incomplete information static games notes

This version: 8. March 2021 University of St. Gallen Dennis GΓ€rtner Course Nr.: 4,200 | 4,202 Microeconomics III Supplementary Notes for: 2.3 Static Games, Incomplete Information Introductory example: Battle of the Sexes with unknown preferences (4-7). For starters, let’s begin with one of our simplest two-player games and illustrate how we might model incomplete information: Battle of the Sexes. Specifically, we want to analyze a situation in which Pat is unsure about Chris’ preference for meeting. (This is taken from Osbourne’s Section 9.1, pp. 273-276. Unfortunately, Gibbons goes straight into a more complicated example, which will be our next.) A first and conceptually important step is that, quite like in our analysis of choice under uncertainty, “being unsure” does not mean that players are completely clueless. That would make a rational decision difficult. Rather, we assume that players can formulate a list of possible cases and associated probabilities – much like when it came to “lotteries” in the chapter on choice under uncertainty. Here, Pat believes that there are two possibly cases: Chris can have the preferences described in the bi-matrix for “case 1” (which are as in the original game), or Chris can have the preferences described by “case 2”, where Chris has a payoff of one whenever they go to different places, and zero otherwise. As far as associated probabilities are concerned, Pat deems cases equally likely. In extensive form, the two separate cases can be represented as follows: As described on slide 5, we model the full game by introducing a third (non-strategic) player, “nature”, which chooses the case (or Chris’ “type” πœƒπœƒChris, as we will call it shortly) by the flip of a coin, and we connect Pat’s info sets (i.e. Pat’s four nodes) to indicate that Pat knows neither Chris’ action nor nature’s choice when deciding where to go. In contrast, Chris knows the case (but also doesn’t know Pat’s action), as reflected by Chris’ decision nodes not being connected by an info set. This allows us to model the game of incomplete information as one with complete but imperfect information, in that the game’s structure is common knowledge, but not all players observe all players’ prior actions (specifically, nature’s). This formulation (due to John Harsanyi) also immediately clarifies what a “strategy” is: going by our prior definition (for dynamic games of complete information), a player’s strategy specifies a choice for any information set where this player might have to choose. Now Pat only has one information set. So Pat has two possible (pure) strategies – going to the opera, or going to the fight. In contrast, Chris has four possible strategies, since Chris can condition his or her action on nature’s draw (or his/her assigned “type”). As an example, one of these possible strategies would be: {πœƒπœƒπΆπΆ = meet → 𝑂𝑂, πœƒπœƒπΆπΆ = avoid → 𝑂𝑂}, meaning that Chris goes to the opera whether he/she wants to meet or not. Note: These notes were written in Spring 2020 to help make up for cancelled lectures. I am sharing them this year because you might find them useful. However, please note that they are not kept up to date, so some references (to slides, events, etc.) may well be outdated. 2 By the way, relating our prior discussion that there are multiple ways to represent simultaneous moves in extensive form, we could of course also have represented this game like this: Next, as far as an equilibrium concept is concerned, we could simply fall back on our notion of Nash equilibrium and ask that each player’s strategy be optimal given the other’s strategy. And indeed, this is exactly what we will do. Except that we will call it “Bayesian Nash equilibrium”, due to the fact that we have introduced nature as a “player” of sorts. For the game at hand, this immediately leads to the requirements formulated on the slide: 1) Chris’ strategy must be optimal given Pat’s strategy and given any own “type” (i.e., how nature choses), and 2) Pat’s strategy must be optimal given Chris’s strategy and given how nature behaves in choosing Chris’ type (i.e., in expectation over nature’s choice). To illustrate, let us check that a specific strategy profile constitutes such an equilibrium, namely that in which Pat plays F, and Chris plays {πœƒπœƒπΆπΆ = meet → 𝐹𝐹, πœƒπœƒπΆπΆ = avoid → 𝑂𝑂}: • You will quickly see that any other strategy for Chris would give a lower payoff. More specifically, given that Pat goes to F, it is a best response for Chris to also go there if Chris wants to meet, and not to go there if s/he doesn’t. • Pat in turn must play best response to Chris’ strategy, but Pat doesn’t observe nature’s move (which, via Chris’ strategy, determines Chris’ action and thereby the outcome). Thus, Pat must take expectations over the two possible “choices” by nature, and how this determines Chris’ choice via Chris’ strategy {πœƒπœƒπΆπΆ = meet → 𝐹𝐹, πœƒπœƒπΆπΆ = avoid → 𝑂𝑂}. As the calculations show, Pat’s expected payoff from going to F is 1 (as he/she then meets Chris there with probability ½, giving a payoff of 2), that from going to O is ½ (in which case he/she meets Chris with probability ½ at O, giving a payoff of only 1 instead). Thus, going to F is a best response for Pat. So the important thing to be clear about is: as in Nash equilibrium under complete info, players’ strategies must be optimal given other