Cursed equilibrium

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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,[1] and has since become a canonical behavioral solution concept for Bayesian games in behavioral economics.[2]

Preliminaries

Bayesian games

Let I be a finite set of players and for each iI, define Ai their finite set of possible actions and Ti as their finite set of possible types; the sets A=iIAi and T=iITi are the sets of joint action and type profiles, respectively. Each player has a utility function ui:A×T, and types are distributed according to a joint probability distribution pΔT. A finite Bayesian game consists of the data G=((Ai,Ti,ui)iI,p).

Bayesian Nash equilibrium

For each player iI, a mixed strategy σi:TiΔAi specifies the probability σi(ai|ti) of player i playing action aiAi when their type is tiTi.

For notational convenience, we also define the projections Ai=jiAj and Ti=jiTj, and let σi:TijiΔAj be the joint mixed strategy of players ji, where σi(ai|ti) gives the probability that players ji play action profile ai when they are of type ti.

Definition: a Bayesian Nash equilibrium (BNE) for a finite Bayesian game G=((Ai,Ti,ui)iI,p) consists of a strategy profile σ=(σi)iI such that, for every iI, every tiTi, and every action ai* played with positive probability σi(ai*|ti)>0, we have

ai*argmaxaiAitiTipi(ti|ti)aiAiσi(ai|ti)ui(ai,ai,ti,ti)

where pi(ti|ti)=p(ti,ti)tiTip(ti|ti)p(ti) is player i's beliefs about other players types ti given his own type ti.

Definition

Average strategies

First, we define the "average strategy of other players", averaged over their types. Formally, for each iI and each tiTi, we define σi:TijiΔAj by putting

σi(ai|ti)=tiTipi(ti|ti)σi(ai|ti)

Notice that σi(ai|ti) does not depend on ti. It gives the probability, viewed from the perspective of player i when he is of type ti, that the other players will play action profile ai when they follow the mixed strategy σi. More specifically, the information contained in σi does not allow player i to assess the direct relation between ai and ti given by σi(ai|ti).

Cursed equilibrium

Given a degree of mispercetion χ[0,1], we define a χ-cursed equilibrium for a finite Bayesian game G=((Ai,Ti,ui)iI,p) as a strategy profile σ=(σi)iI such that, for every iI, every tiTi, we have

ai*argmaxaiAitiTipi(ti|ti)aiAi[χσi(ai|ti)+(1χ)σi(ai|ti)]ui(ai,ai,ti,ti)

for every action ai* played with positive probability σi(ai*|ti)>0.

For χ=0, we have the usual BNE. For χ=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 χ-cursed equilibria where both parties choose to trade.[1]

Ambiguous political campaigns and cursed voters

In an election model where candidates are policy-motivated, candidates who do not reveal their policy preferences would not be elected if voters are completely rational. In a BNE, voters would correctly infer that if a candidate is ambiguous about their policy position, then it's because such a position is unpopular. Therefore, unless a candidate has very extreme – unpopular – positions, they would announce their policy preferences.

If voters are cursed, however, they underestimate the connection between the non-announcement of policy position and the unpopularity of the policy. This leads to both moderate and extreme candidates concealing their policy preferences.[3]

References

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