Bayes correlated equilibrium
{{short description|Solution concept in Game Theory}}
{{Infobox equilibrium
|name=Bayes correlated equilibrium
|supersetof=Correlated equilibrium, Bayesian Nash equilibrium
|discoverer=Dirk Bergemann, Stephen Morris
}}
In game theory, a Bayes correlated equilibrium is a solution concept for static games of incomplete information. It is both a generalization of the correlated equilibrium perfect information solution concept to bayesian games, and also a broader solution concept than the usual Bayesian Nash equilibrium thereof. Additionally, it can be seen as a generalized multi-player solution of the Bayesian persuasion information design problem.
Intuitively, a Bayes correlated equilibrium allows for players to correlate their actions in such a way that no player has an incentive to deviate for every possible type they may have. It was first proposed by Dirk Bergemann and Stephen Morris.{{cite journal |last1=Bergemann |first1=Dirk |last2 = Morris | first2 = Stephen |title=Bayes correlated equilibrium and the comparison of information structures in games |journal=Theoretical Economics |date=2016 |volume=11 |issue=2 |pages=487–522 |doi=10.3982/TE1808 |url=https://econtheory.org/ojs/index.php/te/article/view/20160487|hdl=10419/150284 |hdl-access=free }}
Formal definition
= Preliminaries =
Let be a set of players, and a set of possible states of the world. A game is defined as a tuple , where is the set of possible actions (with ) and is the utility function for each player, and is a full support common prior over the states of the world.
An information structure is defined as a tuple , where is a set of possible signals (or types) each player can receive (with ), and is a signal distribution function, informing the probability of observing the joint signal when the state of the world is .
By joining those two definitions, one can define as an incomplete information game.{{cite journal |last1=Gossner |first1=Olivier |title=Comparison of Information Structures |journal=Games and Economic Behavior |date=2000 |volume=30 |issue=1 |pages=44–63 |doi=10.1006/game.1998.0706 |url=https://www.sciencedirect.com/science/article/pii/S0899825698907060|hdl=10230/596 |hdl-access=free }} A decision rule for the incomplete information game is a mapping . Intuitively, the value of decision rule can be thought of as a joint recommendation for players to play the joint mixed strategy when the joint signal received is and the state of the world is .
= Definition =
A Bayes correlated equilibrium (BCE) is defined to be a decision rule which is obedient: that is, one where no player has an incentive to unilaterally deviate from the recommended joint strategy, for any possible type they may be. Formally, decision rule is obedient (and a Bayes correlated equilibrium) for game if, for every player , every signal and every action , we have
:
:
for all .
That is, every player obtains a higher expected payoff by following the recommendation from the decision rule than by deviating to any other possible action.
Relation to other concepts
= Bayesian Nash equilibrium =
Every Bayesian Nash equilibrium (BNE) of an incomplete information game can be thought of a as BCE, where the recommended joint strategy is simply the equilibrium joint strategy.
Formally, let be an incomplete information game, and let be an equilibrium joint strategy, with each player playing . Therefore, the definition of BNE implies that, for every , and such that , we have
:
:
for every .
If we define the decision rule on as for all and , we directly get a BCE.
= Bayesian persuasion =
Additionally, the problem of designing a BCE can be thought of as a multi-player generalization of the Bayesian persuasion problem from Emir Kamenica and Matthew Gentzkow.{{Cite journal |last1=Kamenica |first1=Emir |last2=Gentzkow |first2=Matthew |date=2011-10-01 |title=Bayesian Persuasion |url=https://www.aeaweb.org/articles?id=10.1257/aer.101.6.2590 |journal=American Economic Review |language=en |volume=101 |issue=6 |pages=2590–2615 |doi=10.1257/aer.101.6.2590 |issn=0002-8282|url-access=subscription }} More specifically, let be the information designer's objective function. Then her ex-ante expected utility from a BCE decision rule is given by:
:
If the set of players is a singleton, then choosing an information structure to maximize is equivalent to a Bayesian persuasion problem, where the information designer is called a Sender and the player is called a Receiver.