players’ strategies – except that players’ strategies now specify a strategy contingent on “type”, i.e. on the private information they have. Before we move on to formulate this in a generic way, you might wonder: how about other equilibria in this game? As noted already, Pat has 2 available strategies, Chis has 4, giving 8 possible strategy profiles / candidate equilibria. Of which we have checked one, and we have shown that it is in fact an equilibrium. What about the remaining seven? Turns out that none of those are, so we have identified the only equilibrium. Showing this (i.e., checking the other seven) is a great way for you to check that you have understood the concept.1 Theory: Bayesian games (8-10). Relative to our prior notion of static games of complete information, what is new under static games of incomplete information (or “Bayesian games”) is that each player 𝑖𝑖 1 In doing so, you will soon realize that the requirement of Chris playing best response very quickly only leaves one other candidate among the remaining seven. Which is: Pat goes to the opera, and Chris goes to the opera if he/she wants to meet, and to the fight otherwise. And you will then see that Pat can do better by going to the fight instead. 3 is assigned a type πœƒπœƒπ‘–π‘– ∈ Ξ˜π‘–π‘–. Ξ˜π‘–π‘– is referred to as “player 𝑖𝑖’s type space”, Θ ≡ Θ1 × Ξ˜2 × ⋯ × Ξ˜π‘›π‘› is referred to simply as “type space”. Players’ types are drawn from some joint distribution πœ‹πœ‹(πœƒπœƒ1, πœƒπœƒ2, … , πœƒπœƒπ‘›π‘›) over Θ. This joint distribution is commonly known, but the actual draw of any player 𝑖𝑖’s type is observed only by that player 𝑖𝑖. The way that these types affect gameplay is by affecting players’ preferences. That is: players’ payoffs no longer depend on (all) player’s actions alone, but also on types. With this notation in place, a player’s strategy is nothing other than a mapping 𝑠𝑠𝑖𝑖:Ξ˜π‘–π‘– → 𝐴𝐴𝑖𝑖 from player 𝑖𝑖’s type space to this player’s action space. (You might want to verify this in our motivating example.) Finally, Bayesian Nash equilibrium simply says that a profile of such strategies (𝑠𝑠1, 𝑠𝑠2, … , 𝑠𝑠𝑛𝑛) constitutes such an equilibrium if, for any player 𝑖𝑖 and any possible type πœƒπœƒπ‘–π‘– ∈ Ξ˜π‘–π‘– of this player, the action 𝑠𝑠𝑖𝑖(πœƒπœƒπ‘–π‘–) prescribed by this player’s strategy for this type maximizes this player’s expected payoff, where expectations are taken over other players’ possible types, taking as given other players’ strategies. A technical remark: one could equivalently require that player 𝑖𝑖′s strategy 𝑠𝑠𝑖𝑖 solve max 𝑠𝑠𝑖𝑖 Eπœƒπœƒ[ 𝑒𝑒𝑖𝑖(𝑠𝑠𝑖𝑖(πœƒπœƒπ‘–π‘–), 𝑠𝑠−𝑖𝑖(πœƒπœƒ−𝑖𝑖); πœƒπœƒ], i.e. that the function 𝑠𝑠𝑖𝑖 maximize player 𝑖𝑖′𝑠𝑠 ex-ante expected payoff, expectations taken over all types including her own. This is equivalent to the ex-post formulation on the slides because the function which solves this can be found by “pointwise maximization”, that is: by, for any πœƒπœƒπ‘–π‘–, finding the 𝑠𝑠𝑖𝑖(πœƒπœƒπ‘–π‘–) which maximizes the expected payoff given this πœƒπœƒπ‘–π‘– (as required by the formulation on the slides). 2 Less formally put: A player’s overall strategy being optimal requires that it prescribes an optimal action for any type which this player might have. I suggest you spend some time with the (slides’) definition of Bayesian Nash equilibrium. Not to learn it by heart, but to really understand the structure which the math so compactly formulates. It does require some time to sink in. Also, I suggest you come back to it after every example/application and ask yourself, how that fits in. Comment #1: calculating expected utility (11). If the formulation of expected payoffs in the previous examples strikes you as a bit abstract, maybe it helps to think about types being discrete. In which case you would go through all possible type combinations which others might have, figure out the associated payoff, weigh that with the associated probability (of others having this combination of types), and sum up. And if others’ types are independently drawn, you can further simplify that probability as simply the product of individual types’ probabilities. Comment #2: terminology ‘common values’ vs. ‘private values’ (12). When initially motivating games of incomplete information, we talked about the idea that players may not know about others’ preferences over outcomes – as was the case in the introductory Battle-of-the-Sexes example. Now, our specification of Bayesian games more generally allows for the possibility that players’ preferences over actions depend not only on their own, but also on other players’ types, meaning that other players hold information relevant to a player’s preferences over outcomes. This is what we call a setting with “common values”, as opposed to settings with “private values” (where players’ preferences over actions depend on no type other than their own). An example of common values? Here you go… 2 In technical terms, this is directly related to the fact that, if I want to find (π‘₯π‘₯1, π‘₯π‘₯2) which maximizes 𝑓𝑓(π‘₯π‘₯1) + 𝑔𝑔(π‘₯π‘₯2) for some functions 𝑓𝑓, 𝑔𝑔: ℝ → ℝ, I can solve this by separately finding the π‘₯π‘₯1 which maximizes 𝑓𝑓(π‘₯π‘₯1) and the π‘₯π‘₯2 which maximizes 𝑔𝑔(π‘₯π‘₯2). The expectations operator similarly sums over player 𝑖𝑖’s possible types. 