Tải bản đầy đủ (.pdf) (106 trang)

game theory lecture notes introduction - muhamet yildiz

Bạn đang xem bản rút gọn của tài liệu. Xem và tải ngay bản đầy đủ của tài liệu tại đây (1.46 MB, 106 trang )

14.12 G am e Theory L ecture N otes
Introd uction
M u h a met Yild iz
(Lecture 1)
Gam e Theor y is a misnomer for Multiperson Decision Theory, analyzing the decision-
making process when there are more than one decision-m akers where eac h agent’s pa yo ff
possibly depend s on the actions taken b y the other agen ts. Since an agen t’s preferences
on his actions depend on whic h actions the other parties take, his action depends on his
beliefs about what the oth ers do . Of course, wh at the others do depends on their beliefs
about what eac h agent does. In this w a y, a player’s action, in principle, depends on the
actions available to eac h agent, eac h agent’s preferences on the outcom es, each player’s
beliefs a bout w hich actions are available to eac h pla yer and h ow each player ranks th e
outcomes, and further his beliefs about eac h player ’s beliefs, ad infinitum.
Under perfect com petition, there are also more than one (in fact, infinitely many )
decision makers. Yet, their decision s are assum ed to be decentra lized. A consumer tries
to choose the best consumption bundle that he can afford, giv en the prices — without
pa ying atten tion what the other consumers do. In reality, the future prices are not
know n. C onsu mers’ decisions depend on their expectations about the future prices. A n d
the futu re p rices depend on con sumers’ d ecision s today. O nce again, even i n perfectly
competitive enviro nment s , a consum er’s decisio ns are affected by their beliefs about
what other c onsumers do — in a n aggregate level.
Wh en agen ts think through what the other players w ill do, taking wh at the other
players think about them into accoun t, they may findaclearwaytoplaythegame.
Consid er the follow ing “game”:
1
1 \ 2L m R
T (1, 1) (0, 2) (2, 1)
M (2, 2) (1, 1) (0, 0)
B (1, 0) (0, 0) (−1, 1)
Here, Players 1 has strategies, T, M, B and Player 2 has strateg ies L, m, R. (They
pick their strategies simultaneously.) The pa y offs for players 1 and 2 are indicated by


the numbers in pa rent heses, the first one for player 1 an d the secon d one for player 2.
For instance, if P layer 1 plays T and Player 2 pla ys R, then Player 1 gets a payo ff of 2
and Playe r 2 gets 1. L et’s assum e that each pla yer kno w s that these are the strategies
and the payo ffs, each pla yer know s that eac h pla ye r kno w s this, each pla ye r kno w s that
each player kn ows that each player kno w s this, ad infinitum.
Now, player 1 looks at his payoffs, and realizes that, no matter what the other player
plays, it is better for him to play M rather than B. Th at is, if 2 play s L, M gives 2 and
B gives 1; if 2 play s m, M gives 1, B gives 0; an d if 2 pla y s R, M gives 0, B gives -1.
Therefor e, he realizes that he sho uld not play B.
1
NowhecomparesTandM.Herealizes
that, i f Player 2 plays L or m, M i s better than T, but if she p lay s R, T is definitely
better than M . Would P la y er 2 pla y R? W hat would she pla y? To find an answer to
these questions, Player 1 looks at th e g am e f rom Player 2’s point o f view . He realizes
that, for P layer 2, there is no s tr ategy that is outright better th an any other strategy.
For instance, R is the best strategy if 1 plays B, but oth er wise it is strictly worse t han
m. Wou ld Player 2 think that Player 1 wou ld play B? We ll, she kno w s that Pla ye r 1 i s
trying to maximize his expected payoff,givenbythefirst en tries as everyone know s. She
m u st then de duce that P la yer 1 will no t play B. T herefore, Play er 1 concludes, she will
not pla y R (as it is w orse than m in t his case). Ruling out the possibilit y that Play er 2
play s R, Player 1 looks at his pa yoffs, and sees that M is now better than T, no matter
what. On the other side, Player 2 goes through similar reasoning, and concludes that 1
mu st play M , and therefore pla ys L.
This kind of reasoning does not always yield suc h a c lear prediction. Imagine that
y ou w ant to meet with a friend in one of two places, about which y ou both are indifferent.
Unfortunately, you cannot commun icate with eac h other un til you meet. This situation
1
After all, he cannot have any belief about what Player 2 plays that would lead him to play B when
M is available.
2

