Advanced Microeconomics Instructors: Wojtek Dorabialski & Olga Kiuila



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Advanced Microeconomics

  • Instructors: Wojtek Dorabialski & Olga Kiuila

  • Lectures: Mon. & Wed. 9:45 – 11:20 room 201

  • Office hours: Mon. & Wed. 9:15 – 9:45 room 201


Contents

  • Game Theory

  • General Equilibrium Theory

  • Computable General Equilibrium modeling



How to complete successfuly

  • Attend classes

  • Read lecture notes at: www.wne.uw.edu.pl/~kiuila/am

  • Read textbooks

  • Solve problem sets

  • Ask for help (office hours)

  • Prepare for and pass the exam



Game Theory - Intro

  • What is Game Theory?

  • A branch of mathematics (decision theory), which formalizes games and defines solutions to them

  • What is a Game?

  • It is a decision problem, where decision-maker’s payoff (profit) may depend not only on his own decision, but also on the decisions made by other decision makers



Defining a game

  • Formally, a game is a set of 4 elements:

    • a set of players (can even be infinite)
    • a set of rules (allowable actions and sequencing of actions by each player)
    • a payoff function (which assigns payoffs for each player as a function of strategies chosen)
    • informational structure (what players know at each point in the game)


General Assumptions

  • Standard GT assumes that players are:

    • selfish: maximize their own payoffs and do not care about the opponent’s payoffs
    • rational: they understand the game and can determine the optimal strategy
    • expected-utility maximizers: in uncertain situations players they base their choices on (von Neumann-Morgenstern) expected utility
    • share common knowledge about all aspects of the game
    • in addition, it is often assumed that players do not communicate, cooperate or negotiate, unless the game allows it explicitly


More on Assumptions

  • All of the above are simplifying assumptions, i.e. they rarely hold in reality

  • There is a lot of research on games with altruistic players, players with bounded-rationality or non-expected-utility maximizers or even non-decision makers (e.g. Evolutionary Game Theory)

  • A whole separate branch of decision theory deals with cooperative games (Cooperative Game Theory)



More on Common Knowledge

  • “As we know, there are known knowns. These are things we know we know.

  • We also know, there are known unknowns. That is to say we know there are some things we do not know.

  • But there are also unknown unknowns, the ones we don't know we don't know”.

  • D.H. Rumsfeld, Feb. 12, 2002, Department of Defense news briefing

  • Common knowledge means that there are no unknown unknowns.



Incomplete Information vs Asymmetric Knowledge

  • Modeling asymmetric knowledge (unknown unknowns) is difficult

  • Instead, Game theorists assume that if a player doesn’t know something, she has some initial beliefs about it and these beliefs are commonly known (there are only known unknowns)

  • Games with known unknowns are called games with incomplete (imperfect) information.



History of Game Theory

  • Cournot (1838) - quantity-setting duopoly model

  • Bertrand (1883) – price-setting duopoly model

  • Zermelo (1913) – the game of chess

  • von Neumann & Morgenstern (1944) – defined games, min-max solution for 0-sum games

  • Nash (1950) – defined a the equilibrium and the solution to a cooperative bargaining problem



‘Nobel’ prize winners for Game Theory (Economics)

  • 1994 – John Nash, John Harsanyi, Reinhard Selten

  • 1996 – James Mirrlees, William Vickrey

  • 2005 – Robert Aumann, Thomas Shelling



Normal Form Games

  • Simple games without „timing”, i.e. where players make decisions simultaneously. Dynamic games can be reduced into a normal form.

  • The set of strategies is simply the set of possible choices for each player.

  • Normal (Strategic) Form Game consists of the following elements:

  • - N={1,.., n} the finite set of players

  • - S={S1,.., Sn} the set of strategies, including a (possibly infinite) set for each player

  • - U(s1,.., sn) the vector of payoff functions, where si  Si for each player

  • If the set of strategies is small and countable (typically 2-5), then we can use a game matrix to represent a normal-form game



Game Matrix

  • Example 1: Advertising game

  • N={1, 2}

  • S={S1, S2} and S1 = S2 = {A, N}

  • U(s1, s2) = { u1(s1, s2); u2(s1, s2)}

  • u1(A, A) = 40; u1(A, N) = 60; u1(N, A) = 30; u1(N, N) = 50

  • u2(A, A) = 40; u2(A, N) = 30; u2(N, A) = 60; u2(N, N) = 50



Mixed Strategies

  • In any game, but especially in games such as above (with countable strategies), it is often useful to consider mixed strategies

  • Mixed strategies are a probability distribution over the set of (pure) strategies S, a convex extension of that set.

  • The set of mixed strategies is denoted by ∑={∑1, ∑2}, a single strategy is of player i is denoted by σi  ∑ i

  • We simply allow the players to make a random choice, with any possible probability distribution over the set of choices.



Dominance

  • σ-i = vector of mixed strategies of players other than i

  • Def: Pure strategy si is strictly dominated (never-best-response), if for every σ-i there is a strategy zi  ∑ i of player i s.t. ui(zi, σ-i) > ui(si, σ-i)

  • There is also a notion of weak dominance, where it is enough that the strategy zi is never worse (but doesn’t have to be always better) than si

  • Iterated elimination of dominated strategies (IEDS) is a simple procedure that provides a solution to many normal-form games

    • Step 1: Identify all dominated strategies
    • Step 2: Eliminate them to obtain a reduced game
    • Step 3: Go to Step 1


Iterated Elimination of Dominated Strategies

  • In the Advertising game, the IEDS solution is (A, A)

  • What about the game below?

  • D is dominated by a mixed strategy (e.g. 50-50 mix od U-M), then L is dominated by R, then U by M, solution: M-R



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