4 Example: Cournot competition with random demand (13-15). This example considers Cournot competition between two firms in a market where demand can be either high or low, as reflected by the demand intercept π‘Žπ‘Ž being high ( π‘Žπ‘Ž = π‘Žπ‘Ž�) or low ( π‘Žπ‘Ž = π‘Žπ‘Ž). We assume an asymmetric information structure, whereby firm 1 knows the size of demand, but firm 2 doesn’t (it only knows that the probability of demand being high is 𝛽𝛽). Why might we have a situation like this, where firm 1 is better informed about the size of the market? Perhaps firm 1 has previously invested into marketing research, conducting customer interviews, etc. Or perhaps firm 2 is new to the market, a recent entrant, whereas firm 1 as an incumbent has a lot more experience in assessing market conditions. Technically, we can model this situation by letting π‘Žπ‘Ž ∈ {π‘Žπ‘Ž, π‘Žπ‘Ž�} represent firm 1’s type. Given firm 1’s type and firms’ quantities π‘žπ‘ž1 and π‘žπ‘ž2, firm 𝑖𝑖’s profit is πœ‹πœ‹π‘–π‘–�π‘žπ‘žπ‘–π‘–, π‘žπ‘žπ‘—π‘—; π‘Žπ‘Ž� = �π‘Žπ‘Ž − π‘žπ‘žπ‘–π‘– − π‘žπ‘žπ‘—π‘—�π‘žπ‘žπ‘–π‘–. So indeed firm 2’s profit (its preferences) depends on firm 1’s type (its private info), meaning this is indeed a situation with “common values”. Perhaps the most crucial step of the analysis is to identify the nature of players’ strategies in this example (the game tree might help). Firm 2 has a single (even if “very large”) information set. Meaning: it has absolutely nothing, no prior (known) history, to condition its action on. So for this firm, a strategy is simply a quantity (a “number”). Call it π‘žπ‘ž2. Firm 1 in turn has two nodes (or: singleton information sets) at which to decide. Meaning: it can condition its action on whether the realized state of demand is π‘Žπ‘Ž or π‘Žπ‘Ž�. Thus, firm 1’s strategy is described by two quantities (numbers): the one it sets for π‘Žπ‘Ž = π‘Žπ‘Ž, which we will call π‘žπ‘ž1, and the one it sets for π‘Žπ‘Ž = π‘Žπ‘Ž�, which we will call π‘žπ‘ž�1. Thus, a strategy profile in this game (and thereby an equilibrium) is fully described by three numbers π‘žπ‘ž1, π‘žπ‘ž�1, and π‘žπ‘ž2. Formulating equilibrium conditions is now simply a matter of writing down the condition that each player’s strategy maximizes their expected payoff given the other player’s strategy. Notice to this end that, when it comes to player 2’s condition, the sum is taken over the two possible states of the world (high and low), which differ not only in the parameter π‘Žπ‘Ž, but also in the action π‘žπ‘ž1 taken by the informed firm 1 in each state! By the way, coming back to our technical remark above regarding pointwise maximization and the two ways to formulate equilibrium conditions: in this game, we could alternatively formulate the optimality condition for firm 1s (“two-point”) strategy as: �π‘žπ‘ž1 ∗, π‘žπ‘ž�1 ∗ � = argmax�π‘žπ‘ž1,π‘žπ‘ž�1� 𝛽𝛽(π‘Žπ‘Ž� − π‘žπ‘ž�1 − π‘žπ‘ž2 ∗)π‘žπ‘ž�1 + (1 − 𝛽𝛽) �π‘Žπ‘Ž − π‘žπ‘ž1 − π‘žπ‘ž2 ∗� π‘žπ‘ž1 Eventually, the three optimality conditions on the slides give three first-order conditions for our three variables. This linear system can be solved to give the solutions stated on the slides. As regards the comparative statics of increasing the (ex-ante) probability of a high-demand state, i.e. of increasing 𝛽𝛽, it may seem puzzling at first that firm 1 would decrease its quantities as the industry becomes more optimistic. The reason for this lies in the fact that 1) firm 1 knows the state, so its best response to π‘žπ‘ž2 is unaffected by 𝛽𝛽, but 2) firm 2 best response will shift outward as 𝛽𝛽 increases. Since firm 1’s best response is downward sloping in π‘žπ‘ž2 (the more firm 2 produces, the less it wants to produce), the informed firm 1 will indeed produce less in equilibrium as industry optimism grows. As regards economic context, notice how this model provides a nice starting point for an understanding of how more and less informed firms in an industry might be (differently) hit by different kinds of expected and unexpected shocks. 5 As regards additional literature: Gibbons (Section 3.1.A) and Osbourne (Section 9.4) both discuss the closely related case of Cournot duopoly in which firms have private information on their cost. Which is of course a setting with private rather than common values. But the analysis is very similar and might be a good place for you to practice your skills. Osbourne also has a neat extension in which firm 1 doesn’t know whether the other firm 2 knows firm 1’s costs or not (Section 9.4.2). Harsanyi’s purification theorem (16-20). Incomplete information gives a nice – and, as some would argue, more plausible – way to think about how players might actually play the mixed strategies discussed in our analysis of static games under complete info. This example considers mixed-strategy equilibria in the Battle-of-the-Sexes game, but the result is very general. You might recall that this game had a mixed-strategy equilibrium in which players go to their preferred location with probability 2/3. At the same time, you might recall that the mechanics of this equilibrium are actually such that players must be indifferent between strategies which they mix. Which begs the question: why would players go through the trouble of randomizing in such a specific way, if it would be just as optimal for them to just pick one (for sure)? Harsanyi’s answer is that players’ behavior in a mixed-strategy equilibrium can be interpreted as players doing just that, i.e. as playing pure strategies, but conditional on “a tiny bit” of private information regarding their preferences/payoffs. In our