WEBVTT

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[SQUEAKING]

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[RUSTLING]

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[CLICKING]

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IAN BALL: All right.

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So today, we're
starting a new phase

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of the course, which is
going to be about games

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with incomplete information.

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And I'll warn you up front
that the terminology here

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is a bit confusing.

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We've been talking about
imperfect and perfect

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information, and
now we're talking

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about complete and
incomplete information.

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Complete and perfect sound
similar colloquially,

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but in game theory, they
have very different meanings.

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So I want to be precise
about what's going on.

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So far, we've always looked
at complete information.

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And what's confusing is that
under complete information,

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under this complete
information umbrella,

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there are two special
cases that we've

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talked about or two
distinct cases, which

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is perfect information
and imperfect information.

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So I'll give some
formal definitions,

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but then I'll also
give some examples

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to keep in mind, because I
think these definitions can

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seem a bit abstract.

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So in games of perfect
information, what that meant

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was that every information
set was a singleton.

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And I think the canonical
game to keep in mind

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for games of perfect information
would be games like chess.

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So when we play chess,
whenever it's our turn to move,

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we can perfectly see
how everyone else

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has moved so far in chess.

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We see the position
of the board,

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and we remember each move
that everyone else played.

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That's the sense in which every
information set is a singleton.

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Then we also looked at games
of imperfect information.

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What that meant was that some
information sets were not

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singletons.

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So I'll say some
non-singleton info sets.

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Now, economically,
what does it mean

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when we had non-singleton
information sets?

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It meant that there were times
when someone was called upon

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to move, and there was
some aspect of the game

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or of the previous
moves they didn't

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know about-- either
moved by nature

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or moved by a different player.

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And they knew which
information set they were at,

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but they didn't know which
node within that information

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set they were at.

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And this was the case--

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there's a few leading
examples here.

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Whenever we had a
simultaneous move game--

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whenever the players moved
simultaneously, remember,

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the way we represented that in
the extensive form was to say,

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well, technically one
player has moved first.

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But then the other player moves
without observing the move

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by the other player, and
therefore that second player's

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information set is
going to include

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different nodes that specify
how the other player moved.

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So simultaneous moves--
the simple example here,

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I would say, is poker.

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Poker would be another case,
because when I'm called upon

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to move in poker, I don't know
the cards that the other players

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have been dealt. Even if we
move sequentially in poker,

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my information set is
still non-singleton

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because when I move, I don't
know what cards the other player

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has.

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So these are two
distinct ways we

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can have imperfect information.

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But why do I say both of these
are complete information?

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So the defining feature,
the defining property

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of these two classes
of games is what makes

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them complete information.

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And I'll warn you,
some people give

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slightly different
definitions of this,

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and I think my definition is
slightly different than what's

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given in the notes.

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But what I like to think
of it is, at the beginning

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of the game, information
is symmetric.

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So beginning of the
game is crucial here.

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Once we start playing poker,
we're going to be dealt hands.

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And one player won't know what
cards the other player has

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been dealt. But when we start
the game, when we sit down

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at the poker table,
whatever one player knows,

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everyone else knows.

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No one's been dealt
any cards yet.

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We all understand the
rules of the game.

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We all understand
that people want

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to win as much
money as possible,

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and information is
symmetric in the sense

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that anything known by one
player is known by all players.

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And maybe if I want
to be more precise,

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I'll say it's common knowledge.

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This doesn't mean
we know everything.

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When we sit down
at a poker table,

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we don't know what hand we're
going to be dealt in the future.

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But none of us know that.

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There's no information
that one player

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knows that other
players don't know

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at the beginning of the game.

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And it's crucial here that we're
at the beginning of the game.

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The distinction with
incomplete information--

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when I say information
is symmetric,

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let me add here,
relevant information.

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Of course, when you sit
down at a poker table,

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you know your birthday
and someone else doesn't.

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But that's not really
relevant to the game.

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So in a technical
sense, we never

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have complete information
because there's always

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these unmodeled things
that are irrelevant.

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But what I mean is
relevant information

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with incomplete information.

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The difference is that at
the beginning of the game,

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there is relevant information
that some player knows

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but another player doesn't know.

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So there is information, or more
precisely, relevant information

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that is known by some
player, but not others.

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And let's give a few
examples of this.

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So examples of incomplete
information games.

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And what you'll
see is that a lot

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of our examples of
complete information games

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come from parlor games.

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They come from things
like chess or poker.

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But in the real
world, when we're

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analyzing economic
situations, we're

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much more often in the
incomplete information case.

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So let's give a few
examples of that.

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Was there a question?

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Yeah.

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AUDIENCE: No, nevermind.

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IAN BALL: You're welcome to ask.

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AUDIENCE: Oh, I thought you
were asking for example.

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IAN BALL: Oh, sure.

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Give an example, yeah.

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Sorry, sometimes I'm rhetorical.

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It's not clear.

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You can always answer
any question you want.

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And if I didn't intend
it, that's totally fine.

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Yeah, go ahead.

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AUDIENCE: Would
one of them be when

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there's price haggling and they
don't know each other's values?

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IAN BALL: Exactly.

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That's a great example.

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And actually, that fits in.

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The first example I was going to
give is a special case of that.

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So let me give this is the
kind of classic example.

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And it exactly fits
into your setting.

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And this, I would say
is buying a used car.

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And of course, price
haggling over the used car.

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Let's say we're haggling over
the price of the used car.

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What don't we know?

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Well, you brought
up one example.

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We don't know each player's
valuation for the car.

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And we can be a little
more specific, right?

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Let's say a salesperson
is selling you a used car.

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There's something they know
that you don't, probably.

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What might they know that
you don't know about the car?

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Yes, in the second row?

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AUDIENCE: The condition?

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IAN BALL: The
condition of the car.

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So in this case,
the seller, maybe

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they're an experienced
mechanic or auto dealer.

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They've seen a lot of cars.

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They've examined
the car closely.

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You maybe don't know
a lot about cars.

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So often, the seller
knows whether there's

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a problem with the engine.

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They know whether it's been
making a sound every time

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they drive it.

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So the seller knows the
condition of the car.

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And that's probably
relevant, actually,

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to both of your valuations.

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If it's a high quality
car, the seller

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probably values it
more because they

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could sell it to someone else.

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The buyer probably
values it more as well.

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I'd argue the
buyer probably also

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has some private information.

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What does the buyer know?

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And these are things-- when
I say the seller knows this,

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but the buyer doesn't.

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And of course, these
things aren't binary.

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The buyer probably knows
something about the car.

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They can look at it and
see if it's totally dented.

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They can see that, but there's
probably some aspects of the car

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that they can't see
or can't observe.

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What about the buyer?

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What is something
the buyer may know?

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Yeah.

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AUDIENCE: The buyer knows
how much they want a car.

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I feel like that
informs how much they'd

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be willing to pay for it.

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IAN BALL: Exactly.

00:09:25.740 --> 00:09:27.560 align:middle line:84%
So the buyer knows-- and this
is exactly what you mentioned

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in the front row-- they know
their valuation for the car.

00:09:29.935 --> 00:09:32.923 align:middle line:84%
Buyer knows, or at
least they know--

00:09:32.923 --> 00:09:34.840 align:middle line:84%
maybe they don't know
their valuation exactly,

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but they know--

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maybe I'll say how
much they need it.

00:09:37.800 --> 00:09:40.060 align:middle line:90%


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The reason I don't say they
don't know their valuation

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is if they don't know if
the car is broken or not,

00:09:44.482 --> 00:09:46.190 align:middle line:84%
then they probably
don't know exactly how

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much it's really worth to them.

