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UNIT III: COMPETITIVE STRATEGY Monopoly Oligopoly Strategic Behavior 7/21
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Strategic Behavior Nash Equilibrium (continued) Mixed Strategies Repeated Games The Folk Theorem Cartel Enforcement
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Nash Equilibrium Definitions Best Response Strategy: a strategy, s*, is a best response strategy, iff the payoff to (s*,t) is at least as great as the payoff to (s,t) for all s. -3 0 -10 -1 5 2 -2 -4 0 0,4 4,0 5,3 4,0 0,4 5,3 3,5 3,5 6,6 S1S2S3S1S2S3 S1S2S3S1S2S3 T 1 T 2 T 3 Nash Equilibrium: a set of best response strategies (one for each player), (s*, t*) such that s* is a best response to t* and t* is a b.r. to s*. (S 3,T 3 )
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Nash Equilibrium -3 0 -10 -1 5 2 -2 -4 0 4,4 2,3 1,5 3,2 1,1 0,0 5,1 0,0 3,3 S1S2S3S1S2S3 S1S2S3S1S2S3 T 1 T 2 T 3 Nash equilibrium need not be efficient.
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Nash Equilibrium -3 0 -10 -1 5 2 -2 -4 0 1,1 0,0 0,0 0,0 1,1 0,0 0,0 0,0 1,1 S1S2S3S1S2S3 S1S2S3S1S2S3 T 1 T 2 T 3 Nash equilibrium need not be unique. A COORDINATION PROBLEM
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Nash Equilibrium -3 0 -10 -1 5 2 -2 -4 0 1,1 0,0 0,0 0,0 1,1 0,0 0,0 0,0 3,3 S1S2S3S1S2S3 S1S2S3S1S2S3 T 1 T 2 T 3 Multiple and Inefficient Nash Equilibria. Is it always advisable to play a NE strategy? What do we need to know about the other player?
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Nash Equilibrium -3 0 -10 -1 5 2 -2 -4 0 1,1 0,0 0,-100 0,0 1,1 0,0 -100,0 0,0 3,3 S1S2S3S1S2S3 S1S2S3S1S2S3 T 1 T 2 T 3 Multiple and Inefficient Nash Equilibria. Is it always advisable to play a NE strategy? What do we need to know about the other player?
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Button-Button Left Right L R L R (-2,2) (4,-4) (2,-2) (-1,1) Player 1 Player 2 Player 1 hides a button in his Left or Right hand. Player 2 observes Player 1’s choice and then picks either Left or Right. How should the game be played? GAME 2.
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Button-Button Left Right L R L R (-2,2) (4,-4) (2,-2) (-1,1) Player 1 Player 2 Player 1 should hide the button in his Right hand. Player 2 should picks Right. GAME 2.
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Button-Button Left Right L R L R (-2,2) (4,-4) (2,-2) (-1,1) Player 1 Player 2 What happens if Player 2 cannot observe Player 1’s choice? GAME 2.
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Button-Button Left Right L R L R (-2,2) (4,-4) (2,-2) (-1,1) Player 1 Player 2 -2, 2 4, -4 2, -2 -1, 1 L R L R GAME 2.
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Mixed Strategies -2, 2 4, -4 2, -2 -1, 1 Definition Mixed Strategy: A mixed strategy is a probability distribution over all strategies available to a player. Let (p, 1-p) = prob. Player 1 chooses L, R. (q, 1-q) = prob. Player 2 chooses L, R. L R LRLR GAME 2.
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Mixed Strategies -2, 2 4, -4 2, -2 -1, 1 Then the expected payoff to Player 1: EP 1 (L) = -2(q) + 4(1-q) = 4 – 6q EP 1 (R) = 2(q) – 1(1-q) = -1 + 3q Then if q < 5/9, Player 1’s best response is to always play L (p = 1) L R LRLR (p) (1-p) (q) (1-q) GAME 2.
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q LEFT 1 5/9 RIGHT 0 0 1 p p*(q) Mixed Strategies Player 1’s best response function. GAME 2.
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Mixed Strategies -2, 2 4, -4 2, -2 -1, 1 Then the expected payoff to Player 1: EP 1 (L) = -2(q) + 4(1-q) = 4 – 6q EP 1 (R) = 2(q) – 1(1-q) = -1 + 3q => q* = 5/9 and the expected payoff to Player 2: EP 2 (L) = -2(p) + 2(1-p) = 2 – 4p EP 2 (R) = 4(p) – 1(1-p) = -1 + 5p => p* = 1/3 L R LRLR (p) (1-p) (q) (1-q) GAME 2. NE = {(1/3), (5/9)}
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q LEFT 1 5/9 RIGHT 0 01/3 1 p q*(p) p*(q) NE = {(1/3), (5/9)} Mixed Strategies GAME 2.
