Games of Elimination
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1 Dmitry Ilinsky, Sergei Izmalkov, Alexei Savvateev September 2010 HSE
2 Overview Competition The driving force in economies and economics.
3 Overview Competition The driving force in economies and economics. Agents are modelled as anonymous (*): infinitely small in competitive markets; own actions (e.g. price or quantity) in duopolies; own action (e.g. enter/ quit) in the war of attrition, IO games.
4 Overview Competition The driving force in economies and economics. Agents are modelled as anonymous (*): infinitely small in competitive markets; own actions (e.g. price or quantity) in duopolies; own action (e.g. enter/ quit) in the war of attrition, IO games. Our target: model interactions with actions that may be directed at a specific opponent. Examples: political games, mafia control, negative ads, litigation, patent races, industrial espionage,...
5 Overview An extreme model of competition.
6 Overview An extreme model of competition. Multi-round tournaments with actions that may eliminate competitors. Example: n-player duels (truels, nuels).
7 Overview An extreme model of competition. Multi-round tournaments with actions that may eliminate competitors. Example: n-player duels (truels, nuels). Who wins? Can peace be sustained?
8 Overview An extreme model of competition. Multi-round tournaments with actions that may eliminate competitors. Example: n-player duels (truels, nuels). Who wins? Can peace be sustained?
9 Overview An extreme model of competition. Multi-round tournaments with actions that may eliminate competitors. Example: n-player duels (truels, nuels). Who wins? Can peace be sustained? We analyze games with 2 and 3+ players.
10 Overview An extreme model of competition. Multi-round tournaments with actions that may eliminate competitors. Example: n-player duels (truels, nuels). Who wins? Can peace be sustained? We analyze games with 2 and 3+ players. (!) may arise even in these games in the face of death.
11 Overview N players, i with marksmanship α i (0, 1).
12 Overview N players, i with marksmanship α i (0, 1). In each round: each alive player selects a target: another player or the air all shoot simultaneously those that are shot are eliminated
13 Overview N players, i with marksmanship α i (0, 1). In each round: each alive player selects a target: another player or the air all shoot simultaneously those that are shot are eliminated game ends when EITHER no more than 1 alive player is left OR when all shot in the air.
14 Overview N players, i with marksmanship α i (0, 1). In each round: each alive player selects a target: another player or the air all shoot simultaneously those that are shot are eliminated game ends when EITHER no more than 1 alive player is left OR when all shot in the air. Payoffs: if K players are alive at the end, each receives X K, others 0. Y = X 1 > X 2 > > X N. For i > 1, X i < Y /i.
15 The duel Player i s payoff Z i = (1 α j )α i Y + (1 α j )(1 α i )Z i ; Z i = α i α i α j Y. α i + α j α i α j (1) In the case α i = α j = α the payoff is Z = 1 α 2 α Y. Note that Z i is the payoff that player i can guarantee to herself no matter what is the strategy of the opponent.
16 The duel Lemma Peace, that is simultaneous shooting in the air, cannot be sustained in equilibrium. D i + D j = α i + α j α i + α j α i α j Y > Y > X 2 + X 2.
17 The duel Lemma Peace, that is simultaneous shooting in the air, cannot be sustained in equilibrium. D i + D j = α i + α j α i + α j α i α j Y > Y > X 2 + X 2. Note, that if X 2 > Y /2, peace can be sustained, but not with strong players.
18 Lemma There exist two asymmetric SPE that (weakly) Pareto dominate the war equilibrium.
19 Lemma There exist two asymmetric SPE that (weakly) Pareto dominate the war equilibrium. Players shoot in sequence, player i in odd periods, player j in even ones.
20 Lemma There exist two asymmetric SPE that (weakly) Pareto dominate the war equilibrium. Players shoot in sequence, player i in odd periods, player j in even ones. A i1 = α i Y + (1 α j )(1 α i )A i, (2) A j2 = (1 α i )α j Y + (1 α j )(1 α i )A j. (3) Note that for all i, A i2 = Z i, and so A i1 = Y Z j.
21 Lemma There exist two asymmetric SPE that (weakly) Pareto dominate the war equilibrium. Players shoot in sequence, player i in odd periods, player j in even ones. A i1 = α i Y + (1 α j )(1 α i )A i, (2) A j2 = (1 α i )α j Y + (1 α j )(1 α i )A j. (3) Note that for all i, A i2 = Z i, and so A i1 = Y Z j. By shooting in sequence, the players eliminate the undesirable event of both of them dying.
