Sequential Games in Game Theory

 
Introduction to Game Theory
For Ansal University PGT students,  September 2019
Abhinay Muthoo
University of Warwick
Slides #2: Sequential Games and Applications
 
Sequential Games
 
Players make choices sequentially  - so they decide which action to
take 
after
 observing the choices made by others.
 
Most real-life games are ones in which players move sequentially
but also at various points in time choose actions simultaneously.
 
The difficulty of making 
credible 
commitments regarding one’s
future action is a central issue/problem that players face.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
10/10/2024
2
Abhinay Muthoo, University of Warwick
 
.
Entry Deterrence Game
 
Two Players:  Incumbent Monopolist (
M
) and  a Potential Entrant (
E
)
 
E
 has to first decide between staying out of 
M
’s market or to enter and
compete with 
M
.
 
If 
E
 stay outs, game ends, and 
E
 earns a profit of 
3
 and 
M
 continues to enjoy
monopoly profits of 
10
. [Units can be millions of pounds]
 
But if 
E
 enters, then 
M
 has to act and decide between fighting entry or to
acquiesce and share the market.  In the former case, the profits to 
E
 and 
M
are respectively, 
1
 and 
2
.  In the latter case, when they share the market
equally, each gets the same profit of 
5
.
 
 
 
 
 
 
 
 
 
 
 
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Abhinay Muthoo, University of Warwick
 
.
Entry Deterrence Game:
The game tree
 
 [S.O. =  stay out.]
                                   
S.O.
                     
Enter
 
                                (3, 10)
                                                            
Fight                   Acquiesce
 
 
                                                 
(1, 2)                                        (5, 5)
 
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Abhinay Muthoo, University of Warwick
E
M
 
.
Entry Deterrence Game:
A Nash Equilibrium
 
 [S.O. =  stay out.]
                                        
S.O.
                     
Enter
 
                                      (3, 10)
                                                                 
Fight                   Acquiesce
 
 
                                                         
(1, 2)                                        (5, 5)
 
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5
 
Abhinay Muthoo, University of Warwick
E
M
 
.
Entry Deterrence Game:
This Nash Equilibrium is 
not
 plausible  -  it is based on 
M
 making a 
non-credible
threat, and for 
E
 to believe it.
 
 [S.O. =  stay out.]
                                      
S.O.
                        
Enter
 
                                       (3, 10)
                                                                
Fight                       Acquiesce
 
 
                                                         
(1, 2)                                        (5, 5)
 
10/10/2024
 
6
 
Abhinay Muthoo, University of Warwick
E
M
 
.
Entry Deterrence Game:
A 
plausible
 Nash Equilibrium – premised on 
credible future behaviour
.
 
 [S.O. =  stay out.]
                                         
S.O.
                    
Enter
 
                                      (3, 10)
                                                              Fight                            Acquiesce
 
                                                         
(1, 2)                                        (5, 5)
 
10/10/2024
 
7
 
Abhinay Muthoo, University of Warwick
E
M
 
.
Entry Deterrence Game
“Backward Induction” Logic:
Look Forward and Reason Backward
 
 
 
                   
  
S.O.
                       
Enter
 
             (3, 10)
                                         
Fight                   Acquiesce
 
 
                              
(1, 2)                                        (5, 5)
 
10/10/2024
 
8
 
Abhinay Muthoo, University of Warwick
E
M
 
.
Backward Induction Logic
 
Ensures that 
future
 actions are 
credible
 
Ex-post Optimality 
versus
 Ex-Ante Optimality
 
Credibility
 or otherwise is central notion.
 
A plausible Nash Equilibrium is called a 
Subgame Perfect Equilibrium.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
10/10/2024
9
Abhinay Muthoo, University of Warwick
 
.
Ultimatum Game
“Take-it-or-leave-it” Offer
 
A simple (negotiation/bargaining) game over the division of some “surplus”.
 
Two players,  Adam and Eve.
 
Eve – the “proposer” - makes an offer to Adam on how to divide £100.
 
Adam  - the “responder” – then decides either to accept the offer or to
reject it.
 
Payoffs
: If Adam rejects the offer, then each of them gets nothing (£0).   But
if  Adam accepts the offer, then a deal is reached, and they respectively get
what was offered and accepted.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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Abhinay Muthoo, University of Warwick
 
.
Ultimatum Game – The Solution
 
Many Nash Equilibria – such as:  Eve offers £40 to Adam, keeping £60 for
herself; and 
Adam’s strategy is to reject offers that give him less that £40   -
and Eve believes that to be the case.
 
But such a Nash equilibrium is not plausible   - it is premised on 
an 
empty
threat by Adam. It is not Credible.  It is not ex-post optimal.   Adam would
be willing, ex-post, to accept offers less than £40 than get nothing.
 
Applying Backward Induction logic
, it is clear there is a unique sensible
solution: 
Adam’s (ex-post optimal) strategy is to accept (almost) any offer,
and thus,  Eve – 
anticipating that 
- offers Adam a tiny amount (say £5) and
keeps the lion’s share (£95) for herself.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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Abhinay Muthoo, University of Warwick
 
.
Repeated Games – Main Ideas
 
Repeated Interaction.
 