is forma lized in the following game, wh ich is called pure coor dination gam e:
1
\ 2Left Right
Top (1,1) (0,0)
Bottom (0,0) (1,1)
Here, Pla ye r 1 c h ooses bet ween Top and Bottom rows, wh ile Player 2 c h ooses between
Left and Right column s. In each box, the first and the second num bers denote the von
Neumann-Mo rgenstern utilities of players 1 and 2, respectively. Note that Player 1
prefers Top to Bottom if he kno ws that Player 2 pla ys Left; he prefers Bottom if he
knows that Player 2 plays Right. He is indifferen t if he t hinks that the other p la yer is
lik ely to play either strategy with equal probab ilities. Similarly, Player 2 prefers Left if
she knows that player 1 pla ys Top. There is n o c lear p rediction about the outcome o f
this game.
One ma y look for the stable outcomes (strategy profiles) in the sense that no player
has incentiv e to deviate if he knows that the other pla y ers pla y the prescribed strategies.
Here, Top-Left and Bottom-Righ t are suc h outcomes. But Bottom-Left and Top-Right
are not stable in this sense. Fo r instan ce, if Bottom -L eft is kno wn to be played, eac h
player would like to deviate — as it is sho wn in the following figure:
1
\ 2Left Right
Top (1,1) ⇐⇓(0,0)
Bottom (0,0) ⇑=⇒ (1,1 )
(Here, ⇑ means pla yer 1 deviates to Top , etc.)
Un like in this gam e , m ostly players have differen t p references on the outcomes, in-
ducing conflict. In the follo w ing gam e, which is known as the Battle of Sexes,conflict
and the need for coordination are present together.
1
\ 2Left Right
Top (2,1) (0,0)
Bottom (0, 0) (1 ,2)

Here, once again play ers would like to coordinate on Top-Left or Bottom-Righ t, but
now Pla yer 1 prefers to coordinate on Top-L eft, wh ile Player 2 prefers to coordinate on
Bottom -Right. The stable outcomes are again Top-Left and Bottom - Right .
3
2
1
2
TB
L LRR
(2,1) (0,0) (0,0) (1,2)
Figure 1:
No w, in the Battle of S exes, imagine th at Pl a y er 2 kno ws wha t Pl a y er 1 does w hen
she takes her action. This can be form alized via the follow ing tree:
Here, Pla ye r 1 chooses between Top a n d Bottom , t h en (knowing what Player 1 has
c ho sen ) Playe r 2 ch ooses between Left a nd Right. Clearly, now Pla ye r 2 w o uld choose
Left if Player 1 p lay s Top, and c hoose Right if Player 1 play s B o ttom. K nowing this,
Player 1 w ould play Top. Therefore, one can argue that the only reasonable outcome of
this game is To p-L eft. (This kind of reasoning is called backward indu ction.)
W hen Player 2 is to ch eck wh at the other pla yer d oes, he gets only 1, while Player 1
gets 2. (In the previous game, two outcomes were stable, in whic h Pla yer 2 wou ld get 1
or 2.) That is, Player 2 prefers that P layer 1 has infor m ation about what Player 2 does,
rather than she herself has inform ation about what pla yer 1 does. When it is common
knowledgethataplayerhassomeinformationornot,theplayermayprefernottohave
that inform a tion — a robust fact that we will see in various contexts.
Exercise 1 Clearly, this is generated by the fact that Player 1 know s that Player 2
will know what Player 1 does when she moves. Consid er the situation that Player 1
thinks that Play er 2 will k n ow what P la yer 1 does o n ly with p robability π<1,andthis
prob ability does not depend on what Player 1 does. What w ill happe n i n a “re asonable”
equilibrium? [By the end of this course, hopefully, you will be able to formalize this
4

situatio n, and compu te the equilibr ia .]
Anoth er in terp reta tion is tha t Player 1 can co m municate to Player 2, w h o cannot
comm unicate to play er 1. This enables pla yer 1 to commit to his actions, pro viding a
strong position in the relation.
Exercise 2 Consider the following version of t he last game: after knowing what Player
2 does, Player 1 gets a chance to change his action; then, the game ends. In other words,
Player 1 chooses b etween Top and Bottom ; knowing P layer 1’s choice, P layer 2 chooses
between Left and Right; knowing 2’s choice, Player 1 d ecides whether to stay w here he
is or to change his position. What is the “reasonable” outcome? What wou ld happen if
changin g his action would cost player 1 c utiles?
Imagin e that, before playin g the Battle of Sexes, Player 1 has the o p tion of e xitin g,
in wh ich c a se e a ch p layer will get 3 / 2, or playing the B attle o f S exes. When asked to
pla y, Player 2 will know that Pla yer 1 c ho se to play the Battle of Sexes.
Ther e are two “reasonable” equilibria (or stab le outco m es). One is that Player 1
exits, thinking that, if he plays the Battle of Sexes, they will p lay the Bottom -R ight
equilibrium of the Battle of Sexes, yielding only 1 for pla yer 1. The second one is
that Player 1 c hooses to P lay the Battle o f Sexes, a nd in the B attle of Sexes they play
To p-Left equilib rium.

