G5212 (Game Theory & Info Econ): Introduction
Guillaume Haeringer
Spring 2025
1/30
Why Game Theory?
Basic microeconomics (consumer, firm, competitive eq.) does not
consider interactive decision making:
the outcome for each person depends on their actions and the
actions of the other person
I People bidding for the same item on eBay
I People working together on a joint project
I Generals deciding where to position their armies
I Oligopolistic firms setting prices for similar products
2/30
Why Game Theory?
For interactive settings, optimization (like for consumer or the
firm) will not get us very far:
I Best bid of bidder 1 depends on bid of bidder 2
I Best bid of bidder 2 depends on bid of bidder 1
→ Need some way of solving both problems together
This (basically) is what game theory studies
Applied to: mating displays of birds, banking crises, spectrum
auctions, kidney exchanges, insurance, school choice, political
platforms, sport, war, and more
3/30
Why mathematical models?
Empiricism (descriptive models):
I May want to make predictions about the world
I Math can do heavy lifting, as for physicists
Advice (normative models):
I Modeling others’ behavior helps optimize yours
I Math can be a parsimonious language
Storytelling (rhetorical models):
I Model can highlight hypothetical cause and effect
I Math forces a story to be internally consistent
For all purposes: Forced to make implicit assumptions explicit
4/30
The Plan (For The Course)
Part 1: Game Theory (first half of course)
I Focus on tools
I Static games of complete information
I Dynamic games of complete information
I Games of incomplete information
I Solution concepts and refinements
I With a few applications along the way
I Bargaining
I Auctions
I Voting
5/30
The Plan (For The Course)
Part 2: Information Economics
Focus on applications in the face of asymmetric information
I Example 1: Signaling
I Companies want to recruit people of high ability
I But they cannot observe ability directly
I Can education be used by high ability candidates to signal that
they have high ability?
I Example 2: Moral Hazard
I A boss wants to encourage their worker to work hard
I But they cannot observe effort directly, only outcomes (which
have a random component)
I How should they design their incentive scheme?
I Example 3: Optimal selling mechanisms
I Seller makes a product, doesn’t know how much it’s worth to
prospective buyers
I How to design auction rules?
6/30
The Plan (for today)
I A gentle introduction!
I Talk through some ‘classic’ games
I Formal definition of a game
I Mixed strategies
7/30
Example: Matching Pennies
Bob
H T
H 1, −1 −1, 1
Alice
T −1, 1 1, −1
I Two players (Alice and Bob) each reveal a penny showing
heads or tails
I If the pennies match then Bob pays Alice a dollar
I If not, Alice pays Bob a dollar
I This is the matrix form of this game
8/30
Example: Prisoners’ Dilemma
Bob
Defect Cooperate
Defect −6, −6 0, −9
Alice
Cooperate −9, 0 −1, −1
I Classic story of two prisoners who must decide whether or not
to confess
I But many other (more economically interesting) applications:
e.g. pollution, traffic, pricing (collusion)
9/30
Example: partnership
I Effort E produces an output of 6 at a cost of 4, with output
shared equally;
I shirking S produces an output of 0 at a cost of 0.
Bob
S E
6
S 0 − 0, 0 − 0 2 − 0, 62 − 4
Alice
6
E 2 − 4, 62 − 0 2× 6
2 − 4, 2 × 6
2 −4
That’s also a Prisoner’s dilemma
10/30
Example: partnership
After some heavy and tedious calculations we get a simpler version
of the game:
Bob
S E
Alice S 0, 0 3, −1
E −1, 3 2, 2
11/30
Prisoner’s dilemma
The “general” form of the prisoner’s dilemma is given by
Bob
Defect Cooperate
Defect P, P T,S
Alice
Cooperate S, T R, R
where
T(emptation) > R(eward) > P(unishment) > S(ucker)
12/30
Defining a Game
A simultaneous-move game (a.k.a strategic form game, normal
form game) consists of 3 elements:
1. The players
2. The actions that each player can take
3. The payoffs associated with each set of actions
We are initially making some ‘hidden’ assumptions:
I Players move at the same time
I All payoffs are known to all players
Later in the course we will relax these assumptions, and so a
description of the game will also include
I The sequence of play
I Who knows what
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Defining a Game
Definition
An n-player normal form (or strategic form) game G is an n-tuple
{(S1 , u1 ) , ..., (Sn , un )} , where for each i
(1) Si is a nonempty set, called i’s strategy space, and
(2) ui : nk=1 Sk → R is called i’s payoff function.
Q
Notation
I S := nk=1 Sk
Q
I s := (s1 , ..., sn ) ∈ S
I S−i := k6=i Sk
Q
I (si0 , s−i ) := (s1 , ..., si−1 , si0 , si+1 , ..., sn )
I u : S → Rn
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What are we assuming about individuals?
Preferences are transitive
I The cornerstone of rationality
Preferences are complete
I Sometimes without loss (but not always!)
Preferences are quantifiable
I Essentially without loss
Players only care about....
I ... money? NOT assuming that!
I ... themselves? NOT assuming that!
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Payoffs in games
A player’s payoff (function) in a game comes from her preferences
over outcomes.
Those preferences may depend on:
I The player’s ‘direct’ outcome (the object of money she gets)
I Other players’ outcomes (which may include subjective
elements).
So, a player
I only looks at her own payoff to evaluate an outcome
I BUT may want to look at the others’ payoffs to ‘guess’ what
they’ll do.
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Example: Second-Price Sealed-Bid Auction
I A seller has one indivisible object.
