Playing Games
- last time, we saw a game: Downsian model of competition
- assumptions: who are key actors + what they can do + what their goals are
- conclusion: prediction about what is going to happen
- game theory is a set of tools to get from assumptions to conclusions
What is Game Theory?
- Roger Myerson
- game theory can be defined as the study of mathematical models of conflict and cooperation between intelligent rational decision-makers
- game Theory provides general mathematical techniques for analyzing situations in which two or more rational individuals make decisions that will influence one another's welfare
- rationality: actors maximize own welfare (utility)
- strategic interaction: actors' utility depends on what others do
Elements of a Game
- players: \(N = \{1,\dots, n\}\) (\(i \in N\) is individual player)
- actions: player \(i\) chooses action \(a_i \in A_i\) (\(A_i\) is set of her actions)
- profile of actions is \((a_1, \dots, a_n)\) specifies every player's action
- payoffs: utility of player \(i\) is given by \(u_i(a_i,a_{-i})\)
Elements of a Game: Advanced
- timing
- static: all players move at the same time
- dynamic: players move sequentially / in some order
- information
- complete: everything about the game is common knowledge
- incomplete or imperfect: some players uninformed about payoffs or identities of other players, possible strategies, outcomes, knowledge, etc
Game Example: Fighting Countries
- Consider two countries \(A\) and \(B\) involved in a territorial dispute (e.g., over Antarctic territory). \(A\) and \(B\) must decide whether to fight. If both decide to fight, a war breaks out and the cost of war is greater than the value of the territory. We assume that in this case, both countries get a utility loss of \(-1\). If only one country decides to fight, it gets the territory. The payoff of obtaining the territory is \(2\) for country \(B\) and \(3\) for country \(A\). A country which does not fight always get \(0\). Suppose that both countries make their decision simultaneously.
Nash Equilibrium: Definition
-
Nash Equilibrium is a system of best responses
- each player maximizes utility given what other players do
-
formal definition: consider a simultaneous game with \(N\) players. Profile of actions \((a_1^*,\dots, a_n^*)\) is a NE if for every player \(i \in N\),
\(u_i (a_i^*,a_{-i}^*) \geq u_i (a_i,a_{-i}^*), \text{ for every other action } a_i \ne a_i^*\)
Solving Fighting Countries
- static games of complete information with finite sets of actions \(\to\) matrix form
Country B | |||
---|---|---|---|
Fight | Not Fight | ||
Country A | Fight | \(-1,-1\) | \(3,0\) |
Not Fight | \(0,2\) | \(0,0\) |
- Nash equilibrium (intersection of best responses):
- (Not Fight, Fight) and (Fight, Not Fight)
Another Example: Political Factions
- two factions (\(L\) and \(R\)) within the same party decide whether to support \(\text{left candidate}\) or \(\text{right candidate}\)
- if both factions support the same candidate, the candidate wins primary and general election (factions receive payoffs of \(2\))
- factions prefer different candidates:
- faction \(L\) prefers \(\text{left candidate}\) and receives \(+8\) utility if \(L\) wins general election
- faction \(R\) prefers \(\text{right candidate}\) and receives \(+8\) utility if \(R\) wins general election
- if factions support different candidate, general election is lost, and factions receive \(0\)
Solving Factions Game
Faction \(R\) | |||
---|---|---|---|
\(\text{candidate L}\) | \(\text{candidate R}\) | ||
Faction \(L\) | \(\text{candidate L}\) | \(10,2\) | \(0,0\) |
\(\text{candidate R}\) | \(0,0\) | \(2,10\) |
- Nash equilibrium: (\(\text{candidate L}\),\ \(\text{candidate L}\)) and (\(\text{candidate R}\),\ \(\text{candidate R}\))
Example: More than \(2\) Actions
left | middle | right | |
---|---|---|---|
top | \(2,0\) | \(1,1\) | \(4,2\) |
center | \(3,4\) | \(1,2\) | \(2,3\) |
bottom | \(1,3\) | \(0,2\) | \(3,0\) |
- Nash equilibrium: (center, left) and (top, right)
Example: Stag Hunt
hunter \(B\) | |||
---|---|---|---|
stag | rabbit | ||
hunter \(A\) | stag | \(2,2\) | \(0,1\) |
rabbit | \(1,0\) | \(1,1\) |
- Nash equilibrium: (stag, stag) and (rabbit, rabbit)
Example: Matching Pennies
player \(B\) | |||
---|---|---|---|
heads | tails | ||
player \(A\) | heads | \(-1,1\) | \(1,-1\) |
tail | \(1,-1\) | \(-1,1\) |
- Nash equilibrium: cannot find one using the tools we have so far
Nash Equilibrium: the Good and the Bad
-
self-enforcing prediction
- if each player conjectures what others are playing...
- and each player is correct...
- then rationality predicts Nash equilibrium
-
some issues:
- if multiple NE then unclear which one is better prediction
- no story behind HOW players get to NE
Continuous Action Spaces
- interesting games usually have more than 2 players who have more than 2 actions
- if 2 players, more than 2 actions each \(\to\) bigger matrix
- many situations are naturally continuous
- firms choosing price
- workers choosing hours
- politicians choosing policy platforms
- if some player's action space is continuous, we cannot represent it in matrix form
- solution is still NE, but solving technique is quite different
Example: Public Goods Game
- players: person \(A\) and person \(B\), each has budget \(\$20\)
- action: person \(i\) chooses contribution \(x_i \in [0,20]\) to the public good
- consumes the remaining balance of \(\$20-x_i\) privately
- payoff of person \(i\) is
\(u_i(x_A,x_B) = (20-x_i) + 1.5 \times \left( \frac{x_A + x_B}{2} \right)\)
Algorithm for Solving Static Games of Complete Information
- step 0: identify players, actions, payoffs
- step 1: identify best responses \(a_i^* (a_{-i})\)
- depending on everyone else's actions \(a_{-i}\), what should \(i\) do?
- finite/matrix games: fix a column, pick action with highest payoff for row player; fix row, pick best action for column player
- continuous actions: \(i\)'s best response is a function of \(a_{-i}\)
- step 2: NE is intersection of best responses