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2x2 Game T 1 T 2 1. Prisoner’s Dilemma 2. Button – Button 3. Stag Hunt 4. Chicken 5. Battle of Sexes x 1,x 2 w 1, w 2 z 1,z 2 y 1, y 2 S 1 S 2
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Stag Hunt T 1 T 2 S 1 S 2 5,5 0,3 3,0 1,1 also Assurance Game NE = {(S 1,T 1 ), (S 2,T 2 )} GAME 3.
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Chicken T 1 T 2 S 1 S 2 3,3 1,5 5,1 0,0 also Hawk/Dove NE = {(S 1,T 2 ), (S 2,T 1 )} GAME 4.
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Battle of the Sexes T 1 T 2 S 1 S 2 5,3 0,0 0,0 3,5 NE = {(S 1,T 1 ), (S 2,T 2 )} GAME 5.
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P2530P2530 0 3 5 P 1 GAME 5. NE = {(1, 1); (0, 0); (, )} (0,0) (1,1) Battle of the Sexes (p, q); (p, q)
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P2530P2530 0 3 5 P 1 GAME 5. NE = {(1, 1); (0, 0); (5/8, 3/8)} (0,0) (5/8,3/8) (1,1) Battle of the Sexes
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P2530P2530 0 3 5 P 1 GAME 5. NE = {(1, 1); (0, 0); (5/8, 3/8)} (0,0) (5/8,3/8) (1,1) Battle of the Sexes equity efficiency Bargaining power
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Existence of Nash Equilibrium Prisoner’s DilemmaBattle of the SexesButton-Button GAME 1.GAME 5. (Also 3, 4)GAME 2. 01 01 0 1 p q10q10 There can be (i) a single pure-strategy NE; (ii) a single mixed-strategy NE; or (iii) two pure-strategy NEs plus a single mixed-strategy NE (for x=z; y=w).
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Repeated Games Some Questions: What happens when a game is repeated? Can threats and promises about the future influence behavior in the present? Cheap talk Finitely repeated games: Backward induction Indefinitely repeated games: Trigger strategies
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Repeated Games Examples of Repeated Prisoner’s Dilemma Cartel enforcement Transboundary pollution Common property resources Arms races The Tragedy of the Commons Free-rider Problems
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Can threats and promises about future actions influence behavior in the present? Consider the following game, played 2X: C 3,3 0,5 D 5,0 1,1 Repeated Games C D
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Repeated Games Draw the extensive form game: (3,3) (0,5)(5,0) (1,1) (6,6) (3,8) (8,3) (4,4) (3,8)(0,10)(5,5)(1,6)(8,3) (5,5)(10,0) (6,1) (4,4) (1,6) (6,1) (2,2)
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Repeated Games Now, consider three repeated game strategies: D (ALWAYS DEFECT): Defect on every move. C (ALWAYS COOPERATE): Cooperate on every move. T (TRIGGER): Cooperate on the first move, then cooperate after the other cooperates. If the others defects, then defect forever.
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Repeated Games If the game is played twice, the V(alue) to a player using ALWAYS DEFECT (D) against an opponent using ALWAYS DEFECT(D) is: V (D/D) = 1 + 1 = 2, and so on... V (C/C) =3 + 3 =6 V (T/T)=3 + 3 = 6 V (D/C)=5 + 5 =10 V (D/T)=5 + 1 = 6 V (C/D)=0 + 0 =0 V (C/T)=3 + 3 =6 V (T/D)=0 + 1 =1 V (T/C)=3 + 3 =6
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Repeated Games Time average payoffs: n=3 V (D/D) = 1 + 1 + 1 = 3 /3= 1 V (C/C) =3 + 3 + 3 = 9/3= 3 V (T/T)=3 + 3 + 3 = 9/3= 3 V (D/C)=5 + 5 + 5 =15/3= 5 V (D/T)=5 + 1 + 1 = 7/3= 7/3 V (C/D)=0 + 0 + 0 =0/3= 0 V (C/T)=3 + 3 + 3 = 9/3= 3 V (T/D)=0 + 1 + 1 =2/3 = 2/3 V (T/C)=3 + 3 + 3 = 9/3= 3
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Repeated Games Time average payoffs: n V (D/D) = 1 + 1 + 1 +.../n= 1 V (C/C) =3 + 3 + 3 +... /n= 3 V (T/T)=3 + 3 + 3 +... /n= 3 V (D/C)=5 + 5 + 5 +... /n= 5 V (D/T)=5 + 1 + 1 +... /n= 1 + V (C/D)=0 + 0 + 0 +... /n= 0 V (C/T)=3 + 3 + 3 + … /n= 3 V (T/D)=0 + 1 + 1 +... /n = 1 - V (T/C)=3 + 3 + 3 +... /n= 3
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Repeated Games Now draw the matrix form of this game: 1x T3,3 0,5 3,3 C 3,3 0,53,3 D 5,0 1,15,0 C D T
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Repeated Games T 3,3 1- 1+ 3,3 C 3,3 0,5 3,3 D 5,0 1,1 1+ ,1- C D T If the game is repeated, ALWAYS DEFECT is no longer dominant. Time Average Payoffs
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Repeated Games T 3,3 1- 1+ 3,3 C 3,3 0,5 3,3 D 5,0 1,1 1+ ,1- C D T … and TRIGGER achieves “a NE with itself.”
