Introduction to the Basics of Game Theory

Description
Game theory is a study of strategic decision making. More formally, it is "the study of mathematical models of conflict and cooperation between intelligent rational decision-makers".[1] An alternative term suggested "as a more descriptive name for the discipline" is interactive decision theory.

Introduction to the Basics of Game Theory

I provide a (very) brief introduction to game theory. I have developed these notes to
provide quick access to some of the basics of game theory; mainly as an aid for students in courses
in which I assumed familiarity with game theory but did not require it as a prerequisite. Of course,
the material discussed here is only the proverbial tip of the iceberg, and there are many sources that
ofer much more complete treatments of the subject.
1
Here, I only cover a few of the most
fundamental concepts, and provide just enough discussion to get the ideas across without discussing
many issues associated with the concepts and approaches.

1

For graduate-level treatments, see Roger Myerson's (1991) Game Theory: Analysis of Con?ict, Cam-
bridge, Mass.: Harvard University Press; Ken Binmore's (1992) Fun and Games, Lexington, Mass.: D.C. Heath; Drew
Fudenberg and Jean Tirole's (1993) Game Theory, Cambridge, Mass.: MIT Press; and Martin Osborne and Ariel
Rubinstein's (1994) A Course in Game Theory, Cambridge, Mass.: MIT Press. There are also abbreviated texts ofering a
quick tour of game theory, such as Kevin Leyton-Brown and Yoav Shoham's (2008) Essentials of Game Theory,
Morgan and Claypool Publishers. For broader readings and undergraduate level texts, see R. Duncan Luce and Howard
Raifa (1959) Games and Decisions: Introduction and Critical Survey; Robert Gibbons (1992) Game Theory for Applied
Economists; Colin F. Camerer (2003) Behavioral Game Theory: Experiments in Strategic Interaction; Martin J. Osborne
(2003) An Introduction to Game Theory; Joel Watson (2007) Strategy: An Introduction to Game Theory; Avinash K.
Dixit and Barry J. Nalebuf (2010) The Art of Strategy: A Game Theorist's Guide to Success in Business and Life; Joseph
E. Harrington, Jr. (2010) Games, Strategies, and Decision Making, Worth Publishing.
2
"Noncooperative game theory" refers to models in which each players are assumed to behave selfishly
and their behaviors are directly modeled. "Cooperative game theory," which I do not cover here, generally refers to more
abstract and axiomatic analyses of bargains or behaviors that players might reach, without explicitly modeling the
processes. The name "cooperative" derives in part from the fact that the analyses often (but not always) incorporate
coalitional considerations, with important early analyses appearing in John von Neumann and Oskar Morgenstern's
1944 foundational book "Theory of Games and Economic
Behavior."



1



prescriptive predictions. In framing the analysis, a number of questions become important.
First, who are the players? They may be people, firms, organizations, governments, ethnic groups,
and so on. Second, what actions are available to them? All actions that the players might take that
could afect any player's payofs should be listed. Third, what is the timing of the interactions? Are
actions taken simultaneously or sequentially? Are interactions repeated? The order of play is also
important. Moving after another player may give player i an advantage of knowing what the other
player has done; it may also put player i at a disadvantage in terms of lost time or the ability to take
some action. What information do diferent players have when they take actions? Fourth, what are
the payofs to the various players as a result of the interaction? Ascertaining payofs involves
estimating the costs and benefits of each potential set of choices by all players. In many situations it
may be easier to estimate payofs for some players (such as yourself) than others, and it may be
unclear whether other players are also thinking strategically. This consideration suggests that careful
attention be paid to a sensitivity analysis.
Once we have framed the situation, we can look from diferent players' perspectives to analyze
which actions are optimal for them. There are various criteria we can use.



1 Games in Normal Form

Let us begin with a standard representation of a game, which is known as a normal form
game, or a game in strategic form:


• The set of players is N = {1, . . . , n}.


• Player i has a set of actions, a
i
, available. These are generally referred to as pure
strategies.
3
This set might be finite or infinite.


• Let a = a
1
· - - - · a
n
be the set of all profiles of pure strategies or actions, with a
generic element denoted by a = (a
1
, . . . , a
n
).

3
The term "pure" indicates that a single action is chosen, in contrast with "mixed" strategies that I
discuss below, in which there is a randomization over actions.




2



• Player i's payof as a function of the vector of actions taken is described by a function
u
i
: A ÷ IR, where u
i
(a) is i's payof if the a is the profile of actions chosen in the
society.


