.

Introduction

The Extensive-Form Game

In this section, we introduce sequential rationality: Earlier movers will take into account the rationality of players who move later in the game. Note it is not the chronological order of play that matters, but what players know when they make their choices.

A game tree describes this sequential property. There is XX, a set of nodes associated with each tree. Among them, we have

We need to specify what players know when it’s their turn. Therefore, we partition the nodes that are labelled with player ii into information sets hih_i. Every player has a collection of information sets HiH_i associated with them. Mathematically, HiH_i is a partition of {vvX,i(v)=i}\{v | v\in X, i(v)=i\}. Information Sets has the following properties:

  1. If hih_i is a singleton that includes only xx then player ii who moves at xx knows that he is at xx.
  2. A player cannot distinguish between nodes that are in the same information set: If xxx\not=x' and both x,xhix, x' \in h_i, then player ii who moves at xx does not know whether he is at xx or xx'
  3. We also assume that if xxx\not=x' and both x,xhix, x' \in h_i, then Ai(x)=Ai(x)A_i(x) = A_i(x')

Remember we defined Game of Complete Information at the beginning of part 2. This definition is enough for a normal-form game, but not suffices our extended form of game. Therefore, we introduce:

Strategies

                    x0                    P1 chooses first
                  /    \
               O /      \ F
                /        \
               x1         x2              P2 chooses second
              /  \       /  \
           o /    \ f  o/    \ f
            /      \   /      \
           2       0   0       1          P1 payoff
           1       0   0       2          P2 payoff

A pure strategy of player ii is a strategy profile for all information sets associated with ii. Intuitively, for every information set ii can be in, a pure strategy directs ii what action to paly. Formally, it is mapping si:HiAis_i: H_i \to A_i that to every information set hkHih_k \in H_i assigns an action si(hk)Ais_i(h_k) \in A_i. Therefore, if player ii can be in information set [h1,h2][h_1, h_2], a pure strategy ss says [s(h1),s(h2)][s(h_1), s(h_2)], meaning ii will play s(h1)s(h_1) when at information set h1h_1 and play s(h2)s(h_2) when at information set h2h_2. Denote SiS_i as the set of all pure strategies.

As before, a mixed strategy for player ii is a probability distribution over his pure strategies. Therefore, the player selects a plan randomly before the game is played and then follows a particular pure strategy.

A behavioral strategy σi:HiΔAi(hi)\sigma_i: H_i \to \Delta A_i(h_i) specifies for each information set hiHih_i \in H_i an independent probability distribution over Ai(hi)A_i(h_i), so σi(ai(hi))\sigma_i(a_i(h_i)) is the probability of player ii plays aiAi(hi)a_i \in A_i(h_i) when at information set hih_i. Therefore, the player chooses what to play independently at each state as the game unfolds.

Compare pure/mixed strategy with behavioral strategy in the context of Battle of the Sex with player 1 chooses first, then player 2. Player 2’s pure strategy is oo,of,fo,ffoo, of, fo, ff, where xyxy means to play xx after 1 plays OO and plays yy after 1 plays FF.

Behavioral strategy and mixed strategy can be easily translated into each other: σ(ff)+σ(of)=σF(f)\sigma(ff) + \sigma(of) = \sigma^F(f). Note this only holds with the mild assumption of perfect recall (Tadelis Definition 7.7, in the example of absent minded driver, A randomized strategy will never receive the payoff of 4 because P1 will play the same actions in both worlds, while behavioral strategy flips a coin at every node. )

Also note that if a player has multiple turns, these distributions are assumed to be independent. Therefore, behavioral strategies and mixed strategies are not completely the same thing.

Nash Equilibrium

To find a Nash equilibrium, we just have to list all pure strategies of each player in the matrix and find it as we used to do. (Tadelis 7.2.3)

Credibility & Sequential Rationality

From the sequential Battle of Sex, we have 3 Nash Equilibrium if we consider it in the normal form: (O, oo) (O, of) (F, ff). However, is (F, ff) really rational? It seems like P1 will not choose O over F because he is threatened by player 2 choosing ff. But in fact, think about whether this ff threat is valid: if 1 suddenly switches to O, ff will be an irrational choice. (the first f in ff says P2 plays f when P1 plays O, but yeah think about this. This is not a rational move. BR2(O)=oBR_2(O) = o is not ff) Therefore, we say that this ff threat is incredible.

Here, we introduce a new concept that helps us eliminate such incredible Nash Equilibrium.

