class: center, middle, inverse, title-slide # Game Theory ## EC 201: Principles of Microeconomics ### Kyle Raze ### Winter 2020 --- class: inverse, middle # Prologue --- # Agenda ## Game Theory - How can we model strategic interactions? - Last topic for Midterm 2. ## Midterm 2 Overview - One week from today! --- class: inverse, middle # Game Theory --- # Game Theory ## What is it? > A framework of analysis in which two or more players compete for payoffs. -- A player's payoff depends on 1. Her decisions. 2. All other players' decisions. -- Useful for understanding a variety of "games" people play. - .pink[Competitive scenarios:] Politics, collective bargaining, war, sports, *etc.* - .purple[Cooperative scenarios:] Resource management, public goods, *etc.* --- # What defines a game? .pink[Who are the **players**?] .smallest[ - Pete Buttigieg and Bernie Sanders. - Saudi Arabia, Venezuela, and other OPEC countries. - USA and USSR. ] -- .purple[What are the **strategies** available to each player?] .smallest[ - Focus on early primary states or Super Tuesday states. - Collude (restrict oil output) or compete (increase oil output). - Develop nuclear arsenal or not. ] -- .green[What are the **payoffs** associated with each combination of strategies?] .smallest[ - Democratic nominee or just another rank-and-file progressive. - Split higher revenues or lower revenues. - Continue to exist or total annihilation. ] --- # The Prisoner's Dilemma .pull-left[ <img src="12-Game_Theory_files/figure-html/unnamed-chunk-1-1.svg" style="display: block; margin: auto;" /> ] .pull-right[ ## Story An interrogator keeps .pink[Prisoner 1] and .purple[Prisoner 2] in separate cells and interviews them separately. Each prisoner can either deny the charges or accuse the other prisoner. ] --- # The Prisoner's Dilemma .pull-left[ <img src="12-Game_Theory_files/figure-html/unnamed-chunk-2-1.svg" style="display: block; margin: auto;" /> ] .pull-right[ ## Analysis **Step 1:** Quantify the payoffs. ] --- count: false # The Prisoner's Dilemma .pull-left[ <img src="12-Game_Theory_files/figure-html/unnamed-chunk-3-1.svg" style="display: block; margin: auto;" /> ] .pull-right[ ## Analysis **Step 1:** Quantify the payoffs. ] --- count: false # The Prisoner's Dilemma .pull-left[ <img src="12-Game_Theory_files/figure-html/unnamed-chunk-4-1.svg" style="display: block; margin: auto;" /> ] .pull-right[ ## Analysis **Step 1:** Quantify the payoffs. **Step 2:** Find each prisoner's *best response* for each strategy the other could play. ] --- count: false # The Prisoner's Dilemma .pull-left[ <img src="12-Game_Theory_files/figure-html/unnamed-chunk-5-1.svg" style="display: block; margin: auto;" /> ] .pull-right[ ## Analysis **Step 1:** Quantify the payoffs. **Step 2:** Find each prisoner's *best response* for each strategy the other could play. ] --- count: false # The Prisoner's Dilemma .pull-left[ <img src="12-Game_Theory_files/figure-html/unnamed-chunk-6-1.svg" style="display: block; margin: auto;" /> ] .pull-right[ ## Analysis **Step 1:** Quantify the payoffs. **Step 2:** Find each prisoner's *best response* for each strategy the other could play. ] --- count: false # The Prisoner's Dilemma .pull-left[ <img src="12-Game_Theory_files/figure-html/unnamed-chunk-7-1.svg" style="display: block; margin: auto;" /> ] .pull-right[ ## Analysis **Step 1:** Quantify the payoffs. **Step 2:** Find each prisoner's *best response* for each strategy the other could play. ] --- count: false # The Prisoner's Dilemma .pull-left[ <img src="12-Game_Theory_files/figure-html/unnamed-chunk-8-1.svg" style="display: block; margin: auto;" /> ] .pull-right[ ## Analysis **Step 1:** Quantify the payoffs. **Step 2:** Find each prisoner's *best response* for each strategy the other could play. ] --- count: false # The Prisoner's Dilemma .pull-left[ <img src="12-Game_Theory_files/figure-html/unnamed-chunk-9-1.svg" style="display: block; margin: auto;" /> ] .pull-right[ ## Analysis **Step 1:** Quantify the payoffs. **Step 2:** Find each prisoner's *best response* for each strategy the other could play. ] --- count: false # The Prisoner's Dilemma .pull-left[ <img