Fact-checked by Grok 2 weeks ago

Bayesian game

A Bayesian game, also known as a game of incomplete information, is a formal model in that extends normal-form games to situations where players possess private information about their own characteristics, referred to as "types," and form beliefs about the types of others based on common prior probabilities. This framework, introduced by economist John C. Harsanyi in a series of seminal papers published between 1967 and 1968, addresses uncertainty in strategic interactions by representing incomplete information as moves by an artificial player called "Nature," who randomly selects types according to a before the game begins. For his contributions, including this framework, Harsanyi was awarded the Nobel Memorial Prize in Economic Sciences in 1994. Formally, a Bayesian game is defined by a consisting of a set of players, a set of possible types for each (capturing private such as valuations, costs, or abilities), a common distribution over the joint type space, a set of actions available to each , strategies as mappings from types to actions, and payoff functions that depend on the realized types and chosen actions. Players' beliefs about others' types are derived via Bayesian updating from the common prior, ensuring and consistency in modeling subjective probabilities. This structure allows for the analysis of real-world scenarios like auctions, , or signaling games, where participants do not fully observe opponents' incentives or constraints. The primary solution concept for Bayesian games is the Bayesian Nash equilibrium, a refinement of the where each player's strategy—mapping types to actions—maximizes their expected payoff given their beliefs about others' types and strategies. Harsanyi proved the existence of such equilibria in finite Bayesian games, providing a foundational tool for predicting outcomes under uncertainty. These models have profoundly influenced fields beyond , including , (e.g., ), and , by enabling rigorous treatment of asymmetric information in multi-agent decision-making.

Normal-Form Bayesian Games

Core Components

A normal-form Bayesian game models strategic interactions among players who possess private information about elements of the game, such as opponents' payoffs or characteristics. Formally, it is defined as a tuple (N, (A_i)_{i \in N}, (T_i)_{i \in N}, \pi, (u_i)_{i \in N}), where N is a finite set of players; for each player i \in N, A_i is the finite set of actions available to i; T_i is the finite type space for i, representing possible private information; \pi is a common probability distribution over the type profile space T = \prod_{i \in N} T_i; and for each i, u_i: A \times T \to \mathbb{R} is player i's payoff function, with A = \prod_{i \in N} A_i denoting the set of action profiles. This structure extends standard normal-form games by incorporating uncertainty through types, allowing payoffs to depend on both actions and the realized type profile t \in T. Incomplete information in this framework means that each player i observes only their own type t_i \in T_i upon realization of the type profile, while remaining uncertain about others' types, which capture private aspects like valuations, costs, or beliefs that influence payoffs. Types thus encapsulate all relevant private knowledge, enabling players to form expectations about opponents' behavior and payoffs conditional on their . The common \pi assumes that, prior to type realization, all players share the same probabilistic beliefs about the joint distribution of types, reflecting a foundational agreement on that is updated individually after private observations. This formulation originates from John Harsanyi's seminal work in 1967–68, which introduced the Bayesian approach to games with incomplete information, initially assuming finite type spaces to represent discrete possibilities for private parameters. Subsequent developments have generalized the model to allow type spaces, accommodating continuous distributions of private information while preserving the core structure. Payoffs are represented as u_i(a, t), where the outcome for player i varies with the chosen action profile a and the true type profile t, underscoring how private information directly impacts strategic incentives. Strategies in such games map types to actions, but equilibrium analysis, such as Bayesian , is addressed separately.

