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Chapter Eleven Copyright 2009 Pearson Education, Inc. Publishing as Prentice Hall.
1
Chapter 11
Game Theory and
Asymmetric Information
Chapter Eleven Copyright 2009 Pearson Education, Inc. Publishing as Prentice Hall.
2
OverviewGame theoryGame theory and auctionsStrategy and game theory
Asymmetric informationReputationStandardizationMarket signaling
Chapter Eleven Copyright 2009 Pearson Education, Inc. Publishing as Prentice Hall.
3
Game theory Economic optimization has two
shortcomings when applied to actual business situations
assumes factors such as reaction of competitors or tastes and preferences of consumers remain constant
managers sometimes make decisions when other parties have more information about market conditions
Chapter Eleven Copyright 2009 Pearson Education, Inc. Publishing as Prentice Hall.
4
Game theory
Game theory: is concerned with “how individuals make decisions when they are aware that their actions affect each other and when each individual takes this into account”
Chapter Eleven Copyright 2009 Pearson Education, Inc. Publishing as Prentice Hall.
5
Game theory Fundamental aspects of game theory
players are interdependent uncertainty: other players’ actions are
not entirely predictable
Types of games zero-sum or non-zero-sum cooperative or non-cooperative two-person or n-person
Chapter Eleven Copyright 2009 Pearson Education, Inc. Publishing as Prentice Hall.
6
Games in economics Prisoners’ Dilemma
two-person, non-zero-sum, non-cooperative
always has a dominant strategy
equilibrium is stable
confessing is dominant strategy for each player, no matter what other player chooses
each player has no incentive to unilaterally change his strategy
Chapter Eleven Copyright 2009 Pearson Education, Inc. Publishing as Prentice Hall.
7
Games in economicsOligopoly pricing usingprisoners’ dilemma
• (Low/Low) is a stable equilibrium … no incentive for either firm to deviate
• better off at (High/High) but it is not stable … each firm has an incentive to deviate
• (High/High) would be an equilibrium … if the firms were allowed to cooperate
Chapter Eleven Copyright 2009 Pearson Education, Inc. Publishing as Prentice Hall.
8
Games in economics Example: Beach Kiosk Game: a two-
person, zero-sum, non-cooperative game
Suppose two companies provide snacks and sunscreen on a beach
beachgoers will spread themselves out evenly along the beach
both companies ultimately locate at the midpoint of the beach, otherwise the other company has an advantage (closer to more beachgoers
Real life example: location of gas stations
Chapter Eleven Copyright 2009 Pearson Education, Inc. Publishing as Prentice Hall.
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Games in economics Repeated Game: game is played
repeatedly over a period of time
• in a perpetual repeated game, equilibria that are not stable may become stable due to the threat of retaliation
• however, if number of periods is fixed, players will have incentive to ‘cheat’ in the last period due to lack of threat of retaliation, which will then allow them to cheat in all periods
Chapter Eleven Copyright 2009 Pearson Education, Inc. Publishing as Prentice Hall.
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Games in economicsExample: assume (High, High) equilibrium reached
and both firms start off charging the high price in the next period, if one firm cheats (charges low
price), it receives 600 in that period
other firm will change to low prices in the next period to ‘retaliate’ and both will end up at (Low, Low) equilibrium
thus, incentive exists not to cheat in a perpetual repeated game and (High, High) is a viable equilibrium (unlike in the short game)
Chapter Eleven Copyright 2009 Pearson Education, Inc. Publishing as Prentice Hall.
11
Games in economics Simultaneous games are games in
which players make their strategy choices at the same time
Sequential games are games in which players make their decisions sequentially
In sequential games, the first mover may
have an advantage
Chapter Eleven Copyright 2009 Pearson Education, Inc. Publishing as Prentice Hall.
12
Games in economics Consider the following payoff matrix in which firms
choose their capacity, either high or low. Suppose firm C has the ability to move first
C would choose Low, then D would choose High
Chapter Eleven Copyright 2009 Pearson Education, Inc. Publishing as Prentice Hall.
13
Game theory and auctions Dutch auction (a non-cooperative, non-zero-sum
game): each buyer describes the quantity demanded
and price to pay starting at highest price, sum quantity
demanded up to the supply available all product is sold at the highest price that
clears the market Seller wants to sell at highest price, buyer wants
to buy at lowest price Solution: every player’s dominant strategy is to
bid as late as possible
Chapter Eleven Copyright 2009 Pearson Education, Inc. Publishing as Prentice Hall.
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Strategy and game theory Problem: in Prisoners’ Dilemma, players
have a dominant strategy that leads to suboptimal results
Commitment, explicit or implicit, can be used to achieve preferred outcomes. It must be credible: burn bridges behind you establish and use a reputation write contracts
Chapter Eleven Copyright 2009 Pearson Education, Inc. Publishing as Prentice Hall.
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Strategy and game theory
Incentives also can be used to change the game to achieve preferred outcomes
Illustration: GM card. GM came up with a strategy where customers could apply 5% of their purchases to a GM vehicle
Illustration: Health insurance. Firms provide a menu of care levels.
Chapter Eleven Copyright 2009 Pearson Education, Inc. Publishing as Prentice Hall.
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Strategy and game theory
PARTS: paradigm for studying a situation, predicting players’ actions, making strategic decisions Players: Who are players and what are their
goals? Added Value: What do the different players
contribute to the pie? Rules: What is the form of competition? Time
structure of the game? Tactics: What options are open to the players?
Commitments? Incentives? Scope: What are the boundaries of the game?
Chapter Eleven Copyright 2009 Pearson Education, Inc. Publishing as Prentice Hall.
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Asymmetric information Asymmetric information: market
situation in which one party in a transaction has more information than the other party. Leads to many problems in markets: too much or too little production difficult contracting possible fraud market may disappear
Chapter Eleven Copyright 2009 Pearson Education, Inc. Publishing as Prentice Hall.
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Asymmetric information Adverse selection: prior to transaction,
one party may know more about the value of a good than the other
Example: ‘lemons’ (bad used cars)… seller knows the vehicle well, but buyer does not, yet market does not divide in two
Chapter Eleven Copyright 2009 Pearson Education, Inc. Publishing as Prentice Hall.
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Asymmetric information Moral Hazard: transaction changes the
incentives of a party because it cannot be monitored after the transaction
Example: insurance industry ... poor information takes place after the sale, not before
Chapter Eleven Copyright 2009 Pearson Education, Inc. Publishing as Prentice Hall.
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Asymmetric Information Market responses:
• obtaining information from third parties• relying on reputation of the seller• standardization of products• market signaling: demonstrated success in
one activity provides information about success/quality in another
Chapter Eleven Copyright 2009 Pearson Education, Inc. Publishing as Prentice Hall.
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Asymmetric Information
Example: education as a signal
attending college demonstrates certain traits
employers see this a screening device
Chapter Eleven Copyright 2009 Pearson Education, Inc. Publishing as Prentice Hall.
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Asymmetric Information
Example: warranties
more costly on low quality goods than high quality goods
consumers see them as a screening device
Chapter Eleven Copyright 2009 Pearson Education, Inc. Publishing as Prentice Hall.
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Asymmetric Information
Example: banking systems
banks know less about the borrower’s ability to repay than the customer
arms length banking: US relationship banking: Japan