2
1
Left Right
Top (2,1) (0,0)
Bottom (0,0) (1,2)

1
Play
Exit
(3/2,3/2)
Some would argue that the first outcome is n ot really reasonable? Beca use, when

askedtoplay,Player2willknowthatPlayer1haschosentoplaytheBattleofSexes,
forgo in g the pa yoff of 3/2. She must therefore realize t hat Pla ye r 1 ca nn ot possibly be
5
planning to play Bottom, which yields the pay off of 1 max. That is, when asked to pla y,
Player 2 s hould understand t hat Pla yer 1 is planning t o play Top, a nd thus she should
play L eft. Ant icipating this, Player 1 s hould c hoose to pla y the Battle of Sexes game,
in whic h they play Top-Left. Therefor e, the second outcome is the only reasonab le one.
(This kind of reasoning is called Forwar d Induction.)
Here are some more examples of gam es:
1. Prisoners’ Dilem ma:
1 \ 2 C onfess Not Confess
Confess (-1, -1) (1, -10)
Not Co nfess (-10, 1) (0, 0)
This is a well known game that most of yo u kno w . [It is also discussed in Gibbons.]
In this game no matter what the other pla yer does, eac h pla yer w ould like to
confess, yielding (-1,-1), which is do m ina ted by (0,0).
2. Ha w k-D ove game
1
\ 2Hawk Dove
Ha wk
¡
V −C
2
,
V −C
2
¢
(V , 0)
Dov e (0,V ) (
V

2
,
V
2
)
This is a generic biological game, but is also quite similar to many games in
econom ics and political science. V is the v alue of a resource that one of the pla yers
will enjo y. If th ey shar ed the resource, th eir values are V/2. Hawk stands for
a “ tou gh” strategy, w h ereby the player does not give up the resource. H owever,
if the other play er is also playing haw k, th ey end up fighting, and incur t he cost
C/2 each . O n the other hand, a Hawk player gets the whole resource for itself
when pla ying a Dov e. When V>C, w e ha ve a P risoners’ Dilemma game, where
we would observe figh t.
When w e have V<C,sothatfigh ting is costly, this game is similar to another
well-k nown game, inspired by the m ovie Rebel W itho ut a C a use , named “C hicken”,
where t wo players driving towa rds a cliff have to decid e wheth er to stop or continue.
The one who s tops first l oses face, but may save his life. More generally, a class
of games called “wars of attrition” are used to model this type of situations. In
6
this case, a player would like to play Ha wk i f his opponent play s Dove , an d play
Do v e if hi s opponen t plays Ha wk.
7
14.12 G am e Theory L ecture N otes
Theory of Choice
M u h a met Yild iz
(Lecture 2)
1 The basic theory of c hoice
We consider a set X of altern atives. Alternative s are mutually exclu sive in th e sense
that one cannot choose t wo distinct alternatives at the same time. We also take the set
of feasible alterna tive s exhaustive so that a pla yer’s cho ices w ill always be defined. Note

that this is a ma tter of modeling. For instanc e, if we have options Coffee and Tea, we
define alternatives as C = Coffee but no Tea, T = Tea but no Coffee, CT = Coffee and
Te a, and NT = no Co ffee and no Tea.
Take a relation º on X. Note that a relation on X is a subset of X × X.Arelation
º is said to be complete if and on ly i f, give n any x, y ∈ X,eitherx º y or y º x.A
relation º is said to be transitive if and only if, given any x, y, z ∈ X,
[x º y an d y º z] ⇒ x º z.
Arelationisapreference relation if and only if it is complete and transitiv e. Giv en any
preference relation º,wecandefin e strict preference  by
x  y ⇐⇒ [x º y
and y 6º x],
and the indifference ∼ by
x ∼ y ⇐⇒ [x º y and y º x].
Apreferencerelationcanberepresen ted by a ut ility functio n u : X → R in the
follow in g sense:
x º y ⇐⇒ u(x) ≥ u(y) ∀x, y ∈ X.
1
The follo w ing theorem states further that a relation needs to be a preference relation in
order to be represented by a utility function.
Theorem 1 Let X be finite. A re latio n ca n be presented by a utility functio n if and only
if it is co mple te and tra n s itiv e. Moreover, if u : X → R represents º,andiff : R → R
is a stric tly increasin g function, then f ◦ u also represents º.
By the last statement, we call such utility functions ordin al.
In order to u se th is ord inal theor y of ch oic e, w e sh ould k now the agent’s preferenc es on
the alternatives. As w e have seen in the previous lecture, in game theory, a player ch ooses
between his strategies, and his preferences on his strategies depend on the strategies
pla yed b y the other players. Typ ically, a player does not know which strategies the
other pla yers pla y. Therefore, we need a theory of decisio n-m akin g under uncertainty.
2 Decision-making under uncertainty
We con sider a finite set Z of prizes, and the set P of all probability distrib u tion s p : Z →

