EC 490 Week 3 lecture
1.
We will first show how to model and solve sequential-move (perfect
information) games in pure strategies. Wherever order of play matters to a
game’s solution, it musr be shown in what is called extensive form – on a `game tree’. Contrary to what Dixit &
Skeath say, a game tree is not a
metaphor (or a diagram). It is a specifiable mathematical object, a directed
graph. This is made clear by the fact that programmable algorithms can go back
and forth between equations and game trees.
2.
Even when order of play doesn’t matter in a game, you still can show it in extensive form – you just
don’t have to. The first game we’ll show in extensive form is the one-shot
2-person Prisoner’s Dilemma.
3.
It was said earlier that games of perfect information in pure
strategies are the (logically) simplest sorts of games. This is so because in
such games (as long as the games are finite, that is, terminate after a known
number of actions) players and analysts can use a straightforward procedure for
predicting outcomes. A rational player in such a game chooses her first action
by considering each series of responses and counter-responses that will result
from each action open to her. She then asks herself which of the available
final outcomes brings her the highest utility, and chooses the action that
starts the chain leading to this outcome. This process is called backward induction (because the reasoning works
backwards from eventual outcomes to present decision problems).
4.
Now we need definitions of some concepts that will be helpful in
analyzing game trees:
Node: A point at
which a player takes an action or receives a payoff.
Initial
node: The point at which the first action in the game occurs.
Terminal
node: Any node which, if reached, ends the game. Each terminal node
corresponds to an outcome.
Branch: a connection
between nodes, always leading in only one direction. Any number of branches may
leave a node but only one branch may enter a node.
Subgame: Any set of
nodes and branches descending uniquely from one node.
Payoff: an number from
a player’s utility function assigned to that player at an outcome.
Outcome: an assignment
of a set of payoffs, one to each player in the game.
Strategy: a program instructing a player which action to take at every node in the
tree where she could possibly be called on to make a choice.
7. See <EC 490 trees>, Figure 1. This
shows what a generic game tree, without assigned players and before specifying
outcomes, looks like. Contrary to what Dixit & Skeath say, you should draw trees only
from the top of the page to the bottom, or from left to right. In the first
case, nodes at the top of the page are interpreted as coming earlier in the
sequence of actions. In the case of a tree drawn from left to right, leftward
nodes are prior in the sequence to rightward ones.
8. The point of representing games using trees can best be grasped
by visualizing the use of them in supporting backward-induction reasoning. Just imagine the player (or analyst)
beginning at the end of the tree, where outcomes are displayed, and then
working backwards from these, looking for sets of strategies that describe
paths leading to them. Since a player's
utility function indicates which outcomes she prefers to which, we also know
which paths she will prefer. Of course, not all paths will be possible because
the other player has a role in selecting paths too, and won't take actions that
lead to less preferred outcomes for him.
8. Our first step in modeling the
PD as an extensive-form game is to represent it in terms of utility functions.
In the PD, the two players’ utility functions are identical:
Go
free ® 4
2 years
® 3
5 years
® 2
10
years ® 0
5.
The numbers in the function above are now used to
express the players’ payoffs in
the various outcomes possible in the situation.
6.
Let's suppose that the two players, being naďve
about one-shot PDs, have formed an agreement to cooperate. Player I is to
commit to refusal first, after which Player II will reciprocate. We will refer
to a strategy of keeping the agreement as ‘cooperation’, and will denote it in
the tree with ‘C’. We will refer to a strategy of breaking the agreement as
‘defection’, and will denote it on the tree with ‘D’. Now here is our tree: see <EC 490 trees>, Figure 2.
7.
Look first at each of the terminal nodes (those along the bottom).
These represent possible outcomes. Each is identified with a assignment of
payoffs, with Player I's payoff appearing first in each set and Player II's
appearing second. The Arabic numerals are just labels for the nodes so we can
conveniently refer to them, and have no other significance. Each of the
structures descending from the nodes 1, 2 and 3 respectively is a sub-game. We
begin our backward-induction analysis—using a technique called Zermelo's algorithm —with the sub-games that arise
last in the sequence of play. If the subgame descending from node 3 is played,
then Player II will face a choice between a payoff of 4 and a payoff of 3.
(Consult the second number, representing her payoff, in each set at a terminal
node descending from node 3.) Player II earns her higher payoff by playing D.
We may therefore replace the entire subgame with an assignment of the payoff
(0,4) directly to node 3, since this is the outcome that will be realized if
the game reaches that node. Now consider the subgame descending from node 2.
Here, Player II faces a choice between a payoff of 2 and one of 0. She obtains
her higher one, 2, by playing D. We may therefore assign the payoff (2,2)
directly to node 2. Now we move to the
subgame descending from node 1. (This subgame is, of course, identical to the
whole game; all games are subgames of themselves.) Player I now faces a choice
between outcomes (2,2) and (0,4). Consulting the first numbers in each of these
sets, he sees that he gets his higher payoff—2—by playing D. D is, of course,
the option of confessing. So Player I confesses, and then his partner also
confesses, yielding the outcome (2, 2) at the leftmost terminal node.
