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CHAPTER 5: GAME THEORY
1
5.1 Introduction
 Perf. compn  firms are P takers; in monop. no compn;
 In other mkts firms make b/ral strategic interaction;
 The oligopoly theories we discussed so far are the
classical theory of strategic interaction among firms;
 In oligopoly economic agents can be studied by using
the apparatus of game theory (GT); i.e. the right tool to
examine strategic b/n in econ. circumstances is GT, the
study of how people play games;
 GT is concerned with the general analysis of strategic
interaction of agents/players;
2
Introduction … Cont’d
Defn of Terms in GT:
 A Game: is any situation in which players (participants)
make strategic decisions – i.e. decisions that take in to
account each other’s actions & responses;  objective
of a game is to determine optimal strategy.
 Strategy: is rule or plan of action for playing the game
or specific course of action with clearly defined policy.
 Payoffs: outcomes that generate rewards or benefits,
or it is the net gain it will bring to the player for any
given counterstrategy of the competitor;
  Optimal strategy: is the one that maximizes player’s
expected payoff
3
Introduction … Cont’d
 Payoff matrix: is a table showing the payoffs accruing
to the player as a result of each possible combination of
strategies adopted by her/him & by her/his rivals;
 Players of a game: participants in a game
 Zero-sum-game: gain earned by one player is exactly
equal in magnitude to the loss incurred by opponent;
 Positive-sum-game: gain received by one of the player
is necessarily greater than loss incurred by other player;
 Negative-sum-game: loss incurred by one is necessarily
less than earning by the other;
4
5.2 Dominant Strategy (DS) and Nash Eqbm
 DS refers to the optimal choice for a player no matter
what the opponent does;
 The DS maximizes the expected payoff of a player no
matter what the other does;
 E.g. Firms: A & B sell competing products  decision to
advertise (one affected by other’s decision);
 A acts on adv’t no matter what B does, & vice versa;
5
Firm B
Advertise Don’t adv
Firm A
Advertise 12, 5 15, 2
Don’t adv 7, 9 8, 3
Table 5.1 Dominant
strategy eqbm
  Adv’t is DS for both firms
 When every player has a DS, the outcome of the game
is equilibrium in dominant strategies;
 Do all games have DS for all players?
 What is the logical outcome of the game if payoff for A
in the bottom-right corner of the matrix is changed to
16?
 Nash Equilibrium (NE)?
 In games many one or more players may not have DS;
 See table below!
 When B chooses Left, A opts to choose for Top; 6
Dominant followed by NE … Cont’d
 However, when B chooses Right, A would want to
choose bottom;
 A’s optimal choice depends on what she/he thinks
about B; likewise, B’s optimal depends on what
she/he thinks about A;
 Eliminating dominated strategies doesn’t work;
 NE: each player chooses strategy that maximizes their
expected payoff, given strategies employed by others;
7
Nash Eqbm … Cont’d
Firm B
Left Right
Firm A
Top 3, 2 1,1
Bottom 1, 1 2, 3
Table 5.2 No dominant
strategy
 Once again:
 DS: I’m doing best I can no matter what you do, & you are
doing the best you can no matter what you are doing;
 NE: I’m doing the best I can, given what you are doing, & you
are doing the best you can, given what I am doing;
 DS eqbm is a special case of NE
 NE is justified as a solution for games b/c of
 If players are playing NE, no one has an incentive to change
their play or re-think their strategy (it is stable outcome);
 Other potential outcomes don’t have that property: if an
outcome is not NE, at least one have an incentive to change;
8
Nash Eqbm … Cont’d
 Does a game always has unique NE?
 Let’s see the battle of the sexes (Chicks’ Conflict):
 Married couple who are going to meet each other after
work, but haven’t decided where they are meeting;
 Let their option be baseball or ballet;
 Both prefer to be with each other, but the man prefers
the baseball game & she prefers the ballet;
9
NE followed by Game Battlers … Cont’d
Woman
Baseball Ballet
Man
Baseball 3, 2 1, 1
Ballet 0, 0 2, 3
Table 5.3 The battle of
the sexes
 The man would prefer that both go to the baseball
game, and the woman that both go to the ballet;
 So, how do they compromise?