[0, 1] on Z,where
P
z∈Z
p(z)=1. We call these prob ability distr ibu tions lotteries. A
lottery can be dep icted b y a tree. For examp le, in Figure 1, Lottery 1 depicts a situation
in which if head the pla yer gets $10, and if t ail, he gets $0.
Lottery 1
1/2
1/2
10
0
Figure 1:
Unlike th e situation w e just described, in game theory and more broadly when agen ts
make th eir d ecision und er u ncertainty, we do n ot have the lotteries as in casinos where the
probabilities are generated by so m e mac h ines or given. Fortuna tely, it h as been show n
by Sa vage (1954) under certain conditions that a player’s beliefs can be represented by
2
a (unique) probability distribution . Usin g these probabilities, w e can represent our acts
b y lotteries.
We wo uld like to have a theory that constr ucts a playe r’s preferen ces on the lotteries
from his preferen ces on the prizes. There are many of them. Th e most well-kno wn–a nd
the most canonical and the m ost useful–on e is the theo ry of expected utility maxim iz a-
tion by Von Neum a nn a nd Morgenstern. A preference relation º on P is said to be
represented by a vo n Neuman n-Morge nst ern utility function u : Z → R if and only if
p º q ⇐⇒ U(p) ≡
X
z∈Z
u(z)p(z) ≥
X
z∈Z

u(z)q(z) ≡ U(q) (1)
for each p, q ∈ P .NotethatU : P → R represents º in ordinal sense. That is, the agent
acts as if he wants t o m a x im ize t he ex pected value of u. For in stance, the expected
utilit y of Lottery 1 for our agent is E(u(Lottery 1)) =
1
2
u(10) +
1
2
u(0).
1
The necessary and sufficient conditio ns for a representation as in (1) are as follow s:
Axiom 1 º is comple te and transitive.
This is necessary by Theorem 1, for U represents º in ordinal sense. The seco nd
condition is c alled independence axiom, stating t ha t a player’s preference between t wo
lotteries p and q does not chan ge if we toss a coin and giv e him a fixed lottery r if “tail”
come s up.
Axiom 2 For any p, q, r ∈ P ,andanya ∈ (0, 1], ap +(1− a)r  aq +(1− a)r ⇐⇒
p  q.
Let p and q be the lotteries depicted in Figure 2. Then, the lotteries ap +(1− a)r
and aq +(1− a)r canbedepictedasinFigure3,wherewetossacoinbetweenafixed
lottery r and our lotteries p and q. Axiom 2 stipulates that the agent w ould not change
his mind after the coin toss. Therefore, our axiom can be tak en as an axiom of “dynam ic
consistency ” in this sense.
The third condition is purely technica l, a nd called co n tin uity axiom. It states that
there are no “infinitely good” or “infinitely bad” prizes.
Axiom 3 For any p, q, r ∈ P ,ifp  r, then there exist
a, b ∈ (0, 1) suc h that ap +(1−
a)r  q  bp +(1− r)r.
1

If Z were a continuum, like R, we would compute the expected utility of p by
R
u(z)p(z)dz.
3
³
³
³
³
³
³
³
³
³
P
P
P
P
P
P
P
P
P
d ³
³
³
³
³
³
³
³

³
P
P
P
P
P
P
P
P
P
d
pq
Figure 2: Two lotteries
¡
¡
¡
¡
¡
@
@
@
@
@
d
a
1 − a
³
³
³
³

³
³
³
³
³
P
P
P
P
P
P
P
P
P
d
p
r
ap +(1− a)r
¡
¡
¡
¡
¡
@
@
@
@
@
d
a

1 − a
³
³
³
³
³
³
³
³
³
P
P
P
P
P
P
P
P
P
dq
r
aq +(1− a)r
Figure 3: Two compound lotteries
4
-
6
¡
¡
¡
¡