8.
Now we’ll practice with Zermelo’s algorithm by applying it to more
games. Consult <EC 490 trees>, figures 4 and 5. These weren’t inspired so
as to represent any particular situation – though no doubt there’s some
circumstance or other out there in the world that each represents.
9.
Now, a complication. As Dixit and Skeath say, if there’s an uncertain
parametric factor that enters into the game, we can represent this by
introducing a non-rational Player 0 called `Nature’ and give her a mixed
strategy that represents the actual frequency distribution on the uncertain
parameter in question. However, because Nature plays a mixed strategy, adding
her to a game blocks use of Zermelo’s algorithm as a solution method. Dixit
& Skeath get around this by averaging over the payoffs other players get on
Nature’s various moves, and then inducting backward from these averages. But
this is illegitimate because averaging is based on magnitudes of the numbers –
and what we’re working with to this point are ordinal utility functions in
which magnitudes are meaningless. So we’ll keep Nature out of the picture for
now.
10.
As Dixit & Skeath suggest, one common kind of scenario in which
backward induction can often be implied are games between people and their
future selves, as in the `smoking game’ between present Carmen and 2 future
Carmens – one of whom is a smoking addict and one of whom isn’t.
Dixit & Skeath have made a shocking error
in their game tree on p. 52. What is it?
Here is the correct tree.
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11. We’ll now take up Dixit & Skeath’s example of a 3-player
finite game of perfect information in pure strategies. Each of the 3 players
could contribute, or not, to a common garden. A nice garden can be maintained
by 2 or more contributors. Each player prefers a free nice garden to one they
pay for, and each prefers a nice to a sparse garden. Each player i has the following utility function:
Player i does not
contribute, Players j, k do Ő 4
Player i contributes,
either Player j or Player k contributes or both Ő 3
Player i does not
contribute, one but not both of Players j
or k contribute.
Player i contributes,
neither Player j nor Player k contributes
Let Player I = Emily, Player II = Nina, Player III = Talia
Cont (3, 3, 3)

Talia 4
Cont Don’t (3, 3, 4)
Nina
Cont (3, 4, 3)
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Cont 2 Talia
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Don’t 5 (1, 2, 2)
Emily 1 Don’t
Cont (4, 3, 3)
Don’t 6
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3 Cont
Talia
Nina
Don’t (2, 1, 2)
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Don’t 7Cont (2,
2, 1)
Talia
Don’t (2, 2, 2)
When we apply Zermelo’s algorithm to this tree, we get the equilibrium
path of play – i.e., what happens in equilibrium – (don’t contribute,
contribute, contribute). The equilibrium outcome is (4, 3, 3).
12.
Now we’ll examine the players’ strategies. Recall that a strategy
specifies what a player is to do at every
node where she has a decision, including
at nodes that are off the equilibrium path. Emily, having only one move (at
node 1), has just two strategies: contribute or don’t. However, Nina has two
nodes, 2 and 3. Therefore, her strategy must tell her what to do at both (i.e.,
tell her what to do for either of the possibilities open to Emily). At each of
her nodes, Nina has two choices. Thus she has four possible strategies – one
for each possible combinations of one move at node 2 and one move at node 3. So
these are (CC) (contribute at node 2, contribute at node 3), (CD) (contribute
at node 2, don’t at node 3), (DC) and (DD). Of these, what Dixit and Skeath
call her `optimal strategy’, but which I instead want you to get used to
calling her `equilibrium strategy’ is DC. You find this by solving the subgames
descending from each of Nina’s nodes. Tania has 4 nodes, 4, 5, 6, and 7. At
each node she has two choices. Thus she has 24 = 16 possible
strategies: CCCC (contribute at all four nodes), CCCD (contribute at each of
nodes 4, 5, and 6, don’t at node 7), CCDC, CCDD, CDCC, CDCD, CDDC, CDDD, DCCC,
DCCD, DCDC, DCDD, DDCC, DDCD, DDDC, and DDDD. By solving each of the four
subgames descending from Tania’s nodes, we determine that her equilibrium
strategy is DCCD.
13.
We can now state the solution to the game – its equilibrium. This is
(D, DC, DCCD).
14.
Emily gets a higher-ranked item in her utility function than the other
two because in this game there’s a first-mover advantage. This isn’t a general
feature of games. In price-setting games, for example, there’s a second-mover
advantage.
15.
