Perfect information: all players know the rules and all possible strategies, payoffs, and move history of other players
Common knowledge assumption: Player 1 knows that Player 2 knows that Player 1 knows that ...
Imperfect information: players all know the game, but don't know what other players are choosing
Incomplete information: players don't have all the information about the game
Let’s consider the simultaneous-move Stag Hunt in strategic form
We can't model this as an extensive form game with perfect information
We can model it in extensive form with imperfect information
Row’s move is hidden from Column:
Information set (dotted line/oval connecting decision nodes) for Column ⟹ can’t distinguish between histories of Stag or Hare
Column doesn’t know if they are deciding at node C.1 or C.2 (whether Row has played Stag or Hare)
Information set (dotted line/oval connecting decision nodes) for Column ⟹ can’t distinguish between histories of Stag or Hare
Column doesn’t know if they are deciding at node C.1 or C.2 (whether Row has played Stag or Hare)
Strategies available to player within an information set must be the same across all decision nodes/histories
If they are different, player can tell which history they are on given the unique strategies available to them
This is not a valid game
Furthermore, Column must play the same strategy across the decision nodes
Again, doesn’t know what decision node they are actually deciding at
Clarify what we mean by strategy: a complete plan of action of all the decisions a player will make at every possible information set
Until now, information sets have consisted of a single decision node (“singleton”)
We can now more precisely define perfect information: no information sets contain multiple decision nodes (are all “singleton” nodes)
Individual can differentiate between histories of game at each decision node
With perfect information, Column’s strategies can be conditional on what Row plays
Each information set is a singleton (i.e. nodes C.1 and C.2 each contain a separate information set)
With imperfect information, some information sets contain multiple decision nodes
A subgame must contain all nodes in the information set, cannot “break” information sets
We cannot use subgame perfection as a solution concept here
Column cannot play any conditional strategies depending on what Row does
All we can do is solve the game via strategic form as usual
Even in games with imperfect information (e.g. simultaneous games), we have assumed information was complete
Source of uncertainty was strategic: players didn’t know the history of the game (moves made by other players)
Now consider games with incomplete information
Textbook calls this external uncertainty: the game is not fully clear due to some undetermined external factors
We can deal with external uncertainty by including Nature as a player
Nature has no strategic interest in the outcomes (has no payoff and no objectives)
Really just a metaphor for rolling (possibly weighted) dice
Consider a Farmer who (ignoring competition) must determine what crops to plant: Beans, which do better in dry seasons; or Rice which does better in wet seasons
Let Nature decide what the weather this season will be
Farmer can’t know what Nature chose
Farmer must maximize expected payoff
Consider a mixed strategy “against” Nature
Farmer must maximize expected payoff
Consider a mixed strategy “against” Nature
E[Beans]=E[Rice]2p=2−2pp⋆=0.50
Now suppose Farmer can estimate (based on experience, forecasts, etc) p to be 0.40
Now Farmer has a pure strategy “against” Nature
E[Beans]<E[Rice](0.40)2+(0.60)0+<(0.40)0+(0.60)20.80<1.20
A particular type of incomplete information is asymmetric information, where players might not know all relevant information about others
Typically, one player has important private information about themself that other players are not privy to
John C. Harsanyi
1920—2000
Economics Nobel 1994
“[T]he original game can be replaced by a game where nature first conducts a lottery in accordance with the basic probablity distribution, and the outcome of this lottery will decide which particular subgame will be played, i.e., what the actual values of the relevant parameters will be in the game. Yet each player will receive only partial information about the outcome of the lottery, and about the values of these parameters,” (p.159).
John C. Harsanyi
1920—2000
Economics Nobel 1994
“In such a game player 1's strategy choice will depend on what he expects (or believes) to be player 2's payoff function U2, as the nature of the latter will be an important detemunant of player 2's behavior in the game...If we follow the Bayesian approach and represent the players' expectations or beliefs by subjective probability distributions, then player 1's first-order expectation will have the nature of a subjective probability distribution P11(U2) over all alternative payoff functions U2 that player 2 may possibly have. Likewise, player 2's first-order expectation will be a subjective probability distribution P12(U1) over all alternative payoff functions U1 that player 1 may possibly have,” (pp.163—164).
John C. Harsanyi
1920—2000
Economics Nobel 1994
“The purpose of this paper is to suggest an alternative approach to the analysis of games with incomplete information. This approach will be based on constructing, for any given game [of incomplete information], some game [of complete information] game-theoretically equivalent to [the first game].” (pp.164—165).