¡
¡
¡
¡
¡
¡
δ
z
0
p(z
2
)
p(z
1
)
@
@
@
@
@
@
@
@
@
@
@
@
@
@
@

@
@
@
@
@
1
1
H
H
H
H
H
H
H
H
H
H
H
H
H
H
H
H
H
H
H
H
H
H
H

H
H
H
p
p
0
β
α
q
q
0
l
l
0
Figure 4: Indifference curv es on the s pa ce of lotteries
Axioms 2 and 3 imply t hat, given any p, q, r ∈ P and an y a ∈ [0, 1],
if p ∼ q,thenap +(1− a) r ∼ aq +(1− a)r. (2)
This has two implications:
1. The indifference curv es on the lotteries are straight lines.
2. The indifferen ce curves, whic h are straigh t lines, are parallel to each other.
To illustra te these facts, consider th ree prizes z
0
,z
1
,andz
2
,wherez
2
 z
1

 z
0
.
A lotter y p canbedepictedonaplanebytakingp (z
1
) as the first coordinate (on
the h or izontal axis), and p (z
2
) as the secon d coordinate (on the vertica l axis). p (z
0
)
is 1 − p (z
1
) − p (z
2
). [See Figure 4 for the illustration .] Given any two lotteries p
and q, the convex combinations ap +(1− a) q with a ∈ [0, 1] form the line segm ent
connecting p to q.Now,takingr = q, we can deduce from (2) that, if p ∼ q,then
5
ap +(1−a) q ∼ aq +(1− a)q = q for each a ∈ [0, 1]. Thatthis,thelinesegment
connecting p to q is an indifference curv e. Moreover, if the lines l and l
0
are parallel,
then α/β = |q
0
| / |q|,where|q| and |q
0
| are the distances of q and q
0
to the origin,

respectiv ely. Hence, taking a = α/β,wecomputethatp
0
= ap +(1−a) δ
z
0
and q
0
=
aq +(1−a) δ
z
0
,whereδ
z
0
is the lo ttery at th e o rigin , and gives z
0
with pro ba bility 1.
Therefor e, b y (2 ), if l is an indifferen ce curve, l
0
is also an indifference curve, sho w ing
that the indifference curves are parallel.
Line l can be defined by equation u
1
p (z
1
)+u
2
p (z
2
)=c for some u

1
,u
2
,c∈ R.Since
l
0
is parallel to l,thenl
0
can also be defined by equation u
1
p (z
1
)+u
2
p (z
2
)=c
0
for some
c
0
. Since the indifference curv es are defined by equality u
1
p (z
1
)+u
2
p (z
2
)=c for variou s

values of c, the preferences are repr esented b y
U (p)=0+u
1
p (z
1
)+u
2
p (z
2
)
≡ u(z
0
)p(z
0
)+u(z
1
)p (z
1
)+u(z
2
)p(z
2
),
where
u (z
0
)=0,
u(z
1
)=u

1
,
u(z
2
)=u
2
,
giving the desired representation .
This is true in general, as stated in the next theorem:
Theorem 2 Arelationº on P c an be represented by a von Neumann-Mo rgenstern
utility func tion u : Z → R as in (1) i f and o nly if º s a tis fies A xioms 1-3. More over, u
and ˜u re present the same preference relation if and only if ˜u = au + b for some a>0
and b ∈ R.
By the last statement in our theorem, this represen tation is “unique up to affine
transformations”. That is, an agent’s preferences do not c hange when we change his
v o n Neum an n-Mor gen ster n (VNM ) utility function by m u ltiply ing it with a positive
n umber, or adding a constant to it; but they do c hange when we transform it through a
non-linear transforma tion . In t his sense, t h is representation is “cardinal”. Reca ll that,
in ordinal representatio n, the preferences w ould n’t cha nge even if the transforma tion
6
w ere non-linear, so long as it w as increasing. For instance, under certain ty, v =

u and
u w ould represent the same preference relation, while (when there is uncerta inty) the
VN M utility fun ctio n v =

u represents a ver y different set of preferences on the lotteries
than tho se are repr esented by u. Because, in card inal representation, the curvature of
the function also matters, m easuring the agent’s attitudes t o wards risk.
3 Attitudes Tow ards R isk

Suppose ind ividu al A has utility function u
A
. How do we determine whether he dislik es
risk or not?
Theanswerliesinthecardinalityofthefunctionu.
Let us first d efine a fair gamb le, as a lottery that has expected value
equal to 0. For
instance, lottery 2 belo w is a fair gamble if and only if px +(1− p)y =0.
Lottery 2
p
1-p
x
y
We define an agent as Risk-Neutral if and only if he is indifferen t between accepting
and r eject in g all fair g a mbles. Thus, an agent with u tility fun ct io n u is risk neutral if
and only if
E(u(lottery 2)) = pu(x)+(1− p)u(y)=u(0)
for all p, x,andy.
This can only be true for all p, x,andy if and only if the ag ent is m a ximizin g t h e
expected valu e, that is, u(x)=ax + b. There fore, we nee d the u tility fun ction to be
linear
.
Therefore, an agen t is risk-neutral if and only if he has a linear Von-Neumann-
Mo rgenst ern utility function.
7
An agent is strictly risk-a verse if and only if he rejects all fair gamb les:
E(u(lottery 2)) <u(0)
pu(x)+(1− p)u(y) <u(px +(1− p)y) ≡ u(0)
Now , recall that a function g(·) is strictly conca ve if and only if w e have
g(λx +(1− λ)y) >λg(x)+(1− λ)g(y)