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But they know they have a job
they need to get to tomorrow,

00:09:50.910 --> 00:09:52.270 align:middle line:90%
and they have to get there.

00:09:52.270 --> 00:09:54.630 align:middle line:84%
And they know they went to
the last three dealerships,

00:09:54.630 --> 00:09:56.297 align:middle line:84%
and they couldn't
find a car they liked.

00:09:56.297 --> 00:09:58.297 align:middle line:84%
Or maybe they know that
they like the color red,

00:09:58.297 --> 00:10:00.422 align:middle line:84%
and this car is red-- or
they hate the color brown,

00:10:00.422 --> 00:10:01.850 align:middle line:84%
and that's why
they value it less.

00:10:01.850 --> 00:10:04.183 align:middle line:84%
There's a lot of aspects of
the buyer's preferences that

00:10:04.183 --> 00:10:05.890 align:middle line:84%
the buyer knows, but
the seller doesn't.

00:10:05.890 --> 00:10:14.150 align:middle line:90%


00:10:14.150 --> 00:10:15.670 align:middle line:84%
And notice how this
is fundamentally

00:10:15.670 --> 00:10:19.850 align:middle line:84%
different from the imperfect
information we see in poker.

00:10:19.850 --> 00:10:23.410 align:middle line:84%
In poker, yes, I don't know
if you have queens or kings.

00:10:23.410 --> 00:10:24.890 align:middle line:84%
But when you sit
down at the table,

00:10:24.890 --> 00:10:26.723 align:middle line:84%
we basically all know
the game we're playing

00:10:26.723 --> 00:10:30.310 align:middle line:84%
and we all know the preferences
of the other players.

00:10:30.310 --> 00:10:34.830 align:middle line:84%
Another great example
would be health insurance--

00:10:34.830 --> 00:10:38.923 align:middle line:90%
so also buying health insurance.

00:10:38.923 --> 00:10:40.840 align:middle line:84%
I would argue in this
case probably the seller

00:10:40.840 --> 00:10:44.640 align:middle line:84%
and the buyer know some things
that the other party doesn't

00:10:44.640 --> 00:10:47.520 align:middle line:90%
know very well.

00:10:47.520 --> 00:10:48.643 align:middle line:90%
Any thoughts here?

00:10:48.643 --> 00:10:50.560 align:middle line:84%
Certainly the buyer
probably knows some things

00:10:50.560 --> 00:10:53.420 align:middle line:90%
the seller doesn't know.

00:10:53.420 --> 00:10:53.960 align:middle line:90%
Yeah.

00:10:53.960 --> 00:10:57.230 align:middle line:84%
AUDIENCE: The buyer knows
his own medical history.

00:10:57.230 --> 00:10:57.980 align:middle line:90%
IAN BALL: Exactly.

00:10:57.980 --> 00:10:59.620 align:middle line:84%
So the buyer knows
medical history.

00:10:59.620 --> 00:11:04.520 align:middle line:90%


00:11:04.520 --> 00:11:05.817 align:middle line:90%
And again, this is not binary.

00:11:05.817 --> 00:11:07.900 align:middle line:84%
If you buy health insurance
in the private market,

00:11:07.900 --> 00:11:09.140 align:middle line:84%
the seller is
concerned about this.

00:11:09.140 --> 00:11:10.240 align:middle line:84%
And they're going to
have you fill out a form.

00:11:10.240 --> 00:11:11.800 align:middle line:84%
And they're going to have a
doctor go to your house and do

00:11:11.800 --> 00:11:12.773 align:middle line:90%
a 30-minute evaluation.

00:11:12.773 --> 00:11:14.940 align:middle line:84%
But of course, that's not
going to cover everything.

00:11:14.940 --> 00:11:17.523 align:middle line:84%
You might know that last week,
you started feeling a bit sick,

00:11:17.523 --> 00:11:19.607 align:middle line:84%
and that's why you're
buying the health insurance.

00:11:19.607 --> 00:11:22.080 align:middle line:84%
Or you might know about a
family history of a condition

00:11:22.080 --> 00:11:24.440 align:middle line:84%
that the health insurer
doesn't know about.

00:11:24.440 --> 00:11:26.420 align:middle line:84%
And this is certainly
relevant to both of you.

00:11:26.420 --> 00:11:28.220 align:middle line:84%
It's relevant to how
much you value insurance,

00:11:28.220 --> 00:11:30.512 align:middle line:84%
because the sicker you are,
the more valuable insurance

00:11:30.512 --> 00:11:31.160 align:middle line:90%
is to you.

00:11:31.160 --> 00:11:34.020 align:middle line:84%
It's also relevant to how costly
the insurance is to the seller.

00:11:34.020 --> 00:11:35.940 align:middle line:84%
If the seller insures
a very sick person,

00:11:35.940 --> 00:11:37.530 align:middle line:84%
they're going to have to
be on the hook for a lot

00:11:37.530 --> 00:11:38.697 align:middle line:90%
of different doctor's bills.

00:11:38.697 --> 00:11:41.730 align:middle line:84%
And this is one reason health
insurance markets often

00:11:41.730 --> 00:11:42.750 align:middle line:90%
don't run very well.

00:11:42.750 --> 00:11:47.010 align:middle line:84%
I'd argue the seller
probably, even in this case,

00:11:47.010 --> 00:11:50.850 align:middle line:90%
maybe knows some things.

00:11:50.850 --> 00:11:55.330 align:middle line:84%
This is not the main missing
information in health insurance

00:11:55.330 --> 00:11:57.930 align:middle line:84%
markets, but I think there's
probably some things they know.

00:11:57.930 --> 00:12:00.013 align:middle line:84%
AUDIENCE: Could the seller
know that their company

00:12:00.013 --> 00:12:02.050 align:middle line:84%
is about to do a
discount next month?

00:12:02.050 --> 00:12:03.110 align:middle line:90%
Does it tell the buyer?

00:12:03.110 --> 00:12:03.330 align:middle line:90%
IAN BALL: Great.

00:12:03.330 --> 00:12:04.230 align:middle line:90%
That's a good thing.

00:12:04.230 --> 00:12:06.070 align:middle line:84%
So one thing-- that's
in a dynamic context.

00:12:06.070 --> 00:12:07.710 align:middle line:84%
But certainly in
a dynamic context,

00:12:07.710 --> 00:12:10.325 align:middle line:84%
the sellers know the
prices next period.

00:12:10.325 --> 00:12:11.450 align:middle line:90%
This is certainly relevant.

00:12:11.450 --> 00:12:13.990 align:middle line:84%
These clothing stores always
do these regular discounts.

00:12:13.990 --> 00:12:15.490 align:middle line:84%
If you go and buy
something-- if you

00:12:15.490 --> 00:12:16.330 align:middle line:84%
knew that they
were going to have

00:12:16.330 --> 00:12:18.970 align:middle line:84%
a 15% discount the next day,
you probably wouldn't buy.

00:12:18.970 --> 00:12:20.370 align:middle line:84%
And they usually don't
tell you that the discount

00:12:20.370 --> 00:12:21.210 align:middle line:90%
is coming in the future.

00:12:21.210 --> 00:12:22.470 align:middle line:84%
They announced it
when it started.

00:12:22.470 --> 00:12:23.762 align:middle line:90%
They don't tell you in advance.

00:12:23.762 --> 00:12:27.270 align:middle line:84%
So the seller might know
things about future pricing.