“Thus, our approach will basically amount to replacing a game G involving incomplete information, by a new game G⋆ which involves complete but imperfect information, yet which is, as we shall argue, essentially equivalent to G from a game-theoretical point of view,” (p.166).
John C. Harsanyi
1920—2000
Economics Nobel 1994
“Accordingly, we define a [game of incomplete information] G where every player j knows the strategy spaces Si of all players i=1,⋯,j,⋯n but where, in general, he does not know the payoff functions Ui of these players i=1,⋯,j,⋯n,” (p.166).
Players have beliefs about other players’ strategies & payoffs according to a probability distribution
Shows that for every game of incomplete information, there are equivalent (sub-)games with complete (but imperfect) information
“Bayesian” since players assumed to update their beliefs according to Bayes’ rule (more on that next time)
A new class of Bayesian games due to the role of information and beliefs
We will consider simultaneous games first, then sequential games later
Bayesian Nash equilibrium (BNE): set of strategies, one for each (type of) player where no (type of) player wants to change given what the others are doing
Rowena and Colin play where they can each Cooperate or Defect
Suppose Colin could be one of two types:
(C, D) ≻ (C, C) ≻ (D, D) ≻ (D, C)
(C, C) ≻ (D, D) ∼ (C, D) ≻ (D, C)
Rowena has Stag Hunt-type payoffs
(C, C) ≻ (D, D) ∼ (D, C) ≻ (C, D)
The identity of the other player is known, but their preferences are unknown
Nature selects Colin from a population of potential player types
Rowena must choose between two strategies, Cooperate or Defect
If she plays Cooperate, for example:
Rowena will have to consider her own expected payoff of playing each strategy against both types of Colin
Simple example, suppose (she believes) p=1.00, Rowena is for sure playing against a PD-type Colin
Game simplifies to a game of complete imperfect information
Pure strategy Nash equilibrium: (Defect, Defect)
1) Pooling equilibria: both types of Colin play the same strategy
2) Separating equilibria: each type of Colin plays a different strategy
Pooling equilibrium I: both Colin-types play Cooperate, i.e. (C,C)
❌ This is impossible: PD-type Colin has a dominant strategy to Defect
Pooling equilibrium II: both Colin-types play Defect, i.e. (D,D)
Rowena maximizes her expected payoff against unknown Colin-type playing Defect
Pooling equilibrium II: both Colin-types play Defect, i.e. (D,D)
Rowena maximizes her expected payoff against unknown Colin-type playing Defect
E[Cooperate]=0p+0(1−p)E[Cooperate]=0
Pooling equilibrium II: both Colin-types play Defect, i.e. (D,D)
Rowena maximizes her expected payoff against unknown Colin-type playing Defect
E[Cooperate]=0p+0(1−p)E[Cooperate]=0
E[Defect]=1p+1(1−p)E[Defect]=1
Pooling equilibrium II: both Colin-types play Defect. i.e. (D,D)
✅ This is a valid Bayesian Nash Equilibrium: {Defect, (Defect, Defect)}
Separating equilibrium I: PD-type Colin plays Cooperate; SH-type Colin plays Defect, i.e. (C,D)
❌ This is impossible: PD-type Colin has a dominant strategy to Defect
Separating equilibrium II: PD-type Colin plays Defect; SH-type Colin plays Cooperate, i.e. (D,C)
Rowena maximizes her expected payoff against unknown Colin-type:
Separating equilibrium II: PD-type Colin plays Defect; SH-type Colin plays Cooperate, i.e. (D,C)
Rowena maximizes her expected payoff against unknown Colin-type:
E[Cooperate]=0p+3(1−p)E[Cooperate]=3−3p
Separating equilibrium II: PD-type Colin plays Defect; SH-type Colin plays Cooperate, i.e. (D,C)
Rowena maximizes her expected payoff against unknown Colin-type:
E[Cooperate]=0p+3(1−p)E[Cooperate]=3−3p
E[Defect]=1p+1(1−p)E[Defect]=1
Separating equilibrium II: PD-type Colin plays Defect; SH-type Colin plays Cooperate, i.e. (D,C)
Rowena maximizes her expected payoff against unknown Colin-type:
E[Cooperate]=E[Defect]3−3p=1p=23
Separating equilibrium II: PD-type Colin plays Defect; SH-type Colin plays Cooperate, i.e. (D,C)
When p>23, Rowena should play Defect ✅
{Defect, (Defect, Defect)}, a pooling equilibrium
{Defect, (Cooperate, Defect)}, a separating equilibrium, if p>23
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Perfect information: all players know the rules and all possible strategies, payoffs, and move history of other players
Common knowledge assumption: Player 1 knows that Player 2 knows that Player 1 knows that ...