for all λ ∈ (0, 1). Therefore, strict risk-a version is equ ivalen t to havin g a strictly conca ve
utility function. We will call an agent risk-averse iff he has a concave utilit y function,
i.e., u(λx +(1− λ)y) >λu(x)+(1− λ)u(y) for each x, y
,andλ.
Similar ly, a n agent is said to be (strictly) risk seeking iff he has a (strictly) convex
utility function.
Consider Figure 5. The cord A B is the utility difference that this risk-a verse agent
wou ld lose b y taking the gamb le that give s W
1
with pr ob a bility p an d W
2
with prob ab ility
1 − p. BC is the maxim um am oun t that she w ould pa y in order to avoid to take the
gamble. Su ppose W
2
is her wealth level and W
2
−W
1
is the v alue of her house and p is
the probabilit y that the ho use burns down. Th us in the absence of fire insurance this
individua l will ha ve utility given by EU(gamb le), which is lower than the utility of the
expected va lue of the gamb le.
3.1 R isk sharing
Consid er an agent with utility funct io n u : x 7→

x. He has a (risky) asset th at gives
$100 w ith probabilit y 1/2 and g ives $0 with probability 1/2. The expected u tilit y of
our agent from this asset is EU
0

=
1
2

0+
1
2

100 = 5. Now consider an other agen t
who is identical to our a gen t, i n the sense that he has t he same utility function a nd an
asset that pay s $100 with proba bility 1/2 and g ive s $0 with probab ility 1/2. We assume
througho ut that what an asset pays is statistically independent from wha t the other
asset pays. Imagin e that ou r agents fo rm a mutual fund by pooling their a ssets, eac h
agent owning half o f the m utual fund. This mutual f und gives $200 the probability 1/4
(when both assets yield high dividends), $100 with probability 1/2 (when only one on the
assets gives high dividend), and gives $0 with probab ility 1/4 (when both assets yield low
dividends). Thus, each agent’s share in the mutual fun d yields $100 with probabilit y
8

E
U
u
u
(
pW
1
+(1-
p
)
W

2
)
EU
(Gamble)
W
1
pW
1
+(1-
p
)
W
2
W
2
B
C
A
Figure 5:
9
1/4, $50 with probabilit y 1/2 , and $0 with probability 1/4. Therefo re, his expected
utilit y from the share in this m utual fund is EU
S
=
1
4

100 +
1
2


50 +
1
4

0=6.0355.
This is clearly la rger than his expecte d utility from his own asset. Therefore, our a gents
gain from sharing the risk in their assets.
3.2 Insurance
Imagine a wo rld where in addition to one of the agents abo ve (with utilit y function
u : x 7→

x and a risky asset that giv es $100 with probabilit y 1/2 and gives $0 with
probabilit y 1/2), we ha ve a risk-neutral agent with lots of money. We call this new agent
the insurance company. The insurance company c an insure the agent ’s asset, by giving
him $100 if his asset happens to yield $0. Ho w much prem iu m , P , our risk averse agent
w ould be willing to p a y to get this insurance? [A premium i s an a mount t hat is to be
paid to insurance company regardless of the outcome.]
If the r isk-averse agent p ay s p rem ium P and buys the insurance h is wealth w ill be
$100 − P for s u re. If he does not, then h is w ea lth will be $100 with proba b ility 1/2
and $0 with proba bility 1/2. Therefore, he will be willin g to pay P in order to g et the
insurance iff
u (100 − P ) ≥
1
2
u (0) +
1
2
u (100)
i.e., iff


100 − P ≥
1
2

0+
1
2

100
iff
P ≤ 100 − 25 = 75.
On the o ther hand, if the i nsurance com pan y sells the insurance for premiu m P ,itwill
get P for sure and pa y $100 w it h probability 1/2. Therefore it is willing to take th e deal
iff
P ≥
1
2
100 = 50.
Therefor e, both parties would gain, if the insurance company insures the asset for a
premium P ∈ (50, 75), a deal both parties are willing to accept.
Exercise 3 Now consider t he case that we have t wo identical risk-averse a gents as
above, and the insuranc e company. Insurance com pany is to charge the same premium
10
P for each agent, and the risk-averse agents have an opti on of form ing a m utual fund.
Wh at is th e ra n ge of premiu m s that a re acceptable to a ll parties?
11
14.12 G am e Theory L ecture N otes

Lectures 3-6

M u h a met Yild iz

We will form ally define the g ames and s ome solution concepts, such as Nash E qui-
librium, and discuss the assumptions behind these solution concepts.
In order to analyze a game, w e need to know
• who the players are,
• whic h actions are available to them ,
• how much each player values each outcome,
• what eac h player know s.
Notice that w e need to specify not only what eac h play er knows about external
parameters, suc h as the payoffs, but also about what they know about the other pla yers’
know ledge a nd beliefs about these parameters, etc. In the first half of this course, we
will confine ourselves to the gam es of complete information, where everything that is
know n by a player is common knowledge.
1
(We s ay that X is comm o n know ledge if

These notes are somewhat incomplete – they do not include some of the topics covered in the
class.