Main aim: Explore when and if players can cooperate for mutually benefit
across time  -  
intertemporal cooperation
.
 
Central Idea: 
”Carrots and Sticks”  
-  Attempt to cooperate (the “carrot”) with
deviations (cheating) by others from that met with punishment (the “stick”).
 
Dealing with the problem of 
short-run temptation to cheat.
 
Key Trade-off: Benefit from cheating 
today
 versus costs from doing so, which
come from the loss of the benefits from 
future
 cooperation.
 
 
 
 
 
 
 
 
 
 
 
 
 
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Abhinay Muthoo, University of Warwick
 
.
Repeated Games  -  An Example
Repeated Prisoners’ Dilemma (PD) game -  two players play the PD game
repeatedly.
 
Key Feature
: Each time they play the PD game, they 
know the history of
past plays 
(except the first time they play as there is no history).
 
Objective for each player: To maximise the present discounted value of their
payoffs.
 
Let each player 
discount future payoffs 
at some rate, which we denote by 
δ
,
which is a number between 0 and 1.  
So £1 secured tomorrow is worth £
δ
today – which is less than 1.
 
The more a player cares about 
future
 payoffs the 
higher
 is the value of 
δ
.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
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Abhinay Muthoo, University of Warwick
 
.
Prisoners’ Dilemma
 
   
C
 = Cooperate
    
D
 = Don’t Cooperate
                                                                     
Bob:
        
C 
                               
D
 
 
                               
C
          
Alice:
 
                                     
D
 
 
10/10/2024
 
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Abhinay Muthoo, University of Warwick
 
.
Repeated PD – Sustaining Cooperation
The Grim-Trigger Strategy
 
Eve adopts the
grim-trigger
strategy:
 
First time they play the PD game, she chooses 
C
 (to cooperate).
 
Thereafter, she plays as follows:  Play 
C  if
  both players (Adam and she) played
C 
throughout the past.  Otherwise, play 
D
.
 
Adam also adopts the same grim-trigger strategy.
 
Note therefore that the outcome each time they play will be that both of
them will cooperate, choose 
C
, and thus each obtains a payoff of 5 each
time they play
.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
10/10/2024
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Abhinay Muthoo, University of Warwick
10/10/2024
16
Abhinay Muthoo, University of Warwick
10/10/2024
17
Abhinay Muthoo, University of Warwick
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Explore the concept of sequential games in game theory through an entry deterrence game involving an incumbent monopolist and a potential entrant. The game tree depicts various outcomes based on choices made by players, leading to discussions on Nash Equilibrium, credible commitments, and backward induction logic. Delve into the dynamics of decision-making in strategic interactions within the framework of game theory.

  • Game Theory
  • Sequential Games
  • Nash Equilibrium
  • Credible Commitments
  • Strategic Interactions

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  1. Introduction to Game Theory For Ansal University PGT students, September 2019 Abhinay Muthoo University of Warwick Slides #2: Sequential Games and Applications

  2. Sequential Games Players make choices sequentially - so they decide which action to take after observing the choices made by others. Most real-life games are ones in which players move sequentially but also at various points in time choose actions simultaneously. The difficulty of making credible commitments regarding one s future action is a central issue/problem that players face. 10/10/2024 Abhinay Muthoo, University of Warwick 2

  3. . Entry Deterrence Game Two Players: Incumbent Monopolist (M) and a Potential Entrant (E) E has to first decide between staying out of M s market or to enter and compete with M. If E stay outs, game ends, and E earns a profit of 3 and M continues to enjoy monopoly profits of 10. [Units can be millions of pounds] But if E enters, then M has to act and decide between fighting entry or to acquiesce and share the market. In the former case, the profits to E and M are respectively, 1 and 2. In the latter case, when they share the market equally, each gets the same profit of 5. 10/10/2024 Abhinay Muthoo, University of Warwick 3

  4. . Entry Deterrence Game: The game tree [S.O. = stay out.] S.O.Enter E (3, 10) Fight Acquiesce M (1, 2) (5, 5) 10/10/2024 Abhinay Muthoo, University of Warwick 4

  5. . Entry Deterrence Game: A Nash Equilibrium [S.O. = stay out.] S.O.Enter E (3, 10) Fight Acquiesce M (1, 2) (5, 5) 10/10/2024 Abhinay Muthoo, University of Warwick 5

  6. . Entry Deterrence Game: This Nash Equilibrium is not plausible - it is based on M making a non-credible threat, and for E to believe it. [S.O. = stay out.] S.O.Enter E M (3, 10) Fight Acquiesce (1, 2) (5, 5) 10/10/2024 Abhinay Muthoo, University of Warwick 6

  7. . Entry Deterrence Game: A plausible Nash Equilibrium premised on credible future behaviour. [S.O. = stay out.] S.O.Enter E (3, 10) Fight Acquiesce M (1, 2) (5, 5) 10/10/2024 Abhinay Muthoo, University of Warwick 7