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Repeated Games Time Average Payoffs T(emptation)> R(eward)> P(unishment)> S(ucker) T R,R P- P + R,R C R,R S,T R,R D T,S P,P P + , P - C D T
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Discounting The discount parameter, , is the weight of the next payoff relative to the current payoff. In a indefinitely repeated game, can also be interpreted as the likelihood of the game continuing for another round (so that the expected number of moves per game is 1/(1- )). The V(alue) to someone using ALWAYS DEFECT (D) when playing with someone using TRIGGER (T) is the sum of T for the first move, P for the second, 2 P for the third, and so on (Axelrod: 13-4): V (D/T) = T + P + 2 P + … “The Shadow of the Future”
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Discounting Writing this as V (D/T) = T + P + 2 P +..., we have the following: V (D/D) = P + P + 2 P + … = P/(1- ) V (C/C) =R + R + 2 R + … = R/(1- ) V (T/T)=R + R + 2 R + … = R/(1- ) V (D/C)=T + T + 2 T + … = T/(1- ) V (D/T)=T + P + 2 P + … = T+ P/(1- ) V (C/D)=S + S + 2 S + … = S/(1- ) V (C/T)=R + R + 2 R + … = R/(1- ) V (T/D)=S + P + 2 P + … = S+ P/(1- ) V (T/C)=R + R + 2 R + … = R/(1- )
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T C D Discounted Payoffs T > R > P > S 0 > > 1 R /(1- ) S /(1- ) R /(1- ) R /(1- ) T /(1- ) R /(1- ) T /(1- ) P /(1- ) T + P /(1- ) S /(1- ) P /(1- ) S + P /(1- ) Discounting C D T R /(1- ) S + P /(1- ) R /(1- ) R /(1- ) T + P /(1- ) R /(1- )
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T C D Discounted Payoffs T > R > P > S 0 > > 1 T weakly dominates C R /(1- ) S /(1- ) R /(1- ) R /(1- ) T /(1- ) R /(1- ) T /(1- ) P /(1- ) T + P /(1- ) S /(1- ) P /(1- ) S + P /(1- ) Discounting C D T R /(1- ) S + P /(1- ) R /(1- ) R /(1- ) T + P /(1- ) R /(1- )
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Discounting Now consider what happens to these values as varies (from 0-1): V (D/D) = P + P + 2 P + … = P/(1- ) V (C/C) =R + R + 2 R + … = R/(1- ) V (T/T)=R + R + 2 R + … = R/(1- ) V (D/C)=T + T + 2 T + … = T/(1- ) V (D/T)=T + P + 2 P + … = T+ P/(1- ) V (C/D)=S + S + 2 S + … = S/(1- ) V (C/T)=R + R + 2 R + … = R/(1- ) V (T/D)=S + P + 2 P + … = S+ P/(1- ) V (T/C)=R + R + 2 R + … = R/(1- )
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Discounting Now consider what happens to these values as varies (from 0-1): V (D/D) = P + P + 2 P + … = P+ P/(1- ) V (C/C) =R + R + 2 R + … = R/(1- ) V (T/T)=R + R + 2 R + … = R/(1- ) V (D/C)=T + T + 2 T + … = T/(1- ) V (D/T)=T + P + 2 P + … = T+ P/(1- ) V (C/D)=S + S + 2 S + … = S/(1- ) V (C /T) = R + R + 2 R + … = R/(1- ) V (T/D)=S + P + 2 P + … = S+ P/(1- ) V (T/C)=R + R + 2 R + … = R/(1- ) V(D/D) > V(T/D) D is a best response to D
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Discounting Now consider what happens to these values as varies (from 0-1): V (D/D) = P + P + 2 P + … = P+ P/(1- ) V (C/C) =R + R + 2 R + … = R/(1- ) V (T/T)=R + R + 2 R + … = R/(1- ) V (D/C)=T + T + 2 T + … = T/(1- ) V (D/T)=T + P + 2 P + … = T+ P/(1- ) V (C/D)=S + S + 2 S + … = S/(1- ) V (C/T)=R + R + 2 R + … = R/(1- ) V (T/D)=S + P + 2 P + … = S+ P/(1- ) V (T/C)=R + R + 2 R + … = R/(1- ) 213213 ?