Sequential Rationality & Backward Induction

Sequential Rationality: a player use strategies that are optimal at every information set in the game tree - Given strategies σiΔSi\sigma_{-i} \in \Delta S_{-i} of ii’s opponents, we say that σiσ_i is sequentially rational when ii is playing a best response to σi\sigma_{-i} in each of his information sets.

In {x1}\{x_1\}, BR2({x1})=oBR_2(\{x_1\}) = o; In {x2}\{x_2\}, BR2({x2})=fBR_2(\{x_2\}) = f; so the sequentially rational best response from 2 is ofof: Namely, if 1 plays OO, 2 plays oo, and if 1 plays FF, 2 plays ff. oooo is not optimal at x2x_2 and ffff is not optimal at x1x_1

1 does the same reasoning, so he will play BR1(of)=OBR_1(of) = O because OO gives him a reward 2, while FF will give him a reward 1.

Backward Induction: We start at the leaves of the game tree and work up the tree, reasoning about best responses.

This is to model the fact that since every agent knows the entire game tree, the player that chooses early can reason about what the later players will choose based on his decisions. Once he knows what the later players choose, he can chooses to play what maximizes his own payoff.

Backward Induction only works when at each point a decision is made, we know exactly where we are in the tree. That is, if all information sets are singletons (contain exactly 1 node of the tree). That is, we are playing a game of perfect information.

Any finite game of perfect information has a backward induction solution that is sequentially rational. This is a pure strategy Nash Equilibrium. Furthermore if no two terminal nodes prescribe the same payoffs to any player then the backward induction solution is unique.

Subgame-Perfect Nash Equilibrium

Definition

In this section, we look at the games of imperfect information (we don’t know exactly where we are in the tree). In such games, we cannot perform backward induction, because we may encounter multiple parents when working up the tree.

Subgame is a subtree of the game tree s.t. no information set contains nodes both in and not in the subtree. Note the game itself is the subgame of itself.

A behavioral strategy σ\sigma^* is a subgame-perfect Nash equilibrium when for every subgame GG, if we only look at this subgame, σ\sigma^* is a Nash equilibrium in G.

The difference between a Nash Equilibrium and a Subgame-Perfect Nash Equilibrium is that what satisfies a NE but not a SGPNE is a strategy profile (for P2) that is only BR to what P1 plays when he believes P2 will play the current strategy (this is just the definition of NE) , but not a BR to all P1’s possible strategies (this is just the definition of SGPNE).

Example: Voluntary Battle of Sex

In voluntary battle of sex, we let P1 first choose whether it plays or not. If it doesn’t play, both players just get a payoff of 1.5 If it chooses to play, assume 2 chooses simultaneously with 1, so 2 doesn’t know what 1 chose.

                         x0               P1 chooses to play or not
                       /    \
                  Yes /      \ No
                     /        \
                    x1        1.5         If P1 wants to play, then it chooses first
                  /    \      1.5
               O /      \ F
                /        \
             -----------------
             | x2         x3 |            P2 chooses second
             -----------------
              /  \       /  \
           o /    \ f  o/    \ f
            /      \   /      \
           2       0   0       1          P1 payoff
           1       0   0       2          P2 payoff

In this example, we have two subgames: the classic battle of sex is a strict subgame of the voluntary battle of sex and this voluntary battle of sex is a subgame of itself. To solve the voluntary battle of sex, we first look at the strict subgame classic battle of sex. We know the Pure Strategy Nash equilibrium for this subgame is (O,o)(O,o) and (F,f)(F,f). Now we only have to consider these two cases. These two cases each have payoff (2,1)(2,1) and (1,2)(1,2). If we have another mixed strategy Nash Eq (σ1,σ2)(\sigma_1, \sigma_2), we just have to calculate its corresponding expected payoff and go up one level to x0x_0.

From there we can apply backward induction: back at x0x_0, this is player 1’s state so he player 1 gets to decide: BR1(O,o)=Y,  BR1(F,f)=NBR_1(O,o) = Y, \; BR_1(F,f) = N. Therefore, a rational player should play (YO,o)(YO,o) or (NF,f)(NF, f). These two are the only Pure Nash Equilibriums that are rational for every subgame.

Just to revisit our definition, a behavioral strategy profile specifies for each player, an action for each of its information set. In this game, player 1 has information set {x0},{x1}\{x_0\}, \{x_1\} and player 2 has information set {x2,x3}\{x_2, x_3\}. For the strategy profile (YO,o)(YO,o), 1 plays YY at {x0}\{x_0\} and OO at {x1}\{x_1\}, 2 plays oo at {x2,x3}\{x_2, x_3\}.