Normal form games are often represented by a table. Perhaps the most famous such
game is the prisoners' dilemma, which is represented in Table 1. In this game there are two
players who each have two pure strategies, where a
i
= {C, D}, and C stands for "cooperate"
and D stands for "defect." The first entry indicates the payof to the row player (or player
1) as a function of the pair of actions, while the second entry is the payof to the column player (or
player 2).


Table 1: A Prisoners' Dilemma Game

Player 2
C D
Player 1 C -1, -1 -3, 0
D 0, -3 -2, -2




The usual story behind the payofs in the prisoners' dilemma is as follows. The two
players have committed a crime and are now in separate rooms in a police station. The prosecutor
has come to each of them and told them each: "If you confess and agree to testify against the other
player, and the other player does not confess, then I will let you go. If you both confess, then I will
send you both to prison for 2 years. If you do not confess and the other player does, then you will be
convicted and I will seek the maximum prison sentence of 3 years. If nobody confesses, then I will
charge you with a lighter crime for which we have enough evidence to convict you and you will each
go to prison for 1 year." So the payofs in the matrix represent time lost in terms of years in prison.
The term cooperate refers to cooperating with the other player. The term defect refers to confessing
and agreeing to testify, and so breaking the (implicit) agreement with the other player.
Note that we could also multiply each payof by a scalar and add a constant, which is an
equivalent representation (as long as all of a given player's payofs are rescaled in the same


3
way). For instance, in Table 2 I have doubled each entry and added 6. This transformation
leaves the strategic aspect of the game unchanged.


Table 2: A Rescaling of the Prisoners' Dilemma


Player 2
C D
Player 1 C 4, 4 0, 6
D 6, 0 2, 2



There are many games that might have diferent descriptions motivating them but have
a similar normal form in terms of the strategic aspects of the game. Another example of the same
game as the prisoners' dilemma is what is known as a Cournot duopoly. The story is as follows. Two
firms produce identical goods. They each have two production levels, high or low. If they produce at
high production, they will have a lot of the goods to sell, while at low production they have less to
sell. If they cooperate, then they agree to each produce at low production. In this case, the product is
rare and fetches a very high price on the market, and they each make a profit of 4. If they each
produce at high production (or defect), then they will depress the price, and even though they sell
more of the goods, the price drops sufciently to lower their overall profits to 2 each. If one defects
and the other cooperates, then the price is in a middle range. The firm with the higher production
sells more goods and earns a higher profit of 6, while the firm with the lower production just covers
its costs and earns a profit of 0.


1.1 Dominant Strategies

Given a game in normal form, we then can make predictions about which actions will be
chosen. Predictions are particularly easy when there are "dominant strategies." A dominant strategy
for a player is one that produces the highest payof of any strategy available for every possible action by
the other players.
That is, a strategy a
i
e a
i
is a dominant (or weakly dominant) strategy for player i if


4
u
i
(a
i
, a
÷
i
) > u
i
(a
i
, a
÷
i
) for all a
i
and all a
÷
i
e a
÷
i
. A strategy is a strictly dominant strategy
if the above inequality holds strictly for all a
i
= a
i
and all a
÷
i
e a
÷
i
.
Dominant strategies are powerful from both an analytical point of view and a player's
perspective. An individual does not have to make any predictions about what other players might
do, and still has a well-defined best strategy.
In the prisoners' dilemma, it is easy to check that each player has a strictly dominant strategy to
defect—that is, to confess to the police and agree to testify. So, if we use dominant strategies to
predict play, then the unique prediction is that each player will defect, and both players fare worse
than for the alternative strategies in which neither defects. A basic lesson from the prisoners'
dilemma is that individual incentives and overall welfare need not coincide. The players both end up
going to jail for 2 years, even though they would have gone to jail for only 1 year if neither had
defected. The problem is that they cannot trust each other to cooperate: no matter what the other
player does, a player is best of defecting.
Note that this analysis presumes that all relevant payof information is included in the payof
function. If, for instance, a player fears retribution for confessing and testifying, then that should be
included in the payofs and can change the incentives in the game. If the player cares about how
many years the other player spends in jail, then that can be written into the payof function as well.
When dominant strategies exist, they make the game-theoretic analysis relatively easy.
However, such strategies do not always exist, and then we can turn to notions of equilibrium.


1.2 Nash Equilibrium

A pure strategy Nash equilibrium
4
is a profile of strategies such that each player's strategy
is a best response (results in the highest available payof) against the equilibrium strategies of the
other players.

