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3.5 — Using Game Theory in Research

ECON 316 • Game Theory • Fall 2021

Ryan Safner
Assistant Professor of Economics
safner@hood.edu
ryansafner/gameF21
gameF21.classes.ryansafner.com

Game Theory

  • Game theory appears somewhat tautological

    • Result of game is baked into the rules of a game specified
    • Game theorists often know the result even before the players play
  • More useful as a theoretical framework for understanding strategic interactions

    • If players were rational and had perfect information — what would they do?
    • Compare the (theory) prediction with reality
      • Do players act differently in reality?

When Results are Not as Predicted

  • Behavioral economists:

    • Did players make a mistake? Act less than "rational"?
    • Cognitive biases, behavioral economics explanations
    • Did players not understand the rules?
  • Game theorists:

    • Did you specify the game correctly?
    • Are the rules correctly modeled?
    • Are the payoffs correctly specified?

Research with Game Theory

  • Most fruitful part of research (in my biased opinion) is using game theory to understand the role of institutions (norms, culture, shared histories, government policies, etc.)

    • Coordination devices
    • Focal points
    • Sorting between multiple Nash equilibria
    • Path dependent outcomes
    • Making threats/promises credible
    • Making exchanges self-enforcing
    • Resolving asymmetric information problems
  • We'll see this starting this week, and in the papers we'll read

The Two Major Models of Economics as a “Science”

Optimization

  • Agents have objectives they value

  • Agents face constraints

  • Make tradeoffs to maximize objectives within constraints

The Two Major Models of Economics as a “Science”

Optimization

  • Agents have objectives they value

  • Agents face constraints

  • Make tradeoffs to maximize objectives within constraints

Equilibrium

  • Agents compete with others over scarce resources

  • Agents adjust behaviors based on prices

  • Stable outcomes when adjustments stop

Game Theory vs. Decision Theory Models I

  • Traditional economic models are often called “Decision theory”:

  • Optimization models ignore all other agents and just focus on how can you maximize your objective within your constraints

    • Consumers max utility; firms max profit, etc.
  • Outcome: optimum: decision where you have no better alternatives

Game Theory vs. Decision Theory Models I

  • Traditional economic models are often called “Decision theory”:

  • Equilibrium models assume that there are so many agents that no agent’s decision can affect the outcome

    • Firms are price-takers or the only buyer or seller
    • Ignores all other agents’ decisions!
  • Outcome: equilibrium: where nobody has any better alternative

Game Theory vs. Decision Theory Models III

  • Game theory models directly confront strategic interactions between players

    • How each player would optimally respond to a strategy chosen by other player(s)
    • Lead to a stable outcome where everyone has considered and chosen mutual best responses
  • Outcome: Nash equilibrium: where nobody has a better strategy given the strategies everyone else is playing

Equilibrium in Games

  • Nash Equilibrium:
    • no player wants to change their strategy given all other players’ strategies
    • each player is playing a best response against other players’ strategies

A Suggested Framework

I. Identify the strategic interaction

  • Who are the players
  • What choices can they make?
  • How does the interaction of their choices determine outcomes for each player?

A Suggested Framework

II. Model the game: rules, payoffs, etc (often the hard part!)

  • Ordering of choices -- sequential, simultaneous?
    • Information -- what does each player know and not know
    • One-shot or repeated?
    • If repeated: a finite number of times? an infinite number of times? ending with certain probability?
  • Define the payoffs (again, the hard part!)
    • use economic theory to determine how various interactions should affect various outcomes for each player
    • numerical payoffs make things easy, but constrain you to fewer possibilities
    • using variables in payoffs allows you to solve for the conditions that will yield different Nash equilibria

A Suggested Framework

III. Predict the outcome(s)

  • Solve for Nash equilibria
    • If applicable, consider: pure vs. mixed strategies, one-shot vs. repeated games
  • If using variables in payoffs, what values of variables will give us various equilibria?
  • If multiple equilibria -- any reasons we should expect one over others?

A Suggested Framework

IV. Compare reality with predictions

  • Are there behavioral reasons players do not reach predicted outcome?
  • Are there institutions, policies, norms, ethics, etc. that lead players towards/away from certain outcomes?

V. Consider changes in the game

  • What would have to change (payoffs, rules, etc) to get different outcomes?
  • Are there policies or institutions that might affect or cause this?
  • Consider welfare of players: how do the players do? How could this be improved?

