Game Theory and Imperfect Competition

Game Theory and Imperfect Competition

Introduction to Game Theory

  • Game theory is a framework for modeling scenarios in which players make decisions that are interdependent.

  • The outcome for each participant depends not just on their own decision but also on the decisions made by others.

Key Concepts

Normal Form Games
  • Definition: Normal Form Games

    • A setting with $I$ players (firms, individuals, countries) where each player $i$ chooses a strategy $si$ from a strategy set $Si$

    • Strategy profile $(si, s{-i})$ denotes the strategies selected by all players except player $i$, where $s{-i} = (s1,\, …, s{i-1}, s{i+1}, …, s_I)$

    • Payoffs can represent different factors such as output levels, prices, or advertising expenditures.

Dominated Strategies
  • Dominated Strategy: A strategy $si^$ strictly dominates another strategy $si' \neq si^$ for player $i$ if \pii(si^*, s{-i}) > \pii(si', s{-i}) for all $s{-i}$

    • This implies $si^*$ yields a strictly higher payoff than $si'$ regardless of the strategies selected by other players.

Example of Dominated Strategies:


  • Payoff Matrix:

    Firm B Low Prices

    Firm B High Prices


    Firm A Low Prices

    5, 5

    9, 1


    Firm A High Prices

    1, 9

    7, 7

    • "Low prices" is strictly dominant for both firms

    • Both firms will select "low prices" in equilibrium.

    Nash Equilibrium (NE)

    • Nash Equilibrium (NE): A strategy profile $(si^, s{-i}^)$ is a NE if for every player $i$, π<em>i(s</em>i<em>,si)π</em>i(s<em>i,s</em>i<em>) for all sisi</em>\pi<em>i(s</em>i^<em>, s{-i}^) \geq \pi</em>i(s<em>i, s</em>{-i}^<em>) \text{ for all } si \neq si^</em>

      • Meaning, $s_i^*$ is player $i$’s best response to the strategies chosen by others.

    Mixed-Strategy Nash Equilibrium (msNE)
    • Definition:

      • A strategy profile $\sigma = (\sigma1, \sigma2, …, \sigman)$, where $\sigmai$ is a mixed strategy for player $i$.

      • It is a msNE if
        π<em>i(σ</em>i,σ<em>i)π</em>i(s<em>i,σ</em>i)\pi<em>i(\sigma</em>i, \sigma<em>{-i}) \geq \pi</em>i(s<em>i', \sigma</em>{-i}) for all $si' \in Si$$

    • Players are indifferent among their pure strategies, and dominated strategies get assigned a zero probability.

    • In finite games, there usually exists an odd number of equilibria.

    Example of msNE:
    • The probability of firm $A$ adopting technology is denoted $q$. If indifferent between adopting and not adopting, the expected utility is calculated.

    • Derived probabilities, such as $q = 1/2$, indicate the msNE results.

    Sequential Move Games

    • In games where players choose strategies sequentially rather than simultaneously, the definition of strategy becomes more complex.

    • Strategy: A complete contingent plan for what action player $i$ chooses given the history of play.

    • Represented using game trees with an initial node (where the game starts) and terminal nodes (where no more branches arise).

    Backward Induction
    • To find equilibria in sequential games, players utilize backward induction by starting from terminal nodes, moving backward to identify optimal choices at every decision point or information set.

    • Subgame Perfect Nash Equilibrium (SPNE): A strategy profile is a SPNE if it specifies a NE for each subgame.

    Simultaneous-Move Games of Incomplete Information

    • Incomplete Information: Occurs in scenarios where at least one player cannot observe a piece of information about the game. Players are referred to by their "type", denoted as $\theta_i$.

    • Bayesian Nash Equilibrium (BNE): A strategy profile $(s1^* \theta1, s2^* \theta2, …, sN^* \thetaN)$ is a BNE if the expected utility calculations hold under the assessment of types.

    Conclusion
    • Understanding the nuances of complete vs. incomplete information and how strategies adjust based on players’ knowledge ensures a robust analysis of competitive behavior in game theory.