example, this concerns the payoff which players receive when they meet the other at their preferred place. This payoff was 2 in the original game – now it is sometimes a bit less, sometimes a bit more, perhaps depending on how the player feels that day. Formally, each player 𝑖𝑖’s payoff in that outcome is perturbed by some small πœƒπœƒπ‘–π‘– ∈ [πœƒπœƒπ‘–π‘–, πœƒπœƒ̅ 𝑖𝑖], where players’ πœƒπœƒπ‘–π‘– are independently drawn from some commonly known distribution, but the realization πœƒπœƒπ‘–π‘– is known only to player 𝑖𝑖. 3 (Perhaps a bit surprisingly, the result we are after will not require any specific distributional assumptions on πœƒπœƒπ‘–π‘–.) Notice how I’m subtly introducing some notation in order to make the following statements more compact: I’m calling action O (the opera) π‘Žπ‘Ž1, and calling the fight π‘Žπ‘Ž2. Why? Because I can now compactly say: player 𝑖𝑖’s most preferred outcome is (π‘Žπ‘Žπ‘–π‘–, π‘Žπ‘Žπ‘–π‘–). You should check. Notice also that this is our first application in which more than one player is privately informed. Which is why I will not attempt to draw a game tree, but you might want to try for yourself. (Pure) strategies 𝑠𝑠𝑖𝑖 in this Bayesian game are a mapping from players’ type spaces [πœƒπœƒπ‘–π‘–, πœƒπœƒ̅ 𝑖𝑖] into the action space {π‘Žπ‘Ž1, π‘Žπ‘Ž2}, i.e. a function which, for any possible type πœƒπœƒπ‘–π‘– a player might have, describes where s/he will go. Given our assumption that the πœƒπœƒπ‘–π‘– are small, you will quickly check that there exist equilibria in which players do not make where they go depend on πœƒπœƒπ‘–π‘–, as described on the slides. These types of equilibria (where players’ types have no impact on their actions) are called “pooling” equilibria, and in this game, they correspond to the pure-strategy equilibria of the original game. However, other (“separating”) equilibria do exist! To find them, let’s consider strategies of a cutofftype, whereby players go to their preferred place if that preference is strong enough (πœƒπœƒπ‘–π‘– > πœƒπœƒ� 𝑖𝑖, for some πœƒπœƒ� 𝑖𝑖 ∈ (πœƒπœƒπ‘–π‘–, πœƒπœƒ̅ 𝑖𝑖)), and to the other place otherwise. 3 πœƒπœƒπ‘–π‘– being “small” means: we allow it to affect the intensity of preferences, but we don’t want it to affect the ordering. So, in our specific example, we wouldn’t want πœƒπœƒπ‘–π‘– to ever have a value less than −1. 6 In equilibrium, this strategy needs to constitute a best response for each type πœƒπœƒπ‘–π‘–. Meaning: types πœƒπœƒπ‘–π‘– > πœƒπœƒ� 𝑖𝑖 must prefer going to π‘Žπ‘Žπ‘–π‘–, whereas types πœƒπœƒπ‘–π‘– < πœƒπœƒ� 𝑖𝑖 must prefer going to π‘Žπ‘Žπ‘—π‘—. To check this, notice first that, quite generally, any type πœƒπœƒπ‘–π‘–’s payoff from going to one or the other place can be written as: • Type πœƒπœƒπ‘–π‘–’s expected payoff from going to π‘Žπ‘Žπ‘–π‘–: (2 + πœƒπœƒπ‘–π‘–) ⋅ Prob[P𝑗𝑗 chooses π‘Žπ‘Žπ‘–π‘–] • Type πœƒπœƒπ‘–π‘–’s expected payoff from going to π‘Žπ‘Žπ‘—π‘—: 1 ⋅ Prob�P𝑗𝑗 chooses π‘Žπ‘Žπ‘—π‘—�, Where, from player 𝑖𝑖’s point of view, Prob[P𝑗𝑗 chooses π‘Žπ‘Žπ‘–π‘–] and Prob�P𝑗𝑗 chooses π‘Žπ‘Žπ‘—π‘—� are just numbers (which sum up to one), determined jointly by the other player 𝑗𝑗’s type-dependent strategy and the (exante) distribution of the 𝑗𝑗’ types. What this shows is: whatever the other player j’s strategy, player i’s benefit from going to π‘Žπ‘Žπ‘–π‘– rather than to π‘Žπ‘Žπ‘—π‘— (i.e., the difference in expected payoffs) is continuously increasing in own type πœƒπœƒπ‘–π‘–. Continuity implying: if types πœƒπœƒπ‘–π‘– > πœƒπœƒ� 𝑖𝑖 prefer going to π‘Žπ‘Žπ‘–π‘– and types πœƒπœƒπ‘–π‘– < πœƒπœƒ� 𝑖𝑖 prefer going to π‘Žπ‘Žπ‘—π‘—, then the cutoff type πœƒπœƒ� 𝑖𝑖 must be indifferent between the two!4 Equating payoffs for this type, and using Prob�P𝑗𝑗 chooses π‘Žπ‘Žπ‘—π‘—� + Prob[P𝑗𝑗 chooses π‘Žπ‘Žπ‘–π‘–] = 1, we get: �2 + πœƒπœƒ� 𝑖𝑖� ⋅ �1 − Prob�P𝑗𝑗 chooses π‘Žπ‘Žπ‘—π‘—�� = 1 ⋅ Prob�P𝑗𝑗 chooses π‘Žπ‘Žπ‘—π‘—�. Now, to put the rest of the analysis into perspective: if we wanted to explicitly solve for players’ strategies, we would next use the fact that, due to the structure of the cutoff function, Prob�P𝑗𝑗 chooses π‘Žπ‘Žπ‘—π‘—� = Prob�πœƒπœƒπ‘—π‘— > πœƒπœƒ� 𝑗𝑗� = 1 − Prob�πœƒπœƒπ‘—π‘— ≤ πœƒπœƒ� 𝑗𝑗�, where the last term is simply the cumulative distribution function of the random variable πœƒπœƒπ‘—π‘—, i.e. a known and exogenous function. Consequently, realizing that the condition above must of course hold for both players, we have a system of two equations which determines πœƒπœƒ� 1 and πœƒπœƒ� 2. 5 For our purposes though, we don’t need to go through this trouble: we are after a limiting result. More specifically, we want to know what this equilibrium looks like as the perturbations become small. For this, it is enough to know that, as the support of πœƒπœƒπ‘–π‘– collapses toward zero, the cutoff level πœƒπœƒ� 𝑖𝑖 must converge toward zero. Thus, at the limit, by the above condition we must have Prob�P𝑗𝑗 chooses π‘Žπ‘Žπ‘—π‘—� = 2/3. Which is the probability with which players went to their preferred location in the mixed-strategy equilibrium of the original, unperturbed game. We have thus found another way to think of mixed strategies in games of incomplete information, which is: that the apparent mixed nature of each player’s strategy is actually just the result of each player playing a pure strategy which depends on a little bit of private information on own preferences. For additional reading, see Gibbons’ Section 3.2.A (who looks at this game, albeit with a specific distribution for the perturbations), or Tadelis’ Section 12.5 (who looks at this argument in the context of the matching-pennies game). Auctions (21). If there is one classical application of games with incomplete information, auctions would probably be it. In their most basic form, auctions tackle the problem of a seller wanting to sell a (single item of a) good to somebody from a group of potential buyers, presumably because there are potential gains from trade, i.e. at least one buyer can be expected to have a higher valuation for the item than the seller. 