Strategies and Type Spaces

In Bayesian games, the type space for each player i, denoted T_i, represents the set of possible private states, which may be finite or continuous, capturing uncertainties such as a player's valuation for an object or production cost in an economic . These types encapsulate the incomplete that players hold about the game's payoff-relevant parameters, including their own and others' characteristics, derived from a common over the joint type space T = T_1 \times \cdots \times T_n. A pure strategy for player i is a function \sigma_i: T_i \to A_i, which assigns a specific action a_i \in A_i to each possible type t_i \in T_i, ensuring that the player's behavior is contingent on their private information. This mapping allows players to condition their choices on their type without revealing it to others, as types are privately observed. For , behavioral strategies extend this by defining, for each type t_i \in T_i, a \sigma_i(t_i) over the action set A_i, where \sum_{a_i \in A_i} \sigma_i(t_i)(a_i) = 1 and \sigma_i(t_i)(a_i) \geq 0. These strategies are particularly useful in normal-form Bayesian games to represent mixed actions that depend on types, facilitating the analysis of equilibria under . The expected utility for player i under a strategy profile (\sigma_i, \sigma_{-i}) and type t_i is given by u_i(\sigma_i, \sigma_{-i}, t_i) = \sum_{t_{-i} \in T_{-i}} \pi(t_{-i} \mid t_i) \, u_i(\sigma_i(t_i), \sigma_{-i}(t_{-i}), t), where \pi(t_{-i} \mid t_i) is the conditional probability over opponents' types derived from the common prior, and t = (t_i, t_{-i}) specifies the full type profile affecting payoffs. This formulation integrates the player's beliefs about unobserved types into their decision-making process. Strategies in Bayesian games incorporate by requiring that, for each type t_i, the prescribed action or distribution \sigma_i(t_i) maximizes the expected given the player's conditional beliefs about opponents' types, which cannot be directly observed. This ensures that private information influences behavior in a way that aligns with self-interested optimization under , without needing to infer opponents' types explicitly during play.

Bayesian Nash Equilibrium

In a normal-form Bayesian game, a Bayesian Nash equilibrium is a strategy profile \sigma^* = (\sigma_1^*, \dots, \sigma_n^*) such that for every player i, type t_i \in T_i, and alternative strategy \sigma_i, the strategy \sigma_i^*(t_i) maximizes player i's expected payoff: u_i(\sigma_i^*(t_i), \sigma_{-i}^*; t_i) \geq u_i(\sigma_i(t_i), \sigma_{-i}^*; t_i), where the expected payoff u_i is taken with respect to player i's beliefs \pi_{-i}(\cdot | t_i) over the types of the other players, and payoffs depend on the realized type profile (t_i, t_{-i}). This equilibrium concept, introduced by Harsanyi, captures stable outcomes where no player has an incentive to deviate unilaterally, conditional on their private type. The defining property of a Bayesian Nash equilibrium is sequential at the type level: each player's must be a best response for every possible type they might have, given the strategies of others and their conditional beliefs about opponents' types. This ensures that strategies are optimal independently across types, even though players with different types may choose different actions. When the type spaces are degenerate—meaning all players have the same known type with probability 1—the reduces to the standard of the complete-information game. Existence of a is guaranteed in finite normal-form Bayesian games (with finite action and type spaces) by applied to the expanded game that includes as a player who first draws the type profile. Multiple equilibria may arise, as in standard , depending on the structure of payoffs and beliefs. To illustrate computation, consider a simple two-player coordination game under incomplete information, akin to a modified battle of the sexes. 1 chooses an action a_1 \in \{B, F\} (e.g., or Football). 2 has two equally likely types t_2 \in \{H, L\} (high preference for meeting or low), each with $1/2, and chooses a_2 \in \{B, F\} based on their type. 1 does not observe t_2 but holds the prior belief \pi(t_2 = H) = 1/2. Payoffs are as follows: if both choose B, 1 gets 2 and 2 gets 1 (for H) or 0 (for L); if both choose F, 1 gets 0 and 2 gets 0 (for H) or 1 (for L); mismatches yield 0 for both. The strategy profile where 1 always chooses B, and 2 chooses B if t_2 = H and F if t_2 = L, forms a . For 1, expected payoff from B is $1/2 \cdot 2 + 1/2 \cdot 0 = 1, higher than from F (expected 0). For 2's type H, B yields 1 (better than 0 from F); for type L, both B and F yield 0, so F is a best response (indifferent to B).

