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Lecture 2-Game Theory

The lecture on Game Theory introduces the concept of strategic interaction among multiple agents, focusing on how their decisions influence each other's payoffs. It outlines the basic elements of a game, including players, rules, outcomes, and payoffs, and discusses various representations such as extensive and normal forms. Examples like matching pennies and Cournot duopoly illustrate the application of game theory in understanding competitive behaviors and strategies.

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0% found this document useful (0 votes)
50 views62 pages

Lecture 2-Game Theory

The lecture on Game Theory introduces the concept of strategic interaction among multiple agents, focusing on how their decisions influence each other's payoffs. It outlines the basic elements of a game, including players, rules, outcomes, and payoffs, and discusses various representations such as extensive and normal forms. Examples like matching pennies and Cournot duopoly illustrate the application of game theory in understanding competitive behaviors and strategies.

Uploaded by

Ava raad
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 62

Microeconomics II

Lecture 2: Game Theory

Mohammad Vesal
Graduate School of Management and Economics
Sharif University of Technology

44706
Spring 2025

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Motivation

• In Micro I, we considered behavior of agents in competitive


settings.
Many agents but no inter-related decisions,
except through prices at the market level.
• Game theory: a more general way of modeling multi-person
interaction.
Agents want to find the strategies that give highest payoffs.
• Strategic interdependence
Agent A’s payoffs not only depends on her decision
But on agent B’s decision

2 / 62
Outline

Introduction

Basic elements

Simultaneous-move games of complete information

3 / 62
Outline

Introduction

Basic elements
Extensive form representation
Normal (strategic) form representation

Simultaneous-move games of complete information

Reference: MWG Ch 7, Jehle-Reny Ch 7.

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Four elements of a game

Game: representation of a situation of strategic interaction for a


number of agents.
• Players: who is involved?
• Rules: Timing, information sets, possible alternatives
• Outcomes: What happens given a set of actions?
• Payoffs: Specify utilities over outcomes.
If random/uncertain use expected utility form.

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Example: matching pennies

• Two players: A and B


• Simultaneously put down pennies: heads up or tails up.
• Outcomes:
both heads/tails
unmatched coins
• Payoffs:
if matched B pays A one dollar.
if unmatched A pays B one dollar.

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Example: Cournot duopoly

Consider two car manufacturers: I and S each with an identical


car.
• Simultaneously pick what scale to produce at.
• More production by one firm lowers the market price for
both.
decreasing demand
• If production is qI and qS then market clearing price would
be p(qI + qS )
• With zero cost, profits would be
πI (qI , qs ) = p(qI + qS ) × qI and πS (qI , qs ) = p(qI + qS ) × qS

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Example: Entry

• Two players: incumbent I and entrant E


• I is the current producer in an industry
• E is a potential producer thinking about entry
• E decides whether to enter
• I decides whether to fight or accommodate
• Outcomes:
No entry
Entry and fight OR Entry and accommodation
• Payoffs:
Price war will result in zero profits for both.
Accommodation results in sharing of profits.

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What do players know about each other?

• We assume players are rational and know other players are


rational too.
They also know that other players know they are rational. . .
Summarize this as “Rationality is common knowledge”.
• Structure of the game is also common knowledge

9 / 62
Outline

Introduction

Basic elements
Extensive form representation
Normal (strategic) form representation

Simultaneous-move games of complete information

10 / 62
Example: sequential matching pennies

• Consider matching pennies as before except that player B


moves after observing A’s action.

• Rather boring game, could we represent the more


interesting version in a game tree?

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Information set
• Information set: sub-set of a player’s decision nodes.
When reached one node in a given information set, the
player does not know which point she is actually at!
represent all decision situations.
• We can now represent the original matching pennies in
extensive form.

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Restrictions on information sets

• Set of possible actions are the same at each node within a


given information set.
• Perfect recall: players don’t forget what they once knew.
• Do you think these restrictions are intuitive?
• Could you draw game trees that violate either of these
restrictions?
• A game is a perfect information game if each information
set contains a single decision node. Otherwise, it is an
imperfect information game.

