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BEE3049 Behaviour, Decisions and Markets

BEE3049 Behaviour, Decisions and Markets. Miguel A. Fonseca. Recap. Last week we looked at how individuals process new information to update their beliefs about a given process – Bayes’ rule.

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BEE3049 Behaviour, Decisions and Markets

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  1. BEE3049Behaviour, Decisions and Markets Miguel A. Fonseca

  2. Recap • Last week we looked at how individuals process new information to update their beliefs about a given process – Bayes’ rule. • We also looked at a very simple model of search and saw the implications of different costs of searching for length of search and optimal reservation value.

  3. Games • Today we are going to have a look at behaviour in strategic settings. • We will look at the fundamental building block of non-cooperative game theory – the Nash equilibrium. • We will focus our attention at games where there is more than one equilibrium.

  4. The basics • A game is defined by three basic elements: • A set of players: N • A set of strategies: S • A rule (or function), F, that maps strategies to outcomes. • Game theory’s objective is to analyse the game’s outcome given a set of preferences. • Traditionally, game theorists assume agents seek to maximise their own payoffs – more on this later.

  5. The basics • In particular, game theory is interested in finding outcomes from which players have no incentive to deviate. • i.e. outcomes in which my actions are optimal given what the other players are doing (and vice versa). • Such an outcome is a Nash Equilibrium (NE) of a game. • Some games have unique NE; others have many NE.

  6. Example 1 • Two farmers rely on water to irrigate their crops. • They rely on a common well for their water supply; • They can extract a high or low amount of water; • Individual profits go up the more water is used; • Extracting too much water is harmful for everyone; • How would we model this?

  7. Example 1 • N={1,2}; • Si = {High, Low}, i = 1, 2. • F is displayed along the normal form of the game. • This is a classical social dilemma: • Prisoner’s dilemma; • Common Pool Resource game.

  8. Example 1 • The equilibrium is found where players are picking a strategy which maximises their profits, given what their counterparts are doing. • (Low, Low) • In this game, there is a dominant strategy: Low • In most social dilemmas strategies are strategic substitutes: • Player 2’s best response to a rise (drop) in player 1’s “action” is a drop (rise) in his “action” • Cournot oligopoly shares the same characteristics

  9. Example 2 • Take two workers operating in a factory. • Their payoff is a function of joint output • However each worker has a private cost of effort

  10. Example 2 • N={1,2}; • Si = {High, Low}, i = 1, 2. • F is displayed along the normal form of the game.

  11. Example 2 • There are two Nash equilibria in pure strategies: • (High, High) and (Low, Low) • In this game, strategies are strategic complements: • Player 2’s best response to a rise (drop) in player 1’s “action” is a rise (drop) in his “action”. • Which equilibrium should be played?

  12. Coordination Games • This particular type of game is interesting to economists as it captures the idea of externalities: • Team production processes (e.g. min. effort game); • Industrial Organisation (e.g. market entry games); • It is important to understand why would a set of agents be stuck in “bad” equilibria. • Is this due to strategic or behavioural reasons?

  13. Equilibrium selection • Common criteria for equilibrium selection: • Focal points; • Payoff dominance; • Risk dominance.

  14. Focal points • Suppose you had to meet up with your classmates to work on a project next Tuesday. • You need to set up a time and place in Exeter.

  15. Focal points • Suppose you had to meet up with your classmates to work on a project next Tuesday. • You need to set up a time and place in Exeter. • Thomas Schelling ran a similar thought experiment with his class (the city was NY…) • The majority of people chose Grand Central Station at 12 noon. • Certain equilibria are “intuitive” or naturally salient and as a result get chosen more often.

  16. Payoff dominance • Payoff dominance is a relatively intuitive concept; • If an equilibrium is Pareto superior to all other NE, then it is payoff dominant. • An outcome Pareto-dominates another if all players are at least as well off and at least one is strictly better off. • It is intuitively appealing, but the data does not seem to fully support it.

  17. Risk dominance • The concept of risk dominance is based upon the idea that a particular equilibrium may be “riskier” than another. • Though players need not be risk averse. • In simple 2x2 games, RD could be thought as how costly are deviations from a particular equilibrium vis-à-vis the other? • Although rational agents ought to follow payoff dominance, experimental data shows subjects often play the risk dominant (safer) equilibrium.

  18. Risk dominance • The general method to calculate risk dominant equilibrium is quite complex. • However, for the class of games we deal with in this class, there is a simple formula we can use. • If R>0, (A,a) is the risk dominant equilibrium. • If R<0, (B,b) is the risk dominant equilibrium. • If R=0, the MSNE is the risk dominant equilibrium.

  19. Obstacles to coordination • Larger N • The concept of coordination centres around beliefs • The choice of equilibrium will depend on what you think the other player will do. • The more players there are, the harder it is to coordinate: it is harder to form consistent beliefs about every player’s action – it only takes one player to destroy the equilibrium. • Incentive structure • Are equilibria unfair? • Are there focal points? • Does communication help? • Cooper et al. (1992)

  20. Cooper et al. (1992) • Run a simple coordination experiment. • Vary the extent subjects can communicate with one another: • No communication; • One-way (non-binding) announcements; • Two-way (non-binding) announcements.

  21. Cooper et al. (1992)

  22. Cooper et al. (1992)

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