Econ 221
Fall, 2021
Li, Hao
UBC
C HAPTER 1. B ASIC I DEAS AND E XAMPLES
1.1 What is a game of strategy
• Not all games are mainly about strategies.
• Not all strategizing happens in a game.
• Game of strategy: interactive decision making.
• Strategic thinking in a game of strategy.
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1.2 Some examples and stories of games of strategy
• Economics (auctions), political science (voting), international
relations (bargaining), biology (evolution).
• Sun Bin’s horserace strategy.
• King Solomon’s wisdom.
• Are animals capable of strategic thinking?
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C HAPTER 2. H OW TO T HINK ABOUT G AMES OF S TRATEGY
2.2 Classifying games
• Sequential or simultaneous moves.
• Zero-sum or win-win, or somewhere in between.
• One-time encounter or repeated interactions.
• Perfect or imperfect information, and further in the latter
case, symmetric or asymmetric information.
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2.3 Some terminologies and background assumptions
• Strategies
– A strategy for a player in a given game is a complete
plan of actions.
– Same concept as any individual decision problem.
– The collection of feasible strategies for a player may be
too complex to fully describe.
– An outcome of the game is determined once we specify
a strategy for each player.
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• Payoffs
– To each outcome, a player attaches a number called
payoff, with a higher payoff preferred to a lower one.
– Maximizing one’s payoff is the objective of the player
in the game.
– Expected payoff: players rank uncertain outcomes by
computing mathematical expectation of their payoffs.
(For example, the expected payoff from 20% probability
of a payoff of 10 and 80% probability of a payoff of 20
is .2 × 10 + .8 × 20 = 18.)
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• Rationality
– Rational behavior: choose a strategy to maximize one’s
payoff given a belief about strategies other players choose.
– Rationality is thus best responding to what one believes
how others play.
– Most of our analysis assumes not only rationality of
each player but also common knowledge of each player’s
rationality among all players.
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• Equilibrium
– Equilibrium is Game Theory’s answer to: what strategy
will each player use in a given game?
– We have an equilibrium if each player uses a strategy
that best responds to strategies of other players.
– Equivalently, an equilibrium is reached when no single
player wishes to change strategy.
– Two features of equilibrium: non-cooperative, correct
beliefs.
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C HAPTER 3. G AMES WITH S EQUENTIAL M OVES
3.1 Game trees
• A game tree is a graphical representation of a sequential-
move game.
– Each decision node is marked with the player who makes
the move, and the branches leading from the node, each
representing a possible move by the player.
– The initial node, or the root of the game tree, is the first
decision node.
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Player 1
A B
Player 2 Player 2
C D E F G
(1, −2) (1, −1) (0, 2) (−2, 2) (1, 3)
Figure 1. An example with 2 players and 3 decision nodes.
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• Game tree continued.
– Each terminal node is marked with the payoffs to the
players, in the order of moves.
– A decision node marked with “Nature” represents some
external uncertainty outside the control of the players
in the game, and each branch leading from such a node
represents a possible resolution of the uncertainty and
is marked with the corresponding probability.
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Player 1
A B
Player 2 Nature
C D E F 60% G 40%
(1, −2) (1, −1) (0, 2) (−2, 2) (1, 3)
Figure 2. An example with a Nature’s move.
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• A strategy of a player in a sequential-move game specifies a
move for each decision node that belongs to the player.
– A strategy of a player may specify moves at decision
nodes that will not be reached if the player follows the
strategy at earlier decision nodes.
– This is not only required for a strategy to be complete,
but also necessary for our analysis.
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P1 P2 P1 P2 P1 P2
(6, 5)
C C C C C C
S S S S S S
(1, 0) (0, 2) (3, 1) (2, 4) (5, 3) (4, 6)
Figure 3. The Centipede Game: Player 1 has 8 strategies, 4 of
which lead to (1, 0).