 Cooperation is optimal solution;
 That is,
 They each get 2 payoff pts for being with each other, and an
additional pt for being at their preferred entertainment;
 Iterated elimination of dominated strategies eliminates
nothing;
 There are 2 Nash equilibria: one in w/c they both go to
the baseball game, and one in w/c both go to ballet;
10
Game Battlers … Cont’d
5.3 The Prisoners’ Dilemma (PrD)
 One of the most widely used examples for DS eqbm;
 In, PrD two criminals named prisoner A and prisoner B
have been detained by police & questioned separately;
 They are jointly guilty of participating in a crime;
 The problem is solved eliminating dominated strategies
for each player step by step until we find the eqbm in DSs;
 If only one confesses, that prisoner serves only 1 yr in jail
while the other detained for 20 yrs;
11
Prisoner B
Confess Don’t
Prisoner B
Confess (-10, -10) (-1, -20)
Don’t (-20, -1) (-2, -2)
Table 5.4 Prisoners’
dilemma
 E.g.
 If B confesses & A does not, A will be imprisoned for 20 yrs,
and B loses 1 yrs only otherwise be free;
 If both confess, they are convicted any & neither goes free,
but they only serve 10 yrs each;
 If neither confesses, there is a chance they are convicted any
way (using evidence other than the confession);
 Hence, A has a strict advantage to confessing, no
matter what B is going to do;  PrD is easily solvable;
 One will be better off from confessing (DS eqbm);
presence of DS makes the PrD readily easy to solve;
12
Prisoners in dilemma … Cont’d
 It is unlike that of Pure Strategy (PrS) where each agent
make one choice & stick to it;
 Players not stick to a given strategy & prefers to play
random decisions or strategies;
 E.g. in matching the pennies where there is no Nash
eqbm, players randomize b/c it is unpredictable what
rivals to play;
 Random strategies based on set of chosen probabilities
 mixed strategy (MxS);
 Although there is no NE in PrSs, it exists in MxSs;
13
5.4 Mixed Strategy Equilibrium
 In table below, A might play Top 50% of the time &
bottom 50% of the time, while B might choose to play
left 50% of the time & right 50% of the time  MxS;
 If A follows MxS, then they have the probability of ¼ of
ending up in each of the four cells in the payoff matrix;
 Average payoff for A will be
0 [= (1/4*0) + (1/4*0) +(1/4*1) + (1/4*-1)];
 Similarly, the average payoff to B will be ½.
14
Mixed Strategy … Cont’d
Player B
Left Right
Player A
Top 0, 0 0, -1
Bottom 1, 0 -1, 3
Table 5.5 No NE in pure
strategies
 A NE in MxSs refers to an eqbm in w/c each agent
chooses the optimal frequency with w/c to play his/her
strategies given the frequency choices of the other;
 A MxS NE involves at last one playing a randomized
strategy, and no player being able to se their expected
payoff by playing an alternative strategy;
 MxS NE is a NE in the sense that neither party can
improve their payoff given the b/r of the other party;
 Consider matching pennies where there is no NE at all;
 Suppose row believes column plays Heads with prob. p;
then row plays heads, it gets 1 with probability p and -1
with prob. (1-p), for expected value of 2p-1;
15
Mixed Strategy … Cont’d
 Similarly, if row plays tails, Row gets -1 with probability
P (when Column plays Heads), & 1 with prob. (1-p), for
an expected value of 1-2p; so on for column player.
 If 2p-1 > 1-2p, Row is better off on average playing
Heads than tails, so on.
16
Mixed Strategy … Cont’d
Column player
Head Tail
Row’s expected
payoff
Row
player
Head (1, -1) (-1, 1)
1P + -1(1 - P) =
2- 1
Tail (-1, 1) (1, -1)
-1P + 1(1 - P) =
1 – 2P
Column’s
expected payoff
-1q + 1(1 - q)
= 1 – 2q
1q + -1(1 - q)
= 2q- 1
Table
5.6
expected
payoff
of
players
in
matching
the
pennies
 In previous notions, the game is played only once;
 Do result of a game change due repetition?