Example: Stackelberg Competition (Variant of Cournot Duopoly)

Say P1 announces his price, and P2 decides based on that. So when P2 makes the decision, he already knows (not believes) quantity set by P1. P2 has a continuous information set, each being a particular q1q_1 P1 announces. Based on our definition of a behavioral strategy, P2 must react to each of his information set, so a strategy profile for P2 is 90q12\frac{90-q_1}{2}. P1 uses this fact and reason backward and reach a single value 45.

It is curious that the player who announces first gets a better option: he has a unique value for Subgame Perfect Nash Eq. We should note this is because by announcing first in a game of complete information, P1 can reason about what P2 will do and use that information to improve his own decision. However, P2 cannot reason about P1’s behavior, because he will be told what P1 plays, he doesn’t get to believe what P1 plays.

Multistage Game

Introduction

A multistage game has TT stages. At each stage i=1,,Ti = 1, \dots, T, the players play a static game of complete information. (Games can be different for different stages) with the following rules:

To calculate payoff, we will assume a discount factor δ\delta, so that payoff vv one period in the future is worth δv\delta v now. Higher discount factor δ\delta means that the players are more patient and care more about future payoffs.

The total payoff of a player when he plays a strategy for this series of games is the discounted sum of payoffs this player can get at each stage: (vitv_i^t denotes the player ii’s payoff at the game of stage tt)

vi=t=1Tδt1vitv_i = \sum^T_{t=1} \delta^{t-1}v^t_i

Strategies & Subgame Perfect Equilibrium

In this section, we will use the Prisoner-Revenge Game:

For each 2nd (last) stage subgame, its Nash Eq are the same Nash Eq when you play it as a standalone game. That is because: Given a static game GG, define a new static game G~\tilde G that is exactly the same except the payoffs are modified in the following way: vi~(si,si)=aivi(si,si)+bi\tilde{v_i}(s_i, s_{-i}) = a_iv_i(s_i, s_{-i}) + b_i for some ai>0,biRa_i \gt 0, b_i \in \mathbb R. Pure Nash Equilibriums of this new game G~\tilde G are exactly the same as the Pure Strategy Nash Equilibrium of original game GG. This is because such modification preserves the preference relation and it’s obvious that two games with payoffs having the same preference relation should have the same Nash Eq.

In this Prisoner-Revenge Game, two players each have 2 actions at stage 1, so there are a total 2×2=42\times 2 = 4 results from playing stage 1. Each result leads to a subgame in stage 2, so there are 4 subgames in stage 2. As we just analyzed, the PSNE in any subgame of stage 2 are the same as if we play this subgame as an independent standalone game. Therefore, each subgame of stage 2 has two PSNE: (L,l)(L, l) and (G,g)(G, g).

To be a SGPNE, it needs to be a NE at each subgame. We first look at each 2nd-stage subgame.

Arbitrarily choose one of the NE for each 2nd-stage subgame. There are 4 2nd-stage subgames and each subgame has 2 NE, so there are a total 24=162^4 = 16 combinations of strategies to consider. For any SGPNE, the actions for these 4 2nd-stage subgame, must be one of the 16 combinations (or it is not a NE at at least one of these subgames, so this profile as a whole cannot be subgame perfect). Therefore, we only have to consider these 16 profiles for SGPNE. Such a profile has the form si2=(si2(Mm),si2(Mf),si2(Fm),si2(Ff))s_i^2 = (s_i^2(Mm), s_i^2(Mf), s_i^2(Fm), s_i^2(Ff)), where si2(ab)s_i^2(ab) means what player ii will do in 2nd-stage if in 1st-stage, 1 plays aa and 2 plays bb. One pair abab is one of the 4 possible outcomes of 1st-stage game, and therefore specifies a particular subgame in 2nd-stage. Since we have want SGPNE, s2(ab)s^2(ab) should also be a Nash Equilibrium when looked alone, so it is always either (L,l)(L,l) or (G,g)(G,g). A profile s2(ab)s^2(ab) of all players at situation abab specifies all players’ payoffs at a particular case of the 4 outcomes in 1st-stage game. Then we just have to find the PSNE in this 1st-stage game with this new payoff specified. (Like finding a PSNE in any game, it’s possible that we can find only one, none, or multiple) If we have a mixed-strategy s2(ab)s^2(ab) for the 2nd-stage game, we just have to calculate each player’s expected payoff in this subgame and use that as the new payoff of situation abab in 1st-stage game.