00:12:27.270 --> 00:12:30.330 align:middle line:90%


00:12:30.330 --> 00:12:32.910 align:middle line:84%
And maybe this is a bit more
of a behavioral, non-rational

00:12:32.910 --> 00:12:35.410 align:middle line:84%
story, but I would argue that
when you buy health insurance,

00:12:35.410 --> 00:12:37.030 align:middle line:90%
it's very, very complicated.

00:12:37.030 --> 00:12:39.070 align:middle line:84%
The exact quality of
the network you have

00:12:39.070 --> 00:12:42.290 align:middle line:84%
is very, very
difficult to untangle.

00:12:42.290 --> 00:12:44.870 align:middle line:84%
So technically, when you buy a
health insurance plan, what's

00:12:44.870 --> 00:12:47.710 align:middle line:84%
relevant to you is
every single doctor

00:12:47.710 --> 00:12:50.370 align:middle line:84%
in the world who's covered
by the plan and who's not.

00:12:50.370 --> 00:12:52.150 align:middle line:84%
And more precisely,
exactly how much

00:12:52.150 --> 00:12:55.750 align:middle line:84%
your copay is at every single
doctor maybe in the world.

00:12:55.750 --> 00:12:57.490 align:middle line:84%
You probably don't
know that that well,

00:12:57.490 --> 00:12:59.490 align:middle line:84%
even if you pore
through the contract.

00:12:59.490 --> 00:13:02.510 align:middle line:84%
The seller probably has
a much better idea of,

00:13:02.510 --> 00:13:03.710 align:middle line:90%
maybe what I'll say--

00:13:03.710 --> 00:13:06.975 align:middle line:90%
the network coverage.

00:13:06.975 --> 00:13:08.350 align:middle line:84%
Or what they
certainly know about

00:13:08.350 --> 00:13:13.070 align:middle line:84%
is when you apply to get
reimbursed for a treatment, how

00:13:13.070 --> 00:13:15.790 align:middle line:84%
cumbersome that process
is, and what the rejection

00:13:15.790 --> 00:13:16.850 align:middle line:90%
rate is of the insurer.

00:13:16.850 --> 00:13:18.350 align:middle line:84%
This is something
the insurer knows.

00:13:18.350 --> 00:13:21.070 align:middle line:84%
Some insurers might be a bit
more lenient than others.

00:13:21.070 --> 00:13:22.230 align:middle line:90%
They privately know that.

00:13:22.230 --> 00:13:24.050 align:middle line:84%
Maybe you've gone on Reddit
and read a bit about it,

00:13:24.050 --> 00:13:26.570 align:middle line:84%
but you probably don't have
full information about that.

00:13:26.570 --> 00:13:29.590 align:middle line:90%


00:13:29.590 --> 00:13:33.120 align:middle line:90%
Let's do a few more examples.

00:13:33.120 --> 00:13:35.800 align:middle line:90%
What about in an auction?

00:13:35.800 --> 00:13:37.080 align:middle line:90%
Context?

00:13:37.080 --> 00:13:39.180 align:middle line:84%
Well, here it's
the classic case.

00:13:39.180 --> 00:13:40.900 align:middle line:84%
When the bidders show
up to an auction,

00:13:40.900 --> 00:13:43.560 align:middle line:84%
the bidders generally
know how much

00:13:43.560 --> 00:13:45.157 align:middle line:84%
they value the item
being auctioned,

00:13:45.157 --> 00:13:46.740 align:middle line:84%
but the other bidders
don't know that.

00:13:46.740 --> 00:13:52.620 align:middle line:84%
So each bidder knows
her value for the good.

00:13:52.620 --> 00:13:58.552 align:middle line:90%


00:13:58.552 --> 00:14:00.760 align:middle line:84%
And of course, this value
could reflect a few things.

00:14:00.760 --> 00:14:02.540 align:middle line:84%
If I'm bidding against
someone in auction,

00:14:02.540 --> 00:14:03.840 align:middle line:84%
their value might be
high because they just

00:14:03.840 --> 00:14:05.660 align:middle line:84%
love this painting or
maybe they're just really,

00:14:05.660 --> 00:14:06.220 align:middle line:90%
really rich.

00:14:06.220 --> 00:14:07.360 align:middle line:84%
Or maybe they just
got all this money

00:14:07.360 --> 00:14:08.693 align:middle line:90%
and they have to spend it today.

00:14:08.693 --> 00:14:10.540 align:middle line:84%
There's all these
stories that could go on,

00:14:10.540 --> 00:14:12.520 align:middle line:84%
but their willingness
to pay for the item

00:14:12.520 --> 00:14:16.000 align:middle line:84%
is something that they
know that I don't know.

00:14:16.000 --> 00:14:17.640 align:middle line:84%
And then a classic
case that we've also

00:14:17.640 --> 00:14:21.920 align:middle line:84%
discussed so far is maybe
bargaining negotiation

00:14:21.920 --> 00:14:22.940 align:middle line:90%
more broadly.

00:14:22.940 --> 00:14:25.760 align:middle line:90%


00:14:25.760 --> 00:14:29.560 align:middle line:84%
Let's say we gave the example of
bargaining over a peace treaty.

00:14:29.560 --> 00:14:31.692 align:middle line:84%
When both sides sit
down at the table,

00:14:31.692 --> 00:14:33.650 align:middle line:84%
they don't really know
what terms of the treaty

00:14:33.650 --> 00:14:34.650 align:middle line:90%
are acceptable.

00:14:34.650 --> 00:14:36.510 align:middle line:84%
If I'm negotiating
with a foreign leader--

00:14:36.510 --> 00:14:38.050 align:middle line:90%
I would never be doing that--

00:14:38.050 --> 00:14:40.350 align:middle line:84%
they know their political
constraints at home.

00:14:40.350 --> 00:14:42.210 align:middle line:84%
They know what kind of deal they
can make that would get them

00:14:42.210 --> 00:14:42.970 align:middle line:90%
in trouble or not.

00:14:42.970 --> 00:14:44.470 align:middle line:84%
They might know
facts on the ground.

00:14:44.470 --> 00:14:47.010 align:middle line:84%
They might know things about
the condition of their soldiers

00:14:47.010 --> 00:14:49.302 align:middle line:84%
and their army that are all
relevant to the negotiation

00:14:49.302 --> 00:14:51.370 align:middle line:84%
that I, as the
counterparty, don't know.

00:14:51.370 --> 00:14:55.650 align:middle line:84%
So there's just tons
of private information.

00:14:55.650 --> 00:15:00.870 align:middle line:84%
I'll just say about
really, what is it about?

00:15:00.870 --> 00:15:04.290 align:middle line:84%
It's about their
preferences over the terms

00:15:04.290 --> 00:15:06.310 align:middle line:84%
of the negotiation,
over terms of the deal.

00:15:06.310 --> 00:15:10.490 align:middle line:90%


00:15:10.490 --> 00:15:13.890 align:middle line:84%
So I think it's nice to
step back here and pause

00:15:13.890 --> 00:15:16.730 align:middle line:84%
and look at the
history of game theory.

00:15:16.730 --> 00:15:19.430 align:middle line:84%
Game theory started-- as I
said earlier in the course,

00:15:19.430 --> 00:15:21.070 align:middle line:84%
it was studied by
mathematicians.

00:15:21.070 --> 00:15:23.810 align:middle line:84%
They were analyzing things like
chess and checkers and poker,

00:15:23.810 --> 00:15:26.210 align:middle line:84%
and they presented this
theory of complete information

00:15:26.210 --> 00:15:30.020 align:middle line:84%
that did a very good job of
capturing games like chess

00:15:30.020 --> 00:15:31.140 align:middle line:90%
and checkers and poker.

00:15:31.140 --> 00:15:32.515 align:middle line:90%
But there was this folk wisdom.