4
The concept is named after John Nash, who provided the first existence proof in finite games: Nash,
J.F. (1951) Non-Cooperative Games, Annals of Mathematics 54:286295. On occasion it is also referred to as Cournot-
Nash equilibrium, with reference to Antoine Augustin Cournot, who in the 1830's first developed such an equilibrium
concept in the analysis of oligopoly (a set of firms in competition with one another) : Cournot (1838) Recherches sur les
principes mathematiques de la theorie des richesses, translated as: Researches into the Mathematical Principles of the
Theory of Wealth, New York: Macmillan (1897).


5
A strategy a
i
is a best reply, also known as a best response, of player i to a profile of
strategies a
÷
i
e a
÷
i
for the other players if


u
i
(a
i
, a
÷
i
) > u
i
(a
i
, a
÷
i
)


for all a
i
. A best response of player i to a profile of strategies of the other players is said to
be a strict best response if it is the unique best response.
A profile of strategies a e A is a pure strategy Nash equilibrium if a
i
is a best reply to
a
÷
i
for each i. That is, a is a Nash equilibrium if


u
i
(a
i
, a
÷
i
) > u
i
(a
i
, a
÷
i
)


for all i and a
i
. This definition might seem somewhat similar to that of dominant strategy,
but there is a critical diference. A pure strategy Nash equilibrium only requires that the
action taken by each agent be best against the actual equilibrium actions taken by the other players,
and not necessarily against all possible actions of the other players.
A Nash equilibrium has the nice property that it is stable: if each player expects a to be the
profile of actions played, then no player has any incentive to change his or her action. In other
words, no player regrets having played the action that he or she played in a Nash equilibrium.
In some cases, the best response of a player to the actions of others is unique. A Nash
equilibrium such that all players are playing actions that are unique best responses is called a strict
Nash equilibrium. A profile of dominant strategies is a Nash equilibrium but not vice versa.
To see another illustration of Nash equilibrium, consider the following game between two firms
that are deciding whether to advertise. Total available profits are 28, to be split between the two
firms. Advertising costs a firm 8. Firm 1 currently has a larger market share than firm 2, so it is
seeing 16 in profits while firm 2 is seeing 12 in profits. If they both advertise, then they will split the
market evenly and get 14 in base profits each, but then must also pay the costs of advertising, so
they receive see net profits of 6 each. If one advertises while the other does not, then the advertiser
captures three-quarters of the market (but also pays for advertising) and the non-advertiser gets one-
quarter of the market. (There


6
are obvious simplifications here: just considering two levels of advertising and assuming that
advertising only afects the split and not the total profitability.) The net payofs are given in the Table
3.


Table 3: An Advertising Game


Firm 2
Not Adv
Firm 1 Not 16, 12 7, 13
Adv 13, 7 6, 6




To find the equilibrium, we have to look for a pair of actions such that neither firm wants
to change its action given what the other firm has chosen. The search is made easier in this case,
since firm 1 has a strictly dominant strategy of not advertising. Firm 2 does not have a dominant
strategy; which strategy is optimal for it depends on what firm 1 does. But given the prediction that
firm 1 will not advertise, firm 2 is best of advertising. This forms a Nash equilibrium, since neither
firm wishes to change strategies. You can easily check that no other pairs of strategies form an
equilibrium.
While each of the previous games provides a unique prediction, there are games in which there
are multiple equilibria. Here are three examples.


Example 1 A Stag Hunt Game The first is an example of a coordination game, as depicted
in Table 4. This game might be thought of as selecting between two technologies, or coordi-
nating on a meeting location. Players earn higher payofs when they choose the same action than when they choose
diferent actions. There are two (pure strategy) Nash equilibria: (S, S) and (H, H).
This game is also a variation on Rousseau's "stag hunt" game.
5
The story is that two hunters are out, and they
can either hunt for a stag (strategy S) or look for hares (strategy H). Succeeding in getting a stag takes the ef ort of
both hunters, and the hunters are separated

5
To

be completely consistent with Rousseau's story, (H, H) should result in payofs of (3, 3), as the payof
to hunting for hare is independent of the actions of the other player in Rousseau's story.