Extensive-Form Bayesian Games

Structure and Nature's Role

In the extensive-form representation of Bayesian games, uncertainty about players' types is modeled through an augmented that includes moves by , an exogenous player who resolves private information at designated chance nodes. The tree consists of a of nodes, with branches emanating from decision nodes (for players) and chance nodes (for ); selects a type profile t \in T = \prod_i T_i according to a common distribution \pi: T \to [0,1], where T_i denotes player i's finite type space and \sum_{t \in T} \pi(t) = 1. This structure captures sequential interactions where types influence payoffs and decisions but remain private, distinguishing Bayesian games from complete-information extensive-form games. Player decision nodes are partitioned into information sets I_i for each player i, where an information set connects nodes indistinguishable to i given their private type t_i and observed history. The assignment of a node to an information set depends on the player's type, ensuring that strategies are contingent on private information without revealing others' types. Nature's moves, often at the root of the tree but potentially interspersed, introduce the probabilistic resolution of types before or during play, formalizing incomplete information as chance events. This extensive-form approach differs from the normal-form representation of Bayesian games, which simplifies to simultaneous moves with type-contingent strategies independent of timing or history; here, sequential structure permits history-dependent strategies, where a behavioral strategy for player i specifies action probabilities at each information set in I_i. Terminal nodes of the tree yield payoffs u_i(h, t) for each player i, which depend on the realized history h of actions and the type profile t drawn by Nature. Harsanyi's purification provides a foundational link between incomplete- and complete-information settings, showing that any mixed-strategy in a complete-information game can be approximated arbitrarily closely by pure-strategy Bayesian Nash equilibria in a related Bayesian game where players receive correlated private signals (types) about payoff disturbances. This equivalence highlights how incomplete information via Nature's probabilistic type assignment can "purify" randomization, converting Bayesian games into equivalent complete-information forms with correlated strategies.

Information Sets and Beliefs

In extensive-form Bayesian games, information sets represent the key mechanism for modeling a player's incomplete about the game's and the types of other players. An information set for player i is a collection of nodes in the game tree that the player cannot distinguish between upon reaching them, meaning the player has the same partial and knows their own type t_i but is uncertain about prior actions, nodes, or opponents' types. These sets are labeled by the player's type t_i, ensuring that the player's strategy is measurable with respect to their type space, as the available actions depend only on t_i and the observed . This structure extends the standard extensive-form representation to incorporate private types drawn from a type space T_i, where Nature's initial move assigns types according to a common prior. Beliefs in this framework, denoted \mu_i, capture player i's subjective probabilities about the uncertain elements conditional on reaching a particular information set I. Specifically, \mu_i is a probability distribution over the possible types t_{-i} of opponents and the nodes within I, reflecting the player's updated assessment of the game's state given their type t_i and the fact that I has been reached. These beliefs formalize how players reason under uncertainty, incorporating both prior knowledge about types and inferences from the sequence of play. In the extensive form, beliefs are specified for every information set, even those off the equilibrium path, to ensure sequential rationality in decision-making. The foundation of these beliefs lies in a common \pi over the joint type space T = T_1 \times \cdots \times T_n, which is among all , meaning everyone knows the prior, knows that others know it, and so on. However, since types are private information, each i observes only their own t_i and must form updated beliefs about others' types t_{-i} and the current based on this revelation and the game's progress. This setup ensures that initial beliefs are consistent across players before private types are realized, but subsequent beliefs diverge due to asymmetric information. Nature's role in drawing types from \pi provides the shared starting point for these beliefs. Beliefs are updated using Bayes' rule to maintain consistency with the common prior whenever possible. For an information set I reached by player i of type t_i, the conditional belief over opponents' types is given by: \mu_i(t_{-i} \mid I) = \frac{ \pi(t_{-i} \mid t_i) \, P(I \mid t_i, t_{-i}) }{ \sum_{t'_{-i}} \pi(t'_{-i} \mid t_i) \, P(I \mid t_i, t'_{-i}) }, where P(I \mid t_i, t'_{-i}) is the probability of reaching I given types t_i and t'_{-i}, computed based on players' strategies. This formula derives the posterior distribution by normalizing the product of the conditional prior \pi(t_{-i} \mid t_i) and the likelihood of observing I, ensuring beliefs are derived coherently from the shared \pi and the implications of reaching I. If the information set has positive probability under the strategies, the update is uniquely determined; otherwise, beliefs may require additional specifications for completeness. In , players use these s to evaluate actions at each information set by maximizing their expected over the possible histories consistent with I. At an information set I with \mu_i, player i selects an action that solves \max_{a \in A_i(I)} \sum_{h \in H(I)} \mu_i(h \mid I) u_i(h, a, \sigma_{-i}), where H(I) are the histories from nodes in I, and \sigma_{-i} are opponents' strategies. This expected calculation integrates the distribution over types, nodes, and future play, making s central to rational under incomplete information. In equilibrium concepts like , these s constrain the strategies to ensure consistency and optimality throughout the game tree.