4 What is more, that the preference for going to π‘Žπ‘Žπ‘–π‘– rather than π‘Žπ‘Žπ‘—π‘— is increasing in type πœƒπœƒπ‘–π‘– implies that, other than pooling strategies, cutoff strategies of the type considered are the only remaining candidate strategies for an equilibrium. Why? Because it establishes that, if it is optimal for a player of type πœƒπœƒπ‘–π‘– to go to π‘Žπ‘Žπ‘–π‘–, this must hold all the more so for any type πœƒπœƒπ‘–π‘– ′ > πœƒπœƒπ‘–π‘–, which immediately implies the cutoff structure. 5 If you’re looking for some practice, you might in fact want to try this for some specific distributions of types – perhaps a uniform one? 7 As such, the economic problem which auctions are meant to solve is a generalization of the “buyerseller” setting (or, more specifically, the “ultimatum game”) considered in the previous chapter – the generalization being that the seller now faces not just one, but multiple potential buyers. Why then, you might ask, do we (like most textbooks) look at this in the chapter on incomplete info? What does incomplete info have to do with facing more buyers? The reason is that, while auctions could indeed be used to sell to group of buyers under complete info, they are sort of pointless. Why? Well, complete info would mean, in this context, that the seller knows every potential buyer’s valuation for the good – it’s as if everyone’s valuation were written on their forehead. Given this, it would be rather futile for the seller to organize a complicated auction process: you would achieve the optimum simply by posting a price equal to the (commonly known) highest valuation.6 Things become more interesting (and realistic) if we drop the assumption of commonly known buyer valuations and assume them privately known instead, which will be the setting for this part. In principle, also in this setting, the seller could again simply post a price. However, now there is a (significant) chance that such a posted price will either be above the highest valuation (so there is no sale), or below (so the seller foregoes surplus). Consequently, it turns out that the seller can do significantly better by selling the good through an auction process – the rough idea being that buyers’/bidders’ competition for the good will somehow mitigate the seller’s informational disadvantage.7 Literature: Auctions being the mother of applications on Bayesian games, you will find them discussed in any textbook on Game Theory, and vast amounts of resources and information are available online. A notable exception is Gibbons, unfortunately, who only considers the sealed-bid first price auction (in Section 3.2.B), but not the second-price (Vickrey) counterpart. Osbourne and Tadelis discuss all auction formats discussed here. Auctions: information structure (22). Relating back to our prior discussion of private and common values, in auction settings, we might picture two stylized (extreme) situations: In what is called “independent (private) value auctions”, bidders’ valuations for the good are independently drawn. You might imagine this being the case if I were to auction off a banana in class: unbeknownst to me, some might like bananas more than others, and some might be hungrier than others. More generally, we might see this being the case whenever bidders differ in “taste” for the object being sold. Auctions for art objects might be another example – at least so long as bidders are not acquiring the good for its resale value. “Common value auctions” are at the other extreme: here, bidders’ true valuations for the object are the same, but (to keep the problem interesting) bidders themselves don’t actually know this true valuation. Rather, they have a guess, an estimate, and they base this guess on (private) information they have. A classic example of a common value auction in the classroom is if, instead of a banana, I were to auction off a jar full of coins, where each of you gets to have your own short private look at the jar to estimate its value. A more meaningful classic example is oil-drilling companies who bid for the right to drill oil on a certain plot of land – the idea being that firms all value the right by the (unknown) amount of oil to be extracted, and (based on private investigations, test drills etc.) they might all have private information on that. 6 Considering auctions with complete information may nonetheless be interesting from an academic (or didactic) viewpoint. Check Osbourne’s Section 3.5, if you’re interested. 7 If you’re interested in seeing more explicitly how competition between buyers factors in: You could also consider the problem of selling to a single buyer with unknown valuation. What would be the optimal posted price? What would happen if you tried to apply the auction formats? 