Example I: Patronage, Copyright, and Crowdfunding as Alternative Institutions

Patronage

Patronage Today

Patronage Today

Patronage Today

Basic Game

  • Creator can produce a (single) expressive work

    • Fixed cost F
    • Marginal cost C
    • If produced, incur cost (F+C), and sell at price P
  • Consumer can consume or copy expressive work

    • Values it at V
    • Purchases at price P
      • VP: consumer surplus
    • Copies with replication cost, R

Safner, Ryan, 2021, “Kickstart My Art: Are Crowdfunding and Intellectual Property Complements or Substitutes?”

Basic Game

  • Solve this game by backwards induction:

  • Consumer will Purchase when:

    • R>P: costlier to copy than to purchase
    • V>P: price to buy is lower than value (i.e. consumer surplus, VP0)
  • Producer will Produce when:

    • Consumer Purchases
    • P>FC: revenue exceeds cost

Safner, Ryan, 2021, “Kickstart My Art: Are Crowdfunding and Intellectual Property Complements or Substitutes?”

Mechanisms to Enhance Cooperation

  • An agent ("patron") bears the fixed costs (F) in exchange for some of the following:
    • Distribution rights (copyrights); personal prestige; portion of profits; rewards
  • Deterrence of pirating & shirking (raise R relative to P)
    • Technology affects replication costs; Customization, product differentiation, price discrimination; Legal threats; Reputation
  • Compare three systems:
    1. Patronage of the arts
    2. Copyright
    3. Crowdfunding

Safner, Ryan, 2021, “Kickstart My Art: Are Crowdfunding and Intellectual Property Complements or Substitutes?”

Patronage of the Arts (& Sciences)

Patronage Version of the Game

  • Patronage of the arts: institution that changes the rules of the game

    • Consumer-Patron decides to sponsor a Creator by bearing their fixed costs F
    • Creator now in a principal-agent problem: produce or shirk (abscond with F)
  • Rules of the game that affect key parameters:

    • Removes opportunity of copying (custom works)
    • F: fixed costs now borne by patron
Safner, Ryan, 2021, “Kickstart My Art: Are Crowdfunding and Intellectual Property Complements or Substitutes?”

Copyright

  • Cost of replication has plummeted via new technology (both for creators & for copyists)

  • Copyright: Individual creator can control distribution rights and seek legal sanctions against copyists

Safner, Ryan, 2021, “Kickstart My Art: Are Crowdfunding and Intellectual Property Complements or Substitutes?”

Copyright Version of the Game

  • Copyright: another institution that changes the payoffs of the original game
    • If Consumer chooses to Copy, now faces additional:
    • D: damages from copyright lawsuit
    • σ: probability of getting caught/sued
    • Creator gains σD (from lawsuit against Consumer), but must pay E for enforcement costs (legal fees)

Safner, Ryan, 2021, “Kickstart My Art: Are Crowdfunding and Intellectual Property Complements or Substitutes?”

Copyright Version of the Game

  • Consumer purchases when:
    • P<RσD
    • More likely than first version of game

Safner, Ryan, 2021, “Kickstart My Art: Are Crowdfunding and Intellectual Property Complements or Substitutes?”

Patronage with Copyright/Crowdfunding Version

  • Patronage with Copyright: three players

    • patron and consumer are different
    • patron can sponsor creator by bearing F
    • patron contracts for copyright and some share α of the profits
  • Crowdfunding: patrons wealthy elites, but a collection of many people contributing towards F

Safner, Ryan, 2021, “Kickstart My Art: Are Crowdfunding and Intellectual Property Complements or Substitutes?”

Example II: 19th Century American Literary Piracy

  • From 18th—mid 20th century the United States refused to respect copyright of foreign authors

  • American publishing industry expressly built on piracy of foreign works (mostly British novels)

  • The U.S. is now the world's copyright policeman, enforcing its copyrights internationally

Safner, Ryan, 2021, “Pirate Thy Neighbor: The Protectionist Roots of International Copyright Recognition in the United States”

Safner, Ryan, 2021, “Honor Among Thieves: How 19th Century American Pirate Publishers Simulated Copyright Protection”

Example II: 19th Century American Literary Piracy

  • U.S. publishers' piracy of foreign authors in the 19th century faced a tragedy of the commons:

