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mutual commitments
when two players become tied to each other, separately from the market, their relationship becomes bilateral
private information
when participants in a transaction possess some private info. bearing on the outcome
zero-sum/constant-sum
when there is a winner and loser
opposite: positive sum
imperfect information
when there is uncertainty
external uncertainty: when a player is uncertain about external circumstances (ex. weekend weather)
strategic uncertainty: when a player is uncertain about what moves his opponents has made in the past or is making at the same time
asymmetric / incomplete information
when one player knows more than another does
cooperative games
games in which join-action agreements are enforceable
noncooperative games
games in which join-action agreements are not enforceable and individual participants must be allowed to act in their own interests
strategies
choices available to players (complete plans of action)
payoff
number associated with each possible outcome
completeness
between any x and y in a set, x > y (x is preferred to y), y > x, or x ~ y (indifferent)
transivity
if x ≥ y and y ≥ z → z ≥ x
expected payoff
if the player faces a random prospect of outcomes, the number associated w/ this prospect is the avg. of the payoffs associated w/ each component outcome, each weighted by its probability
model
simplification (abstract representation) of a given system, judged by its usefulness
first-mover advantage
ability to commit oneself to an advantageous position and to force the other players to adapt to it
second-mover advantage
flexibility to adapt oneself to the others’ choices
mixed strategies
probabilistic strategies (ex. A player or team may deliberately randomize its choice of action to keep the opponent guessing)
strategy in simultaneous game
only ONE action bc each player has at most one opportunity to act
pure strategies
basic initially specified actions (ex. Always plays rock in rock paper scissors)
nash equilibrium
no player can improve their outcome by unilaterally changing their strategy, assuming other players keep theirs unchanged
does not require equilibrium choices to be strictly better than other available choices
does not have to be jointly best for the players
forms of dominance
superdominance: if the worst possible outcome when playing that strat is better than the best possible outcome when playing any other strat
weak dominance: outcome when playing a strat is never worse than the outcome when playing any other strat
multiple equilibria in pure strategies
pure coordination game: equal payoffs in multiple nash (ex. 2 nash of (1,1))
assurance game: when players can get the preferred equilibrium outcome only if each has enough certainty or assurance that the other is choosing the appropriate action (ex. 2 nash: (1,1) and (2,2))
battle of sexes: two Nash equilibria but the risk of coordination failure is greater (ex. 2 nash: (2,1) and (1,2))
chicken game
key factors in changing the order of moves
irreversible: when does each player’s move become irreversible?
observable: when does each player’s move become observable to the other player?
can lead to first move and second mover advantage
changing the order of move: game changing tactics
transparency vs secrecy:
transparent: simultaneous → sequential game and first mover advantage
secret: sequential → simultaneous
nimbleness: ability to wait some pd. of time or not wait before making a move irreversible
information set
consists of more than one node indicating the presence of imperfect info for the player. if no information sets with two or more nodes → perfect info
when representing simultaenous game in a game tree, an information set represents the imperfect information.
nash eq. and rollback eq.
rollback requires a move to be optimal when the opportunity to move arises → more restrictive than nash