Perfect Bayesian Equilibrium

In extensive-form Bayesian games, a Perfect Bayesian Equilibrium (PBE) consists of a strategy profile \sigma^* for all players and a belief system \mu^* specifying, for each player i at every information set I_i, a probability distribution over the possible types and histories consistent with reaching I_i, such that the strategies are sequentially rational given the beliefs and the beliefs are consistent with Bayes' rule whenever possible. Sequential rationality requires that, at every information set I_i, the player's \sigma_i^*(I_i) maximizes their expected payoff given their beliefs \mu_i(I_i) about others' types and histories, and the continuation \sigma^*_{-i} of opponents. Consistency of beliefs mandates that \mu^* is derived from the prior type distributions via Bayes' rule along the equilibrium path; off the equilibrium path, beliefs must satisfy a no-signaling condition, ensuring that assessments about a player's type depend only on that player's observed actions and not on unobserved moves by others, though such off-path beliefs can be arbitrary if no information is revealed. PBE serves as the Bayesian analog to the subgame-perfect in complete-information extensive-form games, refining the weaker Bayesian by imposing sequential at every information set rather than just overall expected payoffs, thus eliminating strategies that are suboptimal in continuation subgames. For instance, PBE refines equilibria by eliminating non-credible threats through belief-based deterrence: if a deviation leads to an information set where the deviator is believed to be of a "tough" type with sufficiently high probability, it can deter entry or , whereas inconsistent beliefs might sustain implausible outcomes. Despite its refinements, PBE often admits multiplicity due to the freedom in specifying off-path beliefs, leading to further refinements such as sequential equilibrium, which imposes additional limits on belief perturbations to ensure robustness. In signaling games and other Bayesian settings, strategic stability concepts address this multiplicity by requiring invariance under perturbations and , as formalized in the notion of strategically stable sets of equilibria.

Advanced Extensions

Stochastic and Dynamic Variants

Stochastic Bayesian games generalize the Bayesian game framework to multi-agent decision-making in environments where the state evolves stochastically over time according to transition probabilities P(s'|s, a), with s \in S denoting the state space and a the joint action profile. Each player i has a private type t_i drawn from a type space T_i, which may depend on the current state s, and a value function V_i(s, t_i) representing the expected discounted future payoffs conditional on the state and type. The joint type profile t = (t_1, \dots, t_n) is drawn from a common prior, and players' strategies map their types and histories to actions, incorporating uncertainty over others' types and state transitions. Types are typically redrawn each period conditional on the next state via some distribution \mu_i(t_i' | s'). Solutions to stochastic Bayesian games employ a dynamic programming approach, deriving optimal strategies through Bellman equations that recursively combine Bayesian Nash equilibria with state-value updates. For player i, the value function satisfies V_i(s, t_i) = \max_{\sigma_i} \mathbb{E}_{t_{-i} \sim \pi(\cdot | s), \, a_{-i} \sim \sigma_{-i}(t_{-i}), \, s' \sim P(\cdot | s, a)} \left[ u_i(a, s) + \delta \mathbb{E}_{t_i' \sim \mu_i(\cdot | s')} [V_i(s', t_i')] \right], where \pi(t_{-i} | s) is the belief over opponents' types given the state, u_i(a, s) is the stage payoff, \delta \in (0,1) is the discount factor, \sigma_{-i} denotes opponents' strategies, and t_i' is the type for the next state. This equation captures the trade-off between immediate rewards and future values, solved backward from terminal states or via iterative methods for infinite horizons. These models find applications in Markov decision processes under incomplete information, where partially observable Markov decision processes (POMDPs) emerge as a special single-agent case of stochastic s, with the agent's over states serving as an effective type. In multi-agent settings, they extend to partially observable stochastic games (POSGs), modeling scenarios like robotic coordination or security where agents infer hidden states and opponents' intentions from partial observations. Post-2000 developments have focused on computational methods for solving these games, particularly through , which treats as part of the agent's belief state and uses posterior sampling or Gaussian processes for efficient . Influential works include analytic solutions for environments and scalable approximations via moment matching, enabling applications in large-scale systems like autonomous driving or network defense. Unlike static Bayesian games, stochastic variants feature history-dependent types that evolve with belief updates over time and incorporate a discounting factor \delta to weigh future payoffs, building on perfect Bayesian equilibria as a foundation for sequential in dynamic settings.