00:15:32.515 --> 00:15:34.140 align:middle line:84%
There was this view
that we could never

00:15:34.140 --> 00:15:36.120 align:middle line:84%
apply game theory
to the real world,

00:15:36.120 --> 00:15:38.800 align:middle line:84%
to things like this because the
game isn't common knowledge.

00:15:38.800 --> 00:15:40.980 align:middle line:84%
There's just so much
information that we

00:15:40.980 --> 00:15:42.813 align:middle line:84%
don't know that we can
never apply the tools

00:15:42.813 --> 00:15:45.460 align:middle line:84%
and the rigor of game
theoretic reasoning.

00:15:45.460 --> 00:15:49.360 align:middle line:84%
And there was a big
breakthrough in the '60s.

00:15:49.360 --> 00:15:55.980 align:middle line:84%
So the breakthrough
came with Harsanyi

00:15:55.980 --> 00:16:01.420 align:middle line:84%
in 1967, 1968, who
presented a framework

00:16:01.420 --> 00:16:05.553 align:middle line:84%
for analyzing situations
like this using game theory.

00:16:05.553 --> 00:16:07.720 align:middle line:84%
And I think this was a
turning point in game theory,

00:16:07.720 --> 00:16:09.140 align:middle line:84%
where before that,
it was largely

00:16:09.140 --> 00:16:10.223 align:middle line:90%
studied by mathematicians.

00:16:10.223 --> 00:16:12.557 align:middle line:84%
And then once people realized
that this is the right way

00:16:12.557 --> 00:16:15.040 align:middle line:84%
to think about health insurance
markets or bargaining,

00:16:15.040 --> 00:16:16.940 align:middle line:84%
all of a sudden economists
became much more interested

00:16:16.940 --> 00:16:19.120 align:middle line:84%
in it, and the nature of
the field kind of shifted.

00:16:19.120 --> 00:16:22.740 align:middle line:84%
And Harsanyi later won the
Nobel Prize for his work here.

00:16:22.740 --> 00:16:27.830 align:middle line:84%
So I think Harsanyi's key
insight, which was later

00:16:27.830 --> 00:16:30.510 align:middle line:84%
formalized by others,
is that we can

00:16:30.510 --> 00:16:43.070 align:middle line:84%
model incomplete
information like we

00:16:43.070 --> 00:16:45.530 align:middle line:90%
model imperfect information.

00:16:45.530 --> 00:16:49.990 align:middle line:90%


00:16:49.990 --> 00:16:53.350 align:middle line:84%
So in other words, I
think as a sentence,

00:16:53.350 --> 00:16:54.850 align:middle line:84%
this doesn't really
make much sense,

00:16:54.850 --> 00:16:55.933 align:middle line:90%
so let's say what we mean.

00:16:55.933 --> 00:16:57.750 align:middle line:84%
What Harsanyi said
is maybe we can

00:16:57.750 --> 00:17:00.870 align:middle line:84%
model negotiation and
health insurance the way

00:17:00.870 --> 00:17:02.870 align:middle line:90%
we model poker.

00:17:02.870 --> 00:17:05.589 align:middle line:84%
So why don't we think about
someone's health status

00:17:05.589 --> 00:17:11.470 align:middle line:84%
in healthcare or a military
leader's private information

00:17:11.470 --> 00:17:13.630 align:middle line:84%
about their army
the way we model

00:17:13.630 --> 00:17:16.829 align:middle line:90%
your hand in a game of poker?

00:17:16.829 --> 00:17:18.470 align:middle line:84%
So the key is that
we don't literally

00:17:18.470 --> 00:17:21.710 align:middle line:84%
have a dealer who's
dealing you cards,

00:17:21.710 --> 00:17:24.190 align:middle line:84%
but we can model this
private information

00:17:24.190 --> 00:17:28.160 align:middle line:84%
as the move of a metaphorical
dealer, or metaphorical move

00:17:28.160 --> 00:17:31.040 align:middle line:84%
by nature who deals people
their private information.

00:17:31.040 --> 00:17:43.520 align:middle line:84%
So Sonia's idea is that we can
have a metaphorical first move

00:17:43.520 --> 00:17:44.402 align:middle line:90%
by nature.

00:17:44.402 --> 00:17:45.860 align:middle line:84%
And I want you to
think about this.

00:17:45.860 --> 00:17:46.960 align:middle line:84%
I think the best way
to think about this

00:17:46.960 --> 00:17:49.002 align:middle line:84%
is nature is playing the
role of the card dealer.

00:17:49.002 --> 00:17:51.680 align:middle line:84%
But what they're dealing
you is your health status

00:17:51.680 --> 00:17:54.440 align:middle line:84%
or how much you value the
painting or the condition

00:17:54.440 --> 00:17:55.680 align:middle line:90%
of your army.

00:17:55.680 --> 00:17:59.040 align:middle line:84%
And after nature
makes that deal,

00:17:59.040 --> 00:18:01.840 align:middle line:84%
then we can analyze
the game like a game

00:18:01.840 --> 00:18:03.500 align:middle line:90%
of imperfect information.

00:18:03.500 --> 00:18:08.880 align:middle line:90%


00:18:08.880 --> 00:18:16.840 align:middle line:84%
Now, I think a challenge here
is that this is metaphorical.

00:18:16.840 --> 00:18:20.920 align:middle line:84%
So I think in poker,
it's very clear

00:18:20.920 --> 00:18:23.570 align:middle line:84%
how we can reason
through a situation

00:18:23.570 --> 00:18:25.790 align:middle line:84%
before the cards are dealt.
If I'm playing poker,

00:18:25.790 --> 00:18:28.390 align:middle line:84%
I'm sitting at the table,
I don't have the cards yet.

00:18:28.390 --> 00:18:29.750 align:middle line:90%
The dealer deals me a card.

00:18:29.750 --> 00:18:31.000 align:middle line:90%
I know that's going to happen.

00:18:31.000 --> 00:18:33.090 align:middle line:84%
And I can think about
when that's going on.

00:18:33.090 --> 00:18:36.610 align:middle line:84%
It's a bit hard to think about
you buying health insurance

00:18:36.610 --> 00:18:41.230 align:middle line:84%
at the stage before nature
dealt you your health status.

00:18:41.230 --> 00:18:43.610 align:middle line:84%
There is this subtlety
in how we interpret it,

00:18:43.610 --> 00:18:46.250 align:middle line:84%
but despite the difficulty
of interpretation-- so maybe

00:18:46.250 --> 00:18:49.590 align:middle line:84%
I'll say this creates some
interpretational difficulties.

00:18:49.590 --> 00:18:55.170 align:middle line:90%


00:18:55.170 --> 00:18:57.610 align:middle line:84%
And we'll see those
throughout the course.

00:18:57.610 --> 00:19:02.170 align:middle line:84%
But nevertheless, we can analyze
these things mathematically

00:19:02.170 --> 00:19:03.790 align:middle line:90%
and we can make some progress.

00:19:03.790 --> 00:19:07.810 align:middle line:84%
One difficulty, I guess, in
the first group by nature

00:19:07.810 --> 00:19:10.730 align:middle line:84%
is we have to specify the
probability distribution

00:19:10.730 --> 00:19:12.167 align:middle line:90%
over what nature chooses.

00:19:12.167 --> 00:19:14.750 align:middle line:84%
That's a lot easier when nature
is drawing a card from a deck.

00:19:14.750 --> 00:19:15.708 align:middle line:90%
We all understand that.