src="12-Game_Theory_files/figure-html/unnamed-chunk-10-1.svg" style="display: block; margin: auto;" /> ] .pull-right[ ## Analysis **Step 1:** Quantify the payoffs. **Step 2:** Find each prisoner's *best response* for each strategy the other could play. - Both players have a *dominant strategy* to accuse. ] --- count: false # The Prisoner's Dilemma .pull-left[ <img src="12-Game_Theory_files/figure-html/unnamed-chunk-11-1.svg" style="display: block; margin: auto;" /> ] .pull-right[ ## Analysis **Step 1:** Quantify the payoffs. **Step 2:** Find each prisoner's *best response* for each strategy the other could play. - Both players have a *dominant strategy* to accuse. **Step 3:** Find the *Nash equilibrium*. - Equilibrium .mono[=] (.pink[Accuse], .purple[Accuse]) ] --- # Nash Equilibrium ## Definition > A set of strategies such that no player has the incentive to deviate unilaterally from her chosen strategy. -- **Q:** What logic supports the (.pink[Accuse], .purple[Accuse]) equilibrium? -- - Given that .pink[Prisoner 1] decided to .pink[Accuse], .purple[Prisoner 2] is better off having played .purple[Accuse]. - Given that .purple[Prisoner 2] decided to .purple[Accuse], .pink[Prisoner 1] is better off having played .pink[Accuse]. --- class: clear-slide **Q:** Cooperate or defect? - If everyone chooses to cooperate, then everyone will receive 2 bonus participation points. - If everyone chooses to cooperate, but one person defects, then the person who defects will receive 6 bonus participation points and everyone else will receive 0 bonus participation points. - If more than one person chooses to defect, then everyone will receive 0 bonus participation points. > **A.** Cooperate. > **B.** Defect. --- # Cournot Game .pull-left[ <img src="12-Game_Theory_files/figure-html/unnamed-chunk-12-1.svg" style="display: block; margin: auto;" /> ] .pull-right[ **Q:** What are the equilibrium strategies? ] --- count: false # Cournot Game .pull-left[ <img src="12-Game_Theory_files/figure-html/unnamed-chunk-13-1.svg" style="display: block; margin: auto;" /> ] .pull-right[ **Q:** What are the equilibrium strategies? ] --- count: false # Cournot Game .pull-left[ <img src="12-Game_Theory_files/figure-html/unnamed-chunk-14-1.svg" style="display: block; margin: auto;" /> ] .pull-right[ **Q:** What are the equilibrium strategies? **A:** Equilibrium .mono[=] (.pink[Low Price], .purple[Low Price]), even though a bilateral deviation would be mutually beneficial! - Another dilemma! ] --- # Prisoner's Dilemma 2.0 .pull-left[ <img src="12-Game_Theory_files/figure-html/unnamed-chunk-15-1.svg" style="display: block; margin: auto;" /> ] .pull-right[ ## Story An interrogator keeps .pink[Prisoner 1] and .purple[Prisoner 2] in separate cells and interviews them separately. Each prisoner can either deny the charges or accuse the other prisoner. **Twist:** Pre-heist contract. ] --- count: false # Prisoner's Dilemma 2.0 .pull-left[ <img src="12-Game_Theory_files/figure-html/unnamed-chunk-16-1.svg" style="display: block; margin: auto;" /> ] .pull-right[ ## Story An interrogator keeps .pink[Prisoner 1] and .purple[Prisoner 2] in separate cells and interviews them separately. Each prisoner can either deny the charges or accuse the other prisoner. **Twist:** Pre-heist contract. ] --- # Prisoner's Dilemma 2.0 .pull-left[ <img src="12-Game_Theory_files/figure-html/unnamed-chunk-17-1.svg" style="display: block; margin: auto;" /> ] .pull-right[ **Q:** What are the equilibrium strategies? ] --- count: false # Prisoner's Dilemma 2.0 .pull-left[ <img src="12-Game_Theory_files/figure-html/unnamed-chunk-18-1.svg" style="display: block; margin: auto;" /> ] .pull-right[ **Q:** What are the equilibrium strategies? **A:** There are two equilibria! - (.pink[Accuse], .purple[Accuse]) - (.pink[Deny], .purple[Deny]) No longer a prisoner's dilemma. - Now a coordination game. ] --- class: clear-slide <iframe width="900" height="600" src="https://www.youtube.com/embed/p3Uos2fzIJ0" frameborder="0" allow="accelerometer; autoplay; encrypted-media; gyroscope; picture-in-picture" allowfullscreen></iframe> --- # Split or Steal? .pull-left[ <img src="12-Game_Theory_files/figure-html/unnamed-chunk-19-1.svg" style="display: