Advanced Microeconomics Instructors: Wojtek Dorabialski & Olga Kiuila Lectures: Mon. & Wed. 9:45 – 11:20 room 201 Office hours: Mon. & Wed. 9:15 – 9:45.

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Advanced Microeconomics Instructors: Wojtek Dorabialski & Olga Kiuila Lectures: Mon. & Wed. 9:45 – 11:20 room 201 Office hours: Mon. & Wed. 9:15 – 9:45 room 201

Contents Game Theory General Equilibrium Theory Computable General Equilibrium modeling

How to complete successfuly Attend classes Read lecture notes at: Read textbooks Solve problem sets Ask for help (office hours) Prepare for and pass the exam

Game Theory - Intro What is Game Theory? A branch of mathematics (decision theory), which formalizes games and defines solutions to them What is a Game? It is a decision problem, where decision- maker’s payoff (profit) may depend not only on his own decision, but also on the decisions made by other decision makers

Defining a game Formally, a game is a set of 4 elements: a set of players (can even be infinite) a set of rules (allowable actions and sequencing of actions by each player) a payoff function (which assigns payoffs for each player as a function of strategies chosen) informational structure (what players know at each point in the game)

General Assumptions Standard GT assumes that players are: selfish: maximize their own payoffs and do not care about the opponent’s payoffs rational: they understand the game and can determine the optimal strategy expected-utility maximizers: in uncertain situations players they base their choices on (von Neumann-Morgenstern) expected utility share common knowledge about all aspects of the game in addition, it is often assumed that players do not communicate, cooperate or negotiate, unless the game allows it explicitly

More on Assumptions All of the above are simplifying assumptions, i.e. they rarely hold in reality There is a lot of research on games with altruistic players, players with bounded- rationality or non-expected-utility maximizers or even non-decision makers (e.g. Evolutionary Game Theory) A whole separate branch of decision theory deals with cooperative games (Cooperative Game Theory)

More on Common Knowledge “As we know, there are known knowns. These are things we know we know. We also know, there are known unknowns. That is to say we know there are some things we do not know. But there are also unknown unknowns, the ones we don't know we don't know”. D.H. Rumsfeld, Feb. 12, 2002, Department of Defense news briefing Common knowledge means that there are no unknown unknowns.

Incomplete Information vs Asymmetric Knowledge Modeling asymmetric knowledge (unknown unknowns) is difficult Instead, Game theorists assume that if a player doesn’t know something, she has some initial beliefs about it and these beliefs are commonly known (there are only known unknowns) Games with known unknowns are called games with incomplete (imperfect) information.

History of Game Theory Cournot (1838) - quantity-setting duopoly model Bertrand (1883) – price-setting duopoly model Zermelo (1913) – the game of chess von Neumann & Morgenstern (1944) – defined games, min-max solution for 0-sum games Nash (1950) – defined a the equilibrium and the solution to a cooperative bargaining problem

‘Nobel’ prize winners for Game Theory (Economics) 1994 – John Nash, John Harsanyi, Reinhard Selten 1996 – James Mirrlees, William Vickrey 2005 – Robert Aumann, Thomas Shelling

Normal Form Games Simple games without „timing”, i.e. where players make decisions simultaneously. Dynamic games can be reduced into a normal form. The set of strategies is simply the set of possible choices for each player. Normal (Strategic) Form Game consists of the following elements: - N={1,.., n} the finite set of players - S={S 1,.., S n } the set of strategies, including a (possibly infinite) set for each player - U(s 1,.., s n ) the vector of payoff functions, where s i  S i for each player If the set of strategies is small and countable (typically 2-5), then we can use a game matrix to represent a normal-form game

Game Matrix Example 1: Advertising game N={1, 2} S={S 1, S 2 } and S 1 = S 2 = {A, N} U(s 1, s 2 ) = { u 1 (s 1, s 2 ); u 2 (s 1, s 2 )} u 1 (A, A) = 40; u 1 (A, N) = 60; u 1 (N, A) = 30; u 1 (N, N) = 50 u 2 (A, A) = 40; u 2 (A, N) = 30; u 2 (N, A) = 60; u 2 (N, N) = 50 Player 2 AN Player 1 A40, 4060, 30 N30, 6050, 50

Mixed Strategies In any game, but especially in games such as above (with countable strategies), it is often useful to consider mixed strategies Mixed strategies are a probability distribution over the set of (pure) strategies S, a convex extension of that set. The set of mixed strategies is denoted by ∑={∑ 1, ∑ 2 }, a single strategy is of player i is denoted by σ i  ∑ i We simply allow the players to make a random choice, with any possible probability distribution over the set of choices.

Dominance σ -i = vector of mixed strategies of players other than i Def: Pure strategy s i is strictly dominated (never-best- response), if for every σ -i there is a strategy z i  ∑ i of player i s.t. u i (z i, σ -i ) > u i (s i, σ -i ) There is also a notion of weak dominance, where it is enough that the strategy z i is never worse (but doesn’t have to be always better) than s i Iterated elimination of dominated strategies (IEDS) is a simple procedure that provides a solution to many normal-form games Step 1: Identify all dominated strategies Step 2: Eliminate them to obtain a reduced game Step 3: Go to Step 1

Iterated Elimination of Dominated Strategies In the Advertising game, the IEDS solution is (A, A) What about the game below? D is dominated by a mixed strategy (e.g mix od U-M), then L is dominated by R, then U by M, solution: M-R Player 2 LR U3, 10, 2 Player 1M0, 03, 1 D1, 21, 1