00:19:15.708 --> 00:19:18.167 align:middle line:84%
When nature is drawing your
health status or your valuation

00:19:18.167 --> 00:19:20.190 align:middle line:84%
for a good, that becomes
a bit more challenging.

00:19:20.190 --> 00:19:24.460 align:middle line:84%
So one challenge is that we
have to specify the distribution

00:19:24.460 --> 00:19:29.000 align:middle line:90%
over nature's moves.

00:19:29.000 --> 00:19:33.780 align:middle line:90%


00:19:33.780 --> 00:19:39.020 align:middle line:84%
But let's see if we can get into
this and start analyzing this.

00:19:39.020 --> 00:19:41.120 align:middle line:84%
So I could present the
whole general model,

00:19:41.120 --> 00:19:43.680 align:middle line:84%
but I think it's very
complicated at first.

00:19:43.680 --> 00:19:46.160 align:middle line:84%
And you might say, why do we
need this complicated model?

00:19:46.160 --> 00:19:47.702 align:middle line:84%
So let's start with
an example to try

00:19:47.702 --> 00:19:49.360 align:middle line:84%
to motivate why
things are subtle

00:19:49.360 --> 00:19:53.020 align:middle line:84%
and why we actually need to
do some work to model this.

00:19:53.020 --> 00:19:55.168 align:middle line:84%
So let's think about
a classic example.

00:19:55.168 --> 00:19:56.960 align:middle line:84%
Let's say we're working
on a group project.

00:19:56.960 --> 00:19:59.780 align:middle line:90%


00:19:59.780 --> 00:20:01.720 align:middle line:84%
And let's say we
have two players.

00:20:01.720 --> 00:20:05.860 align:middle line:90%


00:20:05.860 --> 00:20:10.780 align:middle line:84%
And I'll call them i
equals 1 and i equals 2.

00:20:10.780 --> 00:20:18.260 align:middle line:84%
And each player, i, is going to
choose effort on the project.

00:20:18.260 --> 00:20:23.670 align:middle line:90%
I'm going to choose effort ei.

00:20:23.670 --> 00:20:25.510 align:middle line:84%
The player i, they
choose effort ei.

00:20:25.510 --> 00:20:28.270 align:middle line:84%
And let's say that's a
number between 0 and 1.

00:20:28.270 --> 00:20:29.870 align:middle line:84%
So 0 is they don't
work at all, 1

00:20:29.870 --> 00:20:33.230 align:middle line:84%
is they work as hard
as they possibly can.

00:20:33.230 --> 00:20:39.750 align:middle line:84%
And now we're going to say
the payoffs to player i--

00:20:39.750 --> 00:20:42.150 align:middle line:84%
well, player i's payoff
depends on how well

00:20:42.150 --> 00:20:44.950 align:middle line:84%
the project turns out
minus the cost they

00:20:44.950 --> 00:20:47.290 align:middle line:90%
have to bear to exert effort.

00:20:47.290 --> 00:20:50.550 align:middle line:90%
Let me see if I had 1/2 in here.

00:20:50.550 --> 00:20:59.010 align:middle line:84%
So let's say that their payoff
is e1 times e2 minus ei squared.

00:20:59.010 --> 00:21:02.190 align:middle line:90%


00:21:02.190 --> 00:21:06.590 align:middle line:84%
So what this says is e1 times
e2-- the product of the effort

00:21:06.590 --> 00:21:08.190 align:middle line:84%
that the two
players put in, this

00:21:08.190 --> 00:21:12.470 align:middle line:84%
is going to represent basically
how good the project is,

00:21:12.470 --> 00:21:13.770 align:middle line:90%
how good the output is.

00:21:13.770 --> 00:21:16.990 align:middle line:90%


00:21:16.990 --> 00:21:18.550 align:middle line:90%
And this is the cost of effort.

00:21:18.550 --> 00:21:22.170 align:middle line:90%


00:21:22.170 --> 00:21:27.190 align:middle line:84%
So notice, if I'm player i,
my effort ei affects my cost.

00:21:27.190 --> 00:21:29.530 align:middle line:84%
And it also affects the
quality of the output.

00:21:29.530 --> 00:21:31.193 align:middle line:84%
The other player's
effort affects

00:21:31.193 --> 00:21:32.610 align:middle line:84%
the quality of the
output, but not

00:21:32.610 --> 00:21:34.890 align:middle line:84%
my cost, because I don't
bear the cost for the effort

00:21:34.890 --> 00:21:37.210 align:middle line:84%
that the other
player is putting in.

00:21:37.210 --> 00:21:39.170 align:middle line:84%
This is a pretty
simple game to analyze,

00:21:39.170 --> 00:21:42.570 align:middle line:84%
but the trick is we're now
going to put a theta up here,

00:21:42.570 --> 00:21:45.290 align:middle line:84%
where theta is going to
be a state that represents

00:21:45.290 --> 00:21:46.398 align:middle line:90%
how hard the project is.

00:21:46.398 --> 00:21:48.190 align:middle line:84%
When you get working
on something together,

00:21:48.190 --> 00:21:53.410 align:middle line:84%
you often don't know
how hard this task is.

00:21:53.410 --> 00:21:58.150 align:middle line:84%
So theta is going to represent
the difficulty of the project.

00:21:58.150 --> 00:22:01.510 align:middle line:84%
Actually, a higher theta
means the project is easier.

00:22:01.510 --> 00:22:04.550 align:middle line:84%
So maybe I'll think of theta
as how easy the project is.

00:22:04.550 --> 00:22:11.130 align:middle line:90%


00:22:11.130 --> 00:22:17.900 align:middle line:84%
So as a simple case, we could
say maybe two values, theta H

00:22:17.900 --> 00:22:21.220 align:middle line:84%
and theta L. So these are
the two possible values

00:22:21.220 --> 00:22:22.620 align:middle line:90%
theta could take.

00:22:22.620 --> 00:22:25.900 align:middle line:84%
Theta H is a low value because
if the project is hard,

00:22:25.900 --> 00:22:27.360 align:middle line:84%
when you put in
this much effort,

00:22:27.360 --> 00:22:29.180 align:middle line:90%
you don't get very much output.

00:22:29.180 --> 00:22:32.160 align:middle line:84%
If the project is
easy, theta L--

00:22:32.160 --> 00:22:34.060 align:middle line:84%
and I guess I'm so
used to high and low.

00:22:34.060 --> 00:22:35.920 align:middle line:90%
So easy-- theta H, theta e.

00:22:35.920 --> 00:22:38.900 align:middle line:84%
If the project is easy,
then you get more output

00:22:38.900 --> 00:22:41.965 align:middle line:90%
for the same level of effort.

00:22:41.965 --> 00:22:43.340 align:middle line:84%
The problem is
you probably don't

00:22:43.340 --> 00:22:46.120 align:middle line:90%
know how hard the project is.

00:22:46.120 --> 00:22:49.420 align:middle line:90%


00:22:49.420 --> 00:22:52.320 align:middle line:84%
Let's think through
a few cases here.

00:22:52.320 --> 00:22:56.100 align:middle line:90%


00:22:56.100 --> 00:23:01.960 align:middle line:84%
So the easy case, case one
would be no one knows theta.

00:23:01.960 --> 00:23:06.180 align:middle line:90%


00:23:06.180 --> 00:23:07.860 align:middle line:84%
If no one knows
theta, and they just

00:23:07.860 --> 00:23:10.220 align:middle line:84%
believe theta follows
some distribution,

00:23:10.220 --> 00:23:13.150 align:middle line:84%
then we can analyze
this as a classic game,

00:23:13.150 --> 00:23:16.790 align:middle line:84%
because at the beginning of the
game, information is symmetric.