I There are n bidders with respective valuations for the object
0 ≤ v1 ≤ · · · ≤ vn
(which are common knowledge).
I The bidders simultaneously submit bids.
I The highest bidder wins the object and pays the second
highest bid.
In the case of a tie all winning bidders are equally likely to
have their bid accepted.
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Example: Second-Price Sealed-Bid Auction
Formally, the 2nd price auction is described as follows:
I Players: 1, ...., n
I Strategy set for each player i = 1, . . . , n:
Si = [0, ∞)
I Payoffs:
Given a profile of bids, s, the set of highest bidders is
W (s) ≡ {k : ∀j, sk ≥ sj }
Then we have
vi − maxj6=i sj if si > maxj6=i sj
1
ui (si , s−i ) = (vi − si ) if si = maxj6=i sj
|W (s)|
0 if si < maxj6=i sj .
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Example: Cournot Duopoly
I There are two firms, call them 1 and 2, producing perfectly
substitutable products.
I The market demand is P(Q) = max {a − Q, 0}, Q = q1 + q2 .
I The cost of producing qi is given by C (qi ) = cqi , 0 < c < a.
I The two firms choose quantities simultaneously.
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Example: Cournot Duopoly
Formally, we have
I Players: 1,2
I Strategies Si = [0, ∞).
I Payoffs
ui (q1 , q2 ) = [P (q1 + q2 ) − c] qi .
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Example: Voting
I There are three players i = 1, 2, 3.
I There are two candidates a and b which they can vote for.
I The voting rule is the majority rule.
I Voters’ preferences are as follows (with preferred candidate
listed higher)
1 2 3
a b b
b a a
I A player receives a payoff of 1 if his favorite candidate wins; 0
else.
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Example: Voting
I Players: 1,2,3
I Strategies Si = {a, b}
I Payoffs (for Player 1):
u1 (a, a, a) = 1 u1 (b, a, a) = 1
u1 (a, a, b) = 1 u1 (b, a, b) = 0
,
u1 (a, b, a) = 1 u1 (b, b, a) = 0
u1 (a, b, b) = 0 u1 (b, b, b) = 0
22/30
Mixed Strategies
Consider again the matching pennies game
Here is another action Bob could take: rather than put the coin
down H or T, he could flip it, and play whichever way the coin falls
This is a new strategy: it is not H or T, but a 50% chance of
H and a 50% chance of T
More generally, we might like to extend the player’s strategy space
to allow them to randomize between pure strategies
These are ‘Mixed Strategies’
They will be useful going forward. . .
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Mixed Strategies
Definition
Suppose {(S1 , u1 ) , ..., (Sn , un )} is an n-player normal-form game.
A mixed strategy for player i is a probability distribution over
elements of Si , denoted by σi ∈ ∆ (Si ) .
Strategies in Si are called pure strategies.
Remarks
I In most cases, we assume Si is finite. Then σi : Si → [0, 1]
P
s.t. si ∈Si σi (si ) = 1.
I When Si is not countable, it’s more work/math to define
mixed strategies (mixed strategy sets become infinite
dimensional. . . )
→ We will not worry about this ;-)
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Mixed Strategies
Qn
Extend ui to j=1 ∆ (Sj ) by taking expected values. If Si is finite:
X X
ui (σ1 , . . . , σn ) := ··· ui (s1 , ..., sn ) σ1 (s1 ) σ2 (s2 ) · · · σn (sn ) .
s1 ∈S1 sn ∈Sn
So, we’re simply using expected utility (i.e., we’re vNM utilities,
but does not mean we’re assuming risk neutrality).
Notation:
X Y
ui (si , σ−i ) := ui (si , s−i ) σj (sj )
j6=i
s−i ∈S−i
X
ui (σi , σ−i ) := ui (si , σ−i ) σi (si )
si ∈Si
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Mixed Strategies
Games are usually described with pure strategy sets:
{(S1 , u1 ) , ..., (Sn , un )}
And then we say we’ll allow players to use mixed strategies:
{(∆(S1 ), u1 ) , ..., (∆(Sn ), un )}
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Mixed Strategies
Do mixed strategies mean that all distributions over strategy
profiles can arise?
No, because we don’t allow for correlation:
Yn Y n
∆ (Sj ) 6= ∆ Sj = ∆ (S)
j=1 j=1
| {z } | {z }
No correlation Correlation
We have the same for strategy profiles:
Y
(σ1 , ..., σi−1 , σi+1 , ..., σn ) = σ−i ∈ ∆ (Sj ) 6= ∆ (S−i )
j6=i
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Correlated v. non-correlated strategies
Bob
L R
U α β
Alice
D γ δ
SA = {U, D} ⇒ ∆(SA ) is a probability distribution over {U, D}
SB = {L, R} ⇒ ∆(SB ) is a probability distribution over {L, R}.
So, we have
Yn
∆ (Si ) = ∆(SA ) × ∆(SB )
i=1
= a probability Alice plays U (and D)
AND a probability Bob plays L (and R)
⇒ Alice and Bob randomize independently (non-correlated). 28/30
Correlated v. non-correlated strategies
If instead we look at
Yn
∆ Si = ∆(SA × SB )
i=1
= a probability Alice and Bob play (U, L),
and (U, R), and (D, L), and (D, R))
⇒ Alice and Bob randomize together (correlated).
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Summary
Key things from today
I Understand what a game is
I Understand how to translate a story into a game
I Understand what mixed strategies are
I Understand how to translate a game in pure strategies into a
game with mixed strategies
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