22 Lemma There exist two asymmetric SPE that (weakly) Pareto dominate the war equilibrium. Players shoot in sequence, player i in odd periods, player j in even ones. A i1 = α i Y + (1 α j )(1 α i )A i, (2) A j2 = (1 α i )α j Y + (1 α j )(1 α i )A j. (3) Note that for all i, A i2 = Z i, and so A i1 = Y Z j. By shooting in sequence, the players eliminate the undesirable event of both of them dying. This may explain why some duels have sequential rules.
23 Other equilibria Lemma The set of pure SPE is completely described by the pair (T, k), where T N { } is the period in which polite war starts, and k is the player whose turn is to shoot first. Before period T the players follow the strategies of the war equilibrium.
24 Other equilibria Lemma The set of pure SPE is completely described by the pair (T, k), where T N { } is the period in which polite war starts, and k is the player whose turn is to shoot first. Before period T the players follow the strategies of the war equilibrium. Mixed equilibria: ONE player mixes and can trigger the polite war.
25 Peace Conclusions and Other/ Future directions 3 players, α β γ.
26 Peace Conclusions and Other/ Future directions 3 players, α β γ. Thm: The one-shot deviation principle.
27 Stationary equilibria Peace Conclusions and Other/ Future directions Stationary equilibria alive players strategies depend only on the set of alive players.
28 Stationary equilibria Peace Conclusions and Other/ Future directions Stationary equilibria alive players strategies depend only on the set of alive players. The following pure stationary SPE may exist (under certain conditions on α, β, γ). α β γ α β γ α γ β α β γ α β γ
29 Non-stationary equilibria Peace Conclusions and Other/ Future directions Efficient war α β γ α β γ α γ β Various types of polite war also exist.
30 Peace sustainable? Peace Conclusions and Other/ Future directions X 2 = X 3 = 0: pure truel. Peace cannot be sustained. Never optimal to abstain in stationary equilibria.
31 Peace Conclusions and Other/ Future directions Peace sustainable? X 2 = X 3 = 0: pure truel. Peace cannot be sustained. Never optimal to abstain in stationary equilibria. X 3 > 0. Peace can be sustained. Easier for strong players (!). Non-monotone condition (!).
32 Peace Conclusions and Other/ Future directions Three kinds of cooperation may emerge 1. Peace: payoffs to peace have to be sufficiently high. Harder to sustain with strong players when N = 2, easier when N > 2.
33 Peace Conclusions and Other/ Future directions Three kinds of cooperation may emerge 1. Peace: payoffs to peace have to be sufficiently high. Harder to sustain with strong players when N = 2, easier when N > Polite and efficient war : players eliminate a no one survives event.
34 Peace Conclusions and Other/ Future directions Three kinds of cooperation may emerge 1. Peace: payoffs to peace have to be sufficiently high. Harder to sustain with strong players when N = 2, easier when N > Polite and efficient war : players eliminate a no one survives event. 3. Cycles: players select different targets to avoid duplication of effort.
35 Peace Conclusions and Other/ Future directions Conclusions and Future directions Interesting equilibrium patterns. Various kinds of cooperation emerge. For N = 3, peace is hardest to achieve for intermediate shooters. Weak players may have largest payoffs, and benefit from their opponents getting stronger.
36 Peace Conclusions and Other/ Future directions Conclusions and Future directions Interesting equilibrium patterns. Various kinds of cooperation emerge. For N = 3, peace is hardest to achieve for intermediate shooters. Weak players may have largest payoffs, and benefit from their opponents getting stronger. Multiple shots/ divisible bullets, defence possibilities.
37 Peace Conclusions and Other/ Future directions Conclusions and Future directions Interesting equilibrium patterns. Various kinds of cooperation emerge. For N = 3, peace is hardest to achieve for intermediate shooters. Weak players may have largest payoffs, and benefit from their opponents getting stronger. Multiple shots/ divisible bullets, defence possibilities. Costly actions/ abilities.
38 Peace Conclusions and Other/ Future directions Conclusions and Future directions Interesting equilibrium patterns. Various kinds of cooperation emerge. For N = 3, peace is hardest to achieve for intermediate shooters. Weak players may have largest payoffs, and benefit from their opponents getting stronger. Multiple shots/ divisible bullets, defence possibilities. Costly actions/ abilities. Experiments.
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