7
Table 4: A Coordination Game

Player 2
S H
Player 1 S 5, 5 0, 3
H 3, 0 4, 4



in the forest and cannot be sure of each other's behavior. If both hunters are convinced that
the other will hunt for stag, then hunting stag is a strict or unique best reply for each player. However, if one turns
out to be mistaken and the other hunter hunts for hare, then one will go hungry. Both hunting for hare is also an
equilibrium and hunting for hare is a strict best reply if the other player is hunting for hare. This example hints at
the subtleties of making predictions in games with multiple equilibria. On the one hand, (S, S) (hunting stag by both)
is a more attractive equilibrium and results in high payofs for both players. Indeed, if the players can communicate
and be sure that the other player will follow through with an action, then playing (S, S) is a stable and reasonable
prediction. However, (H, H) (hunting hare by both) has properties that make it a useful prediction as well. It does
not ofer as high a payof, but it has less risk associated with it. Here playing H guarantees a minimum payof of 3,
while the minimum payof to S is 0. There is an extensive literature on this subject,
and more generally on how to make predictions when there are multiple equilibria.
6



Example 2 A "Battle of the Sexes" Game The next example is another form of coordination
game, but with some asymmetries in it. It is generally referred to as a "battle of the sexes"
game, as depicted in Table 5.

The players have an incentive to choose the same action, but they each have a diferent
favorite action. There are again two (pure strategy) Nash equilibria: (X, X) and (Y, Y). Here, however, player 1
would prefer that they play equilibrium (X, X) and player 2 would prefer (Y, Y). The battle of the sexes title refers
to a couple trying to coordinate on where to meet for a night out. They prefer to be together, but also have diferent
preferred outings.

6
See, for example, the texts cited in Footnote 1.


8
Table 5: A "battle of the sexes" game


Player 2
X Y
Player 1 X 3, 1 0, 0
Y 0, 0 1, 3




Example 3 Hawk-Dove and Chicken Games There are also what are known as anti -coordination
games, with the prototypical version being what is known as the hawk-dove game or the
chicken game, with payofs as in Table 6.


Table 6: A "hawk-dove" game


Player 2
Hawk Dove
Player 1 Hawk 0, 0 3, 1
Dove 1, 3 2, 2



Here there are two pure strategy equilibria, (Hawk, Dove) and (Dove, Hawk). Players are
in a potential con?ict and can be either aggressive like a hawk or timid like a dove. If they both act like hawks,
then the outcome is destructive and costly for both players with payofs of 0 for both. If they each act like doves, then
the outcome is peaceful and each gets a payof of 2. However, if the other player acts like a dove, then a player would
prefer to act like a hawk and take advantage of the other player, receiving a payof of 3. If the other player is playing
a hawk strategy, then it is best to play a dove strategy and at least survive rather than to be hawkish and end in
mutual destruction.


1.3 Randomization and Mixed Strategies

In each of the above games, there was at least one pure strategy Nash equilibrium. There are
also simple games for which pure strategy equilibrium do not exist. To see this, consider the


9
following simple variation on a penalty kick in a soccer match. There are two players: the
player kicking the ball and the goalie. Suppose, to simplify the exposition, that we restrict the
actions to just two for each player (there are still no pure strategy equilibria in the larger game, but
this simplified version makes the exposition easier). The kicking player can kick to the left side or
to the right side of the goal. The goalie can move to the left side or to the right side of the goal and
has to choose before seeing the kick, as otherwise there is too little time to react. To keep things
simple, assume that if the player kicks to one side, then she scores for sure if the goalie goes to the
other side, while the goalie is certain to save it if the goalie goes to the same side. The basic payof
structure is depicted in Table 7.


Table 7: A Penalty-Kick Game.


Goalie
L R
Kicker L -1, 1 1, -1
R 1, -1 -1, 1




This is also the game known as "matching pennies." The goalie would like to choose
a strategy that matches that of the kicker, and the kicker wants to choose a strategy that
mismatches the goalie's strategy.
7

It is easy to check that no pair of pure strategies forms an equilibrium. What is the solution
here? It is just what you see in practice: the kicker randomly picks left versus right, in this particular
case with equal probability, and the goalie does the same. To formalize this observation we need to
define randomized strategies, or what are called mixed strategies. For
ease of exposition suppose that a
i
is finite; the definition extends to infinite strategy spaces
with proper definitions of probability measures over pure actions.

7
For

an interesting empirical test of whether goalies and kickers on professional soccer teams randomize
properly, see Chiappori, Levitt, and Groseclose (2002) Testing Mixed-Strategy Equilibria When Players Are
Heterogeneous: The Case of Penalty Kicks in Soccer, American Economic Review 92(4):1138 - 1151; and see Walker and
Wooders (2001) Minimax Play at Wimbledon, American Economic Review 91(5):1521 - 1538.
for an analysis of randomization in the location of tennis serves in professional tennis matches.