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Extensive form representation

ΓE = {X , A, I, p(.), α(.), H, H(.), ι(.), ρ(.), u}

• A finite set of nodes (X ), players (I), and actions (A)


• p : X → {X ∪ ∅} specifying a single immediate predecessor
of node x ∈ X
initial node x0 , terminal nodes T , decision nodes D = X \T .
• α : X \{x0 } → A action that leads to node x
• All information sets: H
H : X → H assign each x ∈ D to an information set
Hi collection of information sets for player i
• Assign information sets to players: ι : H → {0, 1, . . . , I}
• How nature plays: ρ : H0 × A → [0, 1]
• ui (z): payoff for player i at terminal node z ∈ T

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Example: Entry

ΓE = {X , A, I, p(.), α(.), H, H(.), ι(.), u}


• X = {all the nodes}, A =
Entrant {In,Out,Fight,Accommodate},
I = {Entrant,Incumbent}
• p: reflects the succession of
Out In
nodes in the tree, α: actions
Incumbent that gives the succession
• H: each node is a separate
0
5 Fight Accommodate information set
• ι: says which player is deciding
−1 2 at which information set (here
−1 2 nodes)
• u: The vector of payoffs

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Example: Matching pennies

ΓE = {X , A, I, p(.), α(.), H, H(.), ι(.), u}

P1
0
• X = {0, 1, 2, 3, 4, 5, 6},
A = {Head, Tail}, I = {P1, P2}
Head Tail
• p: reflects the succession of
1 P2 2 nodes in the tree, α: actions
that gives the succession
Head Tail Head Tail • H = {{0}, {1, 2}}
3 4 
5  6 
• ι ({1, 2}) = P 2, ι ({0}) = P 1
−1 −1 • u: The vector of payoffs
+1 +1
−1 +1 +1 −1

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Outline

Introduction

Basic elements
Extensive form representation
Normal (strategic) form representation

Simultaneous-move games of complete information

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Strategy

• Strategy: a complete contingent plan that says what a


player will do in every possible distinguishable circumstance
that she might be asked to move.
Information sets specified all such circumstances.
Strategy is a function si : Hi → A
▶ Hi collection of all information sets for player i.
▶ A collection of all available actions.
▶ for any H ∈ Hi , si (H) ∈ C(H) ⊂ A, where C(H) is the set
of available actions at H.
Strategy profile: a collection of all players’ strategies
(s1 , . . . , sI )

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Example: Entry

Entrant
• Each decision node is an
information set
Out In
• Entrant’s strategies
0 Incumbent s1E : In
s2E : Out
5 Fight Accommodate
• Incumbent’s strategies
−1 2 s1I : Fight
s2I : Accommodate
−1 2

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Example: Sequential Matching pennies
• P1’s strategies: s1P 1 : Head,
s2P 1 : Tail
only 1 information set
0 P1 • P2’s strategies: 2 information
sets, a strategy must pick an
Head Tail
action at each
( set
1 P2 2 T if P1 T
s1P 2 =
T if P1 H
(
Head Tail Head Tail H if P1 T
s2P 2 =
H if P1 H
3 −14 
5  6  (
+1 −1 +1 H if P1 T
−1 +1 +1 −1 s3P 2 =
T if P1 H
(
T if P1 T
s4P 2 =
H if P1 H

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The normal form representation

• Any strategy profile s = (s1 , . . . , sI ) induces an outcome of


the game
sequence of the moves and probability distribution over the
terminal nodes
write down the payoff of each player for each strategy
profile.
• For a game with I players, the normal form representation
ΓN specifies for each player i a set of strategies Si and a
payoff function ui (s1 , · · · , sI ) giving the payoff arising from
the strategy profile (s1 , · · · , sI ).