Trees can grow complex very quickly if players have many moves. In
regular (three-by-three) tic-tac-toe, Player I has 72 nodes at her second move
and Player II has 504 nodes at her second move. (Question: why does Player II
have so many more?) But the fact that Zermelo’s algorithm can be used to solve
this games shows that it has a unique solution. Furthermore, it’s a solution we
can find. The tic-tac-toe tree, though big, can still be drawn and solved by
hand. This confirms what you already knew using other words: if both players
use their equilibrium strategies, the game has a guaranteed outcome (in this
case, a tie). (Don’t infer that in zero-sum games with unique equilibria this
is always a tie. It usually is not. Dixit
& Skeath show that in two-by-two tic-tac-toe, if both players use their
equilibrium strategies, the first mover must win.
16.
Checkers and chess are both finite perfect-information games, so we
know that both have unique equilibria. However, even our fast computers have
not yet found this for checkers (though they will); and finding the equilibrium
solution for chess would require more computational power than is available in
the universe.
17.
Dixit & Skeath say (p. 69) that “experiments with some games have
yielded outcomes that appear to counter the predictions of the theory.”
Nonsense. Game theory is a theory of mathematics; and mathematical theories
don’t make any predictions about what people or any other physical systems will
do. If we model people’s games a certain way and then the result differs from
our analysis, this shows that our modelling was incorrect or inadequate. It
does not show that there is something wrong with game theory. By analogy: if
you count two piles of stones and then sum the result, but get a different
number when you count all the stones, this shows that you miscounted on one or
both attempts; it doesn’t refute the rules of addition.
18.
This doesn’t mean that experiments with games aren’t interesting; quite
the opposite. As Dixit & Skeath, describe, for example, experiments with
so-called `ultimatum’ and `dictator’ games have shown that people prefer to
trade off substantial amounts of money to avoid being treated unfairly, and to
punish others who behave unfairly. Dixit & Skeath rightly say that this
shows “not so much the failure of rollback as the theorist’s error in supposing
that each player cares only about her money earnings.” The supposition that
people care only about money isn’t a supposition of game theory. I’m not sure who they think made this supposition. The
point remains, however, that the only way to find out what people prefer is to
run economic experiments on them; we can’t determine this just by thinking
about it and doing analytic exercises.
19.
Another interesting game – both interesting in itself and interesting
experimentally – is centipede. Here is its tree:
Pass Pass Pass Pass
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I II I II (0,0)
Take Take Take Take
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(10,0)
(0,20) (30,0) (0,100)
If players here care only about money and
solve the game by backward induction, then at equilibrium Player I should play
`take’ at his first move and the game will end right away on this very
inefficient outcome. However, in experimental plays of this game, people
normally it for a few rounds. What should we say about this?
The unique equilibrium of centipede really is
(take at every move, take at every move). So what we must conclude from the
experimental evidence is that you can’t get people to play centipede for money
prizes alone; they insist on playing some other game, with other things they
care about at stake. It would be a very tricky exercise to try to design a game
in which what lies in the temptation basket is a proxy for what the players
really care about – including their reputations with others and with
themselves. Centipede might be a case of a logically interesting game that just
can’t arise in the empirical world, even if you deliberately try to set it up.
20.
The survivor game analyzed at the end is very interesting. Note that
Dixit & Skeath use Zermelo’s algorithm here even though the game contains
moves by Nature (i.e., uncertain parameters relating to players’ levels of
stamina, and the choices that the jury makes). To do this they must average
over payoffs. As explained earlier, in doing this they’re implicitly treating
the utility numbers as cardinal – before showing you how to make sense of
cardinal utility. I’d prefer that they hadn’t done this. However, in this case their averaging is relatively innocent for the special
reason that we assume all players have the same utility function over what’s at
stake in the game: they care overwhelmingly about the million dollars. (But see
below.) One can often make the same assumption in games amongst businesses,
which are supposed to care only about
monetary profits for their shareholders. (However: in many cases CEOs pursue
their own private agendas instead; and recently environmental and other
activists have pressed for businesses to take ecological and social benefits
into account in addition to profits – thus, it seems, expressing the view that
shareholders in companies, for some reason, should pay higher taxes than
everyone else.)
21.
Unfortunately: Dixit and Skeath say in their analysis that “We can
safely assume that Rich and Kelly want to maximize the probability of his or
her emerging as the ultimate winner of the $1 million. Rudy similarly wants to
get the prize, but keeping his word to Rich is paramount.” Stop right there! If
this is true then it must appear in Rudy’s utility function.
22.
In fact, Dixit & Skeath provide no payoff numbers on their tree:
terminal nodes aren’t associated with utility functions. Never follow this example in this course. The situation they
describe is indeed an interesting game. But it’s much too difficult for use at
this point in your knowledge of game theory so I don’t know what it’s doing in
this chapter. Their attempt to discuss it here leads them to provide a partial
approximation of a real game tree with unspecified payoffs. Again, please treat
this as an example of what you should never do: draw only game trees that contain
no missing elements.