Some parts of these notes are based on the notes by Professor Daron Acemoglu, who taught this
course before.
1
Know ledge is defined as an operator on the propositions satisfying the following properties:
1. if I know X, X must be true;
2. if I know X, I know that I know X;
3. if I don’t know X, I know that I don’t know X;
4. if I know something, I know all its logical implications.
1
ev ery one knows X, and every one know s that every one kno ws X, and everyone kno ws

that everyone kno ws that e veryone know s X, ad infinitum.) In the second ha lf, we will
relax this assum ption and allo w pla yer to have asymm etric inform a tion, focusing on
informational issues.
1Representationsofgames
The gam es can be represen ted in tw o form s:
1. The norm al (strategic) form,
2. The extensive form.
1.1 N ormal form
Definition 1 (Norm al form) A n n-player game is any list G =(S
1
, ,S
n
; u
1
, ,u
n
),
where, for each i ∈ N = {1, ,n}, S
i
is the set of all strategies that are available to
player i,andu
i
: S
1
× × S
n
→ R is player i’s von Neum an n-M orgenstern utility
function.
Notice that a p layer’s utility depends n ot only on his own stra tegy but also on the
strategies pla yed by other players. Mo reover, each p layer i tries t o m a xim ize the ex pected

value of u
i
(where the expected va lues are computed with respect to his o w n beliefs); in
other word s, u
i
is a von N eumann -M org enstern u tility function . We will sa y that player
i is rational iff hetriestomaximizetheexpectedvalueofu
i
(given his beliefs).
2
It is also assumed that it is common kno wledge that the pla y ers are N = {1, ,n},
that the set of strategies available to eac h pla yer i is S
i
,andthateachi tries to maximize
expected va lue of u
i
given his beliefs.
Wh en there are only t wo p la yers, we can represent the (normal form) game by a
bimat rix (i.e., by t wo ma t r i c es):
1\2leftright
up 0,2 1,1
do wn 4,1 3,2
2
We have also made another very strong “rationality” assumption in defining knowledge, by assuming
that, if I kno w something, then I know all its logical consequences.
2
Here, Player 1 has strategies up and down, and 2 has the strategies left and righ t. In
each bo x the first number is 1’s payoff and the second one is 2’s (e.g., u
1
(up,left)=0,

u
2
(up,left)=2.)
1.2 E xtensiv e form
The extensiv e form contains all the information about a g ame, b y defining w h o moves
when , what e ach player k n ow s when he moves, what moves are a vailable to him, and
whereeachmoveleadsto,etc.,(whereasthenormalformismoreofa‘summary’repre-
sen tation ). We first in troduce some formalisms.
Definition 2 A tree
is a set of nodes and directed edges c onn ecting these nodes such
that
1. there is an initial node, fo r which there is no i ncoming edge;
2. for e ve ry other nod e , there is one incoming ed ge ;
3. for a ny t wo nodes, ther e is a unique path that conne ct these t wo nodes.
Imagine the branches of a tree arising from the trunk . For example,
.
.
.
.
.
.
.
is a tree. On the other hand,
3
A
B
C
is not a tree because there are two alternativ e paths through whic h point A can be
reached(viaBandviaC).
A

B
C
D
is not a tree either since A and B are not connected to C and D.
Definition 3 (Extensive form)AGame consists of a set of players, a tree, an al-
location of each node of the tree (except the end nodes) to a player, an informational
partition, and pay offs for ea ch player at each end n ode.
The set of players will include the agents taking part in the game. Ho wever, in man y
games there is room for c hance, e.g. the thro w of dice in backgammon or the card draws
in poker. More broadly, we need to consider “c h an ce” wh en ever there is uncertainty
about some relevan t fact. To represen t these possibilities we introduce a fictional playe r:
Nature. There is no payo ff for Nature at end nodes, and every time a node is allocated
to Natu re, a prob ab ility distribution ove r th e br anch e s that follow needs to be specified,
e.g., Tail with probabilit y of 1/2 and Head with probabilit y of 1/2.
An informatio n set is a collection of poin ts (nodes) {n
1
, ,n
k
} such that
1. the same pla ye r i i s to move at eac h of these nodes;
2. the same mo ves are available at each of t hese nodes.
4
Here the play er i, who is to mo ve at the inform ation set, is assumed to be un ab le to
distinguish bet we en th e poin ts in t he in formation set, bu t able to distingu ish between
the poin ts outside the informa tion set from those in it. For instance, consider the game
in Figure 1. Here, Player 2 kno ws that Playe r 1 has tak en action T or B and not action
X; but P layer 2 cannot know for sure wheth er 1 h as t aken T or B. The sam e ga m e is
depicted in Fi gure 2 slightly differently.