A strategy profile for the whole game has the form si=(si1,si2)=(si1,si2(Mm),si2(Mf),si2(Fm),si2(Ff))s_i = (s_i^1, s_i^2) = (s_i^1, s_i^2(Mm), s_i^2(Mf), s_i^2(Fm), s_i^2(Ff)). For example, if we have s1=(F,L,G,G,L),s2=(f,l,g,g,l)s_1 = (F, L, G, G, L), s_2 = (f, l, g, g, l). Player 1 first chooses to fink at 1st-stage, chooses loner at 2nd-stage if 1 plays MM and 2 plays mm at 1st-stage, chooses Gangers if MfMf, Gangers if FmFm, and loner if FfFf. Similarly for player 2. Eventually, the game path is ((Ff),(Ll))((Ff), (Ll)). For an arbitrary strategy profile, it doesn’t have to be symmetric like this. It just happens to be in this Prisoner-Revenge Game.

Non-Nash to Nash

Note we get to choose which Nash Eq will be played in each of the 2nd (later) stage games and we can use this to reward good behavior in the 1st (any previous) stage game. In fact, we can persuade the players to play at this first (any previous) stage what is not a Nash equilibrium when play 1st-stage as a standalone game.

Continue with the Prisoner-Revenge Game. In the 1st-stage of the game, the prisoner’s dilemma, we only have one Nash Eq (F,f)(F,f). We want these two players to be loyal to each other and achieve (M,m)(M,m). Therefore, in the 2nd-stage, we will reward (carot) loyalty (M,m)(M,m) and punish (stick) anything else by making both players join the gangs if they don’t cooperate and be lone wolves if they do. Therefore, s12=(L,G,G,G),s22=(l,g,g,g)s_1^2 = (L, G, G, G), s_2^2 = (l, g, g, g). Draw the payoff matrix of 1st-stage based on the 2nd-stage strategies:

mf
M4,44,413δ,53δ-1-3\delta, 5-3\delta
F53δ,13δ5-3\delta, -1-3\delta13δ,13δ1-3\delta, 1-3\delta

We can see that v2(Mm)v2(Mf)v_2(Mm) \ge v_2(Mf) when δ13\delta \ge \frac 1 3. The same holds for P1 by symmetry. Therefore, as long as we have a discount factor 13\ge \frac 1 3, the Nash equilibrium for this 1st-stage game will be MmMm and ((M,L,G,G,G),(m,l,g,g,g))((M, L, G, G, G), (m, l, g, g, g)) are our Subgame Perfect Nash Equilibrium.

We basically change the players’ beliefs about what will happen later. After understanding the bad result of betraying the partners (joining gangs for revenge and hurting each other), they will decide to keep the secret.

Repeated Games

G(T,δ)G(T,\delta) denotes the finitely repeated game in which the stage-game G is played T consecutive times, and δ\delta is the common discount factor.

We crucially relied on the fact that by having multiple Nash Eq in the 2nd-stage, we can have different factors for δ\delta (these factors are just different payoff in 2nd-stage game) and this gives us the power to use some Nash Eq as a carrot and use some as a stick. If we only have one Nash Eq for this static game, then the only Subgame Perfect Equilibrium will be playing this Nash Eq all the time.

However, if we have an Infinitely Repeated Game and there is only one NE in the standalone game, we can still design strategies that enables us to achieve a non-NE. Here, we introduce the “Grim-Trigger” Strategy for the prisoner’s game, where both keep playing (M,m)(M,m) until one deviates. Specifically, they

This turns out to also be a Subgame Perfect Nash Equilibrium for some δ\delta value. However, since it’s an infinite game, we cannot check on every subgame. Luckily, we have a new principle to check SGPNE:

One-Step Deviation Principle: A strategy profile (σ1,,σn)(\sigma_1, \dots, \sigma_n) is a SGPNE when there is no subgame where a player can improve his payoff using a one-step deviation.

For a player ii, a One-Step Deviation from his strategy sis_i is a strategy sis_i' when for all information sets, only action for one of them is different from sis_i.

Take the above Infinitely Repeated Prisoner’s Game as an example. Say if at the middle of the game, P1 wants to betray (deviate from all these (M,m)(M,m) played) Consider this round where P1 betrays: he will gain 5 immediately, but 1 for all the subsequent rounds. On the other hand, if he sticks to cooperation, he will gain 5 in all of these rounds. To keep him from betraying, we need a discount factor that is

4+4δ+4δ2+5+1δ+1δ2+4+4δ1δ5+1δ1δδ144 + 4\delta + 4\delta^2 + \dots \ge 5 + 1\delta + 1\delta^2 + \dots \\ 4 + 4 \frac{\delta}{1-\delta} \ge 5 + 1 \frac{\delta}{1-\delta} \\ \delta \ge \frac 1 4

The generalized version of this principle is Folk Theorem: any periodic strategy that has average payoff that is larger than the trigger strategy is subgame perfect.