 The application of prisoners’ dilemma in to monopoly
and oligopolistic mkts:
 If both make high P (HP), both earn high profit;
 One afraid to charge HP b/c if competitor charges LP it
will lose money & its competitor get rich at its expense;
17
5.5 Repeated Game and Enforcing a Cartel
Firm 1
Low price (LP) High price (HP)
Firm 2
Low price -10, -10 0, -20
High price 20, 0 -1, -1
Table 5.7 The PrD b/n
oligopolistic firms
  they both choose to play safe by charging LP & final
eqbm will be (LP, LP) w/c is not as interesting as (HP, HP);
 However firms set P & output decisions over & over
again  repeated games (RG);
 In a RG each player has the opportunity to establish a
reputn for coopn, & encourage the other to do same;
 Viability of the strategy depends on whether the game
is played a fixed no of times or an infinite no of times;
 Finite No of Repetition:
 Players cooperate b/c they hope that coopn induce further
coopn in the future;
 But this requires that there will be possibility of future play;
18
Repeated Game … Cont’d
 Since there is no possibility of future play in the last round,
no one cooperate;
 That is, if the game has a known, fixed no of rounds, each
player will prefer not to cooperate & charge LP every round;
 If there is no way to enforce coopn on the last round, there
will be no way to enforce coopn on the next to the last round.
 Infinite No of Repetition:
 In repetition of an indefinite no of times, we do have a way of
influencing our opponent’s b/r;
 The threat of non-coopn may be sufficient to convince people
to play the Pareto efficient strategy: coopn;
 Tit-for-tat strategy (TTS): when situations characterized as
PrD – TTS offers immediate punishment for non-coopn.
19
Repeated Game … Cont’d
 Enforcing a Cartel:
 Both collusive & non-collusive oligopoly mkt can described by
RG b/c price & output decisions are made every now & then;
  the pricing strategy has the same structure as the PrD;
 The NE occur when each charge the lowest possible price;
 If one cuts its price in one period, others would retaliate on
the next period – follow TTS;
 The threat implicit in tit-for-tat allow firms to maintain HP or
may make members of a cartel to stick to the agreed upon P
or output level;
 Cheaters are punished!
20
Repeated Game … Cont’d
 In some games players move sequentially rather than
simultaneously (one moves 1st & the other responds);
 What type of equilibria would sequential games entail?
 Examples:
 One firm sets output before the other does;
 Advertising decision by a firm & the competitor's response;
 Entry-deterring inv’t by an incumbent firm & the decision
whether to enter the mkt by a potential competitor;
 New gov’t regulatory policy & the inv’t & output response of
the regulated firms.
21
5.6 Sequential Games
 Easier game: think of possible action & rational rxn;
 In table below, in the 1st round, player A gets to choose
top or bottom; B gets to observe the 1st player’s choice
& then choose left or right;
 Two NE: (top, left) and (bottom, right);
 But one of these equilibria is not really reasonable;
 B/c the matrix hides that one player gets to know what
the other player has chosen before making its choice;
22
Sequential Games … Cont’d
Player B
Left Right
Player A
Top 1, 9 1, 9
Bottom 0, 0 2, 1
Table 5.8 Payoff matrix
of a sequential game
  SGs are easier to visualize when presented in form of
decision tree  extensive form of a game – a way to
represent the game that shows time pattern of choices;
 When B makes its choice, it knows what A has done;
 If A has chosen top, it does not matter what B does, &
the payoff is (1, 9); if A has chosen bottom, the sensible
thing for B to do is to choose right, (2, 1).
23
Sequential Games … Cont’d
Top
Bottom
Player
B
Player A
B
Left
Right
Left
Right
(1, 9)
(1, 9)
(0, 0)
(2, 1)
Table 5.9 A game
in extensive form
 But the reasonable thing for B is to choose bottom 
the eqbm choice will be (bottom, right);  (top, left)
strategies are not a reasonable eqbm b/c it is silly for A
to ever choose top!