00:23:16.790 --> 00:23:18.810 align:middle line:84%
So here, this would
be symmetric info.

00:23:18.810 --> 00:23:23.030 align:middle line:90%


00:23:23.030 --> 00:23:24.830 align:middle line:84%
If no one knows
theta, then there's

00:23:24.830 --> 00:23:27.190 align:middle line:84%
no information that one player
knows that another player

00:23:27.190 --> 00:23:28.230 align:middle line:90%
doesn't know.

00:23:28.230 --> 00:23:29.670 align:middle line:90%
But the harder case--

00:23:29.670 --> 00:23:33.610 align:middle line:84%
let's look at case 2 where
only player one knows theta.

00:23:33.610 --> 00:23:46.150 align:middle line:90%


00:23:46.150 --> 00:23:49.990 align:middle line:84%
So if only player 1
knows theta, let's

00:23:49.990 --> 00:23:54.870 align:middle line:84%
see if we can start
analyzing this game.

00:23:54.870 --> 00:23:58.590 align:middle line:84%
Well, in case two,
player 1 is going

00:23:58.590 --> 00:24:00.910 align:middle line:84%
to possibly make a
different choice depending

00:24:00.910 --> 00:24:03.110 align:middle line:90%
on how hard the project is.

00:24:03.110 --> 00:24:12.760 align:middle line:84%
So player 1 is going to make
maybe one choice, e1 of theta H,

00:24:12.760 --> 00:24:16.840 align:middle line:84%
and a different choice, e2
of theta L. If player 1 knows

00:24:16.840 --> 00:24:19.287 align:middle line:84%
how hard the project is,
if the project is hard,

00:24:19.287 --> 00:24:21.120 align:middle line:84%
they might find it not
as worthwhile to work

00:24:21.120 --> 00:24:22.320 align:middle line:90%
on the project.

00:24:22.320 --> 00:24:24.580 align:middle line:84%
This should be E1, and
this should be easy,

00:24:24.580 --> 00:24:27.338 align:middle line:90%
so everything's wrong here.

00:24:27.338 --> 00:24:28.880 align:middle line:84%
If they know the
project's easy, they

00:24:28.880 --> 00:24:30.560 align:middle line:84%
might choose a different
level of effort.

00:24:30.560 --> 00:24:31.800 align:middle line:84%
So we're going to have
to capture that when

00:24:31.800 --> 00:24:33.960 align:middle line:84%
we think about a player's
strategy in the game.

00:24:33.960 --> 00:24:37.880 align:middle line:84%
Player 1's strategy might depend
on how hard the project is.

00:24:37.880 --> 00:24:40.880 align:middle line:90%
But now let's look at player 2.

00:24:40.880 --> 00:24:41.900 align:middle line:90%
What should player 2 do?

00:24:41.900 --> 00:24:44.400 align:middle line:84%
Let's imagine you are
in this situation.

00:24:44.400 --> 00:24:47.360 align:middle line:84%
You don't know how
hard the project is,

00:24:47.360 --> 00:24:50.480 align:middle line:84%
and you're thinking
about how hard to work.

00:24:50.480 --> 00:24:51.120 align:middle line:90%
I don't know.

00:24:51.120 --> 00:24:53.328 align:middle line:84%
I think there's some
information that's missing here.

00:24:53.328 --> 00:24:55.320 align:middle line:84%
There's something
you need to know.

00:24:55.320 --> 00:24:58.580 align:middle line:84%
So we've said they don't
know how hard the project is.

00:24:58.580 --> 00:25:05.640 align:middle line:90%


00:25:05.640 --> 00:25:06.780 align:middle line:90%
So they don't know theta.

00:25:06.780 --> 00:25:10.940 align:middle line:90%


00:25:10.940 --> 00:25:12.690 align:middle line:84%
But I think we're
missing some information

00:25:12.690 --> 00:25:16.570 align:middle line:90%
to see how they should behave.

00:25:16.570 --> 00:25:17.448 align:middle line:90%
I don't know theta.

00:25:17.448 --> 00:25:17.990 align:middle line:90%
I don't know.

00:25:17.990 --> 00:25:22.210 align:middle line:84%
How would you approach
this if you were player 2?

00:25:22.210 --> 00:25:23.330 align:middle line:90%
Yeah.

00:25:23.330 --> 00:25:26.810 align:middle line:84%
AUDIENCE: Maybe in terms
of a security strategy.

00:25:26.810 --> 00:25:28.970 align:middle line:90%
IAN BALL: OK.

00:25:28.970 --> 00:25:31.450 align:middle line:84%
AUDIENCE: Let's try to minimize
the possibility that it

00:25:31.450 --> 00:25:33.250 align:middle line:90%
goes wrong, given that--

00:25:33.250 --> 00:25:36.130 align:middle line:90%
I don't know if it's a--

00:25:36.130 --> 00:25:36.930 align:middle line:90%
I'm not sure.

00:25:36.930 --> 00:25:37.950 align:middle line:84%
IAN BALL: So that
would be one way.

00:25:37.950 --> 00:25:39.650 align:middle line:84%
No, I think that would
be a reasonable answer.

00:25:39.650 --> 00:25:41.590 align:middle line:84%
We're not going to pursue
that too much in this course,

00:25:41.590 --> 00:25:42.750 align:middle line:84%
but that's something
that people do.

00:25:42.750 --> 00:25:44.292 align:middle line:84%
And that's one thing
you could study.

00:25:44.292 --> 00:25:46.450 align:middle line:90%
Yeah?

00:25:46.450 --> 00:25:48.370 align:middle line:84%
AUDIENCE: If you know
how much player 1 cares

00:25:48.370 --> 00:25:51.670 align:middle line:84%
about the project, you could
use backwards induction.

00:25:51.670 --> 00:25:54.428 align:middle line:84%
If player 1 knows theta
and player 1 cares a lot,

00:25:54.428 --> 00:25:56.970 align:middle line:84%
you will know that player 1 is
just going to do the projects,

00:25:56.970 --> 00:25:58.110 align:middle line:84%
and you don't have
to do anything.

00:25:58.110 --> 00:25:59.050 align:middle line:84%
IAN BALL: So I think
the first thing you

00:25:59.050 --> 00:25:59.990 align:middle line:90%
said there was really crucial.

00:25:59.990 --> 00:26:01.530 align:middle line:84%
You said, if player
1 knows theta,

00:26:01.530 --> 00:26:03.370 align:middle line:90%
and then you reason from that.

00:26:03.370 --> 00:26:05.640 align:middle line:84%
But does player 2 know
that player 1 knows theta?

00:26:05.640 --> 00:26:07.390 align:middle line:84%
Well, we need to make
a choice about that.

00:26:07.390 --> 00:26:08.640 align:middle line:90%
So this is the crucial thing.

00:26:08.640 --> 00:26:10.580 align:middle line:84%
It's not just
enough to say, I've

00:26:10.580 --> 00:26:12.760 align:middle line:84%
said player 2 doesn't know
whether project is hard.

00:26:12.760 --> 00:26:14.160 align:middle line:84%
But you immediately
gave it away.

00:26:14.160 --> 00:26:15.600 align:middle line:84%
When you're
reasoning about this,

00:26:15.600 --> 00:26:19.000 align:middle line:84%
I need to think through how
hard is player 1 going to work?

00:26:19.000 --> 00:26:20.500 align:middle line:84%
But how hard player
1 works is going

00:26:20.500 --> 00:26:23.880 align:middle line:84%
to depend on whether player 1
knows how hard the project is.

00:26:23.880 --> 00:26:24.820 align:middle line:90%
So I need to think.