Static Games of Incomplete Information

Bayesian Games

Representation

To capture the idea that a player’s characteristics may be unknown to other players, we now say that a player can be of different types. A same player of different type can have different payoff values over the same strategy profile.

Games of Incomplete Information are the games that incorporate the possibility that players could be of different types.

Each combination of player type gives a different game. We always have nature node first deciding which game tree we are in. We use information sets to denote that a player knows what type he is, but doesn’t know what type the other players are.

Normal Form

Normal Form of a static Bayesian Game of Incomplete Information has

Beliefs

And all the information above is common knowledge. So a player surely knows this probability distribution over all the types. One’s own type is a private knowledge to oneself. If a player knows his own type, he can deduce something more about the others’ types: he can deduce the posterior belief about others’ types ϕi=ϕ(θiθi)\phi_i = \phi(\theta_{-i} | \theta_i)

Formally, the game proceeds as follows:

  1. Nature chooses a profile of types (θ1,θ2,,θn\theta_1, \theta_2, \dots, \theta_n) according to the probability distribution of types
  2. Each player ii learns his own type θi\theta_i and deduces a belief about the probability distribution over the other player’s types, denoted by ϕ(θiθi)\phi(\theta_{-i} | \theta_i).
  3. Each player ii simultaneously chooses an action aiAia_i \in A_i
  4. Payoffs are realized for each player ii by vi(ai,ai,θi)v_i(a_i, a_{-i}, \theta_i)
Strategies

Strategies in Games of Incomplete Information are defined very similar to the strategies on information sets in Dynamic Games.

A Pure Strategy for player ii is a function for each of its type - si:ΘiAis_i : \Theta_i \to A_i

A Mixed Strategy is a probability distribution over pure strategies.

Payoffs
and Bayesian Nash Equilibrium

Expected payoff of a player ii of type θi\theta_i takes the weighted average over all possible combination of other players’ types. Note a player in the Bayesian Game always knows his own type.

vi(s;θi)=Eθi  vi(si(θi),si(θi);θi)=θiϕ(θiθi)  vi(si(θi),si(θi);θi)\begin{align} v_i(s ; \theta_i) &= \mathbb E_{\theta_{-i}} \; v_i(s_i(\theta_i), s_{-i}(\theta_{-i}) ; \theta_i)\\ &= \sum_{\theta_{-i}} \phi(\theta_{-i} | \theta_i) \; v_i(s_i(\theta_i), s_{-i}(\theta_{-i}) ; \theta_i) \end{align}

Bayesian Nash Equilibrium is a strategy profile where every player chooses a best response for every possible type he can be. This definition is almost the same as the sequential rationality, except it was “best response for every possible information set he can be in”.

Formally, ss^* is a Pure-Strategy Nash Equilibrium when for every player ii and every type θiΘi\theta_i \in \Theta_i this player can be, si(θi)s^*_i(\theta_i) is a best response to sis^*_{-i}

i,  θiΘi,  si(θi)BRi(si)i,  θiΘi,  siSi,  vi(si,si;θi)vi(si,si;θi)\forall i, \; \forall \theta_i \in \Theta_i, \; s_i(\theta_i) \in BR_i(s^*_{-i})\\ \forall i, \; \forall \theta_i \in \Theta_i, \; \forall s_i' \in S_i, \; v_i(s_i^*, s_{-i}^*; \theta_i) \ge v_i(s_i', s_{-i}^*; \theta_i)

Eg. Game of Chicken

In the game of chicken, for player 1, his strategy set is {CC,CD,DC,DD}\{CC, CD, DC, DD\} where ABAB means 1 plays AA when he has type LL and plays BB when he has type HH.

Do an example calculating expected payoff for P1 at situation (CD,dc)(CD, dc):

v1(CD,dc)=P[θ1=L,θ2=L]v1(C,d;L)+P[θ1=L,θ2=H]v1(C,c;L)+P[θ1=H,θ2=L]v1(D,d;H)+P[θ1=H,θ2=H]v1(D,c;H)\begin{align} v_1(CD, dc) &= P[\theta_1=L, \theta_2 = L] v_1(C,d; L) \\ &+ P[\theta_1=L, \theta_2 = H] v_1(C,c; L) \\ &+ P[\theta_1=H, \theta_2 = L] v_1(D,d; H) \\ &+ P[\theta_1=H, \theta_2 = H] v_1(D,c; H) \\ \end{align}

