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Game Theory Chapter 9: Uncertainty and Information

SMU H3 Game Theory Chapter 9 theory and concept notes.


Chapter 9: Uncertainty and Information

Games of Incomplete Information

Nature and Information

Definition:

Nature selects game ingredients at random and non-strategically.

Players have common knowledge of the game structure but observe only some of Nature’s moves, creating imperfect information.

Strategies and Beliefs

Result:

The equilibrium concept stays the same, but players must form beliefs about other players’ information, and these beliefs must be consistent with observed actions whenever possible.

Insight:

Behaviour reveals information because actions depend on information.

Uncertainty and Incomplete Information

Concept

Definition

Definition:

A game of incomplete information is a game in which at least one player is uncertain about a payoff-relevant characteristic, such as types, values, or costs.

External Uncertainty

Definition:

External uncertainty is payoff-relevant uncertainty caused by events outside the decision maker’s control.

Method / Reasoning

Implications

Result:

Incomplete information requires analysing strategies and belief updating together.

Insight:

The key question is not only what players want to do, but also what others infer from what they do.

Risk Aversion, Risk Sharing, and Insurance

Concept

Risk Aversion

Definition:

A risk-averse agent prefers less uncertainty when the average payoff is unchanged.

With Bernoulli utility u(x)u(x), risk aversion is represented by an increasing and concave utility function:

u(x)>0,u(x)<0u'(x)>0, \qquad u''(x)<0

For any risky payoff XX,

E[u(X)]<u(E[X])E[u(X)]<u(E[X]) E[X]=100000,E[u(X)]=300,u(E[X])=10010>300E[X]=100000, \qquad E[u(X)]=300, \qquad u(E[X])=100\sqrt{10}>300

Diagram (Bernoulli Utility)

diagram

Insight:

The stronger the dislike of uncertainty, the more the agent values protection against bad states.

Risk Sharing

Insight:

Risk sharing converts state-dependent payoffs into a more predictable payoff stream.

Insurance

Result:

Insurance does not create extra average income; it changes who bears risk and when.

Cheap Talk

Concept

Definition

Definition:

Cheap talk is costless pre-play communication that does not directly change payoffs or feasible actions.

Method / Reasoning

Implications

Result:

Cheap talk is informative only when incentives are aligned enough for truthful communication to be optimal.

Insight:

Words matter in games only when the incentives behind the words make them believable.

Adverse Selection

Concept

Definition

Definition:

Adverse selection is a market failure caused by hidden information, where the uninformed side cannot distinguish high-quality from low-quality types before trade.

Method / Reasoning

Implications

Result:

Markets with hidden information can collapse because the act of accepting an offer changes what the offer means.

Insight:

Selection effects matter because prices influence who stays in the market.

Signalling and Incentive Compatibility

Concept

Definition

Definition:

A signalling equilibrium commonly has three possible patterns:

  • Separating when different types choose different actions.
  • Pooling when different types choose the same action.
  • Semi-separating when at least one type randomises, so actions reveal partial but not perfect information.

Incentive compatibility ensures each type prefers the action intended for that type.

Result:

A signal works only if low types do not want to imitate high types.

Incentive Compatibility Inequalities

Separating Equilibrium

Definition:

For a separating equilibrium where HH sends HH and LL sends LL, incentive compatibility requires:

πH,HπH,L\pi_{H,H} \geq \pi_{H,L} πL,LπL,H\pi_{L,L} \geq \pi_{L,H}

Each type must prefer its own signal to imitating the other type.

Pooling Equilibrium

Definition:

For a pooling equilibrium on signal HH, incentive compatibility requires:

πH,HπH,L\pi_{H,H} \geq \pi_{H,L} πL,HπL,L\pi_{L,H} \geq \pi_{L,L}

Both types must prefer sending the high-type signal.

Definition:

For a pooling equilibrium on signal LL, incentive compatibility requires:

πH,LπH,H\pi_{H,L} \geq \pi_{H,H} πL,LπL,H\pi_{L,L} \geq \pi_{L,H}

Both types must prefer sending the low-type signal.