Incomplete Information in Collective Settings

In Bayesian games modeling collective agency, types encapsulate shared uncertainties among coalitions or within organizations, where group members possess private about collective capabilities or preferences. This framework extends principal-agent models to hierarchies with unknown agent types, enabling analysis of incentive alignment under asymmetric . For instance, in organizational settings, a principal may face agents whose or is privately known, leading to strategic delegation decisions that aggregate individual types into effective group actions. Bayesian implementation in such collective settings involves under incomplete information, where designers craft rules to elicit truthful type revelations from groups. The asserts that any outcome achievable through indirect can be replicated by a direct in which agents report their types, and the designer implements optimal actions based on those reports, provided the is incentive-compatible in . This principle simplifies analysis by focusing on obedience conditions, where agents adhere to prescribed actions conditional on their reported types. Type spaces in these models can be extended to represent group types, capturing correlated uncertainties across members. A key application in is the use of screening menus to distinguish unknown agent types in principal-agent interactions. The principal offers a set of contracts, each tailored to a suspected type, inducing self-selection where higher-type agents choose contracts intended for them to maximize while satisfying individual and constraints. The Myerson-Satterthwaite theorem (1983) illustrates the limits of this approach in bilateral trading scenarios, demonstrating that no Bayesian incentive-compatible mechanism can simultaneously achieve full efficiency, individual , and budget balance when types are privately held and drawn from distributions with overlapping supports. Equilibria in collective Bayesian games emphasize incentive-compatible outcomes, often incorporating obedience rules that ensure agents execute actions aligned with reported types to prevent deviations. In coalitional contexts, Bayesian coalitional games define value functions over type-contingent coalitions, yielding equilibria where groups form stable partitions that maximize expected payoffs under shared beliefs. concepts adapt to collective rationality by requiring sequential consistency of beliefs and strategies across group interactions. Recent extensions in the 2020s apply these ideas to multi-agent systems, where Bayesian coordination mechanisms address partial in cooperative tasks, such as distributed learning environments with hidden states. Agents update beliefs over peers' types using to achieve emergent group equilibria, enhancing robustness in scenarios like autonomous team or under uncertainty.