8 In general, of course, many actual auction settings will lie somewhere in between, such that bidders’ valuation consist of a private and a common component. Auctions: common formats (rules) (23). From a game theorist’s point of view, what is really neat about auctions is that, in contrast to many other strategic interactions (think oligopolists, for instance), they have very clearly defined rules, which makes for a more clear-cut analysis. Nonetheless, quite different rules, or “formats”, exist. This slide shows the four most important ones. The English action (open bid, ascending price) is perhaps the most familiar one. The English auction is commonly used for selling goods, most prominently antiques and artwork, but also secondhand goods, livestock and real estate. Not quite as well known (and less widespread) is its upside-down cousin, the Dutch auction (open bid, descending price). It is used in the Netherlands to sell cut flowers. The way it works there is that a big “clock” on the wall continuously counts down an initially high price, until one of the bidder accepts to buy at the shown price. It is also used in market orders in stock or currency exchanges – for instance, in 2004, Google went public using a Dutch auction (for its shares). First-price auctions with sealed bids are used to sell US treasury bills, Japanese dried fish, and oil drilling rights. Other than that, this type of auction is actually most commonly used to buy rather than sell things: governments and organizations use it to award construction contracts (i.e., to buy a service) – where the reversed buyer-seller roles of course imply that the bidder with the lowest bid wins. By the way: A “Swiss” auction is a first-price sealed-bid auction in which the winner of the auction has the option to refuse the item. Second-price (Vickrey) auctions with sealed bids are commonly used in automated contexts such as real-time bidding for online advertising, but rarely in non-automated contexts. If you’re interested, why not let Google’s chief economist himself (and notable economist and textbook author), Hal Varian, explain the Google AdWords auction to you at https://www.youtube.com/watch?v=SZV_J92fY_I? Analysis for independent-value case (24). We will consider these formats in the simplest conceivable setting, with two bidders with independent values. We will assume that the seller has a (commonly known) valuation of 0 for the good, whereas the two (ax-ante identical) bidders’ valuations πœƒπœƒπ‘–π‘– are independently drawn from a uniform distribution over [0,1]. Relating to our intro above: observe that this setting assumes that not only does the seller not know buyers’ valuations, but also that buyers don’t know each others’! Also, it is assumed common knowledge that the seller’s valuation is zero, and thereby lower than any buyer’s valuation (implying, not least, that it is common knowledge that trade is efficient). These are all restrictions which, sooner are later, are worth relaxing. But to focus ideas, we here keep things as simple as possible. The Vickrey Auction (25-26). For expositional reasons, we will start with the Vickrey auction, where our two bidders submit sealed bids 𝑏𝑏1 and 𝑏𝑏2, the bidder with the higher bid wins, but pays the second highest (i.e., in this case: the other’s) bid. So payoffs are 𝑒𝑒𝑖𝑖�𝑏𝑏𝑖𝑖, 𝑏𝑏𝑗𝑗; πœƒπœƒπ‘–π‘–, πœƒπœƒπ‘—π‘—� = �1 2 πœƒπœƒπ‘–π‘– − 𝑏𝑏𝑗𝑗, 𝑏𝑏𝑖𝑖 > 𝑏𝑏𝑗𝑗, (πœƒπœƒπ‘–π‘– − 𝑏𝑏𝑗𝑗) 𝑏𝑏𝑖𝑖 = 𝑏𝑏𝑗𝑗, 0, otherwise 9 (assuming a tie-breaking rule whereby, with equal bids, bidders get the good with equal probability – this will be largely immaterial to the argument, i.e. many other rules will do). We want to argue that it is a Nash equilibrium for both bidders to bid their true valuation, so 𝑏𝑏𝑖𝑖(πœƒπœƒπ‘–π‘–) = πœƒπœƒπ‘–π‘–. This being such a central result, I’ll give you not one, not two – I’ll give you three proofs (albeit not unrelated). Naturally, each proof by itself is enough to establish the claim, but sometimes having more than one helps gather the intuition. The third proof is the one that’s outlined on the slides. Proof 1: This is perhaps neither the most elegant nor the most intuitive, but it is closest to simply grinding through the above definition of Bayesian equilibrium. Thus, we start by writing type πœƒπœƒπ‘–π‘–′𝑠𝑠 expected utility, expectations taken over the other player’s type πœƒπœƒπ‘—π‘—, and given own action and strategy 𝑏𝑏𝑗𝑗(πœƒπœƒπ‘—π‘—) for the other player as πΈπΈπœƒπœƒπ‘—π‘—�𝑒𝑒𝑖𝑖�𝑏𝑏𝑖𝑖, 𝑏𝑏𝑗𝑗�πœƒπœƒπ‘—π‘—�; πœƒπœƒπ‘–π‘–, πœƒπœƒπ‘—π‘—��πœƒπœƒπ‘–π‘–� = � �πœƒπœƒπ‘–π‘– − 𝑏𝑏𝑗𝑗(πœƒπœƒπ‘—π‘—)� {πœƒπœƒπ‘—π‘—|𝑏𝑏𝑗𝑗�πœƒπœƒπ‘—π‘—�<𝑏𝑏𝑖𝑖} π‘π‘πœƒπœƒπ‘—π‘— �πœƒπœƒπ‘—π‘—�π‘‘π‘‘πœƒπœƒπ‘—π‘—, where π‘π‘πœƒπœƒπ‘—π‘—�πœƒπœƒπ‘—π‘—� is the probability density function of πœƒπœƒπ‘—π‘—. 