 But B can still threaten to play left if A plays bottom;
 Thus A might be advised to play top b/c it would be
better to earn one rather than zero;
 Is this threat credible? If B is instructed to do so, it does
better for itself by limiting its decisions;
 Once A make its choice, it expects that player B to do
the rational thing;
24
Sequential Games … Cont’d
 Source of monopoly power or  include economies of
scale, patents & licenses, ownership of strategic inputs,
exclusive knolowdge of a prodn technique, etc;
 However, firms themselves can sometimes deter entry
of potential competitors;
 To deter entry, the incumbent/existing firm must convince
any potential competitor that entry will be unprofitable;
 Entrant’s strategies are to enter or stay out while the
incumbent’s are either to accommodate the entrant
(maintain HP in the hope that entrant do same) or wage
warfare ( charge LP to make entry unprofitable);
25
5.7 A Game of Entry Deterrence
 If it is accommodating, the incumbent will earn only Br
100 million s since it has to share the mkt;
 However, if it successfully manages to deter entry and
maintain its higher P, it gets Br 200m;
 Incumbent can se its prodn capacity, produce more, &
lower its P – engage itself in P war  the entrant face
loss of 10m;
26
Entry Deterrence … Cont’d
Potential entrant
Enter Stay out
Incumbent
HP (accommodation) 100, 20 200, 0
LP (warfare) 70, -10 130, 0
Table 5.10 Entry
deterrence
 If entrant stays out in this case (LP), incumbent’s net
benefit will be 130m; but this does not make sense;
 Suppose incumbent threaten to expand output & start
P war in order to keep out X;
 If X takes threat seriously, it doesn’t enter b/c -10m; but
the threat is not credible if incumbent rationally acts;
 However, if incumbent makes an irrevocable com’t that
will alter incentive once entry occurs, it invest in extra
capacity needed to se output; engage in competitive
warfare should entry occur;
 If incumbent maintain HP, whether or not X enters, added
cost will reduce its payoff;
27
Entry Deterrence … Cont’d
 In this case, the incumbent’s threat to engage in
warfare is completely credible, &  earn high  150m;
 Short-term loses from warfare might be outweighed by
long-term gain from preventing entry in RGs;
 By fostering an image of irrationality & violence, an
incumbent firm might convince entrant that the risk of
warfare is too high;
28
Entry Deterrence … Cont’d
Potential entrant
Enter Stay out
Incumbent
HP (accommodation) 50, 20 150, 0
LP (warfare) 70, -10 130, 0
Table 5.11 Entry
deterrence – credible
threat

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Ch 5 Game theory.ppt

  • 1. CHAPTER 5: GAME THEORY 1
  • 2. 5.1 Introduction  Perf. compn  firms are P takers; in monop. no compn;  In other mkts firms make b/ral strategic interaction;  The oligopoly theories we discussed so far are the classical theory of strategic interaction among firms;  In oligopoly economic agents can be studied by using the apparatus of game theory (GT); i.e. the right tool to examine strategic b/n in econ. circumstances is GT, the study of how people play games;  GT is concerned with the general analysis of strategic interaction of agents/players; 2
  • 3. Introduction … Cont’d Defn of Terms in GT:  A Game: is any situation in which players (participants) make strategic decisions – i.e. decisions that take in to account each other’s actions & responses;  objective of a game is to determine optimal strategy.  Strategy: is rule or plan of action for playing the game or specific course of action with clearly defined policy.  Payoffs: outcomes that generate rewards or benefits, or it is the net gain it will bring to the player for any given counterstrategy of the competitor;   Optimal strategy: is the one that maximizes player’s expected payoff 3
  • 4. Introduction … Cont’d  Payoff matrix: is a table showing the payoffs accruing to the player as a result of each possible combination of strategies adopted by her/him & by her/his rivals;  Players of a game: participants in a game  Zero-sum-game: gain earned by one player is exactly equal in magnitude to the loss incurred by opponent;  Positive-sum-game: gain received by one of the player is necessarily greater than loss incurred by other player;  Negative-sum-game: loss incurred by one is necessarily less than earning by the other; 4