Illustrative Examples

Sheriff's Dilemma

The Sheriff's Dilemma serves as a example of a Bayesian game where incomplete about the opponent's type leads to strategic based on priors and expected payoffs. In this setup, a faces an armed , and both players simultaneously choose whether to shoot or not shoot. The has two possible types: criminal (with p) or innocent (with probability 1-p). The is uncertain about the 's type, while the knows their own type. The payoffs incorporate costs for shooting, such as injury or death, and differ based on the 's type to reflect varying incentives for . The payoff varies by the suspect's type to capture the asymmetric incentives. For the criminal type, the suspect prefers to shoot in response to the sheriff's actions, making shooting a dominant for the criminal. For the innocent type, not shooting is dominant, as aggression is costly and unnecessary. Typical payoffs for the (first) and suspect (second) are as follows for the criminal type:
  • Sheriff shoots, suspect shoots: (0, 0)
  • Sheriff shoots, suspect not shoots: (0, -2)
  • Sheriff not shoots, suspect shoots: (-2, 1)
  • Sheriff not shoots, suspect not shoots: (0, -1)
For the innocent type, the matrix emphasizes non-aggression:
  • Sheriff shoots, suspect shoots: (-3, -1)
  • Sheriff shoots, suspect not shoots: (-1, 0)
  • Sheriff not shoots, suspect shoots: (-2, -1)
  • Sheriff not shoots, suspect not shoots: (0, 1)
These payoffs ensure that the criminal type always chooses to shoot, while the innocent type always chooses not to shoot, creating type-dependent strategies. To find the Bayesian Nash equilibrium, the suspect's strategies are pure and type-specific: the criminal shoots with probability 1, and the innocent shoots with probability 0. The sheriff, holding the prior p, computes expected payoffs assuming these strategies. The expected payoff for shooting is p · u(shoot, shoot | criminal) + (1-p) · u(shoot, not | innocent), while for not shooting it is p · u(not, shoot | criminal) + (1-p) · u(not, not | innocent). Using the payoffs above, the sheriff prefers to shoot if p > 1/3, not shoot if p < 1/3, and is indifferent if p = 1/3. This threshold arises from comparing the expected costs of potential retaliation versus the risk of being shot if not shooting. This equilibrium demonstrates how priors prevent inefficient outcomes by guiding the sheriff's action based on the likelihood of facing a dangerous type. The example underscores the role of type spaces in Bayesian games, where private information leads to separating strategies, and Bayesian Nash equilibrium resolves the dilemma through probabilistic reasoning. It illustrates the broader principle that incomplete information can select efficient actions in high-stakes decisions.

Market for Lemons

The Market for Lemons model, developed by George Akerlof in 1970, exemplifies adverse selection in Bayesian games through the used car market, where sellers' private information about asset quality drives inefficient outcomes. In this setup, each seller knows the quality type q of their car—either a low-quality "lemon" (q_L) or a high-quality "good car" (q_H > q_L)—drawn from a population with a uniform prior belief held by buyers, who cannot observe q directly. This information asymmetry creates a Bayesian game, with sellers as informed players and buyers as uninformed, relying on priors and updates from market signals like posted prices. Sellers' strategies consist of posting a price p contingent on their type, aiming to maximize expected payoff given buyers' responses, while buyers' strategies involve an acceptance probability for each observed , based on inferred expected . Payoffs reflect valuations: for the seller, u_s(q, p) = p - c(q) if the car sells, where c(q) is the type-dependent reservation value (e.g., c(q_L) < c(q_H), often normalized such that sellers prefer to retain good cars unless compensated adequately); for the buyer, u_b(q, p) = v(q) - p if purchasing, with v(q) > c(q) capturing higher buyer valuation for (e.g., v(q_H) - c(q_H) > 0 enables ex ). These utilities ensure mutual benefit in symmetric information but falter under asymmetry. The Bayesian Nash equilibrium features a pooling outcome at a low reflecting the expected quality, as buyers update beliefs downward upon observing offers—anticipating a mix skewed toward lemons—and accept only if the inferred \mathbb{E}[v(q) | \text{offer}] \geq p. High-type sellers then find it unprofitable to post higher separating prices, as buyers such signals and undervalue them, prompting good-car owners to withhold supply. This unraveling culminates in market collapse: only lemons trade at a near c(q_L), eliminating trade in good cars despite positive surplus potential. This equilibrium underscores inefficiency from , where prevents welfare-improving exchanges and reduces overall market volume to the low-quality segment. Policy interventions, such as mandatory warranties or third-party certifications, address this by enabling credible quality signaling, allowing high types to separate and reviving trade in good cars.