8 The RHS expression integrates over all types πœƒπœƒπ‘—π‘— which bid less than 𝑏𝑏𝑖𝑖: for these types, 𝑖𝑖 gets a payoff of πœƒπœƒπ‘–π‘– − 𝑏𝑏𝑗𝑗(πœƒπœƒπ‘—π‘—), whereas for all other types, 𝑖𝑖 gets a payoff of zero. Letting 𝑝𝑝𝑏𝑏𝑗𝑗(𝑏𝑏𝑗𝑗) denote the distribution of bids 𝑏𝑏𝑗𝑗 implied by the distribution of πœƒπœƒπ‘—π‘— and the bid function 𝑏𝑏𝑗𝑗(πœƒπœƒπ‘—π‘—), we can write this as � �πœƒπœƒπ‘–π‘– − 𝑏𝑏𝑗𝑗� 𝑏𝑏𝑖𝑖 −∞ 𝑝𝑝𝑏𝑏𝑗𝑗�𝑏𝑏𝑗𝑗�𝑑𝑑𝑏𝑏𝑗𝑗, where we now integrate over bids 𝑏𝑏𝑗𝑗 for which 𝑖𝑖’s bid 𝑏𝑏𝑖𝑖 wins, which is simply all 𝑏𝑏𝑗𝑗 < 𝑏𝑏𝑖𝑖. Now observe that the integrand will be positive for all 𝑏𝑏𝑗𝑗 < πœƒπœƒπ‘–π‘–, and negative for all 𝑏𝑏𝑗𝑗 > πœƒπœƒπ‘–π‘–. Consequently, the upper integration limit 𝑏𝑏𝑖𝑖 which maximizes this integral is 𝑏𝑏𝑖𝑖 = πœƒπœƒπ‘–π‘–, i.e. we set the upper integration limit to the 𝑏𝑏𝑗𝑗 where the integrand becomes negative. The graph on slide 26 illustrates this by showing the first part of the integrand, πœƒπœƒπ‘–π‘– − 𝑏𝑏𝑗𝑗, its dependence on 𝑏𝑏𝑗𝑗, and the impact of choosing a 𝑏𝑏𝑖𝑖 ≠ πœƒπœƒπ‘–π‘–. Proof 2: This proof is somewhat of a verbalized version of the above argument. It begins by noting a special feature of the Vickrey auction, which is that your bid does not affect your payoff if you receive the object, it only affects whether you get the object. Optimally, you would therefore want to make sure that you win the object only if the (ex-post) payoff πœƒπœƒπ‘–π‘– − 𝑏𝑏𝑗𝑗 is positive. Which you can achieve by bidding 𝑏𝑏𝑖𝑖(πœƒπœƒπ‘–π‘–) = πœƒπœƒπ‘–π‘–! Why? Remember that the rule is that you win if 𝑏𝑏𝑖𝑖 > 𝑏𝑏𝑗𝑗, implying that with this bidding strategy, you win if πœƒπœƒπ‘–π‘– > 𝑏𝑏𝑗𝑗, which is exactly the condition for the payoff to be positive! Proof 3: A further way to prove the claim is to establish that, even if you knew your competitor’s bid (and valuation), it would be optimal for you to bid your true valuation (or, as formulated on the slides, 8 The tie-breaking rule does not appear because the probability of a tie (i.e. of bids being equal) is zero. 10 ex post, you never regret having bid your true valuation). 9 If this is true, then all the more so, it will be optimal for you to bid your true valuation if you don’t have that information, i.e. in expectation.10 Now, to establish optimality of bidding your valuation when you know your competitor’s bid, consider the possible outcomes: • Case 1: suppose you bid your true valuation and the other bids less than you. This means you are getting the good at price 𝑏𝑏𝑗𝑗 < 𝑏𝑏𝑖𝑖 = πœƒπœƒπ‘–π‘–, i.e. less than your valuation. As far as possible deviations go: any other bid 𝑏𝑏𝑖𝑖 > 𝑏𝑏𝑗𝑗 would give the same result (you get the good at the same price). Bidding 𝑏𝑏𝑖𝑖 < 𝑏𝑏𝑗𝑗 would cause you to not get the good, giving you a strictly lower payoff of zero. • Case 2: suppose you bid your true valuation and the other bids more than you, so 𝑏𝑏𝑗𝑗 > πœƒπœƒπ‘–π‘–. This means you are not getting the good, so your payoff is zero. The only deviation which can change your payoff is bidding more than the other’s bid, but since 𝑏𝑏𝑗𝑗 > πœƒπœƒπ‘–π‘–, your payoff πœƒπœƒπ‘–π‘– − 𝑏𝑏𝑗𝑗 would obviously be strictly be negative, you would pay more than your valuation. Thus, bidders bidding their true valuations is an equilibrium in the Vickrey auction. Some remarks: • This result is surprisingly generalizable: You might have realized that the proof made no use of bidders’ valuations being uniform, so it holds for quite generic (independent) valuations. Also, the result readily generalizes to having more than two bidders. • Unfortunately, bidders bidding their true valuations is not the only equilibrium. The English auction (ascending price) (27). In principle, the English auction is a dynamic game, as players wait and decide when to drop out while the bid rises. Nonetheless, it is fairly easy to see that this auction is strategically equivalent to the English auction. Why? First, even though the game is dynamic, a player’s strategy can be fully described by the bid level at which he drops out. Call that level 𝑏𝑏𝑖𝑖 for player 𝑖𝑖. 11 Second, the game ends whenever the first player drops out, so that the player with the higher 𝑏𝑏𝑖𝑖 wins, but pays the other player’s drop out level 𝑏𝑏𝑗𝑗, because that is where the auction ended. Thus, English auction and Vickrey auction are strategically equivalent, implying that it is an equilibrium for players to drop out when the bid reaches their true valuation πœƒπœƒπ‘–π‘–. The first-price sealed-bid auction (28-29). In this auction, player 𝑖𝑖’s payoff function is 𝑒𝑒𝑖𝑖�𝑏𝑏𝑖𝑖, 𝑏𝑏𝑗𝑗; πœƒπœƒπ‘–π‘–, πœƒπœƒπ‘—π‘—� = �1 2 πœƒπœƒπ‘–π‘– − 𝑏𝑏𝑖𝑖, 𝑏𝑏𝑖𝑖 > 𝑏𝑏𝑗𝑗, (πœƒπœƒπ‘–π‘– − 𝑏𝑏𝑖𝑖) 𝑏𝑏𝑖𝑖 = 𝑏𝑏𝑗𝑗, 0, otherwise. which differs from the Vickrey-auction specification only in the price to be paid by the winning bidder, which is now 𝑏𝑏𝑖𝑖 instead of 𝑏𝑏𝑗𝑗. Consequently, type πœƒπœƒπ‘–π‘–’s expected payoff from bidding 𝑏𝑏𝑖𝑖 can be written as πΈπΈπœƒπœƒπ‘—π‘— �𝑒𝑒𝑖𝑖�𝑏𝑏𝑖𝑖, 𝑏𝑏𝑗𝑗�πœƒπœƒπ‘—π‘—�; πœƒπœƒπ‘–π‘–, πœƒπœƒπ‘—π‘—��πœƒπœƒπ‘–π‘–� = Prob�𝑏𝑏𝑖𝑖 > 𝑏𝑏𝑗𝑗� × (πœƒπœƒπ‘–π‘– − 𝑏𝑏𝑖𝑖), 9 Yet a different way to put it is to say that bidding one’s true valuation is a weakly dominant strategy in this game (see e.g. Osbourne’s exercise 294.1). A weakly dominant strategy is a best response to any strategy which competitors might play, so every player playing a weakly dominant strategy is always a Nash equilibrium 10 For a less-than-perfect analogy: assume you need to pick your shoes for the day. You know that it is optimal to wear your boots if it rains, and you know that it is optimal to wear those boots if it snows. What footwear would you optimally use if you know that it will either rain or snow, but you don’t know which? 11 Strictly speaking, to make this argument completely watertight, we would need to argue that, before they drop out and as time elapses, players don’t learn any new information which might make them reconsider their original drop out level. And this is where independent values is important: in principle, my opponent still being in the game tells me something about her valuation, namely that it cannot be lower than the current bid. If values were not independent, that might lead me to update my (expected) valuation, and thereby my dropout level. 