Imperfect information: players all know the game, but don't know what other players are choosing
Incomplete information: players don't have all the information about the game
Let’s consider the simultaneous-move Stag Hunt in strategic form
We can't model this as an extensive form game with perfect information
We can model it in extensive form with imperfect information
Row’s move is hidden from Column:
Information set (dotted line/oval connecting decision nodes) for Column ⟹ can’t distinguish between histories of Stag or Hare
Column doesn’t know if they are deciding at node C.1 or C.2 (whether Row has played Stag or Hare)
Information set (dotted line/oval connecting decision nodes) for Column ⟹ can’t distinguish between histories of Stag or Hare
Column doesn’t know if they are deciding at node C.1 or C.2 (whether Row has played Stag or Hare)
Strategies available to player within an information set must be the same across all decision nodes/histories
If they are different, player can tell which history they are on given the unique strategies available to them
This is not a valid game
Furthermore, Column must play the same strategy across the decision nodes
Again, doesn’t know what decision node they are actually deciding at
Clarify what we mean by strategy: a complete plan of action of all the decisions a player will make at every possible information set
Until now, information sets have consisted of a single decision node (“singleton”)
We can now more precisely define perfect information: no information sets contain multiple decision nodes (are all “singleton” nodes)
Individual can differentiate between histories of game at each decision node
With perfect information, Column’s strategies can be conditional on what Row plays
Each information set is a singleton (i.e. nodes C.1 and C.2 each contain a separate information set)
With imperfect information, some information sets contain multiple decision nodes
A subgame must contain all nodes in the information set, cannot “break” information sets
We cannot use subgame perfection as a solution concept here
Column cannot play any conditional strategies depending on what Row does
All we can do is solve the game via strategic form as usual
Even in games with imperfect information (e.g. simultaneous games), we have assumed information was complete
Source of uncertainty was strategic: players didn’t know the history of the game (moves made by other players)
Now consider games with incomplete information
Textbook calls this external uncertainty: the game is not fully clear due to some undetermined external factors
We can deal with external uncertainty by including Nature as a player
Nature has no strategic interest in the outcomes (has no payoff and no objectives)
Really just a metaphor for rolling (possibly weighted) dice
Consider a Farmer who (ignoring competition) must determine what crops to plant: Beans, which do better in dry seasons; or Rice which does better in wet seasons
Let Nature decide what the weather this season will be
Farmer can’t know what Nature chose
Farmer must maximize expected payoff
Consider a mixed strategy “against” Nature
Farmer must maximize expected payoff
Consider a mixed strategy “against” Nature
E[Beans]=E[Rice]2p=2−2pp⋆=0.50
Now suppose Farmer can estimate (based on experience, forecasts, etc) p to be 0.40
Now Farmer has a pure strategy “against” Nature
E[Beans]<E[Rice](0.40)2+(0.60)0+<(0.40)0+(0.60)20.80<1.20
A particular type of incomplete information is asymmetric information, where players might not know all relevant information about others
Typically, one player has important private information about themself that other players are not privy to
John C. Harsanyi
1920—2000
Economics Nobel 1994
“[T]he original game can be replaced by a game where nature first conducts a lottery in accordance with the basic probablity distribution, and the outcome of this lottery will decide which particular subgame will be played, i.e., what the actual values of the relevant parameters will be in the game. Yet each player will receive only partial information about the outcome of the lottery, and about the values of these parameters,” (p.159).
John C. Harsanyi
1920—2000
Economics Nobel 1994
“In such a game player 1's strategy choice will depend on what he expects (or believes) to be player 2's payoff function U2, as the nature of the latter will be an important detemunant of player 2's behavior in the game...If we follow the Bayesian approach and represent the players' expectations or beliefs by subjective probability distributions, then player 1's first-order expectation will have the nature of a subjective probability distribution P11(U2) over all alternative payoff functions U2 that player 2 may possibly have. Likewise, player 2's first-order expectation will be a subjective probability distribution P12(U1) over all alternative payoff functions U1 that player 1 may possibly have,” (pp.163—164).
John C. Harsanyi
1920—2000
Economics Nobel 1994
“The purpose of this paper is to suggest an alternative approach to the analysis of games with incomplete information. This approach will be based on constructing, for any given game [of incomplete information], some game [of complete information] game-theoretically equivalent to [the first game].” (pp.164—165).