10
A mixed strategy for a player i is a distribution s
i
on a
i
, where s
i
(a
i
) is the probability
that a
i
is chosen. A profile of mixed strategies (s
1
, . . . , s
n
) forms a mixed-strategy Nash
equilibrium if




for all i and a
i
.




a








j



s
j
(a
j
) u
i
(a) >




a÷i








j =i



s
j
(a
j
) u
i
(a
i
, a
÷
i
)
So a profile of mixed strategies is an equilibrium if no player has some strategy that
would ofer a better payof than his or her mixed strategy in reply to the mixed strategies of the other
players. Note that this reasoning implies that a player must be indiferent to each strategy that he or
she chooses with a positive probability under his or her mixed strategy. Also, players'
randomizations are independent.
8
A special case of a mixed strategy is a pure strategy, where
probability 1 is placed on some action.
It is easy to check that each mixing with probability 1/2 on L and R is the unique mixed strategy
of the matching pennies game above. If a player, say the goalie, places weight of more than 1/2 on
L, for instance, then the kicker would have a best response of choosing R with probability 1, but
then that could not be an equilibrium as the goalie would want to change his or her action, and so
forth.
There is a deep and long-standing debate about how to interpret mixed strategies, and the extent
to which people really randomize. Note that in the goalie and kicker game, what is important is that
each player not know what the other player will do. For instance, it could be that the kicker decided
before the game that if there was a penalty kick then she would kick to the left. What is important is
that the kicker not be known to always kick to
the left.
9

We can begin to see how the equilibrium changes as we change the payof structure. For example,
suppose that the kicker is more skilled at kicking to the right side than to the left.

8
An alternative definition of correlated equilibrium allows players to use correlated strategies but requires
some correlating device that only reveals to each player his or her prescribed strategy and that these are best responses
given the conditional distribution over other players' strategies.
9
The contest between pitchers and batters in baseball is quite similar. Pitchers make choices about the
location, velocity, and type of pitch (e.g., whether various types of spin are put on the ball). If a batter knows what pitch
to expect in a given circumstance, that can be a significant advantage. Teams scout one another's players and note any
tendencies or biases that they might have and then try to respond accordingly.


11
In particular, keep the payofs as before, but now suppose that the kicker has an even chance
of scoring when kicking right when the goalie goes right. This leads to the payofs in Table 8.


Table 8: A biased penalty-kick game


Goalie
L R
Kicker L -1, 1 1, -1
R 1, -1 0, 0




What does the equilibrium look like? To calculate the equilibrium, it is enough to find
a strategy for the goalie that makes the kicker indiferent, and a strategy for the kicker that
makes the goalie indiferent.
10

Let s
1
be the kicker's mixed strategy and s
2
be the goalie's mixed strategy. It must be that
the kicker is indiferent. The kicker's expected payof from kicking L is ÷1 - s
2
(L) + 1 - s
2
(R)
11
and the payof from R is 1 - s
2
(L) + 0 - s
2
(R), so that indiference requires that


÷s
2
(L) + s
2
(R) = s
2
(L),


which implies that 2s
2
(L) = s
2
(R). Since these must sum to one (as they are probabilities),
this implies that s
2
(L) = 1/3 and s
2
(R) = 2/3. Similar calculations based on the requirement
that the goalie be indiferent lead to


s
1
(L) ÷ s
1
(R) = ÷s
1
(L),

10
This

reasoning is a bit subtle, as we are not directly choosing actions that maximize the goalie's payof
and maximize the kicker's payof, but instead are looking for a mixture by one player that makes the other indiferent.
This feature of mixed strategies takes a while to grasp, but experienced players seem to understand it well, as discussed
below.
11
To see where this payof comes from, note that there is a s (L) chance that the goalie also goes L and 2
then the kicker loses and gets a payof of -1, and a s
2
(R) chance that the goalie goes right and then the
kicker wins and gets a payof of 1; thus the expected payof is ÷1 - s
2
(L) + 1 - s
2
(R)



