SMU H3 Map
- Content map: SMU H3 Game Theory Map
Mixed Strategy Recap
| A | B | C | ||
| A | 1, 1 | 1, 0 | 0, 0 | |
| B | 0, 1 | 2, 2 | 1, 0 | |
| C | 0, 0 | 0, 1 | 3, 3 |
Step 1
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Write and solve the two inequalities of which gives the biggest expected payoff for P1 in terms of P2’s probabilities
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Write and solve the two inequalities of which gives the biggest expected payoff for P1 in terms of P2’s probabilities
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Write and solve the two inequalities of which gives the biggest expected payoff for P1 in terms of P2’s probabilities
Step 2
- Repeat for expected payoff for P2 in terms of P1’s probabilities
Step 3
- Solve for inequalities and draw the best response graph
Fully Mixed Equilibria
- At the point where all three inequalities meet, it represents the probabilities where the player is indifferent to all three choices (i.e. payoffs are the same)
- This represents the fully-mixed Nash equilibrium
Partially Mixed Equilibria
- Along the line of intersection of two regions, it represents the probabilities where the player is indifferent to both choices (i.e. payoffs are the same)
- At the same time, the player is worse off from choosing the last option not in the bag
- This represents the partially-mixed Nash equilibrium
Repeated Games
Conditions
- Game has an uncertain end, and it is possible to infinitely repeat the game
- You must care about the future impact and not be myopic
Definitions
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A repeated game is a supergame where the same game (“stage game”) is played for a certain number of rounds in succession,
- can be finite (finitely repeated game), or
- can be infinite (infinitely repeated game)
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The payoffs are the sum of payoffs earned a each round
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The information is such that the players know the outcome of each game at each round
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The strategies of the game can be represented as the following:
- Let the history of the game be the outcomes from round to round be
- The strategy is a rule mapping any history into a choice of the base game
- Strategies are a complete descripton of the choies that the player will make, so they must prescribe an aciton at each round for any possible history
Finite Game
Example
- Prisoners’ Dilemma repeated twice ()
- Since the first round has 4 possible outcomes, the strategy for a player must tell what choice to make at:
- Round 1: ( or )
- Round 2: choice to make in any of the 4 possible outcomes (, , , )
Strategies
Grim-Trigger:
- Start with
- As soon as one player chooses , play forever
Tit-for-Tat
- Start with
- Mimic the other opponents’ choice the previous round
Unconditional Cooperator
- Always play
Unconditional Defector
- Always play
Constricting the Sub-game Perfect Equilibrium
- For a two-round prisoner dilemma
- Starting at round 2, since it is the last round, there is a dominant strategy for each player (), the equilibrium is regardless of subgame
- Move the payoffs from the subgames of round 2 to attain the following payoff matrix
| C | D | |
|---|---|---|
| C | ||
| D |
- Since players are incentivised to defect when choosing , or or
- The best response for either player is , meaning that the Nash equilibrium is
- Unconditional defection is the subgame perfect equilibrium
Infinite Game
Think
- Observation 1:
- Since there is no end, backward induction is not feasible
- However, you can create recursive systems which allow for effective calculation
- Observation 2:
- You cannot look at payoffs in the same way since comparing infinite payoffs with infinite payoffs does not make sense
- There is a decay which comes with time since we value completing things now than latter
Example 1
- Players are impatient, so $1 today is worth more than $1 later
- Suppose you deposit
- After 1 year you have
- After 2 years you have
- After 3 years you have
Example 2
- If you want to return some time from now
- The present value of \ P $ one year can be represented as
- The present value of \ P $ two years can be represented as
- The present value of \ P t$ years can be represented as
- Let , we have that
Application to Game Theory
- Suppose the sequence of payoffs for P1 is
- The payoff in the repeated game will be
- We consider round as today, and we discount future payoffs on the basis of how far they are from round 1
Another Example 3
- If players always cooperate, P1 earns 4 in each round
Best Response strategy
- Let us call the infinitely repeated game
- Let denote a strategy for , where is a subgame perfect equilibrium if and only if no player can gain by deviating just once at every subgame
- Deviating will bring the game into another subgame state
Example
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Grim-trigger is a subgame perfect equilibrium if is large enough
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This means players are not too impatient or myopic
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With grim-trigger, we have two possible families of subgames
- At least one player chose
- No chosen so far
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If history 1, play for one round
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If history 2, play
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In history 1, if players stck to grim-trigger, P1 earns (moving forward)