  • 5. 5.2 Dominant Strategy (DS) and Nash Eqbm  DS refers to the optimal choice for a player no matter what the opponent does;  The DS maximizes the expected payoff of a player no matter what the other does;  E.g. Firms: A & B sell competing products  decision to advertise (one affected by other’s decision);  A acts on adv’t no matter what B does, & vice versa; 5 Firm B Advertise Don’t adv Firm A Advertise 12, 5 15, 2 Don’t adv 7, 9 8, 3 Table 5.1 Dominant strategy eqbm
  • 6.   Adv’t is DS for both firms  When every player has a DS, the outcome of the game is equilibrium in dominant strategies;  Do all games have DS for all players?  What is the logical outcome of the game if payoff for A in the bottom-right corner of the matrix is changed to 16?  Nash Equilibrium (NE)?  In games many one or more players may not have DS;  See table below!  When B chooses Left, A opts to choose for Top; 6 Dominant followed by NE … Cont’d
  • 7.  However, when B chooses Right, A would want to choose bottom;  A’s optimal choice depends on what she/he thinks about B; likewise, B’s optimal depends on what she/he thinks about A;  Eliminating dominated strategies doesn’t work;  NE: each player chooses strategy that maximizes their expected payoff, given strategies employed by others; 7 Nash Eqbm … Cont’d Firm B Left Right Firm A Top 3, 2 1,1 Bottom 1, 1 2, 3 Table 5.2 No dominant strategy
  • 8.  Once again:  DS: I’m doing best I can no matter what you do, & you are doing the best you can no matter what you are doing;  NE: I’m doing the best I can, given what you are doing, & you are doing the best you can, given what I am doing;  DS eqbm is a special case of NE  NE is justified as a solution for games b/c of  If players are playing NE, no one has an incentive to change their play or re-think their strategy (it is stable outcome);  Other potential outcomes don’t have that property: if an outcome is not NE, at least one have an incentive to change; 8 Nash Eqbm … Cont’d
  • 9.  Does a game always has unique NE?  Let’s see the battle of the sexes (Chicks’ Conflict):  Married couple who are going to meet each other after work, but haven’t decided where they are meeting;  Let their option be baseball or ballet;  Both prefer to be with each other, but the man prefers the baseball game & she prefers the ballet; 9 NE followed by Game Battlers … Cont’d Woman Baseball Ballet Man Baseball 3, 2 1, 1 Ballet 0, 0 2, 3 Table 5.3 The battle of the sexes
  • 10.  The man would prefer that both go to the baseball game, and the woman that both go to the ballet;  So, how do they compromise?  Cooperation is optimal solution;  That is,  They each get 2 payoff pts for being with each other, and an additional pt for being at their preferred entertainment;  Iterated elimination of dominated strategies eliminates nothing;  There are 2 Nash equilibria: one in w/c they both go to the baseball game, and one in w/c both go to ballet; 10 Game Battlers … Cont’d
  • 11. 5.3 The Prisoners’ Dilemma (PrD)  One of the most widely used examples for DS eqbm;  In, PrD two criminals named prisoner A and prisoner B have been detained by police & questioned separately;  They are jointly guilty of participating in a crime;  The problem is solved eliminating dominated strategies for each player step by step until we find the eqbm in DSs;  If only one confesses, that prisoner serves only 1 yr in jail while the other detained for 20 yrs; 11 Prisoner B Confess Don’t Prisoner B Confess (-10, -10) (-1, -20) Don’t (-20, -1) (-2, -2) Table 5.4 Prisoners’ dilemma
  • 12.  E.g.  If B confesses & A does not, A will be imprisoned for 20 yrs, and B loses 1 yrs only otherwise be free;  If both confess, they are convicted any & neither goes free, but they only serve 10 yrs each;  If neither confesses, there is a chance they are convicted any way (using evidence other than the confession);  Hence, A has a strict advantage to confessing, no matter what B is going to do;  PrD is easily solvable;  One will be better off from confessing (DS eqbm); presence of DS makes the PrD readily easy to solve; 12 Prisoners in dilemma … Cont’d
  • 13.  It is unlike that of Pure Strategy (PrS) where each agent make one choice & stick to it;  Players not stick to a given strategy & prefers to play random decisions or strategies;  E.g. in matching the pennies where there is no Nash eqbm, players randomize b/c it is unpredictable what rivals to play;  Random strategies based on set of chosen probabilities  mixed strategy (MxS);  Although there is no NE in PrSs, it exists in MxSs; 13 5.4 Mixed Strategy Equilibrium
