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Electronic mail game

From Wikipedia, the free encyclopedia
Incomplete-information coordination game

Ingame theory, theelectronic mail game is an example of an "almostcommon knowledge"incomplete information game. It illustrates the apparentlyparadoxical[1] situation where arbitrarily close approximations to common knowledge lead to very different strategical implications from that of perfect common knowledge. Intuitively, it shows that arbitrarily long but finite chains of "I know that you know that I know that you know..." are fundamentally different from infinite ones.

It was first introduced byAriel Rubinstein in 1989.[2]

The game

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Setup

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The electronic mail game is acoordination game of incomplete information. Players 1 (she) and 2 (he) can choose between actionsA{\displaystyle A} andB{\displaystyle B}. There are two states of the worlda{\displaystyle a} andb{\displaystyle b}, which happen with respective probabilities1p{\displaystyle 1-p} andp{\displaystyle p}, withp<1/2{\displaystyle p<1/2}. The payoffs for each action profile in each of those states are:

A{\displaystyle A}B{\displaystyle B}
A{\displaystyle A}M{\displaystyle M},M{\displaystyle M}0{\displaystyle 0},L{\displaystyle -L}
B{\displaystyle B}L{\displaystyle -L},0{\displaystyle 0}0{\displaystyle 0},0{\displaystyle 0}
Statea{\displaystyle a}
 
A{\displaystyle A}B{\displaystyle B}
A{\displaystyle A}0{\displaystyle 0},0{\displaystyle 0}0{\displaystyle 0},L{\displaystyle -L}
B{\displaystyle B}L{\displaystyle -L},0{\displaystyle 0}M{\displaystyle M},M{\displaystyle M}
Stateb{\displaystyle b}

whereL>M>0{\displaystyle L>M>0}. Players would like to coordinate to playA{\displaystyle A} in state of the worlda{\displaystyle a}, and to playB{\displaystyle B} inb{\displaystyle b}. If they coordinate in the wrong state, they only get0{\displaystyle 0} payoff; but if they choose different actions, the player who choseB{\displaystyle B} gets a negative payoff ofL{\displaystyle -L}.

Player 1 knows the true state of nature, whereas Player 2 does not. Without communicating, the highest expected payoff they can achieve is(1p)M{\displaystyle (1-p)M}, by always choosingA{\displaystyle A}. If the state of the world were common knowledge, both players would be able to achieve payoffM{\displaystyle M}.

Email communication

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Now assume that the players communicate via emails. Once Player 1 discovers the state of nature, her computerautomatically sends an email to Player 2 informing him of the true state; Player 2's computer thenautomatically replies with a confirmation that he received the information; Player 1's computer thenautomatically replies with a confirmation that she received the information that he received the information, and so on. This mimics the idea of a "I know that you know that I know that you know..." chain.

However, there is an arbitrarily small probabilityε>0{\displaystyle \varepsilon >0} that some technical failure will happen and one of those emails will not arrive at its destination, after which communication will cease. If that happens, the last player to send the message does not know if 1) the other player did not get the last message, or 2) the other player got the last message, but could not send the confirmation email due to the technical failure.

Types and strategies

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LetTi{\displaystyle T_{i}} be the number of messages that were sent by Playeri{\displaystyle i}'s computer — since that information is only observed by Playeri{\displaystyle i}, we can think ofTi{\displaystyle T_{i}} as their Harsanyi type. In terms of choice, players only observeTi{1,2,...,}{\displaystyle T_{i}\in \{1,2,...,\}} and then must choose an action{A,B}{\displaystyle \{A,B\}}. A strategy in the electronic mail game is thus defined as a function fromNTi{\displaystyle \mathbb {N} \ni T_{i}} to{A,B}{\displaystyle \{A,B\}}.

The distribution of types(T1,T2){\displaystyle (T_{1},T_{2})} is given by the following probabilitiesP(T1,T2){\displaystyle \mathbb {P} (T_{1},T_{2})}:

Equilibrium

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The equilibrium concept to be used is that of a Bayesian Nash Equilibrium (BNE). Rubinstein showed that, no matter how small the chance of failureε{\displaystyle \varepsilon } and no matter how many confirmation emails were sent, both players always choose to playA{\displaystyle A}, even if they know that the state of nature isb{\displaystyle b}.

Proposition: There is only one BNE where Player 1 playsA{\displaystyle A} when the state of nature isa{\displaystyle a}. In this equilibrium, both players playA{\displaystyle A}, independently of their types.[2]

The result is counterintuitive, since both know that the true state isb{\displaystyle b}, and they can have arbitrarily precise knowledge of "knowing that the other player knows that they know that the other player knows..." that the state isb{\displaystyle b}. Still, since this chain of information eventually stops, their equilibrium best response still is to always playA{\displaystyle A}.

References

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  1. ^Morris, Stephen (2002)."Coordination, Communication, and Common Knowledge: a Retrospective on the Electronic-mail Game".Oxford Review of Economic Policy.18 (4):433–445.
  2. ^abRubinstein, Ariel (1989)."The Electronic Mail Game: Strategic Behavior Under "Almost Common Knowledge"".American Economic Review.79 (3):385–391.
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