00:26:24.820 --> 00:26:26.860 align:middle line:84%
Here's a question
for the analysis.

00:26:26.860 --> 00:26:32.880 align:middle line:84%
Does player 2 know whether
player one knows theta?

00:26:32.880 --> 00:26:41.660 align:middle line:90%


00:26:41.660 --> 00:26:45.340 align:middle line:84%
Because that's going to affect
the way that player 1 moves,

00:26:45.340 --> 00:26:49.020 align:middle line:84%
and therefore, affect the
best thing for player 2.

00:26:49.020 --> 00:26:51.480 align:middle line:84%
But now I think we're
getting into a regress.

00:26:51.480 --> 00:26:52.720 align:middle line:90%
Let's say you're player 1.

00:26:52.720 --> 00:26:55.100 align:middle line:84%
How are you thinking
through this?

00:26:55.100 --> 00:26:58.820 align:middle line:84%
What's relevant now for player
1 when they're trying to think?

00:26:58.820 --> 00:27:01.260 align:middle line:90%
We know player 1 knows theta.

00:27:01.260 --> 00:27:02.680 align:middle line:84%
But player 1 needs
to think, well,

00:27:02.680 --> 00:27:04.780 align:middle line:84%
how hard is player
2 going to work?

00:27:04.780 --> 00:27:07.070 align:middle line:84%
But how hard player
2 works depends on

00:27:07.070 --> 00:27:10.390 align:middle line:84%
whether player 2 knows
whether player 1 knows theta.

00:27:10.390 --> 00:27:14.910 align:middle line:84%
So now we have to think
from player 1's perspective,

00:27:14.910 --> 00:27:21.150 align:middle line:84%
does player 1 know
whether player 2 knows

00:27:21.150 --> 00:27:22.770 align:middle line:90%
whether player 1 knows theta?

00:27:22.770 --> 00:27:36.550 align:middle line:90%


00:27:36.550 --> 00:27:40.510 align:middle line:84%
And I think you can see
where this is going, right?

00:27:40.510 --> 00:27:42.870 align:middle line:84%
We care about what the
other player is going to do.

00:27:42.870 --> 00:27:45.350 align:middle line:84%
What they do depends on their
beliefs about what I know,

00:27:45.350 --> 00:27:47.990 align:middle line:84%
but also their beliefs about
what I know that they know

00:27:47.990 --> 00:27:50.615 align:middle line:84%
and my beliefs about what they
know that I know that they know,

00:27:50.615 --> 00:27:54.750 align:middle line:90%
and it unravels here.

00:27:54.750 --> 00:27:59.098 align:middle line:84%
So we need a way to
get a handle on this.

00:27:59.098 --> 00:28:01.390 align:middle line:84%
And I think this was what
was seen as the key challenge

00:28:01.390 --> 00:28:02.130 align:middle line:90%
to these games.

00:28:02.130 --> 00:28:03.505 align:middle line:84%
At first, you
might think, all we

00:28:03.505 --> 00:28:05.683 align:middle line:84%
need to specify is
what each player knows

00:28:05.683 --> 00:28:07.600 align:middle line:84%
about theta, about the
state of the world, how

00:28:07.600 --> 00:28:08.840 align:middle line:90%
hard the project is.

00:28:08.840 --> 00:28:11.700 align:middle line:84%
But we soon realize that
to fully analyze the game,

00:28:11.700 --> 00:28:14.120 align:middle line:84%
we need to take a stance
on what each player knows

00:28:14.120 --> 00:28:16.200 align:middle line:84%
about what other
people know, and what

00:28:16.200 --> 00:28:19.320 align:middle line:84%
other people know about what
other people know, and so on.

00:28:19.320 --> 00:28:22.360 align:middle line:84%
And so the key takeaway
here is that we really

00:28:22.360 --> 00:28:26.400 align:middle line:84%
need to distinguish two
different aspects of the game.

00:28:26.400 --> 00:28:28.700 align:middle line:84%
So I think this motivates
a key distinction.

00:28:28.700 --> 00:28:32.120 align:middle line:90%


00:28:32.120 --> 00:28:34.920 align:middle line:90%
I need another arrow here.

00:28:34.920 --> 00:28:45.000 align:middle line:84%
Between the physical state
theta, this is, in this example,

00:28:45.000 --> 00:28:46.420 align:middle line:90%
how hard the project is.

00:28:46.420 --> 00:28:48.770 align:middle line:84%
It's totally outside the
minds of the players.

00:28:48.770 --> 00:28:50.020 align:middle line:90%
It's either hard or it's easy.

00:28:50.020 --> 00:28:53.200 align:middle line:84%
That's just some fact of
the world, fact of nature.

00:28:53.200 --> 00:28:56.360 align:middle line:84%
But then we also need to think
about maybe the mental state

00:28:56.360 --> 00:29:08.347 align:middle line:84%
of each player, which maybe
before we saw this example,

00:29:08.347 --> 00:29:10.180 align:middle line:84%
we might have thought,
oh, mental state just

00:29:10.180 --> 00:29:12.080 align:middle line:90%
means their belief about theta.

00:29:12.080 --> 00:29:14.500 align:middle line:84%
But now it really
means their belief

00:29:14.500 --> 00:29:16.403 align:middle line:84%
about the mental state
of the other player.

00:29:16.403 --> 00:29:17.820 align:middle line:84%
And in general,
we're going to try

00:29:17.820 --> 00:29:21.980 align:middle line:84%
to have this mental state
capture all the relevant beliefs

00:29:21.980 --> 00:29:24.460 align:middle line:84%
about the physical state and
also about the mental state

00:29:24.460 --> 00:29:25.980 align:middle line:90%
of the other player.

00:29:25.980 --> 00:29:28.900 align:middle line:84%
And that's the direction
we're going to go now

00:29:28.900 --> 00:29:31.220 align:middle line:90%
with this formal setup.

00:29:31.220 --> 00:29:33.400 align:middle line:90%
Any questions about this?

00:29:33.400 --> 00:29:35.280 align:middle line:84%
So I don't expect people
to see the solution,

00:29:35.280 --> 00:29:36.420 align:middle line:84%
but just to see that
there's a problem

00:29:36.420 --> 00:29:37.880 align:middle line:90%
is the goal of this example.

00:29:37.880 --> 00:30:13.727 align:middle line:90%


00:30:13.727 --> 00:30:15.310 align:middle line:84%
So now we're going
to formally present

00:30:15.310 --> 00:30:18.893 align:middle line:84%
our model of a game that can
capture incomplete information.

00:30:18.893 --> 00:30:20.810 align:middle line:84%
And we're going to be
using Bayes' rule a lot,

00:30:20.810 --> 00:30:22.890 align:middle line:84%
so these games are often
called Bayesian games.

00:30:22.890 --> 00:30:27.710 align:middle line:90%


00:30:27.710 --> 00:30:32.230 align:middle line:84%
So how do we try to capture
a situation like this?

00:30:32.230 --> 00:30:34.210 align:middle line:84%
Well, first we're going
to have the players.

00:30:34.210 --> 00:30:38.830 align:middle line:90%


00:30:38.830 --> 00:30:41.390 align:middle line:90%
i equals 1 up to n.

00:30:41.390 --> 00:30:43.630 align:middle line:84%
And then we're going
to have the actions.

00:30:43.630 --> 00:30:49.390 align:middle line:84%
So each player-- so
player i is going

00:30:49.390 --> 00:30:51.730 align:middle line:84%
to choose some action
in some action set.

