Chapter 10
Reputation Formation
In a complete information game, it is assumed that the players know exactly what other
players’ payoffs are. In real life this assumption almost never holds. What would happen
in equilibrium if a player has a small amount of doubt about the other player’s payoffs?
It turns out that in dynamic games such small changes may have profound effects on
the equilibrium behavior. In particular, when the game is long and players are patient,
the players’ concern regarding forming a reputation for having an advantageous payoff
function overwhelms all the other concerns, altering equilibrium behavior dramatically.
Kreps and Wilson (1982) and Milgrom and Roberts (1982) have illustrated this on ex
amples, such as centipede game and chain-store paradox. The analysis is extended later
to more general repeated games, most notably by Fudenberg and Levine. In this lecture,
I will illustrate the basic idea on the centipede game. I will start with a simple example,
which also illustrates how one computes a mixed-strategy sequential equilibrium.
10.1 A Simple Example
Consider the game in Figure 10.1. In this game, Player 2 does not know the payoffs of
Player 1. She thinks at the beginning that his payoffs are as in the upper branch with
high probability 0.9, but she also assigns the small probability of 0.1 to the possibility
that he is averse to play down, exiting the game. The first type of player 1 is called
"normal" type, and the second type of player 1 is called the "crazy" type. If it were
common knowledge that player 1 is "normal", then backwards induction would yield the
103
104 CHAPTER 10. REPUTATION FORMATION
1 2 1
(1,-5)
.9
(4,4)
(4,4) (5,2) (3,3)
.1
1 2 1
(0,-5)
(-1,4) (0,2) (-1,3)
Figure 10.1:
following: player 1 goes down in the last decision node; player 2 goes across, and player
1 goes down in the first node.
What happens in the incomplete information game, in which the above common
knowledge assumption is relaxed? By sequential rationality, the "crazy" type (in the
lower branch) always goes across. In the last decision node, the normal type again
goes down. Can it be the case that the normal type goes down in his first decision
node, as in the complete information case? It turns out that the answer is No. If
in a sequential equilibrium "normal" type goes down in the first decision node, in her
information set, player 2 must assign probability 1 to the crazy type. (By Bayes rule,
Pr (crazy|across) = 0.1/ (0.1 + (.9) (0)) = 1. This is required for consistency.) Given
this belief and the actions that we have already determined, she gets -5 from going
across and 2 from going down, and she must go down for sequential rationality. But
then "normal" type should go across as a best reply, which contradicts the assumption
that he goes down.
Similarly, one can also show that there is no sequential equilibrium in which the
normal type goes across with probability 1. If that were the case, then by consistency,
player 2 would assign 0.9 to normal type in her information set. Her best response would
be to go across for sure, and in that case the normal type would prefer to go down in
the first node.
In any sequential equilibrium, normal type must mix in his first decision node. Write
10.1. A SIMPLE EXAMPLE 105
α = Pr (across|normal) and β for the probability of going across for player 2. Write
also μ for the probability player 2 assigns to the upper node (the normal type) in her
information set. Since normal type mixes (i.e. 0 < α < 1), he is indifferent. Across
yields
3β + 5 (1 − β)
while down yields 4. Therefore, it must be that 3β + 5 (1 − β) = 4, i.e.
β = 1/2.
Since 0 < β < 1, player 2 must be indifferent between going down, which yields 2 for
sure, and going across, which yields the expected payoff of
3μ + (−5) (1 − μ) = 8μ − 5.
That is, 8μ − 5 = 2, and
μ = 7/8.
But this belief must be consistent:
7 0.9α
=μ= .
8 0.9α + .1
Therefore,
α = 7/9.
This completes the computation of the unique sequential equilibrium, which is depicted
in Figure 10.2.
Exercise 15 Check that the pair of mixed strategy profile and the belief assessment is
indeed a sequential equilibrium.
Notice that in sequential equilibrium, after observing that player 1 goes across, player
2 increases her probability for player 1 being a crazy type who will go across all the way,
from 0.1 to 0.125. If she assigned 0 probability to that type at the beginning, she would
not change her beliefs after she observes that he goes across. In the latter case, player
1 could never convince her that he will go across (no matter how many times he goes
across), and he would not try. When that probability is positive (no matter how small
it is), she increases her probability of him being crazy after she sees him going across,
and player 1 would try going across with some probability even he is not crazy.