ΓN = [I, {Si } , {ui (.)}]

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Example: Entry

Figure: Extensive form Table: Normal form


Entrant Inc.
Fight Acc.
In (-1,-1) (2,2)
Out In Ent.
Out (0,5) (0,5)
0 Incumbent

5 Fight Accommodate

−1 2
−1 2

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Example: Matching pennies

• Normal form representation of matching pennies

Player B
Head Tail
Head (1,-1) (-1,1)
Player A
Tail (-1,1) (1,-1)

• What is the payoff associated with the strategy profile


(H, T )?

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Example: Sequential Matching pennies

0 P1
Table: Normal form
Head Tail

1 P2 2 P2
s1P 2 s2P 2 s3P 2 s4P 2
Head Tail Head Tail H (-1,1) (1,-1) (-1,1) (1,-1)
P1
3 4 
5  6  T (1,-1) (-1,1) (-1,1) (1,-1)
+1 −1 −1 +1
−1 +1 +1 −1

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Example: Entry version B

Figure: Extensive form Table: Normal form


Entrant Inc.
Fight Acc.
In, Fight (-1,-1) (-2,1)
Out In
In, Acc. (1,-2) (2,2)
Ent.
0 Incumbent Out, Fight (0,5) (0,5)

5 Out, Acc. (0,5) (0,5)


Fight Acc.

Entrant

Fight Acc. Fight Acc.

−1  1  −2 2


−1 −2 1 2

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Relation between normal and extensive form

• For any extensive form representation there is a unique


normal form representation.
The converse is not true: more than one extensive
representation might exist for one normal form.
• Example?
Normal form of the sequential matching pennies could be
the representation of a game where the two players
simultaneously act; P2 has four actions, while P1 has only
two actions.

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Mixed strategies

• Given player i’s pure strategy set Si , a mixed strategy


assigns to each pure strategy si ∈ Si a probability
Pi : Si → [0, 1] that it will be played, where
σ
si ∈Si σi (si ) = 1.
• Suppose player i has M pure strategies Si = {s1i , . . . , sM i },
then her possible set of mixed strategies are
M
( )
X
∆(Si ) = (σ1i , . . . , σM i ) | σmi ≥ 0 and σmi = 1
m=1

(σ1i , . . . , σM i ) ∈ ∆(Si ) is a mixed strategy for player i.


This is a simplex: mixed extension of Si .
Note: this set includes pure strategies too!
• Mixing results in uncertain outcomes→expected utility

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Example of mixed strategies

Player B
Head Tail
Head (1,-1) (-1,1)
Player A
Tail (-1,1) (1,-1)

• Player A mix strategy: choose H w.pr. 0.5 and T w.pr. 0.5


• Player B mix strategy: choose H w.pr. 0.9 and T w.pr. 0.1
• What are the expected payoffs of players if they choose
these strategies?

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Behavior strategies

• In the extensive form the player could randomize between


available actions in each information set.
This is called a Behavior strategy.
• In games with perfect recall the two concepts are
equivalent.
You can find a behavior strategy that gives the same
probability distribution over outcomes as a given mixed
strategy.
We will therefore focus on mixed strategies.

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Behavior vs. mixed strategies

Entrant:U1 Inc.
Fight Acc.

Out In In, Fight (-1,-1) (-2,1)


In, Acc. (1,-2) (2,2)
Ent.
0 Incumbent Out, Fight (0,5) (0,5)
5 Out, Acc. (0,5) (0,5)
Fight Acc.

Entrant:U2 • Entrant’s mix strategy:


(In,Fight) w.pr. 0.5 and
Fight Acc. Fight Acc. (In,Acc.) w.pr. 0.5
−1  1  −2 2
• Entrant’s behavior
−1 −2 1 2
strategy: In w.pr. 0.5 at U1
and Acc. w.pr. 0.5 at U2

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Outline

Introduction

Basic elements

Simultaneous-move games of complete information


Dominance
Nash equilibrium

Reference: MWG Ch 8.A-8.D.

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Simultaneous-move games

• Definition: players play a one-shot game (one round) and


move simultaneously.
Use the normal form representation ΓN = [I, {Si } , {ui (.)}]
Or ΓN = [I, {∆(Si )} , {ui (.)}] if we consider mixed
strategies as well.
• Simplest model that allow for strategic interaction.
• Use this to define the notion of equilibrium.
• Paves the way for static games of incomplete information
and dynamic games.

