Hon 410 Game theory; Exam 2

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49 Terms

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Bayesian game

A game in which players have private types drawn from a commonly known prior.

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Type-contingent strategy

A plan naming an action for each of a player’s possible types.

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Bayesian Nash equilibrium

Strategies such that every type of every player maximizes its expected payoff, given the others’ strategies and its beliefs about their types.

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Threshold (cutoff) strategy

Act if your private number is on one side of a cutoff, not if it is on the other.

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Signal

A costly action whose cost differs across types, so that taking it is evidence of the type.

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Separating equilibrium

Different types choose different actions; the action reveals the type.

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Pooling equilibrium

All types choose the same action; the action reveals nothing, and beliefs stay at the prior.

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Semiseparating equilibrium

One type mixes, so the action reveals the type only partly.

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Off-path belief

What a player would believe after an action nobody takes in equilibrium.

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Single crossing

The signal is cheaper for the type that wants to be identified, which makes separation possible.

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Least-cost separating equilibrium

The separating equilibrium with the smallest signal that still deters the other type.

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Perfect / imperfect information

Whether, at every turn, a player knows every move made so far.

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Complete / incomplete information

Whether every player knows every player’s payoffs (types).

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Strategic / external uncertainty

Not knowing another player’s move, or not knowing Nature’s move.

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Asymmetric information

One player knows something another does not.

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Information set

Nodes of one player that she cannot tell apart; all have the same actions. Drawn as a dashed oval.

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Nature

A non-strategic mover that chooses at random with known probabilities.

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Type

A player’s private characteristics, such as payoffs, costs, or preferences. Drawn by Nature in Harsanyi’s approach.

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Strategy (with types)

A plan naming an action for every information set, and so for every type.

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Prior / updated (posterior) belief

The probability before and after seeing evidence.

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Bayes’ rule

Updated belief = cases of that kind producing the evidence ÷ all cases producing the evidence.

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Base-rate neglect

Ignoring the prior when updating, for example by treating a test’s hit rate as the answer.

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Cheap talk

A costless, non-binding message. Believable when interests are aligned; ignored when they conflict.

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Babbling equilibrium

An equilibrium in which messages carry no information and are ignored. It always exists

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Temptation, reward, punishment, and sucker’s payoffs. A prisoners’ dilemma has T > R > P > S.

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Finitely repeated game

A game played a known number of times. A prisoners’ dilemma repeated this way unravels to defection in every round.

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Indefinitely repeated game

A game that continues after each round with some probability, so there is no known last round.

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Discount factor (δ)

The weight on a payoff one round ahead: the continuation probability, divided by (1 + interest rate) if the future is also discounted.

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Trigger strategy

A strategy that cooperates until the other defects and then punishes. Grim trigger punishes forever.

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Cooperation threshold

The smallest δ at which cooperation can be sustained. For grim trigger, (T − R) / (T − P).

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Tit for Tat

Cooperate first, then copy the other player’s last move.

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Folk theorem

When the future counts enough, many outcomes of a repeated game can be sustained in equilibrium.

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Nice / retaliatory / forgiving / clear

Axelrod’s four properties of rules that did well in his tournaments.

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Noise (mistakes)

Actions that come out differently from what was intended, seen by the other player as real choices.

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Echo

The alternating retaliation two Tit-for-Tat players fall into after one mistake.

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Reputation

A record of past play that makes a player’s future behaviour predictable, and so worth protecting.

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Strategic form of a sequential game

The tree written as a table: each player’s complete strategies as rows and columns, each cell found by playing the two strategies through the tree.

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Product rule

A player’s number of strategies is the product, over that player’s nodes, of the number of actions at each node.

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Noncredible threat (or promise)

A planned action at a node that the player would not choose if the node were actually reached.

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Subgame

A part of a tree that starts at a single decision node and includes everything that can follow from it.

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Subgame-perfect equilibrium (SPE)

Strategies that form a Nash equilibrium of the whole game and a Nash equilibrium in every subgame, reached or not. In games of perfect information, the rollback equilibrium.

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Two-stage game

A game with a sequential first stage and a later stage (often simultaneous); solved by finding the equilibrium of the last stage first.

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Strategic move

An action taken before the game proper to change the other player’s beliefs about how you will play.

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Commitment (unconditional move)

“I will do X whatever you do,” made stick in advance.

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Threat

A response rule that hurts the other player if she does what you do not want.

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Promise

A response rule that rewards the other player if she does what you want.

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Deterrence / compellence

A move meant to stop the other player from acting / to make her act.

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Credibility

A strategic move is credible if, at the node where it would be carried out, it is the player’s best choice.

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Commitment device

Something done in advance to make a move credible: reducing your freedom of action, or changing your payoffs.