Cursed equilibrium

{{short description|Solution concept in Game Theory}}

{{Infobox equilibrium

|name=Cursed equilibrium

|supersetof=Bayesian Nash equilibrium

|discoverer=Erik Eyster, Matthew Rabin

}}

In game theory, a cursed equilibrium is a solution concept for static games of incomplete information. It is a generalization of the usual Bayesian Nash equilibrium, allowing for players to underestimate the connection between other players' equilibrium actions and their types – that is, the behavioral bias of neglecting the link between what others know and what others do. Intuitively, in a cursed equilibrium players "average away" the information regarding other players' types' mixed strategies.

The solution concept was first introduced by Erik Eyster and Matthew Rabin in 2005,{{cite journal |last1=Eyster |first1=Erik |last2=Rabin |first2=Matthew |author2-link=Matthew Rabin |title=Cursed Equilibrium |journal=Econometrica |date=2005 |volume=73 |issue=5 |pages=1623–1672| doi = 10.1111/j.1468-0262.2005.00631.x}} and has since become a canonical behavioral solution concept for Bayesian games in behavioral economics.{{cite arXiv|last1 = Cohen |first1= Shani| last2 = Li|first2= Shengwu |author-link2= Li Shengwu (economist) |date=2022|title= Sequential Cursed Equilibrium|eprint=2212.06025|class=econ.TH}}

Preliminaries

= Bayesian games =

Let I be a finite set of players and for each i \in I, define A_i their finite set of possible actions and T_i as their finite set of possible types; the sets A = \prod_{i \in I} A_i and T = \prod_{i \in I} T_i are the sets of joint action and type profiles, respectively. Each player has a utility function u_i : A \times T \rightarrow \mathbb R, and types are distributed according to a joint probability distribution p \in \Delta T. A finite Bayesian game consists of the data G = ((A_i, T_i, u_i)_{i \in I}, p).

= Bayesian Nash equilibrium =

For each player i \in I, a mixed strategy \sigma_i : T_i \rightarrow \Delta A_i specifies the probability \sigma_i ( a_i | t_i) of player i playing action a_i \in A_i when their type is t_i \in T_i.

For notational convenience, we also define the projections A_{-i}= \prod_{j \neq i} A_j and T_{-i} = \prod_{j \neq i} T_j, and let \sigma_{-i} : T_{-i} \rightarrow \prod_{j \neq i} \Delta A_j be the joint mixed strategy of players j \neq i, where \sigma_{-i} (a_{-i} | t_{-i}) gives the probability that players j \neq i play action profile a_{-i} when they are of type t_{-i}.

Definition: a Bayesian Nash equilibrium (BNE) for a finite Bayesian game G = ((A_i, T_i, u_i)_{i \in I}, p) consists of a strategy profile \sigma = (\sigma_i)_{i \in I} such that, for every i \in I, every t_i \in T_i, and every action a_i^* played with positive probability \sigma_i ( a_i^* | t_i) > 0, we have

:a_i^* \in \underset{a_i \in A_i}\operatorname{argmax} \sum_{t_{-i} \in T_{-i}} p_i(t_{-i} | t_i) \sum_{a_{-i} \in A_{-i}} \sigma_{-i} (a_{-i} | t_{-i}) u_i (a_i, a_{-i}, t_i, t_{-i})

where p_i(t_{-i} | t_i) = \frac{p(t_i, t_{-i})}{\sum_{t_{-i} \in T_{-i}} p(t_{i} | t_{-i}) p(t_{-i}) } is player i's beliefs about other players types t_{-i} given his own type t_i.

Definition

= Average strategies =

First, we define the "average strategy of other players", averaged over their types. Formally, for each i \in I and each t_i \in T_i, we define \overline{\sigma}_{-i} : T_i \rightarrow \prod_{j \neq i} \Delta A_{j} by putting

:\overline{\sigma}_{-i} (a_{-i} | t_i)= \sum_{t_{-i} \in T_i} p_i(t_{-i} | t_i) \sigma_{-i} (a_{-i} | t_{-i})

Notice that \overline{\sigma}_{-i} (a_{-i} | t_i) does not depend on t_{-i}. It gives the probability, viewed from the perspective of player i when he is of type t_i, that the other players will play action profile a_{-i} when they follow the mixed strategy \sigma_{-i}. More specifically, the information contained in \overline{\sigma}_{-i} does not allow player i to assess the direct relation between a_{-i} and t_{-i} given by \sigma_{-i} (a_{-i} | t_{-i}).

= Cursed equilibrium =

Given a degree of mispercetion \chi \in [0, 1], we define a

\chi-cursed equilibrium for a finite Bayesian game G = ((A_i, T_i, u_i)_{i \in I}, p) as a strategy profile \sigma = (\sigma_i)_{i \in I} such that, for every i \in I, every t_i \in T_i, we have

:a_i^* \in \underset{a_i \in A_i}\operatorname{argmax} \sum_{t_{-i} \in T_{-i}} p_i(t_{-i} | t_i) \sum_{a_{-i} \in A_{-i}} \left[\chi \overline{\sigma}_{-i} (a_{-i} | t_i) + (1- \chi)\sigma_{-i} (a_{-i} | t_{-i}) \right] u_i (a_i, a_{-i}, t_i, t_{-i})

for every action a_i^* played with positive probability \sigma_i ( a_i^* | t_i) > 0.

For \chi = 0, we have the usual BNE. For \chi = 1, the equilibrium is referred to as a fully cursed equilibrium, and the players in it as fully cursed.

Applications

= Trade with asymmetric information =

In bilateral trade with two-sided asymmetric information, there are some scenarios where the BNE solution implies that no trade occurs, while there exist \chi-cursed equilibria where both parties choose to trade.{{cite journal |last1=Szembrot |first1=Nichole |title=Are voters cursed when politicians conceal policy preferences? |journal=Public Chcoice |date=2017 |volume=173 |pages=25–41 |doi=10.1007/s11127-017-0461-9}}

References