  • 14.  In table below, A might play Top 50% of the time & bottom 50% of the time, while B might choose to play left 50% of the time & right 50% of the time  MxS;  If A follows MxS, then they have the probability of ¼ of ending up in each of the four cells in the payoff matrix;  Average payoff for A will be 0 [= (1/4*0) + (1/4*0) +(1/4*1) + (1/4*-1)];  Similarly, the average payoff to B will be ½. 14 Mixed Strategy … Cont’d Player B Left Right Player A Top 0, 0 0, -1 Bottom 1, 0 -1, 3 Table 5.5 No NE in pure strategies
  • 15.  A NE in MxSs refers to an eqbm in w/c each agent chooses the optimal frequency with w/c to play his/her strategies given the frequency choices of the other;  A MxS NE involves at last one playing a randomized strategy, and no player being able to se their expected payoff by playing an alternative strategy;  MxS NE is a NE in the sense that neither party can improve their payoff given the b/r of the other party;  Consider matching pennies where there is no NE at all;  Suppose row believes column plays Heads with prob. p; then row plays heads, it gets 1 with probability p and -1 with prob. (1-p), for expected value of 2p-1; 15 Mixed Strategy … Cont’d
  • 16.  Similarly, if row plays tails, Row gets -1 with probability P (when Column plays Heads), & 1 with prob. (1-p), for an expected value of 1-2p; so on for column player.  If 2p-1 > 1-2p, Row is better off on average playing Heads than tails, so on. 16 Mixed Strategy … Cont’d Column player Head Tail Row’s expected payoff Row player Head (1, -1) (-1, 1) 1P + -1(1 - P) = 2- 1 Tail (-1, 1) (1, -1) -1P + 1(1 - P) = 1 – 2P Column’s expected payoff -1q + 1(1 - q) = 1 – 2q 1q + -1(1 - q) = 2q- 1 Table 5.6 expected payoff of players in matching the pennies
  • 17.  In previous notions, the game is played only once;  Do result of a game change due repetition?  The application of prisoners’ dilemma in to monopoly and oligopolistic mkts:  If both make high P (HP), both earn high profit;  One afraid to charge HP b/c if competitor charges LP it will lose money & its competitor get rich at its expense; 17 5.5 Repeated Game and Enforcing a Cartel Firm 1 Low price (LP) High price (HP) Firm 2 Low price -10, -10 0, -20 High price 20, 0 -1, -1 Table 5.7 The PrD b/n oligopolistic firms
  • 18.   they both choose to play safe by charging LP & final eqbm will be (LP, LP) w/c is not as interesting as (HP, HP);  However firms set P & output decisions over & over again  repeated games (RG);  In a RG each player has the opportunity to establish a reputn for coopn, & encourage the other to do same;  Viability of the strategy depends on whether the game is played a fixed no of times or an infinite no of times;  Finite No of Repetition:  Players cooperate b/c they hope that coopn induce further coopn in the future;  But this requires that there will be possibility of future play; 18 Repeated Game … Cont’d
  • 19.  Since there is no possibility of future play in the last round, no one cooperate;  That is, if the game has a known, fixed no of rounds, each player will prefer not to cooperate & charge LP every round;  If there is no way to enforce coopn on the last round, there will be no way to enforce coopn on the next to the last round.  Infinite No of Repetition:  In repetition of an indefinite no of times, we do have a way of influencing our opponent’s b/r;  The threat of non-coopn may be sufficient to convince people to play the Pareto efficient strategy: coopn;  Tit-for-tat strategy (TTS): when situations characterized as PrD – TTS offers immediate punishment for non-coopn. 19 Repeated Game … Cont’d
  • 20.  Enforcing a Cartel:  Both collusive & non-collusive oligopoly mkt can described by RG b/c price & output decisions are made every now & then;   the pricing strategy has the same structure as the PrD;  The NE occur when each charge the lowest possible price;  If one cuts its price in one period, others would retaliate on the next period – follow TTS;  The threat implicit in tit-for-tat allow firms to maintain HP or may make members of a cartel to stick to the agreed upon P or output level;  Cheaters are punished! 20 Repeated Game … Cont’d