block; margin: auto;" /> ] .pull-right[ **Observed outcome:** (.pink[Steal], .purple[Split]) **Q:** What are the equilibrium strategies? ] --- count: false # Split or Steal? .pull-left[ <img src="12-Game_Theory_files/figure-html/unnamed-chunk-20-1.svg" style="display: block; margin: auto;" /> ] .pull-right[ **Observed outcome:** (.pink[Steal], .purple[Split]) **Q:** What are the equilibrium strategies? **A:** Three equilibria. - (.pink[Steal], .purple[Split]) - (.pink[Split], .purple[Steal]) - (.pink[Steal], .purple[Steal]) ] --- # Chicken .pull-left[ <img src="12-Game_Theory_files/figure-html/unnamed-chunk-21-1.svg" style="display: block; margin: auto;" /> ] .pull-right[ **Q:** What are the equilibrium strategies? ] --- count: false # Chicken .pull-left[ <img src="12-Game_Theory_files/figure-html/unnamed-chunk-22-1.svg" style="display: block; margin: auto;" /> ] .pull-right[ **Q:** What are the equilibrium strategies **A:** Two equilibria. - (.pink[Swerve], .purple[Straight]) - (.pink[Straight], .purple[Swerve]) ] --- # Matching Pennies .pull-left[ <img src="12-Game_Theory_files/figure-html/unnamed-chunk-23-1.svg" style="display: block; margin: auto;" /> ] .pull-right[ **Q:** What are the equilibrium strategies? ] --- count: false # Matching Pennies .pull-left[ <img src="12-Game_Theory_files/figure-html/unnamed-chunk-24-1.svg" style="display: block; margin: auto;" /> ] .pull-right[ **Q:** What are the equilibrium strategies **A:** No mutual best responses! - The only equilibrium strategy is to randomize. ] --- # Pascal's Wager .pull-left[ <img src="12-Game_Theory_files/figure-html/unnamed-chunk-25-1.svg" style="display: block; margin: auto;" /> ] -- .pull-right[ ## Analysis Pr[G] .mono[=] Probability that God exists. Expected payoff from belief <br> `\(\quad\)` .mono[=] Pr[G] × Heaven + (1 .mono[-] Pr[G]) × A Expected payoff from non-belief <br> `\(\quad\)` .mono[=] Pr[G] × Hell + (1 .mono[-] Pr[G]) × B ] --- count: false # Pascal's Wager .pull-left[ <img src="12-Game_Theory_files/figure-html/unnamed-chunk-26-1.svg" style="display: block; margin: auto;" /> ] .pull-right[ ## Analysis Pr[G] .mono[=] Probability that God exists. Expected payoff from belief <br> `\(\quad\)` .mono[=] Pr[G] × Heaven + (1 .mono[-] Pr[G]) × A Expected payoff from non-belief <br> `\(\quad\)` .mono[=] Pr[G] × Hell + (1 .mono[-] Pr[G]) × B .pink[**Pascal's Conclusion:**] If Pr[G] .mono[>] 0, Heaven .mono[>] Hell, and A is at least as good as B, .pink[belief dominates non-belief]. ] --- class: inverse, middle # Brinkmanship --- # Brinkmanship A **threat** provides a way to make a strategic move. - But, you often only have one large threat available. -- Some threats are so big that your opponent doesn't believe you'll carry it out. - *e.g.,* "give me $50 or I will kill myself" is unlikely to provide a credible threat. --- # Brinkmanship A **credible threat** is costly enough, but not too costly, for opponents to take you seriously. - *e.g.,* "give me $50 or I will run across the road with my eyes closed" is more likely to induce other player to fork over money. - Probability of death is positive, but less than one. --- # Brinkmanship Brinkmanship requires that process is at least partially out of control. - *e.g.,* if the threatener hears traffic, then the threat wouldn't work. - All parties would know the threatener wouldn't run if there were a vehicle coming. - The probability of the threat actually being carried out must be outside the threatener's control. --- # Brinkmanship ## Cuban Missile Crisis A striking example of successful brinkmanship? - JFK took the world to the brink of nuclear war, and by doing so persuaded Khrushchev to remove missiles from Cuba. -- But it seems as if game theory cannot explain this. - Why didn't Khrushchev apply backward induction, figure out the final outcome, and decide not to start the whole process? --- # Brinkmanship ## George Bush *vs.