11 which is nothing other than the payoff if type πœƒπœƒπ‘–π‘– wins, πœƒπœƒπ‘–π‘– − 𝑏𝑏𝑖𝑖, multiplied by the probability of winning, i.e. by the probability of the other’s bid 𝑏𝑏𝑗𝑗 falling short of 𝑏𝑏𝑖𝑖. Bidding one’s true valuation is obviously no longer a good idea in this auction format: it literally guarantees a payoff of zero, whether a player wins or not. Instead, by slightly lowering the bid, a player can ensure a positive payoff if he gets the good, even if the odds of getting the good become a bit worse. There’s a limit to how far a player will take this, though, as bidding 𝑏𝑏𝑖𝑖 = 0 (the lowest possible valuation) will reduce the probability of winning to zero. And so, as shown on the slides, it turns out in this two-player auction format that it is optimal for players to bid half their valuation, 𝑏𝑏𝑖𝑖 = πœƒπœƒπ‘–π‘–/2. [Note: The proof is a bit tricky, and you don’t need to be able to solve differential equations on your own, but you should be able to follow.] In contrast to the Vickrey auction, and as you might guess from the proof, this result is quite specific to the model specification: the bidding function would change if bidders’ valuations were not uniformly distributed, or if there were more than two bidders (can you guess in which direction, using the above intuition?). As for the Vickrey auction, the proof also does not establish uniqueness of this equilibrium: it restricts attention to bidders having identical and strictly increasing bidding functions. The proof uses this via the implication Prob(𝑏𝑏1 > 𝑏𝑏2) = Prob(πœƒπœƒ1 > πœƒπœƒ2), i.e. that the higher type always has the higher bid (and hence wins). For the proof, you also need to recall that if a random variable π‘₯π‘₯ is uniformly distributed on [0,1], then Prob(π‘₯π‘₯ < π‘Žπ‘Ž) = π‘Žπ‘Ž for any π‘Žπ‘Ž ∈ [0,1]. The Dutch auction (descending price) (30). By a straightforward argument paralleling that made for the English auction, the Dutch auction is strategically equivalent to a sealed-bid first-price auctions. Meaning that you want to hold off buying until the bid / the clock reaches half of your valuation (provided that the other bidder has not bought before that time). Remarks (31-32). Having understood how bidders behave in these four (or actually, two) auction formats, we may wonder: how do they compare? As economists, first and foremost, we might be interested in efficiency properties of the auction formats. And in that respect, all auction formats perform equally well: total surplus is maximized, because the individual with the highest valuation always ends up getting the good. Next, as the auctioneer, we might wonder: which auction format should we choose if our goal is to maximize our (expected) revenues? If your kneejerk reaction is “The Vickrey auction, of course, as bids are always higher!”, then you are in good company, but think again: bids are indeed always higher, but actual payments need not be. Indeed – and this is the most important take-home lesson here – one can show that, for some type profiles, one format ends up generating higher revenues, and for some type profiles the other. Can you?12 In fact, as the slides show, the auction formats are “revenue equivalent” in our setting: they all generate exactly the same expected revenue, i.e. the ex-post advantages and disadvantages of one format over the other exactly peter out in expectation! To formally see this, note that for any (πœƒπœƒ1, πœƒπœƒ2), ex-post revenue from the Vickrey (and the English) auction is min {πœƒπœƒ1, πœƒπœƒ2}, whereas ex-post revenue from the first-price sealed bid (and the Dutch) auction is max{πœƒπœƒ1, πœƒπœƒ2}/2 (if you have trouble seeing this, go through some examples of specific (πœƒπœƒ1, πœƒπœƒ2) 12 You may want to compare (πœƒπœƒ1, πœƒπœƒ2 ) = (1,1) and (πœƒπœƒ1, πœƒπœƒ2 ) = (1,0), for instance. 12 first). Expected revenues are then found by integrating these ex-post revenues over all possible type profiles, weighted with the probability (precisely speaking: the density value) of that profile. Since the set of possible types is an area in ℝ2rather than a line, integration takes place over an area. One way to do this is to form a double integral, which first takes the “sum” in one dimension, and then “sums those sums” across the other (for programing aficionados amongst you: this is like nesting a “for-loop” within a “for-loop”). You can also simplify your life by realizing that ex-post revenues are symmetric, meaning you can figure out revenues on one side of the 45° line and then double them. The rest of the proof is then a simple exercise in finding antiderivatives. While the proof here is for a very specific setting (two bidders, uniform valuations), it can be shown to hold a lot more generally, particularly for more bidders and more general distributions of private valuations.13 In contrast, crucial assumptions are: independent values and players’ being risk neutral. Thus, what the result says is that if we want to understand why certain settings might favor one or the other auction format over the others, we will necessarily need to relax those assumptions. 13 If you’re wondering how the above proof can possibly hold for other distributions: bear in mind that changing distributions would change equilibrium bidding functions (for the first-price auction), so we would not be integrating the same functions using a different density function.

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