Entry into Monopolized Market

In the entry into a monopolized market model, a potential entrant faces an incumbent firm with private information about its type, which determines the cost of resisting entry. The incumbent's type is weak with probability p (high fighting cost) or strong with probability $1-p (low fighting cost), where these priors are common knowledge. The game unfolds in extensive form: the entrant first chooses to enter or stay out. Staying out yields 0 payoff to the entrant and monopoly profits of 5 to the incumbent. Upon entry, the incumbent observes its type and chooses to accommodate (sharing the market) or fight (incurring losses). Accommodation delivers duopoly profits of 2 to the entrant and 1 to the incumbent regardless of type. Fighting yields -1 to the entrant and -5 to the weak incumbent (worse than accommodation) but 1 to the strong incumbent (at least as good as accommodation). The entrant's is a binary choice to enter or stay out, while the incumbent's specifies the probability of fighting conditional on its type following entry. Beliefs are updated using Bayes' rule where possible, with the initial prior p guiding the entrant's entry decision. In the separating , the weak incumbent always accommodates (fight probability 0), while the strong always fights (fight probability 1). The entrant then computes its expected payoff from entry as $2p + (-1)(1-p) = 3p - 1. Entry occurs if $3p - 1 > 0, or p > \frac{1}{3}; otherwise, the entrant stays out, and the incumbent's remains untested but sequentially rational off the equilibrium path. This equilibrium reveals the incumbent's type through its post-entry action when entry happens, with the weak type yielding to avoid losses and the strong type credibly committing to resistance. Pooling variants exist in extensions of the model, such as when both types accommodate with probability 1, leading the entrant to always enter (expected payoff 2 > 0) provided type does not deviate to fighting (requiring its fight payoff ≤ 1). However, if type's fight payoff exceeds accommodation, this pooling unravels, favoring the separating outcome. In signaling variants like limit pricing—where the first sets a pre-entry to signal type—pooling equilibria arise if both types charge the , deterring entry when priors suggest a high likelihood of type (low p), as off-equilibrium low prices trigger beliefs of weakness and entry. The core insight is that the incumbent's unknown type shapes the entrant's beliefs about post-entry , enabling deterrence: a sufficiently high of the strong type (p \leq \frac{1}{3}) prevents entry despite the weak type's preference for accommodation, mimicking a tougher reputation than would suggest.