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Questions

• Assuming rationality and structure of the game are


common knowledge
Could we predict the set of strategies that will be never
played?
Is there a strategy that yields max payoff regardless of
other’s actions?
Could we predict the outcome of the game?

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Outline

Introduction

Basic elements

Simultaneous-move games of complete information


Dominance
Nash equilibrium

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Strictly dominant strategy

• Consider a game ΓN = [I, {Si } , {ui (.)}],


si ∈ Si is a strictly dominant strategy for player i if for all
s′i ̸= si , we have

ui (si , s−i ) > ui (s′i , s−i )

for all s−i ∈ S−i .


• A dominant strategy is the unique payoff maximizer
regardless of what others do.
Notation: we often drop the term “strict”.
• We expect rational players to play dominant strategies.

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Example: Prisoner’s Dilemma

Prisoner 2
Confess Don’t Confess
Confess (−4, −4) (−1, −10)
Prisoner 1
Don’t Confess (−10, −1) (−2, −2)

• Is there a dominant strategy for prisoner 1?


• How about prisoner 2?
• Could players improve their payoff by NOT playing their
dominant strategies?
• Would they do that?

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Strictly dominated strategy

• Consider a game ΓN = [I, {Si } , {ui (.)}],


si ∈ Si is a strictly dominated strategy for player i if there
exists s′i ̸= si such that

ui (si , s−i ) < ui (s′i , s−i )

for all s−i ∈ S−i .


s′i strictly dominates si .
• A dominated strategy gives lower payoffs than another
strategy regardless of what others do!
• Redefine strictly dominant strategy: a strategy that strictly
dominates all other strategies.

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Example: dominated strategies

Player 2
L R
U (1,-1) (-1,1)
Player 1 M (-1,1) (1,-1)
D (-2,5) (-3,2)

• Is there a dominant strategy for players 1 and 2?


• Are there dominated strategies?

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Weak dominance

• si ∈ Si is a weakly dominated strategy for player i if there


exists s′i ̸= si such that

∀s−i ∈ S−i ui (si , s−i ) ≤ ui (s′i , s−i )


∃s−i ∈ S−i ui (si , s−i ) < ui (s′i , s−i )

s′i weakly dominates si .


• A strategy is a weakly dominant strategy if it weakly
dominates every other strategy.

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Example: weakly but not strictly dominated

Player 2
L R
U (5,1) (4,0)
Player 1 M (6,0) (3,1)
D (6,4) (4,4)

• Is there a (weakly) dominant strategy for players 1 and 2?


• Are there (weakly) dominated strategies?

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Elimination of strictly dominated strategies

• Rationality is common knowledge→anticipate the strategies


that won’t be played by others.
• Eliminate strictly dominated strategies for each player.
Reduced (simplified) game with fewer strategies.
▶ In the reduced game eliminate strictly dominated strategies

Reduced game with fewer strategies.


. . . (repeat until no elimination is possible)
• Each round of deletion requires a deeper level of knowledge
of rationality.
• Rationality does not justify deletion of weakly dominated
strategies.

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Example: iterated deletion of dominated strategies

Table: Original game Table: Delete C for player 2


Player 2
Player 2 L R
L C R

Player 1
T (−1, −2) (0, −2)
Player 1

T (−1, −2) (1, −3) (0, −2)


M (−2, 1) (0, 0) (10, 0) M (−2, 1) (10, 0)
B (2, 2) (−4, 1) (3, −1) B (2, 2) (3, −1)

• P 1: no dominated strategy. • P 1: T is dominated by B.


• P 2: C dominated by L. • P 2: no dominated strategy.

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Example: Continue deletion

Table: Delete T for player 1 Table: Delete R for player 2


Player 2 Player 2
L R L
Player 1

Player 1
M (−2, 1) (10, 0) M (−2, 1)
B (2, 2) (3, −1) B (2, 2)

• P 1: no dominated strategy. • P 1: M is dominated by B.