Eg. Study Groups

Two students form a study group. A student can choose to work (W) or shirk (S). If at least one student works, the work will be done. If a student chooses to work, he will pay a cost cc no matter what. Type of each student Θi=[0,1]\Theta_i = [0,1] determines how important the assignment is for each student. Types are uniformly i.i.d drawn. A player’s strategy is si:Θi{W,S}s_i: \Theta_i \to \{W,S\} We have payoffs (the former one represents action of the player in discussion)

Compute the expected payoff if P1 plays WW and SS:

Therefore, we choose WW when

v1(W;θ1)>v1(S;θ1)θ12c>θ12  Pr[s2(θ2)=W]θ1>c1Pr[s2(θ2)=W]v_1(W;\theta_1) \gt v_1(S;\theta_1) \\ \theta_1^2-c \gt \theta_1^2 \; Pr[s_2(\theta_2)=W]\\ \theta_1 \gt \sqrt{\frac c {1 - Pr[s_2(\theta_2)=W]}}

Denote Pr[s2(θ2)=W]Pr[s_2(\theta_2)=W] as pp, s1=W    θ1>c1ps_1 = W \iff \theta_1 \gt \sqrt{\frac c {1-p}}. Since θ1\theta_1 is drawn uniformly random from [0,1][0,1], Pr[θ1>c1p]=1c1pPr[\theta_1 \gt \sqrt{\frac c {1-p}}] = 1 - \sqrt{\frac c {1-p}}.

By symmetry, this also holds for P2. Pr[s1(θ1)=W]=Pr[s2(θ2)=W]=pPr[s_1(\theta_1)=W] = Pr[s_2(\theta_2)=W] = p. We therefore have p=1c1pp = 1 - \sqrt{\frac c {1-p}} and 1p=c31 - p = \sqrt[3] c. θ1>c1p=c3\theta_1 \gt \sqrt{\frac c {1-p}} = \sqrt[3] c

Now we can conclude that

si(θi)={W if θi>c3S if otherwises_i^*(\theta_i) = \begin{cases} W \text{ if } \theta_i \gt \sqrt[3] c \\ S \text{ if otherwise} \end{cases}

Auctions

We focus on Sealed-Bid Auction in this section

Model

Second-Price Auction - Strategy

In second-price auction, pp is second highest bid. Person who wins the bid, instead of paying his own bid, pays the second highest bid. Bidding your private value is the weakly dominant strategy.

Observe for any bid bib_i player ii chooses to pay, his payoff function vi(bi,bi)v_i(b_i, b_{-i}) is

vi(bi,bi)={θimax(bi)if i wins the bid: bi>max(bi)0if i loses the bid: bi<max(bi) v_i(b_i, b_{-i})= \begin{cases} \theta_i - max(b_{-i}) &\text{if $i$ wins the bid: $b_i \gt max(b_{-i})$}\\ 0& \text{if $i$ loses the bid: $b_i \lt max(b_{-i})$ } \end{cases}

Observe that if we decide to pay our private value θi\theta_i, we have a weakly dominant strategy. (See this by replacing all bib_i above with θi\theta_i)

First-Price Auction - Strategy

Bidding your private value is weakly dominated: you eventually just get biθi=θiθi=0b_i - \theta_i = \theta_i - \theta_i = 0. One can get the same payoff by simply not participating in bidding at all. Next we find the Bayesian Nash Eq strategy for this problem.

Assumption: types of each player are drawn independently from some distribution with CDF, cumulative distribution function FiF_i

Strategy bi=si:ΘiR0b_i = s_i: \Theta_i \to \mathbb R^{\ge 0} is a map from private value to bidding value.

We will assume that sis_i is strictly increasing (higher private valuation leads to higher bid)

P[player i wins]=  P[ji,si(θi)>sj(θj)]=  P[ji,sj(θj)<t]replace si(θi) with t=  P[ji,θj<sj1(t)]since s is strictly increasing, its inverse func exists=  jiP[θj<sj1(t)]each type is independent=  jiFj(sj1(t))definition of CDF\begin{align} & P[\text{player $i$ wins}] \\ =\;& P[ \forall j \not=i, s_i(\theta_i) \gt s_j(\theta_j)]\\ =\;& P[\forall j \not=i, s_j(\theta_j) \lt t] &&\text{replace $s_i(\theta_i)$ with $t$}\\ =\;& P[\forall j \not=i, \theta_j \lt s^{-1}_j(t)] &&\text{since $s$ is strictly increasing, its inverse func exists}\\ =\;& \prod_{j\not=i} P[\theta_j \lt s^{-1}_j(t)] &&\text{each type is independent}\\ =\;& \prod_{j\not=i} F_j(s^{-1}_j(t)) &&\text{definition of CDF}\\ \end{align}

