- Content map: SMU H3 Game Theory Map
Setup
Definition:
Adverse Selection Game
- Players: Two players, Buyer and Seller.
- Strategies: Buyer chooses a price ; Seller observes the car quality and accepts or rejects.
Rules
- Start with privately known seller quality and buyer uncertainty; Players choose whether to offer, accept, or withdraw at the market price.
- The player who acts optimally given adverse selection maximises expected surplus.
- The seller knows the quality of the used car.
- The buyer only knows the prior distribution; The seller accepts an offer if and only if the price is at least the seller’s value.
- The buyer values the car at .
Payoff Matrix
- Seller payoff from trade at price :
- Buyer payoff from trade at price :
- If trade does not occur, both players receive .
Derivation (Best Response Analysis)
If :
- Conditions:
- the low-quality seller with accepts,
- the high-quality seller with rejects.
- Acceptance at reveals that the car is a lemon with .
- Conditional on acceptance, the buyer then expects , so expected buyer payoff is
- If , both types accept.
- Conditional on acceptance, expected quality is
so the buyer’s valuation is
- The buyer would then get
for every .
Derivation (Nash Equilibrium)
- No positive price can give the buyer non-negative expected payoff.
- Therefore, profitable trade cannot be sustained under asymmetric information.
Nash Equilibrium
Result:
There is no positive-trade equilibrium price, the only non-loss-making action is no trade.
Social Optimum
- Under full information, a high-quality car with could trade at any price in the interval , making both sides weakly better off.
- Adverse selection blocks this efficient trade.
Insights
Insight:
- Acceptance decisions reveal hidden information.
- Hidden quality pushes good types out of the market and destroys gains from trade.