• P 2: R dominated by L. • Seems in the reduced game
(B,L) will be played!

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Dominance in mixed strategies

• σi ∈ ∆(Si ) is a strictly dominated strategy for player i if


∃σi′ ∈ ∆(Si ), such that
Y
∀σ−i ∈ ∆(Sj ) then ui (σi , σ−i ) < ui (σi′ , σ−i )
j̸=i

σi′ strictly dominates σi .


• A strategy is strictly dominant if it strictly dominates all
other strategies.

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Example: dominance of a mixed strategy

Player 2
L R

Player 1
U (10, 1) (0, 4)
M (4, 2) (4, 3)
B (0, 5) (10, 2)

• Looking at pure strategies for P1: no dominated strategy.


• Allowing for mixing for P1: ( 12 U, 12 B) dominates M.

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Checking for dominance in mixed strategies

• σi is strictly dominated by σi′ if

ui (σi′ , σ−i ) > ui (σi , σ−i ) for all σ−i

which is equivalent to checking

ui (σi′ , s−i ) > ui (σi , s−i ) for all s−i

i.e. use only pure strategies for other players!


• Proof:
 
X Y
ui (σi′ , σ−i )−ui (σi , σ−i ) σk (sk ) ui (σi′ , s−i ) − ui (σi , s−i )

= 
s−i ∈S−i k̸=i

LHS is positive for all σ−i iff ui (σi′ , s−i ) − ui (σi , s−i ) is
positive for all s−i .

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Implications

• Player i’s pure strategy si is strictly dominated iff


∃σi′ ∈ ∆(Si ) such that

ui (σi′ , s−i ) > ui (si , s−i )

for all s−i ∈ S−i .


• If pure strategy si is strictly dominated so is any mixed
strategy that assigns a positive probability to si .
• Can apply iterated deletion to mixed dominated strategies.

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Outline

Introduction

Basic elements

Simultaneous-move games of complete information


Dominance
Nash equilibrium

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Best response and Nash equilibrium
• Iterated deletion of dominated strategies may not yield
definitive outcomes.
• Could we restrict the set of reasonable strategies further?
• What is the best strategy for player i if other players
choose s−i ∈ S−i

bi (s−i ) = si ∈ Si | ui (si , s−i ) ≥ ui (s′i , s−i ) for ∀s′i ∈ Si




in general this is a correspondence.


• s∗ = (s∗1 , . . . , s∗I ) is a Nash equilibrium iff

s∗i = bi (s∗−i )

for i = 1, . . . , I
• All players’ strategies are best responses to other players’
strategies.
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Example: best response and NE

Player 2
b1 b2 b3 b4
a1 (0, 7) (2,5) (7,0) (0, 1)
a2 (5,2) (3,3) (5,2) (0, 1)
Player 1
a3 (7,0) (2,5) (0,7) (0, 1)
a4 (0, 0) (0,-2) (0,0) (10, −1)

• What is the best response correspondence for P2?


• What is the best response correspondence for P1?
• What is the Nash equilibrium of this game?

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Nash equilibrium

• Definition: A strategy profile s = (s1 , . . . , sI ) is a Nash


equilibrium of game ΓN = {I, Si , ui (.)} if for every
i = 1, . . . , I

ui (si , s−i ) ≥ ui (s′i , s−i ) forall s′i ∈ Si

• Given what others are doing, the chosen strategy gives


highest payoff to player i.
• No incentive for any of the players to deviate from the
equilibrium, given what everyone else is doing.
• Existence: Vector of all best responses b = (b1 , . . . , bI )
QI QI
b : i=1 Si → i=1 Si
Nash equilibrium is a fixed point of b:
(s∗1 , . . . , s∗I ) = b ((s∗1 , . . . , s∗I ))

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Example: Stag hunt

• Two hunters, if help each other catch a stag, if goes on its


own can catch a hare:
Player 2
Stag Hare
Stag (2, 2) (0, 1)
Player 1
Hare (1, 0) (1, 1)
• What is the Nash equilibrium of this game?