106 CHAPTER 10. REPUTATION FORMATION
1
α=7/9
2 β=1/2 1
(1,-5)
.9 μ=7/8
(4,4) (5,2) (3,3)
.1
1 2 1
(0,-5)
(-1,4) (0,2) (-1,3)
Figure 10.2:
1 2 1 1 2 1 2 100
100
…
1 0 2 98 97 99 98
1 3 2 98 100 99 101
Figure 10.3: Centipede Game
Exercise 16 In the above game,compute the sequential equilibrium for any initial prob
ability π ∈ (0, 1) of crazy type (in the figure π = 0.1).
10.2 Reputation in Centipede Game
Consider the perfect-information game depicted in Figure 10.3. In this game, there are
two players in a relationship. The players alternatingly get an opportunity to end the
relationship and get extra payoff in the expense of the other player. Staying in the
relationship is beneficial for each player, so that a player would like to remain in the
10.2. REPUTATION IN CENTIPEDE GAME 107
relationship if she knows that the other player will stay in the relationship in the following
period. If the other player breaks up in the next period, however, she would lose from
staying in for another period. In particular, she loses 1 unit if the other player breaks up
in the next period and gains 1 unit if the other players remains in the relationship and
she breaks up two periods later. As it is seen in the figure, players’ payoffs accumulate
to large numbers if they stay in the game for a long while.
Unfortunately, however, backwards induction leads to a unique outcome: player 1
breaks up in the first period, yielding a low payoff of 1 to each player. In the very last
period, player 2 goes down. Knowing this, in the period before the last period, player 1
goes down, in order to avoid a unit loss from player 2’s breaking up in the next period.
Knowing this, in the previous period, player 2 goes down, and so on.
Exercise 17 Show that there is a unique Nash equilibrium outcome in the centipede
game above.
Despite the simplicity of the argument, the backwards induction outcome is para
doxical for many. There is a feeling that one should try and see whether the other player
stay in the game given the high payoffs later in the game. Kreps and Wilson have shown
that the argument is indeed very fragile with respect to incomplete information. They
introduce a small amount of information in such a way that in the resulting incomplete-
information game there is a unique sequential equilibrium, and in that equilibrium the
players remain in the game until near the end of the game and start mixing thereafter.
I will present their analysis in great detail. Beforehand, I want to emphasize that the
backwards induction argument heavily relies on the assumption that the payoffs and the
rationality of the players is mutually known at high orders, i.e., everybody knows that
the payoffs are as in the figure, everybody knows that everybody knows that the payoffs
are as in the figure . . . up to very high orders. In the last period, Player 2 goes down by
his rationality alone. In the previous period, Player 1 goes down not only because his
payoffs are as in the figure but also because he knows that Player 2 is rational and her
payoffs are as in the figure. In two periods before the end, Player 2 goes down because
she is rational and her payoffs are as in the figure and she knows that player 1 is rational
with the payoffs in the figure and will remain to know that Player 2 is rational and has
the payoff in the figure. Likewise, Player 1 goes down in the first period because he is
rational knows that Player 2 is rational and that Player 2 will remain to believe that
108 CHAPTER 10. REPUTATION FORMATION
197 5 4 3 2 1 =n
{.999}
1 2 2 1 2 1 2 100
100
…
1 0 96 98 97 99 98
1 3 99 98 100 99 101
1 2 2 1 2 1 2
{.001}
μ5 μ3 μ1
…
-1 -1
98 99
Figure 10.4: Centipede Game with Doubt
Player 1 is rational and that ... up to 198 iterations. When the higher-order beliefs
are not as in the model, players’ behavior will not look like the one prescribed by the
backwards induction applied to the model.
Kreps and Wilson consider the incomplete-information game in Figure 10.4. Now,
Player 2 is not certain that Player 1’s payoffs are as in the centipede game. She does
assign very high probability on the event that Player 1’s payoffs are as in the centipede
game. She thinks, however, that with the small probability of 0.001, Player 2 may be
averse to exiting the relationship. This situation is modeled by using two types for
Player 2. With probability 0.999, Player 1 is of "normal" type, with payoffs as in the
original centipede game, and with probability 0.001, he is of "crazy" type who gets -1
from exiting and 0 from not exiting.