  8. . Entry Deterrence Game Backward Induction Logic: Look Forward and Reason Backward E S.O.Enter (3, 10) Fight Acquiesce M (1, 2) (5, 5) 10/10/2024 Abhinay Muthoo, University of Warwick 8

  9. . Backward Induction Logic Ensures that future actions are credible Ex-post Optimality versus Ex-Ante Optimality Credibility or otherwise is central notion. A plausible Nash Equilibrium is called a Subgame Perfect Equilibrium. 10/10/2024 Abhinay Muthoo, University of Warwick 9

  10. . Ultimatum Game Take-it-or-leave-it Offer A simple (negotiation/bargaining) game over the division of some surplus . Two players, Adam and Eve. Eve the proposer - makes an offer to Adam on how to divide 100. Adam - the responder then decides either to accept the offer or to reject it. Payoffs: If Adam rejects the offer, then each of them gets nothing ( 0). But if Adam accepts the offer, then a deal is reached, and they respectively get what was offered and accepted. 10/10/2024 Abhinay Muthoo, University of Warwick 10

  11. . Ultimatum Game The Solution Many Nash Equilibria such as: Eve offers 40 to Adam, keeping 60 for herself; and Adam s strategy is to reject offers that give him less that 40 - and Eve believes that to be the case. But such a Nash equilibrium is not plausible - it is premised on an empty threat by Adam. It is not Credible. It is not ex-post optimal. Adam would be willing, ex-post, to accept offers less than 40 than get nothing. Applying Backward Induction logic, it is clear there is a unique sensible solution: Adam s (ex-post optimal) strategy is to accept (almost) any offer, and thus, Eve anticipating that - offers Adam a tiny amount (say 5) and keeps the lion s share ( 95) for herself. 10/10/2024 Abhinay Muthoo, University of Warwick 11

  12. . Repeated Games Main Ideas Repeated Interaction. Main aim: Explore when and if players can cooperate for mutually benefit across time - intertemporal cooperation. Central Idea: Carrots and Sticks - Attempt to cooperate (the carrot ) with deviations (cheating) by others from that met with punishment (the stick ). Dealing with the problem of short-run temptation to cheat. Key Trade-off: Benefit from cheating today versus costs from doing so, which come from the loss of the benefits from future cooperation. 10/10/2024 Abhinay Muthoo, University of Warwick 12

  13. . Repeated Games - An Example Repeated Prisoners Dilemma (PD) game - two players play the PD game repeatedly. Key Feature: Each time they play the PD game, they know the history of past plays (except the first time they play as there is no history). Objective for each player: To maximise the present discounted value of their payoffs. Let each player discount future payoffs at some rate, which we denote by , which is a number between 0 and 1. So 1 secured tomorrow is worth today which is less than 1. The more a player cares about future payoffs the higher is the value of . 10/10/2024 Abhinay Muthoo, University of Warwick 13

  14. . Prisoners Dilemma C = Cooperate D= Don t Cooperate Bob: C D 5, 5 0, 8 C Alice: D 8, 0 1, 1 10/10/2024 Abhinay Muthoo, University of Warwick 14

  15. . Repeated PD Sustaining Cooperation The Grim-Trigger Strategy Eve adopts the grim-trigger strategy: First time they play the PD game, she chooses C (to cooperate). Thereafter, she plays as follows: Play C if both players (Adam and she) played C throughout the past. Otherwise, play D. Adam also adopts the same grim-trigger strategy. Note therefore that the outcome each time they play will be that both of them will cooperate, choose C, and thus each obtains a payoff of 5 each time they play. 10/10/2024 Abhinay Muthoo, University of Warwick 15

  16. . Repeated PD Sustaining Cooperation Costs and Benefits of Cheating. Benefit from cheating today the temptation: Getting an 8 rather than a 5. Hence the short-run benefit from cheating is: 8 - 5 = 3. Cost from cheating today are the losses from tomorrow onwards of benefits from cooperation. Hence the long-run cost from cheating is: loss of 5 - 1 = 4 each period from tomorrow onwards. The present discounted value of these losses are: 4 + 4 2 + 4 3 + 4 4 + 4 5+ .. = ? ? Notice that when = 0, these losses are also zero. Indeed, when is small, these losses will be small and close to zero - and so well below 3, which is the temptation from cheating. 10/10/2024 Abhinay Muthoo, University of Warwick 16

  17. . Repeated PD Sustaining Cooperation Incentive-Compatibility Condition for Not Cheating: The Future needs to matter sufficiently Each player will not cheat provided the benefit from cheating is less than or equal to the cost from cheating. That is the following holds: 3 ?? ? ? This will not hold if the discount factor is sufficiently small. This means that when a player does not care much about future payoffs then s/he will cheat and thus cooperation will not be sustained. But if the discount factor is sufficiently large, them the above inequality will hold. This means that when both players care sufficiently about their respective future payoffs, then neither of them has as an incentive to cheat and thus cooperation is sustained. 10/10/2024 Abhinay Muthoo, University of Warwick 17

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