  • 21.  In some games players move sequentially rather than simultaneously (one moves 1st & the other responds);  What type of equilibria would sequential games entail?  Examples:  One firm sets output before the other does;  Advertising decision by a firm & the competitor's response;  Entry-deterring inv’t by an incumbent firm & the decision whether to enter the mkt by a potential competitor;  New gov’t regulatory policy & the inv’t & output response of the regulated firms. 21 5.6 Sequential Games
  • 22.  Easier game: think of possible action & rational rxn;  In table below, in the 1st round, player A gets to choose top or bottom; B gets to observe the 1st player’s choice & then choose left or right;  Two NE: (top, left) and (bottom, right);  But one of these equilibria is not really reasonable;  B/c the matrix hides that one player gets to know what the other player has chosen before making its choice; 22 Sequential Games … Cont’d Player B Left Right Player A Top 1, 9 1, 9 Bottom 0, 0 2, 1 Table 5.8 Payoff matrix of a sequential game
  • 23.   SGs are easier to visualize when presented in form of decision tree  extensive form of a game – a way to represent the game that shows time pattern of choices;  When B makes its choice, it knows what A has done;  If A has chosen top, it does not matter what B does, & the payoff is (1, 9); if A has chosen bottom, the sensible thing for B to do is to choose right, (2, 1). 23 Sequential Games … Cont’d Top Bottom Player B Player A B Left Right Left Right (1, 9) (1, 9) (0, 0) (2, 1) Table 5.9 A game in extensive form
  • 24.  But the reasonable thing for B is to choose bottom  the eqbm choice will be (bottom, right);  (top, left) strategies are not a reasonable eqbm b/c it is silly for A to ever choose top!  But B can still threaten to play left if A plays bottom;  Thus A might be advised to play top b/c it would be better to earn one rather than zero;  Is this threat credible? If B is instructed to do so, it does better for itself by limiting its decisions;  Once A make its choice, it expects that player B to do the rational thing; 24 Sequential Games … Cont’d
  • 25.  Source of monopoly power or  include economies of scale, patents & licenses, ownership of strategic inputs, exclusive knolowdge of a prodn technique, etc;  However, firms themselves can sometimes deter entry of potential competitors;  To deter entry, the incumbent/existing firm must convince any potential competitor that entry will be unprofitable;  Entrant’s strategies are to enter or stay out while the incumbent’s are either to accommodate the entrant (maintain HP in the hope that entrant do same) or wage warfare ( charge LP to make entry unprofitable); 25 5.7 A Game of Entry Deterrence
  • 26.  If it is accommodating, the incumbent will earn only Br 100 million s since it has to share the mkt;  However, if it successfully manages to deter entry and maintain its higher P, it gets Br 200m;  Incumbent can se its prodn capacity, produce more, & lower its P – engage itself in P war  the entrant face loss of 10m; 26 Entry Deterrence … Cont’d Potential entrant Enter Stay out Incumbent HP (accommodation) 100, 20 200, 0 LP (warfare) 70, -10 130, 0 Table 5.10 Entry deterrence
  • 27.  If entrant stays out in this case (LP), incumbent’s net benefit will be 130m; but this does not make sense;  Suppose incumbent threaten to expand output & start P war in order to keep out X;  If X takes threat seriously, it doesn’t enter b/c -10m; but the threat is not credible if incumbent rationally acts;  However, if incumbent makes an irrevocable com’t that will alter incentive once entry occurs, it invest in extra capacity needed to se output; engage in competitive warfare should entry occur;  If incumbent maintain HP, whether or not X enters, added cost will reduce its payoff; 27 Entry Deterrence … Cont’d
  • 28.  In this case, the incumbent’s threat to engage in warfare is completely credible, &  earn high  150m;  Short-term loses from warfare might be outweighed by long-term gain from preventing entry in RGs;  By fostering an image of irrationality & violence, an incumbent firm might convince entrant that the risk of warfare is too high; 28 Entry Deterrence … Cont’d Potential entrant Enter Stay out Incumbent HP (accommodation) 50, 20 150, 0 LP (warfare) 70, -10 130, 0 Table 5.11 Entry deterrence – credible threat