1

B
T
x
2
L
R
R
L
Figure 1:
1 x
T
B
2
L
R
L
R
Figure 2:
An informa tion pa rtitio n is an allocation of each node of the tree (except th e starting
and end-nodes) to an information set.
5
To sum up: at any node, we know: which player is to move, which moves are available
to the player, and which informatio n set contains the node, summa rizing the player’s
information at the node. Of course, if t wo nodes are in the same information set,
the available moves in these nodes m ust be the same, for otherwise the player could
distingu ish the nodes b y the available c h oice s. Again, all these are assumed to be
common knowledge. For instance, in the game in Figure 1, pla yer 1 knows that, if
player 1 tak es X, pla yer 2 will know this, but if he takes T or B, pla yer 2 w ill not kno w
which of t h ese two actions has been tak en. (She will know that either T or B will have
been taken.)

Definition 4 Astrategyof a player is a com p lete contin gent-plan dete rm in in g whic h
action he will take at each information set he is to move (including the information sets
that will not be r eached according to t his s trate gy).
Fo r certain pu rposes it migh t suffice to look at the reduced-form s trateg ies. A reduced
form strategy is defined as an incomplete contin gent plan that determines which action
the agent will tak e at each informa tion set h e is to move and that has not been precluded
b y this plan. But for man y other purposes we need to look at all the strategies. Let us
now consider some exam ples:
Gam e 1: M atching Pennies with Perfect Information
1
Head
2
Head
Tail
Tail
2
Head
Tail
O
O
(-1, 1)
(1, -1)
(1, -1)
(-1, 1)
The tree co nsists of 7 nodes. The first one is allocated t o player 1, a n d the next
t wo to pla yer 2. T he four end-nodes have p a yoffs attach ed to them . Since there are
6
two players, payoff vecto rs have tw o elemen ts. The first number i s the payoff of player
1 and the second is the payoff of pla yer 2. These payo ffs are von Neumann-M orgenstern
utilities so that w e can tak e expectations ove r them and calculate expected utilities.

The informational partition is very simple; all nodes are in their ow n information set.
In other wo rd s, all informatio n sets are singletons
(have only 1 element). This implies
that there is no u ncertainty regarding the previous play (history) in the g ame. A t this
poin t recall that in a tree, eac h node is reached through a unique path. Therefore, if all
information sets are singletons, a pla yer can con struct the history
of the game perfectly.
For instance in this game, play er 2 kno ws whether pla y er 1 c hose Head or Tail. And
player 1 knows that when he plays Head or T ail, Player 2 will know what player 1 has
played. (Games in which all information sets a re singletons are called gam es o f perfect
information .)
In this g am e, the set of strategies fo r player 1 is {H ead , Tail}. A strategy of play er
2 determines w hat to do depending on what player 1 does. So, his strategies are:
HH = Head if 1 plays H ead , and Head if 1 pla y s Tail;
HT = Head if 1 plays Head, and Tail if 1 plays Tail;
TH = Tail if 1 plays Head, and Head if 1 pla ys Tail;
TT = Tail if 1 pla ys Head, and Tail if 1 pla ys Tail.
Wh at are the payoffs genera ted by each strategy pair? If player 1 plays Head and 2
pla y s HH, then the outcome is [1 c hooses H ead and 2 chooses Head] an d th u s the payoffs
are (-1,1). If pla yer 1 pla ys H ead and 2 plays H T, the outcome is the same, hence t he
pa y offs are (-1,1). If 1 plays Ta il and 2 pla ys HT , then the outcome is [1 chooses Ta il
and 2 chooses Tail] and thu s the payoffs are once again ( -1,1). However, if 1 plays Tail
and 2 pla ys HH, then the outcome i s [1 chooses Tail and 2 chooses Head] a nd thus the
pa y offs are (1,-1). One can compute the payo ffs for the other strategy pairs similarly.
Ther efor e, the norm a l or the strategic form game correspondin g to this gam e is
HH HT TH TT
Head -1,1 -1,1 1,-1 1,-1
Tail 1,-1 -1,1 1,-1 -1,1
Inform ation sets are very important! To see this, consider the follo w in g gam e.
7

×