12
and so the kicker's equilibrium strategy must satisfy 2s
1
(L) = s
2
(R), which this implies that
s
1
(L) = 1/3 and s
1
(R) = 2/3.
Note that as the kicker gets more skilled at kicking to the right, they both adjust to using
the right strategy more. The goalie ends up using the R strategy with higher probability than before
even though that strategy has gotten worse for the goalie in terms of just looking at each entry of
Table 8 compared to Table 7. This re?ects the strategic aspect of the game: each player's strategy
reacts to the other's strategy, and not just absolute changes in payofs as one might superficially
expect. The kicker using R more means that the goalie is still indiferent with the new payofs, and
the goalie has to adjust to using R more in order to
keep the kicker indiferent.
12

While not all games have pure strategy Nash equilibrium, every game with a finite set of actions
has at least one mixed strategy Nash equilibrium (with a special case of a mixed strategy
equilibrium being a pure strategy equilibrium), as shown in the seminal paper by John Nash (1951)
Non-Cooperative Games, Annals of Mathematics 54:286 - 295.



2 Sequentiality, Extensive Form Games, and Backward
Induction


Let us now turn to the question of timing. In the above discussion it was implicit that each
player was selecting a strategy with beliefs about the other players' strategies but without knowing
exactly what they were.
If we wish to be more explicit about timing, then we can consider what are known as games in
extensive form, which include a complete description of who moves in what order and what they have
observed when they move.
13
There are advantages to working with

12
Interestingly,

there is evidence that professional soccer players are better at playing games that have
mixed strategy equilibria than are people with less experience in such games, which is consistent with this observation
(see Palacios-Huerta and Volij (2008) "Experientia Docet: Professionals Play Minimax in Laboratory Experiments,"
Econometrica, 76:1, pp 71 - 115.
13
One can collapse certain types of extensive form games into normal form by simply defining an action
to be a complete specification of how an agent would act in all possible contingencies. Agents then choose these actions
simultaneously at the beginning of the game. But the normal form becomes more complicated


13
extensive form games, as they allow more explicit treatments of timing and for equilibrium
concepts that require credibility of strategies in response to the strategies of others.
Definitions for a general class of extensive form games are notationally intensive. Here I will just
discuss a special class of extensive form games—finite games of perfect information—which allows
for a treatment that avoids much of the notation. These are games in which players move
sequentially in some pre-specified order (sometimes contingent on which actions have been chosen),
each player moves at most a finite number of times, and each player iscompletely aware of all
moves that have been made previously. These games are particularly well behaved and can be
represented by simple trees, where a "nontermial" node is associated with the move of a specified
player and an edge corresponds to diferent actions the player might take, and "terminal" nodes (that
have no edges following them) list the payofs if those nodes are reached, as in Figure 1. I will not
provide formal definitions, but simply refer directly to games representable by such finite game
trees.






















Figure 1: A Game Tree with 3 Players and Two Actions Each.


Each node has a player's label attached to it. There is an identified root node that
corresponds to the first player to move (player 1 in Figure 1) and then subsequent nodes

than the two-by-two games discussed above.


14
that correspond to subsequent players who make choices. In Figure 1, player 1 has a choice
of moving either left or right. The branches in the tree correspond to the diferent actions available to
the player at a given node. In this game, if player 1 moves left, then player 2 moves next; while if
player 1 moves right, then player 3 moves next. It is also possible to have trees in which player 1
chooses twice in a row, or no matter what choice a given player makes it is a certain player who
follows, and so forth. The payofs are given at the end nodes and are listed for the respective players.
The top payof is for player 1, the second for player 2, and the bottom for player 3. So the payofs
depend on the set of actions taken, which then determines a path through the tree. An equilibrium
provides a prediction about how each player will move in each contingency and thus makes a
prediction about which path will be taken; we refer to that prediction as the equilibrium path.
We can apply the concept of a Nash equilibrium to such games, which here is a specifi- cation
of what each player would do at each node with the requirement that each player's strategy be a best
response to the other players' strategies. Nash equilibrium does not al- ways make sensible
predictions when applied to the extensive form. For instance, reconsider the advertising example
discussed above in Table 3. Suppose that firm 1 makes its decision of whether to advertise before
firm 2 does, and that firm 2 learns firm 1's choice before it chooses. This scenario is represented in
the game tree pictured in Figure 2.
To apply the Nash equilibrium concept to this extensive form game, we must specify what each
player does at each node. There are two Nash equilibria of this game in pure strategies. The first is
where firm 1 advertises, and firm 2 does not (and firm 2's strategy conditional on firm 1 not
advertising is to advertise). The other equilibrium corresponds to the one identified in the normal
form: firm 1 does not advertise, and firm 2 advertises regardless of what firm 1 does. This is an
equilibrium, since neither wants to change its behavior, given the other's strategy. However, it is not
really credible in the following sense: it involves firm 2 advertising even after it has seen that firm 1
has advertised, and even though this action is not in firm 2's interest in that contingency.
To capture the idea that each player's strategy has to be credible, we can solve the game
backward. That is, we can look at each decision node that has no successor, and start by making
predictions at those nodes. Given those decisions, we can roll the game backward