Although the latter probability is small, when she observes that Player 1 remains in
the game, Player 2 may update her belief and assign a higher probability to the crazy
type. In particular, if she expects that the normal type plays as in the original centipede
game, then after observing that Player 1 remains in the game, she becomes convinced
that Player 1 is of crazy type (assigning probability 1 on the crazy type). In that case,
her best response would be to remain in the game until the very end. Of course, if this
10.2. REPUTATION IN CENTIPEDE GAME 109
were the equilibrium strategy, then the normal type of the player 1 would remain until
his last decision node, leading to a contradiction. That is, the normal type must go
across with positive probability in the first period. Indeed, as I mentioned before, in
sequential equilibrium he goes across all the way to his last decision node with positive
probability.
To compute the sequential equilibrium, denote the nodes with respect to how far
they are from the end of the game, by writing n = 1 for the last period (where Player 2
moves), n = 2 for the period before the last period (where Player 1 moves), and so on,
as in the figure. I will develop the argument as small steps, which are stated as lemmas.
The first observation is that the crazy type must go across with probability 1 at all of
his information sets:
Lemma 3 In any sequential equilibrium, the crazy type plays across with probability 1
at every information set Player 1 moves.
Indeed, at any information set, the crazy type gets 0 from exiting and 1 from never
exiting, and hence by sequential rationality of the "crazy" type at the node, he must go
across with probability 1. This further implies that Player 2 never exits for sure before
the last period:
Lemma 4 In any sequential equilibrium, Player 2 plays across with positive probability
at every information set of her with n > 1.
Proof. Suppose that the lemma is false and let n
ˆ > 1 be the largest node (i.e. the
earliest period) at which Player 2 goes down with probability 1. Then, by sequential
rationality, in the previous period (i.e. at n̂ + 1), the normal type must go down with
probability 1. This is because going down yields 1 unit more payoff than going across
and letting Player 2 goes down. But note that the information set n̂ of Player 2 is
reached with positive probability as both Player 2 and the crazy type of player 1 go
across until information set n̂. Hence, by consistency, Player 2 must assign probability
1 on the crazy type at n̂. In that case, by sequential rationality of Player 2 at node n̂,
she must go across with probability 1, a contradiction.
Lemmas 3 and 4 immediately imply that all of Player 2’s information sets are reached:
110 CHAPTER 10. REPUTATION FORMATION
Lemma 5 In any sequential equilibrium, every information set of Player 2 is reached
with positive probability.
By the argument in the proof of Lemma 4, this implies that the normal type of Player
1 also plays across with positive probability:
Lemma 6 In any sequential equilibrium, the normal type Player 1 plays across with
positive probability at every information set with n > 2.
Proof. If the normal type plays down with probability 1 at n, then at n − 1, which is
reached with positive probability by Lemma 5, Player 2 assigns probability 1 to crazy
type. If n − 1 > 1, she then goes across at n − 1 with probability 1. In that case, the
normal type of player 1 plays across with probability 1 at n.
We have so far seen that, in any sequential equilibrium, all types of all players go
across until their last information set with positive probability. This contrasts to the
equilibrium in the complete-information game, in which each player exits in the first
possible opportunity. The above arguments further implies that once the players start
mixing as opposed to going across for sure, they keep mixing until the end:
Lemma 7 In any sequential equilibrium, if Player 2 goes across with probability 1 at
her information set n, then
1. the normal type of Player 1 goes across with probability 1 at n + 1, and
2. Player 2 goes across with probability 1 at n + 2.
Proof. Part 1: Given that Player 2 goes across with probability 1 at n, at n + 1, the
normal type of Player 1 has the option of going across and exiting at n − 1. This move
yields 1 units of payoffs more than exiting at n + 1. Hence, by sequential rationality, he
goes across with probability 1.
Part 2: By part 1, at n + 2, player 2 is certain that player 1 will go across with
probability 1 at n + 1 (regardless of his type). Hence, as in the proof of Part 1, she goes
across with probability 1.
Since all types go across with positive probability until the end (by Lemmas 3, 4,
and 6), iterative application of Lemma 7 yields the following cutoff strategies.