Payoff if ii wins: P[player i wins]×(θix)=jiFj(si1(t))×(θix)P[\text{player i wins}] \times (\theta_i - x) = \prod_{j\not=i} F_j(s^{-1}_i(t)) \times (\theta_i - x)

To simplify this question a bit more, we make some extra assumptions: players’ types are drawn from the same CDF FF and each player have the same strategy ss. Therefore, the payoff is now [F(s1(t))]n1×(θix)[F(s^{-1}(t))]^{n-1} \times (\theta_i - x)

To find its maximum, we take the derivative of this thing. And solve for the best response,

s(θi)=θiθi[F(t)]n1dt[F(θi)]n1s(\theta_i) = \theta_i - \frac {\int^{\theta_i}_{-\infty} [F(t)]^{n-1} dt } {[F(\theta_i)]^{n-1}}

Consider the special case where θiuniform[0,1]\theta_i \sim uniform[0,1], where we are basically normalizing private value to the scale of [0,1]

s(θi)=θi0θitn1dtθin1=n1nθi\begin{align} s(\theta_i) &= \theta_i - \frac {\int^{\theta_i}_{0} t^{n-1} dt } {\theta_i^{n-1}} \\ &= \frac {n-1} {n} \theta_i \end{align}

First-Price Auction - Revenue

Expected revenue for this auction is E[s(θ)]=E[(11n)θmax]\mathbb E[s(\theta)] = \mathbb E[(1 - \frac 1 n) \theta_{max}]. We need to focus on θmax\theta_{max} because according to strategy s(θ)=(11n)θs(\theta) = (1-\frac 1 n)\theta, the one with highest θ\theta wins the bid and therefore pays the auction. That is, the one with highest private value eventually determine how much revenue an auction can make.

This expected value will average on the distribution of this θmax\theta_{max}. Look at CDF and PDF of θmax\theta_{max}:

G(x)=P(θmaxx)=P(θ1x)P(θ2x)P(θnx)θ are independent=xnθ is uniformly distributed on [0,1]g(x)=P(θmax=x)=nxn1\begin{align} G(x) &= \mathbb P(\theta_{max} \le x)\\ &= \mathbb P(\theta_{1} \le x) \mathbb P(\theta_{2} \le x) \dots \mathbb P(\theta_{n} \le x) && \text{$\theta$ are independent} \\ &= x^n && \text{$\theta$ is uniformly distributed on [0,1]}\\ g(x) &= \mathbb P(\theta_{max} = x) = nx^{n-1} \end{align}

With PDF, we can calculate the expected revenue

E[(11n)θmax]=(11n)E[θmax]=(11n)01x  nxn1  dx=n1n+1\begin{align} E[(1 - \frac 1 n) \theta_{max}] &= (1 - \frac 1 n) E[\theta_{max}] \\ &= (1 - \frac 1 n) \int_0^1 x \; nx^{n-1} \; dx \\ &= \frac {n-1} {n+1} \end{align}

If we let θiuniform[0,c]\theta_i \sim uniform[0,c], this result will be n1n+1c\frac {n-1} {n+1}c

Second-Price Auction - Revenue

Recall that si(θi)=θis_i(\theta_i) = \theta_i, and the second highest price θi(2)\theta_i^{(2)} is paid. so the expected revenue of an auction is E(θi(2))\mathbb E(\theta_i^{(2)}) Look at the CDF and PDF of θi(2)\theta_i^{(2)}

G(x)=P(θi(2)x)=jNP(ij,θix and θj>x)+P(iN,θix)=n  xn1(1x)+xng(x)=n(n1)xn2+n(1n)xn1\begin{align} G(x) &= \mathbb P(\theta_i^{(2)} \le x) \\ &= \sum_{j\in N} \mathbb P(\forall i\not=j, \theta_i \le x \text{ and } \theta_j \gt x) + \mathbb P (\forall i \in N, \theta_i \le x)\\ &= n\; x^{n-1}(1-x) + x^n\\ g(x) &= n(n-1)x^{n-2} + n(1-n)x^{n-1} \end{align}

Now we can calculate the expected revenue

E(θi(2))=01x  (n(n1)xn2+n(1n)xn1)  dx=n1n+1\begin{align} \mathbb E(\theta_i^{(2)}) &= \int_0^1 x \; (n(n-1)x^{n-2} + n(1-n)x^{n-1}) \; dx \\ &= \frac {n-1} {n+1} \end{align}

如果 private value is [0,c] 那么最后就是 n1n+1c\frac {n-1} {n+1}c

Revenue Equivalence

As we introduced all these different auctions, it is natural to ask which will yield the highest expected revenue for a seller. However, it turns out that the expected revenue a seller obtains from any of auctions we considered is the same as long as we meet some very general conditions.