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Discussion of Nash equilibrium

• Why is it reasonable to expect players’ conjectures about


each other’s play to be correct?
• Various perspectives on the concept of NE
A result of rational inference
A necessary condition if gives a unique prediction
A focal point
A self-enforcing agreement
A stable social convention

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Extension to mixed strategies

• Definition: A mixed strategy profile σ = (s1 , . . . , sI ) is a


Nash equilibrium of game ΓN = {I, ∆(Si ), ui (.)} if for every
i = 1, . . . , I

ui (σi , σ−i ) ≥ ui (σi′ , σ−i ) for all σi′ ∈ ∆(Si )

54 / 62
Example: matching pennies

• Does matching pennies have a pure strategy Nash


equilibria?
Player B
Head Tail
Head (1,-1) (-1,1)
Player A
Tail (-1,1) (1,-1)
• Say (H,H) is a NE,
then given A is playing H, the best strategy for B is to play
T!
• Say (H,T) is a NE,
then given B is playing T, the best response for A is to play
T!

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Finding mixed strategy NE
• Say B plays H and T with probabilities σB = (q, 1 − q)
where q ∈ [0, 1]
What is A’s best response to the indicated strategy of B?
▶ If plays H: uA (H, σB ) = q × 1 + (1 − q) × (−1) = 2q − 1
▶ If plays T: uA (T, σB ) = q × (−1) + (1 − q) × 1 = 1 − 2q
▶ Choose H iff uA (H, σB ) > uA (T, σB )
A’s best response

(1, 0)
 if q > 1/2
(p, 1 − p) = (0, 1) if q < 1/2

{(p, 1 − p) | p ∈ [0, 1]} if q = 1/2

• If B chooses q ̸= 1/2, A’s best response is pure strategy,


but B’s best response to A’s pure strategy is either H or T.
• To get a mixed strategy equilibrium we must have q = 1/2.

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Finding mixed strategy NE

• Let Si+ ⊂ Si be the pure strategies played with positive


probability in a mixed strategy profile σ = (σ1 , . . . , σI ).
• σ is a NE iff for every i = 1, . . . , I
1. ui (si , σ−i ) = ui (s′i , σ−i ) for all si , s′i ∈ Si+
2. ui (si , σ−i ) ≥ ui (s′i , σ−i ) for all si ∈ Si+ and for all s′i ∈
/ Si+
• Proof?

57 / 62
Example: Meeting in New York

Player 2
Grand Central Empire State
Grand Central (5,5) (0,0)
Player 1
Empire State (0,0) (1,1)

• What are the NE of this game?

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Usefulness of mixed strategy NE

• In mixed strategy NE each player is really indifferent


between probabilities assigned to different strategies he/she
plays.
probabilities are chosen so the other player is indifferent
between his/her strategies.
• Criticisms
Why randomize if there is a pure strategy with the same
payoff?
Players must randomize with correct probabilities but they
have no incentives to do so!

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Example: Employer-employee

• Cost of monitoring to employer: ϕ > 0


• Employee’s effort choice: e ∈ {0, ē}
(
1 if e = ē
• Output: y =
0 if e = 0
• Worker and employer simultaneously decide to put effort
and whether to monitor.
• Payment to worker
( w
no monitoring:
w if y = 1
monitoring:
0 if y = 0
• What are the strategies for the two players?
• What are the Nash Equilibria of this game?

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Example: Employer-employee

Employer
Monitor No monitor
Effort (w − ē, 1 − w − ϕ) (w − ē, 1 − w)
Worker
No effort (0, −ϕ) (w, −w)

• Assume w − ē > 0 and w + ϕ < 1.


• Could (effort,monitor) be a NE?
• Could (no effort,no monitor) be a NE?
To rule out: assume ϕ < w!
• Are there any pure/mixed strategy NE?

61 / 62
Summary

• In this lecture, we discussed


the concept of a game
normal and extensive form representation of a game
best response and Nash equilibrium in the context of
simultaneous-move games.

62 / 62

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