QR 38, 2/8/07 Elements of games I.The Columbus game II.Basic questions III.Terms.

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QR 38, 2/8/07 Elements of games I.The Columbus game II.Basic questions III.Terms

I. The Columbus game BdM chapter 1 is a summary of major events in world history for the last 500 years. Will pull out one important event, Columbus’ voyage, to illustrate what we need to know in order to write down a game.

Columbus story Columbus searching for sea route to Indies. Current route overland, risky and expensive. Two possibilities for a sea route: East. This went around the tip of Africa. Long, but had stops for restocking along the way. Portugal had discovered this route, but kept this information to itself.

Columbus West. Columbus was proposing to search for this route. Estimated a length of 2400 miles. Could carry enough supplies for this length. But most others estimated route to be much longer, ~10,000 miles. Couldn’t go this far without places to restock along the way.

Columbus’ proposal First to Portugal. Portugal said no, since they knew about the eastern route. Then offers to England and France. Both said no, too preoccupied with domestic conflicts. Then offer to Spain (Ferdinand and Isabella); they accepted.

Why did Spain accept? Agreed that chance of success was small; believed length closer to 10,000 miles. But Spain had no other access to the Indies; the overland route was dominated by Italians and Arabs. Cost not too high because Columbus agreed to a contingency fee rather than up-front funding. So decided it was worth the risk; like buying a lottery ticket. Potential payoff was becoming a major global power.

Factors that go into making this kind of decision Probability of success or failure Expected costs of different policies –Include direct and opportunity costs ( the forgone alternative uses of money) Expected benefits of success Comparison of alternatives along these dimensions

II. Basic questions Begin to formalize this story by identifying the elements of the problem. 1.Decisions versus games 2.Sequential or simultaneous moves 3.Conflict of interest 4.Repetition 5.Information 6.Enforceability

Decisions versus games In both decisions and games, assume that those making choices are goal- oriented and calculating (rational). In decision theory, don’t have to take into account the likely reactions of others. Often true when dealing with a large number of actors, as in a market.

Decisions versus games Games, or strategic games, occur when it is necessary to take into account the responses of others. Everyone is aware of that others’ are taking their responses into account. These are called strategic decisions; game theory is the principal tool for studying them.

Timing of moves A move is the action that a player can take at some point in the game. Moves can be sequential: one player goes first, the other responds (Columbus’ offer). Sometimes moves are essentially simultaneous. Also characterize moves as simultaneous if the second player doesn’t know what the first has done.

Conflict of interest Players’ interests may be in total conflict: zero-sum or constant-sum game. This occurs if some quantity needs to be divided up; a gain for one is a loss for another. A purely distributional problem. Usually in economics and politics, deals are possible that make all players better off; game is positive-sum. Games that combine conflict of interest and benefits from cooperation are called mixed- motive.

Repetition Some games are one-shot; played only once. Some games played repetitively. Most international interactions unfold over time. Games played over time create new dynamics: reputation; trading off short- term benefits and long-term costs.

Information Do both players have full information about the probabilities and payoffs in the game? If so, this is called a full or complete information game. If not, this is a game of incomplete information.

Information If information is incomplete, do both players share the same estimates of probabilities and payoffs? If yes, this is a game of symmetric information. If no, this is a game of asymmetric or private information.

Information In asymmetric information games, one player knows something the others don’t. Common case: I know my own payoffs, but you don’t. Bluffing, signaling, and screening become central in situations of asymmetric information.

Information Signaling occurs when a better- informed player takes steps to reveal information. Screening is used by the less-informed player.

Enforceability Sometimes external (third-party) enforcement is available, eg courts to enforce contracts. This can increase the range of mutually- beneficial deals that can be reached; the “right to be sued.”

Enforceability In IR, unusual to have 3d-party (neutral) enforcement available. So any enforcement has to be done by the players themselves; agreements must be self-enforcing. Games with external enforcement are called cooperative, those without are non- cooperative. But this doesn’t mean cooperation can’t emerge. We will focus on non-cooperative games.

III. Terminology 1.Strategy 2.Payoffs 3.Common knowledge 4.Equilibrium

Strategy A strategy is a complete plan for playing the game. If game is one-shot with just two possible actions, the description of the strategy is simple. If repetition or multiple actions, complex because you have to specify how to act in every conceivable contingency. Rule of thumb: you have appropriately described a strategy if you could write it down for someone else, and they would play exactly the same way as you.

Payoffs A payoff is the value associated with each possible outcome. Payoffs tell us whether the game is zero-sum, about coordination, or mixed-motive. Sometimes, adequate just to rank outcomes (1, 2, 3). At other times, need more precision and so have to attach a numerical scale to outcomes (like dollars).

Payoffs Payoffs have to capture everything associated with an outcome that an actor cares about. In assigning payoffs, sometimes have to think about players’ attitudes toward risk. Are they risk-averse or risk- neutral?

Common knowledge of rules Players must all share a common understanding of the rules of the game, even if there is incomplete information in the sense discussed earlier. Need to agree on: what moves available order of moves who is playing that all players are rational Also, know that others share all these beliefs, and they know that you do, etc.

Common knowledge Definition (more formally): Any information that all players know, that all players know that all players know, and so on, is common knowledge. In a game, all of the following is common knowledge: –What moves are available –Who moves at each point –If chance is involved, what the probabilities are –What uncertainty all players have –What the outcomes are –That all players are rational

Equilibrium The point of game theory is to identify equilibria. Definition: each player is using the strategy that is a best response the strategy being used by the other player. I.e., given the strategy of each, neither has an incentive to unilaterally change their strategy.

Equilibrium The existence of an equilibrium doesn’t mean that nothing changes; moves may shift over time, for example, in response to the revelation of new information. Everyone may not be happy in equilibrium; it might even be possible for everyone jointly to do better. Sometimes determining which strategies are equilibria is difficult, even if concept is simple.