    • No exclusive claims over printing foreign works (no copyright no right to exclude)
  • Solved this problem by creating a publishing cartel that created "property rights" in piracy of foreign authors

  • Enabled protectionist resistance to calls for respecting international copyrights

    • System broke down by end of 19th century
    • Rising U.S. cultural output in 20th century: publishers now advocate for international copyrights

Safner, Ryan, 2021, “Pirate Thy Neighbor: The Protectionist Roots of International Copyright Recognition in the United States”

Safner, Ryan, 2021, “Honor Among Thieves: How 19th Century American Pirate Publishers Simulated Copyright Protection”

Game Setup

  • Two representative American publishers, 1 and 2; two authors A, and B

  • Publisher 1 moves first and decides to publish A or B at profit-maximizing price p with cost c

  • Publisher 2 moves second and can decide to publish:

    • the same author as 1 ("pirate") at lower cost ˆp<p;ˆc<c or
    • the other author at cost c

Safner, Ryan, 2021, “Pirate Thy Neighbor: The Protectionist Roots of International Copyright Recognition in the United States”

Game Setup

  • Consumers will buy only from lower-priced publisher
    • If publisher 2 pirates, can sell at lower price than publisher 1
    • If both publish different authors, each earns pic, where i={A,B}
  • Authors A and B may fetch different prices pA and pB depending on market demand

Safner, Ryan, 2021, “Pirate Thy Neighbor: The Protectionist Roots of International Copyright Recognition in the United States”

Game Setup

  • Piracy/original publishing depends on:
    • relative value of author A vs B
    • profits of original sales (pic) vs. profits of pirate sales (^piˆc)
    • both demand for pirated works (^pi) and reproduction technology (ˆc)

Safner, Ryan, 2021, “Pirate Thy Neighbor: The Protectionist Roots of International Copyright Recognition in the United States”

Game Outcome - Role of Institutions

  • Parameters pA, pB, c, and ˆc are determined by market conditions and institutions:

  • Historically, several methods to secure property rights and deter piracy from other publishers

    • Arts patronage
    • Monopoly/guild (Stationers' Company of London)
    • Internal trade organizations
    • Copyright law

Safner, Ryan, 2021, “Pirate Thy Neighbor: The Protectionist Roots of International Copyright Recognition in the United States”

The Cartel Solution: “Courtesy of the Trade”

  • 1790—1891 U.S. did not recognize copyrights to foreign authors

  • U.S. publishing industry largely pirated famous British authors

    • Set up “courtesy of the trade” system of voluntary norms to avoid tragedy of commons
    • Created pseudo-property rights in foreign authors works
    • Ended up paying authors despite no obligation to, nor any legal protection earned

Safner, Ryan, 2021, “Pirate Thy Neighbor: The Protectionist Roots of International Copyright Recognition in the United States”

Safner, Ryan, 2021, “Honor Among Thieves: How 19th Century American Pirate Publishers Simulated Copyright Protection”

The Cartel Solution: “Courtesy of the Trade”

  • 1790—1891 U.S. did not recognize copyrights to foreign authors

  • Resolved the tragedy of the commons problem via a cartel

  • A publisher would announce which foreign author they would publish and stake their "claim"
    • Other publishers would refrain from republishing that author, in hopes that when they stake a claim on a different author, others would respect it
    • If didn't respect claims, retaliation: nobody would respect their future claims

Safner, Ryan, 2021, “Pirate Thy Neighbor: The Protectionist Roots of International Copyright Recognition in the United States”

Safner, Ryan, 2021, “Honor Among Thieves: How 19th Century American Pirate Publishers Simulated Copyright Protection”

More General Solutions

  • 1891 International Copyright Act “respects” foreign copyrights in U.S.

    • “Manufacturing clause” required foreign works to be printed in U.S.
    • Rationale for “trade courtesy” cartel disappears
  • U.S. publishers begin publishing U.S. authors

    • Now in their interest to push for other countries to respect U.S. copyright

Safner, Ryan, 2021, “Pirate Thy Neighbor: The Protectionist Roots of International Copyright Recognition in the United States”

Game Theory

  • Game theory appears somewhat tautological

    • Result of game is baked into the rules of a game specified
    • Game theorists often know the result even before the players play
  • More useful as a theoretical framework for understanding strategic interactions

    • If players were rational and had perfect information — what would they do?
    • Compare the (theory) prediction with reality
      • Do players act differently in reality?

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