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3.2 Solving games by using trees
• Entry Deterrence
– A start-up car-sharing company S decides whether or
not to enter a market monopolized by an incumbent
company I. If S does not enter, nothing happens. If S
enters, I has to decide whether to force S out (by cutting
the price) or to accommodate S; in the first case both
companies will lose money, while in the second case S
will make positive profit and I will make a positive but
smaller profit than if S does not enter.
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S
Stay out Enter
I
(0, 2)
Fight Accommodate
(−1, −1) (1, 1)
Figure 4. Entry Deterrence.
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• Rollback: look ahead and reason back.
– Rollback is a necessary implication of strategic thinking
in a sequential-move game.
– Rollback equilibrium is game theory’s prediction of the
strategies that will be used by players in such a game.
• Rollback: the arrowhead form.
– Mark selected branches with arrows to find the rollback
equilibrium and the equilibrium outcome.
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S
Stay out Enter
I
(0, 2)
Fight Accommodate
(−1, −1) (1, 1)
Figure 5. Rollback in Entry Deterrence.
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P1 P2 P1 P2 P1 P2
(6, 5)
C C C C C C
S S S S S S
(1, 0) (0, 2) (3, 1) (2, 4) (5, 3) (4, 6)
Figure 6. Rollback in the Centipede Game.
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P1
A B
P2 P2
C D E F G
(1, −2) (1, −1) (0, 2) (−2, 2) (1, 3)
Figure 7. Rollback in the example with 2 last moves.
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P1
A B
P2 Nature
C D E F 60% G 40%
(1, −2) (1, −1) (0, 2) (−2, 2) (1, 3)
Figure 8. Rollback in the example with Nature’s move.
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Proposer
0 1 50 100
Responder Responder Responder Responder
A R A R A R A R
100 0 99 0 50 0 0 0
0 0 1 0 50 0 100 0
Figure 9. The Ultimatum Game: first rollback.
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Proposer
0 1 50 100
Responder Responder Responder Responder
A R A R A R A R
100 0 99 0 50 0 0 0
0 0 1 0 50 0 100 0
Figure 10. The Ultimatum Game: second rollback.
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3.4 Order advantages
• Compare two games of same two players and same move
for each player that differ only in who moves first.
– First-mover advantage: player gets a higher payoff when
he moves first than when he moves second, due to a
benefit from making commitment.
– Second-mover advantage: player gets a higher payoff
when he moves second than when he moves first, due
to benefit from retaining flexibility.
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Firm A
Low High
Firm B Firm B
Low High Low High
(2, 2) (1, 3) (3, 1) (0, 0)
Figure 11. First-mover advantage.
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Kicker
Le f t Right
Keeper Keeper
Le f t Right Le f t Right
(0.7, 0.3) (0.1, 0.9) (0.2, 0.8) (1, 0)
Figure 12. Second-mover advantage: Kicker moves first.
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Keeper
Le f t Right
Kicker Kicker
Le f t Right Le f t Right
(0.3, 0.7) (0.9, 0.1) (0.8, 0.2) (0, 1)
Figure 13. Second-mover advantage: Keeper moves first.
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3.3 Adding more players
• Rollback method and rollback equilibrium generalize to more
than two players.
• Chain Store Game
– An incumbent firm I operates in K cities. In each city
k = 1, . . . , K, a start-up firm Sk plays Entry Deterrence
with I, after observing the outcome of previous k − 1
cities. Each Sk has cares only about the outcome in city
k, while I cares about sum of its payoffs across K cities.
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S1
Out In
S2 I
Out In F A
I S2 S2
(0, 0, 4)
F A Out In Out In
I I
(0, −1, 1) (0, 1, 3) (−1, 0, 1) (1, 0, 3)
F A F A
(−1, −1, −2) (−1, 1, 0) (1, −1, 0) (1, 1, 2)
Figure 14. Chain Store Game with K = 2.
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