* Saddam Hussein Bush played a similar strategy against Hussein: .pink[he gambled]. - **Preferred outcome:** Compliance or removal of Hussein as a response to Bush's threat. -- - So...Bush lost. -- Bush and JFK played essentially the same brinkmanship strategy. - Why didn’t Hussein employ backward induction and quit before the war? --- # Brinkmanship We can't say Bush played the game better or worse than JFK. - Brinkmanship necessarily involves taking risks. There is a chance of success and failure. - Something went wrong in the Persian gulf that didn't in the Cuban missile crisis, but what was it? --- # Brinkmanship ## Simple Threat Model .more-left[ <img src="12-Game_Theory_files/figure-html/unnamed-chunk-27-1.svg" style="display: block; margin: auto;" /> ] -- .less-right[ **Problem:** Backward induction tells that .pink[GWB] always .pink[threats] and .purple[SH] always .purple[quits]. - But SH didn't quit! ] --- count: false # Brinkmanship ## Simple Threat Model .more-left[ <img src="12-Game_Theory_files/figure-html/unnamed-chunk-28-1.svg" style="display: block; margin: auto;" /> ] .less-right[ **Problem:** Backward induction tells that .pink[GWB] always .pink[threats] and .purple[SH] always .purple[quits]. - But SH didn't quit! - Maybe we have the payoffs wrong? - Maybe SH values defying the US and simply prefers not to quit? ] --- # Brinkmanship ## Take 2 .more-left[ <img src="12-Game_Theory_files/figure-html/unnamed-chunk-29-1.svg" style="display: block; margin: auto;" /> ] -- .less-right[ **Problem:** Backward induction tells that .purple[SH] always .purple[stays] and .pink[GWB] .pink[doesn't threat]. - But GWB didn't quit! ] --- # Brinkmanship At least two elements are missing in our analysis: 1. GWB didn't know SH's payoffs: "Am I in game 1 or game 2?" - Expensive intel to know how SH valued defying the US. 2. Neither SH nor GWB was sure GWB would invade. - Many unkowns (*e.g.,* opposition to GWB's plans in the UN by France, Germany, and Russia). -- Suppose that SH is tough with probability p `\(\in\)` (0, 1) and GB is committed to his threat with probability q `\(\in\)` (0, 1) - New game, similar to Cuban missile crisis. --- class: clear-slide .more-left[ <img src="12-Game_Theory_files/figure-html/unnamed-chunk-30-1.svg" style="display: block; margin: auto;" /> ] -- .less-right[ ## Backward induction Tough SH won't quit for any q. - Since −8 .mono[>] 2 .mono[−] 6q. Soft SH quits if q .mono[>] 0.6 - *i.e.,* 2 .mono[−] 10q .mono[<] −4. ] --- class: clear-slide .more-left[ <img src="12-Game_Theory_files/figure-html/unnamed-chunk-31-1.svg" style="display: block; margin: auto;" /> ] .less-right[ ## GWB's options Threaten and get <br> p(−2 .mono[−] 8q) .mono[+] (1 .mono[−] p)(1) Don't threaten and get <br> p(−2) .mono[+] (1 .mono[−] p)(-2) .mono[=] -2 Will threaten if <br> p .mono[<] 3/[3 .mono[+] 8q] ] --- # Brinkmanship .more-left[ <img src="12-Game_Theory_files/figure-html/unnamed-chunk-32-1.svg" style="display: block; margin: auto;" /> ] -- .less-right[ GWB tries a q .mono[<] 0.6. If this doesn't work and doesn't trigger conflict, he tries a slightly higher q. Either GWB reaches q = 0.6 and a soft SH quits or we're going to war. No different from JFK and Khrushchev, except for the outcome. ] --- class: inverse, middle # Midterm 2 --- # Midterm Topics .green[Anything from lectures or discussions (weeks 5 through 7 only)] .hi-green[is fair game!] 1. Policy Levers: Taxes & Subsidies 2. Policy Levers: Price Controls 3. How Economists Learn from Data I 4. How Economists Learn from Data II 5. Market Failure: Externalities 6. Game Theory --- # Midterm Structure ## Multiple Choice - 50 questions - 1 point per question - Multiple groups of sequential questions (*e.g.,* about graphs or tables) --- # Midterm Protocol ## Materials - Writing utensil - 3-inch-by-5-inch note card - Basic or scientific calculator (no graphing or programming capabilities) - UO ID card - .hi[Nothing else] -- ## Procedure - **Randomized** seating chart - 80 minutes from *"you may begin"* to *"pencils down"* - First 30 minutes: .hi[quiet period] (no questions, no getting up) - Last 50 minutes: ask lots of questions - Show your UO ID card as you turn-in your exam --- # Midterm Preparation 1. Lecture slides 2. Discussion worksheets 3. Practice midterm questions - No solutions posted, but you can ask about the questions in office hours. 4. Extended office hours - M and T 14:00-16:00 in **412 PLC** 5. Prepare your note card