“Thus, our approach will basically amount to replacing a game G involving incomplete information, by a new game G⋆ which involves complete but imperfect information, yet which is, as we shall argue, essentially equivalent to G from a game-theoretical point of view,” (p.166).
John C. Harsanyi
1920—2000
Economics Nobel 1994
“Accordingly, we define a [game of incomplete information] G where every player j knows the strategy spaces Si of all players i=1,⋯,j,⋯n but where, in general, he does not know the payoff functions Ui of these players i=1,⋯,j,⋯n,” (p.166).
Players have beliefs about other players’ strategies & payoffs according to a probability distribution
Shows that for every game of incomplete information, there are equivalent (sub-)games with complete (but imperfect) information
“Bayesian” since players assumed to update their beliefs according to Bayes’ rule (more on that next time)
A new class of Bayesian games due to the role of information and beliefs
We will consider simultaneous games first, then sequential games later
Bayesian Nash equilibrium (BNE): set of strategies, one for each (type of) player where no (type of) player wants to change given what the others are doing
Rowena and Colin play where they can each Cooperate or Defect
Suppose Colin could be one of two types:
(C, D) ≻ (C, C) ≻ (D, D) ≻ (D, C)
(C, C) ≻ (D, D) ∼ (C, D) ≻ (D, C)
Rowena has Stag Hunt-type payoffs
(C, C) ≻ (D, D) ∼ (D, C) ≻ (C, D)
The identity of the other player is known, but their preferences are unknown
Nature selects Colin from a population of potential player types
Rowena must choose between two strategies, Cooperate or Defect
If she plays Cooperate, for example:
Rowena will have to consider her own expected payoff of playing each strategy against both types of Colin
Simple example, suppose (she believes) p=1.00, Rowena is for sure playing against a PD-type Colin
Game simplifies to a game of complete imperfect information
Pure strategy Nash equilibrium: (Defect, Defect)
1) Pooling equilibria: both types of Colin play the same strategy
2) Separating equilibria: each type of Colin plays a different strategy
Pooling equilibrium I: both Colin-types play Cooperate, i.e. (C,C)
❌ This is impossible: PD-type Colin has a dominant strategy to Defect
Pooling equilibrium II: both Colin-types play Defect, i.e. (D,D)
Rowena maximizes her expected payoff against unknown Colin-type playing Defect
Pooling equilibrium II: both Colin-types play Defect, i.e. (D,D)
Rowena maximizes her expected payoff against unknown Colin-type playing Defect
E[Cooperate]=0p+0(1−p)E[Cooperate]=0
Pooling equilibrium II: both Colin-types play Defect, i.e. (D,D)
Rowena maximizes her expected payoff against unknown Colin-type playing Defect
E[Cooperate]=0p+0(1−p)E[Cooperate]=0
E[Defect]=1p+1(1−p)E[Defect]=1
Pooling equilibrium II: both Colin-types play Defect. i.e. (D,D)
✅ This is a valid Bayesian Nash Equilibrium: {Defect, (Defect, Defect)}
Separating equilibrium I: PD-type Colin plays Cooperate; SH-type Colin plays Defect, i.e. (C,D)
❌ This is impossible: PD-type Colin has a dominant strategy to Defect
Separating equilibrium II: PD-type Colin plays Defect; SH-type Colin plays Cooperate, i.e. (D,C)
Rowena maximizes her expected payoff against unknown Colin-type:
Separating equilibrium II: PD-type Colin plays Defect; SH-type Colin plays Cooperate, i.e. (D,C)
Rowena maximizes her expected payoff against unknown Colin-type:
E[Cooperate]=0p+3(1−p)E[Cooperate]=3−3p
Separating equilibrium II: PD-type Colin plays Defect; SH-type Colin plays Cooperate, i.e. (D,C)
Rowena maximizes her expected payoff against unknown Colin-type:
E[Cooperate]=0p+3(1−p)E[Cooperate]=3−3p
E[Defect]=1p+1(1−p)E[Defect]=1
Separating equilibrium II: PD-type Colin plays Defect; SH-type Colin plays Cooperate, i.e. (D,C)
Rowena maximizes her expected payoff against unknown Colin-type:
E[Cooperate]=E[Defect]3−3p=1p=23
Separating equilibrium II: PD-type Colin plays Defect; SH-type Colin plays Cooperate, i.e. (D,C)
When p>23, Rowena should play Defect ✅
{Defect, (Defect, Defect)}, a pooling equilibrium
{Defect, (Cooperate, Defect)}, a separating equilibrium, if p>23