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Discounting Now consider what happens to these values as varies (from 0-1): For all values of : V(D/T) > V(D/D) > V(T/D) V(T/T) > V(D/D) > V(T/D) Is there a value of s.t., V(D/T) = V(T/T)? Call this *. If < *, the following ordering hold: V(D/T) > V(T/T) > V(D/D) > V(T/D) D is dominant: GAME SOLVED V(D/T) = V(T/T) T+ P/(1- ) = R/(1- ) T- t+ P = R T-R = (T-P) * = (T-R)/(T-P) ?
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Discounting Now consider what happens to these values as varies (from 0-1): For all values of : V(D/T) > V(D/D) > V(T/D) V(T/T) > V(D/D) > V(T/D) Is there a value of s.t., V(D/T) = V(T/T)? Call this *. * = (T-R)/(T-P) If > *, the following ordering hold: V(T/T) > V(D/T) > V(D/D) > V(T/D) D is a best response to D; T is a best response to T; multiple NE.
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Discounting V(T/T) = R/(1- ) * 1 V TRV TR Graphically: The V(alue) to a player using ALWAYS DEFECT (D) against TRIGGER (T), and the V(T/T) as a function of the discount parameter ( ) V(D/T) = T + P/(1- )
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The Folk Theorem (R,R) (T,S) (S,T) (P,P) The payoff set of the repeated PD is the convex closure of the points [( T,S ); ( R,R ); ( S,T ); ( P,P )].
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The Folk Theorem (R,R) (T,S) (S,T) (P,P) The shaded area is the set of payoffs that Pareto-dominate the one-shot NE ( P,P ).
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The Folk Theorem (R,R) (T,S) (S,T) (P,P) Theorem: Any payoff that pareto- dominates the one-shot NE can be supported in a SPNE of the repeated game, if the discount parameter is sufficiently high.
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The Folk Theorem (R,R) (T,S) (S,T) (P,P) In other words, in the repeated game, if the future matters “enough” i.e., ( > * ), there are zillions of equilibria!
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The theorem tells us that in general, repeated games give rise to a very large set of Nash equilibria. In the repeated PD, these are pareto-rankable, i.e., some are efficient and some are not. In this context, evolution can be seen as a process that selects for repeated game strategies with efficient payoffs. “Survival of the Fittest” The Folk Theorem
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Cartel Enforcement Consider a market in which two identical firms can produce a good with a marginal cost of $1 per unit. The market demand function is given by: P = 7 – Q Assume that the firms choose prices. If the two firms choose different prices, the one with the lower price gets all the customers; if they choose the same price, they split the market demand. What is the Nash Equilibrium of this game?
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Cartel Enforcement Consider a market in which two identical firms can produce a good with a marginal cost of $1 per unit. The market demand function is given by: P = 7 – Q Now suppose that the firms compete repeatedly, and each firm attempts to maximize the discounted value of its profits ( < 1). What if this pair of Bertrand duopolists try to behave as a monopolist (w/2 plants)?
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Cartel Enforcement What if a pair of Bertrand duopolists try to behave as a monopolist (w/2 plants)? P = 7 – Q; TC i = q i Monopoly Bertrand Duopoly = TR – TCQ = q 1 + q 2 = PQ – QP b = MC = 1; Q b = 6 = (7-Q)Q - Q = 7Q - Q 2 - Q FOC: 7-2Q-1 = 0 => Q m = 3; P m = 4 w/2 plants: q 1 = q 2 = 1.5q 1 = q 2 = 3 1 = 2 = 4.5 = 2 = 0
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Cartel Enforcement What if a pair of Bertrand duopolists try to behave as a monopolist (w/2 plants)? Promise: I’ll charge P m = 4, if you do. Threat: I’ll charge P b = 1, forever, if you deviate. 4.5 … 4.5 … 4.5 … 4.5 … 4.5 … 4.5 … 4.5 = 4.5/(1- ) 4.5 … 4.5 … 4.5 … 9 … 0 … 0 … 0 If is sufficiently high, the threat will be credible, and the pair of trigger strategies is a Nash equilibrium. * = 0.5 Trigger Strategy Current gain from deviation = 4.5 Future gain from cooperation = (4.5)/(1- )
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Next Time UNIT IV: INFORMATION & WELFARE 7/26Decision on Under Uncertainty Pindyck & Rubenfeld, Ch. 5. Besanko, Ch. 15
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