15
Figure 2: Advertising Choices of Two Competitors


and decide how player's will act at next-to-last decision nodes, anticipating the actions at
the last decision nodes, and then iterate. This is called backward induction. Consider the choice of firm
2, given that firm 1 has decided not to advertise. In this case, firm 2 will choose to advertise, since
13 is larger than 12. Next, consider the choice of firm 2, given that firm 1 has decided to advertise. In
this case, firm 2 will choose not to advertise, since 7 is larger than 6. Now we can collapse the tree.
Firm 1 will predict that if it does not advertise, then firm 2 will advertise, while if firm 1 advertises
then firm 2 will not. Thus when making its choice, firm 1 anticipates a payof of 7 if it chooses not to
advertise and 13 if it chooses to advertise. Its optimal choice is to advertise. The backward induction
prediction about the actions that will be taken is for firm 1 to advertise and firm 2 not to.
Note that this prediction difers from that in the simultaneous move game we analyzed before.
Firm 1 has gained a first-mover advantage in the sequential version. Not advertising is no longer a
dominant strategy for firm 1, since firm 2's decision depends on what firm 1 does. By committing to
advertising, firm 1 forces firm 2 to choose not to advertise. Firm 1 is better of being able to commit
to advertising in advance.
A solution concept that capture found in this game and applies to more general classes of



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games is known as subgame perfect equilibrium (due to Reinhard Selten (1975) Reexamination
of the Perfectness Concept for Equilibrium Points in Extensive Games, International Journal of
Game Theory 4:25 - 55). A subgame in terms of a finite game tree is simply the subtree that one
obtains starting from some given node. Subgame perfection requires that the stated strategies
constitute a Nash equilibrium in every subgame (including those with only one move left). So it
requires that if we start at any node, then the strategy taken at that node must be optimal in
response to the remaining specification of strategies. In the game between the two firms, it requires
that firm 2 choose an optimal response in the subgame following a choice by firm 1 to advertise,
and so it coincides with the backward induction solution for such a game.
It is worth noting that moving first is not always advantageous. Sometimes it allows one to
commit to strategies which would otherwise be untenable, which can be advantageous; but in other
cases it may be that the information that the second mover gains from knowing which strategy the
first mover has chosen is a more important consideration. For example, suppose that the matching
pennies game we discussed above were to be played sequentially so that the kicker had to kick first
and the goalie had time to see the kicker's action and then to react and could jump left or right to
match the kicker's choice: the advantage would certainly then tip towards the goalie.
This concludes our whirlwind tour of some of the basic tools of game theory. There are many
important subjects that I have not touched upon here, including analyses that incorporate
incomplete information, repeated games, and behavioral game theory. However, this should provide
you with some feeling for a few of the most prominent concepts, and some of the approaches that
form the backbone of game theoretic analyses.



3 Some Exercises

Exercise 1 Product Choices.


Two electronics firms are making product development decisions. Each firm is choosing
between the development of two alternative computer chips. One system has higher efciency, but
will require a larger investment and will be more costly to produce. Based on estimates


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of development costs, production costs, and demand, the following present value calculations
represent the value of the alternatives (high efciency chips or low efciency chips) to the firms.


Table 9: A production-choice game


Firm 2
High Low
Firm 1 High 1, 2 4, 5
Low 2, 7 5, 3




The first entry in each box is the present value to firm 1 and the second entry is the
present value to firm 2. The payofs in the above table are not symmetric. Firm 2 has a cost
advantage in producing the higher efciency chip, while firm 1 has a cost advantage in producing the
lower efciency chip. Overall profits are largest when the firms choose diferent chips and do not
compete head to head.


(a) Firm 1 has a dominant strategy. What is it?


(b) Given your answer to part a), what should firm 2 expect firm 1's choice to be? What
is firm 2's optimal choice given what it anticipates firm 1 to do?


(c) Do firm 1's strategy (answer to (a)) and firm 2's strategy (answer to (b)) form an
equilibrium? Explain.