Appendix

Abbreviation

Test Tips

Find all Nash Equilibrium: pure strategy and mixed strategy.

当连续的时候,很多东西 (BR, payoff, ...) 都要分类讨论一般情况和极端情况 (Cournot Duopoly 中当对手正常生产的时候,你有一个 BR;以及当对手直接拉满的时候,你有另一个 BR=0 因为你不管生产多少都亏本)

Incomplete Note: Mechanism Design

This section is not complete and will likely never be completed.

In this section, we discuss how to design a game given a goal.

Auctions can be viewed as a solution to a social problem: We have a good and players have a private valuation of the good. Society is best off if the good is assigned to players with the highest valuation.

We want to design a game (mechanism) to find this best assignment even if all players strategically (even if players try to game the mechanism)

Formalize the problem:

We say a rule is implementable if we can ???

Players know the game and play strategically (so they want to get the best outcome for themselves, not necessarily for the whole society). How can we design a mechanism so the society good is achieved?

How did we solve this?

Problem: since all people can calculate this result, it’s possible players will end up reporting a private value smaller than this to skip some payments.

Quasilinear Performances Assumption: we will assume that for player ii if the final (global) outcome is xx and monetary payment to player ii is mim_i, he has a payoff viv_i: (Note mim_i can be negative, representing how much money ii has to pay out)

vi(x,mi,θi)=vi(x,θi)+miv_i(x, m_i, \theta_i) = v_i(x, \theta_i) + m_i

Design this game:

  1. choose actions AiA_i for each player

  2. Based on actions, decide an outcome and payment for this game

    g:A1××Anoutcome spaceg: A_1 \times \dots \times A_n \to \text{outcome space}

    mi:A1××AnRm_i:A_1 \times \dots \times A_n \to \mathbb R

We want that for the equilibrium strategy profile ss^*, the outcome we get from each player choosing based on its own benefit is indeed our socially best outcome. θΘ,g(s(θ))=f(θ)\forall \theta \in \Theta, g(s^*(\theta)) = f(\theta)


Consider this special type of game: let all player’s actions be their types(private values), so just assign each of their action space to be their type space. i.e. iN,Ai=Θi\forall i \in N, A_i = \Theta_i

Then gfg \equiv f will give us the desired mechanism, provided that playing their true types is an equilibrium strategy profile.

Given f, define g???

-- ting bu dong--

Games where iN,Ai=Θi\forall i\in N, A_i = \Theta_i are called “direct revelation mechanisms”

Revelation Principle: If f is implementable (see implementable definition) in Bayesian Nash/ dominant strategies, then there exists a direct revelation mechanism.

prove. If ff is implementable, then there exists an equilibrium ss^* such that θΘg(s(θ))\forall \theta \in \Theta g(s^*(\theta))

Consider the following mechanism ??

Vickrey-Clarke-Groves Mechanism

We will think about implementing functions f(θ)=xf(\theta) = x where xx maximizes iNvi(x,θi)\sum_{i \in N} v_i(x, \theta_i) That is the outcome that gives highest sum of payoffs is there are no monetary transfers.

In this sense, this objective is sometimes called “social welfare

If there is o payment, then lying about your type may be beautiful if f(θi,θi)f(θi,θi)f(\theta_i, \theta_{-i}) \not= f(\theta_i', \theta_{-i}) and vi(f(θi,θi),θi)>vi(f(θi,θi),θi)v_i(f(\theta_i, \theta_{-i}), \theta_i) \gt v_i(f(\theta_i', \theta_{-i}), \theta_i)

We do not want this happen, so to counteract

if he is reporting his true types, we want the monetary payment to him to be at least than that, so he is willing to report his true type

We can simply define mi(θi,)m_i(\theta_i,) to be ..., so mi(θi,)m_i(\theta_i',) is and we see the previous inequality holds

Mechanism 2

Goal: create a game to implement “social welfare function” f(θ)=argmaxxiNvi(x,θi)f(\theta) = argmax*x \sum*{i \in N} v_i(x, \theta_i) . So it is the outcome that maximizes overall payoff (sum of payoffs).

Types are private info and we use game to extract this info from the players.

We will show that we can implement social welfare functions using the revelation mechanism in weakly dominant strategies.

use differences of payments if you lie about your type - you can lie, you can get better payoff by lying, but your monetary payment will be about how much you hurt the other players because it’s a social thing.