Semi-Separating Equilibrium

Definition:

For a semi-separating equilibrium, at least one type mixes between signals.

If type aa mixes between signals HH and LL, incentive compatibility requires indifference:

πa,H=πa,L\pi_{a,H} = \pi_{a,L}

If type bb uses a pure signal, incentive compatibility requires weak preference for that signal.

Insight:

Semi-separating equilibrium is between pooling and separating: the signal changes beliefs, but it does not fully reveal the sender’s type.

Worked Example: Finding a Semi-Separating Equilibrium

Definition:

Nature draws the sender’s type:

P(H)=13,P(L)=23P(H)=\frac{1}{3}, \qquad P(L)=\frac{2}{3}
  • Sender chooses SS or NN; receiver observes the signal, then Accepts or Rejects.
  • Receiver payoff from Accept is 11 against HH and 1-1 against LL; Reject gives 00.
  • Accepted sender gross payoff is 33 for HH and 11 for LL.
  • Signal cost is cH=0c_H=0, cL=12c_L=\frac{1}{2} for SS, and 00 for NN.
  • Sender payoff is gross payoff minus signal cost; Reject gives gross payoff 00.

Game Tree

diagram

Look for a semi-separating equilibrium where:

Step 1: Find the posterior after signal SS

P(HS)=P(SH)P(H)P(SH)P(H)+P(SL)P(L)P(H \mid S) = \frac{P(S \mid H)P(H)} {P(S \mid H)P(H)+P(S \mid L)P(L)} P(HS)=113113+q23=11+2qP(H \mid S) = \frac{1\cdot \frac{1}{3}} {1\cdot \frac{1}{3}+q\cdot \frac{2}{3}} = \frac{1}{1+2q}

Step 2: Impose receiver indifference

P(HS)(1)+(1P(HS))(1)=2P(HS)1P(H\mid S)(1)+(1-P(H\mid S))(-1) = 2P(H\mid S)-1 2P(HS)1=02P(H\mid S)-1=0 P(HS)=12P(H\mid S)=\frac{1}{2} 11+2q=12\frac{1}{1+2q}=\frac{1}{2} q=12q=\frac{1}{2}

Why impose receiver indifference?

Step 3: Impose low-type sender indifference

πL(N)=0\pi_L(N)=0 πL(S)=r(1)12\pi_L(S)=r(1)-\frac{1}{2} r12=0r-\frac{1}{2}=0 r=12r=\frac{1}{2}

Why impose sender indifference?

Step 4: Check the pure actions

Result:

In this semi-separating equilibrium:

  • **Sender: **
H:S,L:S with probability 12,H: S, \qquad L: S \text{ with probability } \frac{1}{2},
  • **Receiver: **
Receiver: Accept after S with probability 12,Reject after N\text{Receiver: Accept after } S \text{ with probability } \frac{1}{2}, \quad \text{Reject after } N
  • The posterior after observing SS is
P(HS)=12P(H\mid S)=\frac{1}{2}
  • The signal is informative but imperfect because both types can send SS, while only LL sends NN.

Method / Reasoning

Implications

Insight:

Signals can be socially wasteful even when privately optimal. Credibility comes from the difference in cost, not from the message itself.

Screening and Self-Selection

Concept

Definition

Definition:

Screening is a mechanism in which process where an uninformed player (principal) acts first to compel an informed player (agent) to reveal private information.

Method / Reasoning

Definition:

A menu is incentive compatible when every type weakly prefers its assigned option to all other options in the menu.

For types HH and LL with assigned options MHM_H and MLM_L:

UH(MH)UH(ML)U_H(M_H)\geq U_H(M_L) UL(ML)UL(MH)U_L(M_L)\geq U_L(M_H)

Implications

Result:

Price discrimination through screening can dominate uniform pricing when types value product attributes differently.

Insight:

The menu’s purpose is to sort types using their own incentives.

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