References

  1. [1]
    [PDF] GAMES WITH INCOMPLETE INFORMATION PLAYED BY ...
    JOHN C HARSANYI. University of California, Berkeley. The paper develops a new theory for the analysis of games with incomplete information where the players ...
  2. [2]
    Games with Incomplete Information Played by “Bayesian” Players, I ...
    The paper develops a new theory for the analysis of games with incomplete information where the players are uncertain about some important parameters of the ...
  3. [3]
    None
    ### Summary of Bayesian Games from https://web.stanford.edu/~jdlevin/Econ%20203/Bayesian.pdf
  4. [4]
  5. [5]
    [PDF] A Course in Game Theory - Mathematics Department
    ... A Course in Game Theory” by. Martin J. Osborne and Ariel Rubinstein (ISBN 0-262-65040-1) ... Bayesian Games: Strategic Games with Imperfect. Information 24.
  6. [6]
    [PDF] Bayesian Games Game Theory 2025 - Homepages of UvA/FNWI staff
    A pure strategy for player i now is a function αi : Θi → Ai for picking the action she will play once she observes her own type. A mixed strategy for i is a ...
  7. [7]
    [PDF] Harsanyi-1967.pdf - Game Theory
    Bayesian games. Section 6. The random-vector model, the prior-lottery model, and the posterior- lottery model for Bayesian games.
  8. [8]
    Pure-strategy equilibria in Bayesian games - ScienceDirect.com
    Harsanyi's fundamental work and many follow-up contributions on the general theory of Bayesian games have been based on the concept of behavioral strategy.
  9. [9]
    [PDF] Bayesian Games | Brown CS
    A Bayesian, or incomplete information, game is a generalization of a complete-information game. Recall that in a complete-information.
  10. [10]
    [PDF] Bayesian Equilibrium and Incentive Compatibility - Knowledge Base
    First, we will consider Bayesian collective-choice problems, which are situations in which the incentive constraints are purely informational (pure adverse-.
  11. [11]
    [PDF] Game Theory: Static and Dynamic Games of Incomplete Information
    May 15, 2008 · However, in a couple of papers in 1967-68, John C. ... Harsanyi's Bayesian Nash Equilibrium (or simply Bayesian Equilibrium) is precisely the Nash.
  12. [12]
    None
    ### Simple Discrete Example of Bayesian Nash Equilibrium with Two Players (High/Low Types)
  13. [13]
    [PDF] Games with Incomplete Information Played by "Bayesian" Players, I ...
    Mar 6, 2005 · Part I of this paper has described a new theory for the analysis of games with in- complete information. It has been shown that, if the various ...
  14. [14]
    [PDF] Extensive-Form Games with Imperfect Information
    Sep 12, 2012 · An imperfect-information extensive-form game is a tuple (N,H,P,I,u) where players may not be perfectly informed about past events.
  15. [15]
    [PDF] 14.126 Lecture 3: Extensive form games - DSpace@MIT
    The idea that a situation in which players are unsure about each other's payoffs and beliefs can be modeled as a Bayesian game, in which a player's type.
  16. [16]
    [PDF] Games with Incomplete Information Played by "Bayesian" Players, I ...
    Mar 6, 2005 · Parts I and II of this paper have described a new theory for the analysis of games with incomplete information. Two cases have been ...
  17. [17]
    [PDF] purification 779 - MIT Economics
    For the first part, Harsanyi's theorem uses the assumption of suffi- ciently diffuse independent payoff shocks. Only the sec- ond part required the strong ...
  18. [18]
    Games with Incomplete Information Played by “Bayesian” Players, I ...
    Vol 14 No 3 November, 1967. Printed in USA. GAMES WITH INCOMPLETE INFORMATION PLAYED. BY "BAYESIAN" PLAYERS, I-III. Part I. The Basic Model*+¹. JOHN C HARSANYI.
  19. [19]
    [PDF] Sequential Equilibria - David Levine
    (An example is given in Kreps and Wilson [6], where there is unique along-the-equilibrium-path behavior among all sequential equilibria whose be- liefs meet an ...
  20. [20]
    [PDF] Perfect Bayesian and sequential equilibria : a clarifying note
    equilibrium (PBE) . A PBE is a specification of strategies andbeliefs such that (P) at each stage the strategies form a Bayesian equilibrium for the.Missing: seminal | Show results with:seminal<|control11|><|separator|>
  21. [21]
    Dynamic Bayesian Games for Adversarial and Defensive Cyber ...
    Sep 6, 2018 · Dynamic Bayesian Games for Adversarial and Defensive Cyber Deception. Authors:Linan Huang, Quanyan Zhu.
  22. [22]
    An analytic solution to discrete Bayesian reinforcement learning
    We take a Bayesian model-based approach, framing RL as a partially observable Markov decision process. Our two main contributions are the analytical derivation ...
  23. [23]
    A perspective on generalized principal–agent problems
    Myerson (1982) formalizes general principal–agent problems, in which agents have private information and choose actions. His contribution is best known for ...
  24. [24]
    [PDF] Roger B. Myerson - Prize Lecture
    With the revelation principle, this feasible set essentially coincides with the set of incentive-compatible mechanisms, which satisfy certain incentive ...
  25. [25]
    [PDF] Lectures in Contract Theory - Meet the Berkeley-Haas Faculty
    contracting situation could involve elements of both signaling and screening). ... Proposition 5 (The Myerson-Satterthwaite Theorem) In the bilateral trade.
  26. [26]
    [PDF] Bayesian Coalitional Games
    We define Bayesian coalitional games (BCGs) using the partition model, similar to how (non-cooperative) Bayesian games are defined (Osborne and Rubinstein 1994) ...Missing: collective principal-
  27. [27]
  28. [28]
    [PDF] Incomplete Information Games! - Mohammad Hossein Manshaei
    • Incomplete Information Games: Definitions. • Bayesian Nash Equilibrium. • Sheriff's Dilemma: An Example. 3. Page 4. • In complete information games, everyone.
  29. [29]
    [PDF] Bayesian Games
    The type captures all the information private to a player. Bayesian game is a tuple N,A,Θ,p,u where. • N is the set of players.Missing: formal | Show results with:formal
  30. [30]
    The Market for "Lemons": Quality Uncertainty and the Market ... - jstor
    This paper relates quality and uncertainty. The existence of goods of many grades poses interesting and important problems for the theory of markets.
  31. [31]
    Predation, reputation, and entry deterrence - ScienceDirect.com
    Our gametheoretic, equilibrium analysis suggests that if a firm is threatened by several potential entrants, then predation may be rational against early ...