(d) Compared to (c), firm 1 would make larger profits if the choices were reversed. Why
don't those strategies form an equilibrium?


(e) Suppose that firm 1 can commit to a product before firm 2. Draw the corresponding
game tree and describe the backward induction/subgame perfect equilibrium.


Exercise 2 Hotelling's Hotels.




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Two hotels are considering a location along a newly constructed highway through the
desert. The highway is 500 miles long with an exit every 50 miles (including both ends). The hotels
may choose to to locate at any exit. These will be the only hotels for any traveler using the highway.
Each traveler has their own most preferred location along the highway (at some exit) for a hotel, and
will choose to go the hotel closest to that location. Travelers most preferred locations are distributed
evenly, so that each exit has the same number of travelers who prefer that exit. If both hotels are the
same distance from a traveler's most preferred location, then that traveler ?ips a coin to determine
which hotel to stay at. A hotel would each like to maximize the number of travelers who stay at it.
If Hotel 1 locates at the 100 mile exit, where should Hotel 2 locate?
Given Hotel 2's location that you just found, where would Hotel 1 prefer to locate?
Which pairs of locations form Nash equilibria?


Exercise 3 Backward Induction.


Find the backward induction solution to Figure 1 and argue that there is a unique
subgame perfect equilibrium. Provide a Nash equilibrium of that game that is not subgame perfect.


Exercise 4 The Colonel Blotto Game.


Two armies are fighting a war. There are three battlefields. Each army consists of 6
units. The armies must each decide how many units to place on each battlefield. They do this
without knowing how many units the other army has committed to a given battlefield. The army
who has the most units on a given battlefield, wins that battle, and the army that wins the most
battles wins the war. If the armies each have the same number of units on a given battlefield then
there is an equal chance that either army wins that battle. A
pure strategy for an army is a list (u
1
, u
2
, u
3
) of the number of units it places on battlefields
1, 2, and 3 respectively, where each u
k
is in {0, 1, . . . , 6} and the sum of the u
k
's is 6. For
example, if army A allocates its units (3,2,1), and army B allocates its units (0,3,3), then
army A wins the first battle, and army B wins the second and third battles and army B wins the war.


19
Argue that there is no pure strategy Nash equilibrium to this game.
Argue that mixing uniformly at random over all possible configurations of units is not
a mixed strategy Nash equilibrium (hint - show that placing all units on one battlefield is an action
that an army would not want to choose if the other army is mixing uniformly at random).
Argue that each army mixing with equal probability between (0,3,3), (3,0,3) and (3,3,0)
is not an equilibrium.
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Exercise 5 Divide and Choose.


Two children must split a pie. They are gluttons and each prefers to eat as much of the
pie as they can. The parent tells one child to cut the pie into two pieces and then allows the other
child to choose which piece to eat. The first child can divide the pie into any multiple of tenths (for
example, splitting it into pieces that are 1/10 and 9/10 of the pie, or 2/10 and 8/10, and so forth).
Show that there is a unique backward induction solution to this game.


Exercise 6 Information and Equilibrium.


Each of two players receives an envelope containing money. The amount of money has
been randomly selected to be between 1 and 1000 dollars (inclusive), with each dollar amount
equally likely. The random amounts in the two envelopes are drawn independently. After looking in
their own envelope, the players have a chance to trade envelopes. That is, they are simultaneously
asked if they would like to trade. If they both say "yes," then the envelopes are swapped and they
each go home with the new envelope. If either player says "no," then they each go home with their
original envelope.
The actions in this game are actually a full list of whether a player says yes or no for each
possible amount of money he or she is initially given. To simplify things, let us write down actions
in the following more limited form: an action is simply a number between 0 and 1000, meaning that
if they get an envelope with more than that number, then they say "no" and otherwise they say "yes".

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Finding

equilibria to Colonel Blotto games is notoriously difcult. One exists for this particular version,
but finding it will take you some time.


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So, for instance, if player 1 chooses action "3", then she says "yes" to a trade when her
initial envelope has 1 or 2 or 3 dollars, but says "no" if her envelope contains 4 or more dollars.
In a pure or mixed strategy equilibrium is it possible for both players to choose action
"1000" with some positive probability?
Suppose that player 2 does not play action "1000", can a best response of player 1 involve
any positive probability on the action "1000"?
Repeat the above logic to argue that neither player will ever play "999" in an equilibrium.
Iterating on this logic, what is the unique Nash equilibrium of this game?






































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