10.2. REPUTATION IN CENTIPEDE GAME 111
Lemma 8 In any sequential equilibrium, there exists n∗ such that
1. at any of his information sets n, the normal type of Player 1 goes across with prob
ability 1 when n > n∗ and mixes between the two actions with positive probabilities
when 2 < n ≤ n∗ ;
2. at any of her information sets n, Player 2 goes across with probability 1 when n >
n∗ and mixes between the two actions with positive probabilities when 1 < n ≤ n∗ ,
and
3. Player 2 assigns probability 0.001 to the crazy type at each n ≥ n∗ .
It therefore suffices to find mixing probabilities and the cutoff n∗ . To that end, write
μn for the probability Player 2 assigns to the crazy type at her information set n, pn
for the probability that the normal type of player 1 goes down at his information set n,
and qn for the probability that Player 2 goes down at her information set n. At n = 1,
player 2 goes down with probability 1 (i.e. q1 = 1), and at n = 2, the normal type of
player 1 goes down for sure (i.e. p2 = 1), and hence μ1 = 1.
Note that n∗ > 3. This is because if n∗ ≤ 3, then Player assigns probability 0.001
to the crazy type at n = 3 (by Lemma 8), in which case she must go down at n =
3, contradicting Lemma 4. Hence, by Lemma 8 she mixes at n = 3. By sequential
rationality, she is indifferent between going across, which yields μ3 101 + (1 − μ3 ) 99, and
going down, which yields 100. Therefore,
μ3 = 1/2. (10.1)
Now take any n in between 3 and n∗ at which Player 2 moves. Let x be her payoff
from exiting at n. At n − 2, she is indifferent between exiting, which yields x + 2, and
continuing. Hence, her expected payoff at n − 2 is x + 2. If Player 1 exits at n − 1, she
gets x − 1. Since she is indifferent, it must be that
(x − 1) (1 − μn ) pn−1 + (x + 1) (1 − (1 − μn ) pn−1 ) = x,
and hence the total probability of exit at n − 1 is
(1 − μn ) pn−1 = 1/2. (10.2)
112 CHAPTER 10. REPUTATION FORMATION
Thus, by Bayes’ rule,
μn = μn−2 /2. (10.3)
Together with (10.1), (10.2) and (10.3) yield the beliefs and the mixing probabilities
throughout. In particular,
μ5 = 1/4
μ7 = 1/8
μ9 = 1/16
μ11 = 1/32
μ13 = 1/64
μ15 = 1/128
μ17 = 1/256
μ19 = 1/512.
The values of p4 , p6 , . . . , p18 are computed from these values using pn−1 = 1/ (2 (1 − μn )).
Note that μ19 /2 < 0.001, which is the prior belief for crazy type. Since staying in the
game does not decrease the probability of the crazy type, μ21 > μ19 /2. Hence, Player 2
does not mix at n = 21. Then, by Lemma 8, n∗ ≤ 21, and μ21 = 0.001. Therefore,
1 1
p20 = = .
2 (1 − μ21 ) 2 · 0.999
Note that since μ21 > μ19 /2, i.e.,the normal type of player 1 exits with a probability less
than that makes Player 2 indifferent at n = 19, it also follows that Player 2 goes across
with probability 1 at n = 21, i.e., n∗ = 21.
Note that at information sets n = 198, . . . , 20, both normal type and the crazy type
go across with probability 1, and hence the probability of crazy type remains constant
at 0.001 as seen in Figure 10.5. Hence, player 1 does not form a reputation for being
crazy by staying in the game in that time interval. This is because even the normal
type remains in the game given the long future in the relationship. In that interval,
both players remain in the relationship by safely assuming that the other will do so
"rationally". To sum up, it is because of the reputational concerns the players remain
in the game at the beginning, not in an attempt to form a reputation. They will start
forming a reputation if they remain in the game after n∗ , in which case the normal
10.2. REPUTATION IN CENTIPEDE GAME 113
0.5
0.45
0.4
0.35
0.3
0.25
Go Across
0.2
0.15
0.1
0.05
Mix
0
0 20 40 60 80 100
Figure 10.5: The probability of crazy type after choosing to stay in the relationship t
times.
players exit with positive probability. In the interval after n∗ , the probability of crazy
type rises exponentially and takes the value of 1/2 at the end of the game.
MIT OpenCourseWare
[Link]
14.123 Microeconomic Theory III
Spring 2010
For information about citing these materials or our Terms of Use, visit: [Link]