00:30:51.730 --> 00:31:01.560 align:middle line:90%


00:31:01.560 --> 00:31:04.080 align:middle line:84%
So just like in
repeated games, if we

00:31:04.080 --> 00:31:05.777 align:middle line:84%
were to call this
a strategy set,

00:31:05.777 --> 00:31:07.360 align:middle line:84%
we would then run
into issues, because

00:31:07.360 --> 00:31:08.560 align:middle line:84%
in the meta-Bayesian
game, there's

00:31:08.560 --> 00:31:10.020 align:middle line:84%
going to be a different
notion of strategy.

00:31:10.020 --> 00:31:12.228 align:middle line:84%
So I want to use the term
action instead of strategy.

00:31:12.228 --> 00:31:14.960 align:middle line:84%
I think the notes talk
about Bayesian games

00:31:14.960 --> 00:31:17.132 align:middle line:84%
with Bayesian extensive
form games at this part.

00:31:17.132 --> 00:31:19.340 align:middle line:84%
We're not going to talk
about that, at least for now.

00:31:19.340 --> 00:31:21.280 align:middle line:84%
So we're going to think of this
as just a simultaneous move

00:31:21.280 --> 00:31:21.440 align:middle line:90%
game.

00:31:21.440 --> 00:31:23.898 align:middle line:84%
We're each choosing an action,
just like we did over there.

00:31:23.898 --> 00:31:26.960 align:middle line:90%
We each choose how hard to work.

00:31:26.960 --> 00:31:32.360 align:middle line:84%
But then there's going to be
some state of nature, maybe

00:31:32.360 --> 00:31:39.620 align:middle line:84%
our physical state or sometimes
called a state of nature.

00:31:39.620 --> 00:31:45.480 align:middle line:90%


00:31:45.480 --> 00:31:49.833 align:middle line:84%
theta, which is going to
be in some set, Big Theta.

00:31:49.833 --> 00:31:51.500 align:middle line:84%
I don't know if we've
used theta before.

00:31:51.500 --> 00:31:54.723 align:middle line:84%
When I write theta, it just
looks like an H inside a circle.

00:31:54.723 --> 00:31:56.390 align:middle line:84%
But that's so we can
see the difference.

00:31:56.390 --> 00:31:58.550 align:middle line:84%
Little theta is like this,
big theta is like this.

00:31:58.550 --> 00:32:00.330 align:middle line:84%
So I know it looks
weird, but that's

00:32:00.330 --> 00:32:02.690 align:middle line:90%
how I write it on the board.

00:32:02.690 --> 00:32:05.290 align:middle line:84%
And just so we
understand, how we map it

00:32:05.290 --> 00:32:08.530 align:middle line:84%
into our example over there--
there we had two players.

00:32:08.530 --> 00:32:13.850 align:middle line:84%
Each player's action was some
effort level between 0 and 1.

00:32:13.850 --> 00:32:15.810 align:middle line:84%
And the physical state
was the difficulty

00:32:15.810 --> 00:32:18.430 align:middle line:84%
of the project, which over
there, there were two states.

00:32:18.430 --> 00:32:21.090 align:middle line:84%
It could either be a difficult
project; H, hard project;

00:32:21.090 --> 00:32:22.810 align:middle line:90%
or an easy project, theta e--

00:32:22.810 --> 00:32:25.928 align:middle line:90%
an easy project.

00:32:25.928 --> 00:32:27.470 align:middle line:84%
And then we're going
to need payoffs,

00:32:27.470 --> 00:32:28.970 align:middle line:90%
just like we had over there.

00:32:28.970 --> 00:32:35.450 align:middle line:84%
So then we're going to
have utility for player i.

00:32:35.450 --> 00:32:37.490 align:middle line:84%
This is going to
depend on the actions

00:32:37.490 --> 00:32:39.690 align:middle line:84%
that every player takes,
but also potentially

00:32:39.690 --> 00:32:40.910 align:middle line:90%
on the state of the world.

00:32:40.910 --> 00:32:43.370 align:middle line:84%
So just like over
here, my payoff

00:32:43.370 --> 00:32:47.053 align:middle line:84%
depended on my own effort level,
my opponent's effort level,

00:32:47.053 --> 00:32:48.470 align:middle line:84%
and also the state
of the project,

00:32:48.470 --> 00:32:49.750 align:middle line:90%
how hard the project was.

00:32:49.750 --> 00:32:52.170 align:middle line:84%
So over here, in the
more abstract context,

00:32:52.170 --> 00:32:56.300 align:middle line:84%
UI is going to be a function
of A1 all the way up

00:32:56.300 --> 00:32:58.460 align:middle line:84%
to An, the actions
of every player,

00:32:58.460 --> 00:33:02.620 align:middle line:90%
times the set capital theta.

00:33:02.620 --> 00:33:09.580 align:middle line:84%
And it's going to go to R
for each L. So this is going

00:33:09.580 --> 00:33:12.420 align:middle line:84%
to give me a real numbered
payoff that depends on what

00:33:12.420 --> 00:33:14.940 align:middle line:84%
player 1 does, what
player 2 does, all

00:33:14.940 --> 00:33:16.480 align:middle line:84%
the way up to what
player n does,

00:33:16.480 --> 00:33:19.300 align:middle line:84%
and also the value of
the physical state--

00:33:19.300 --> 00:33:22.360 align:middle line:84%
in this example, whether
the project is easy or hard.

00:33:22.360 --> 00:33:25.380 align:middle line:90%


00:33:25.380 --> 00:33:27.580 align:middle line:84%
But what we see
from that game is

00:33:27.580 --> 00:33:29.900 align:middle line:84%
we haven't specified
enough yet because we also

00:33:29.900 --> 00:33:32.460 align:middle line:84%
have to think about the mental
states, what players know

00:33:32.460 --> 00:33:34.060 align:middle line:90%
about other players.

00:33:34.060 --> 00:33:38.200 align:middle line:84%
And Harsanyi's key trick is to
introduce this abstract object,

00:33:38.200 --> 00:33:39.780 align:middle line:90%
which we call a type.

00:33:39.780 --> 00:33:41.260 align:middle line:84%
And the type of
a player is going

00:33:41.260 --> 00:33:43.548 align:middle line:84%
to capture their
complete mental state.

00:33:43.548 --> 00:33:45.840 align:middle line:84%
It could be their beliefs
about the state of the world.

00:33:45.840 --> 00:33:47.882 align:middle line:84%
It could be their beliefs
about the other player.

00:33:47.882 --> 00:33:49.340 align:middle line:90%
It could be all these things.

00:33:49.340 --> 00:34:03.350 align:middle line:84%
So we're going to say player
i has a type, ti, which

00:34:03.350 --> 00:34:06.390 align:middle line:90%
is in some set, capital TI.

00:34:06.390 --> 00:34:13.010 align:middle line:84%
So this is called
player i's type space.

00:34:13.010 --> 00:34:16.909 align:middle line:90%


00:34:16.909 --> 00:34:19.750 align:middle line:84%
And type is a weird
terminology, but you

00:34:19.750 --> 00:34:22.713 align:middle line:84%
can say there's the type of
the player who knows the state.

00:34:22.713 --> 00:34:25.130 align:middle line:84%
There's the type of the player
who doesn't know the state.

00:34:25.130 --> 00:34:26.150 align:middle line:84%
There's the type
of the player who

00:34:26.150 --> 00:34:27.889 align:middle line:84%
knows the other player
knows the state,

00:34:27.889 --> 00:34:29.292 align:middle line:90%
but doesn't know the state.

00:34:29.292 --> 00:34:31.750 align:middle line:84%
We just think of these players
with different mental states

00:34:31.750 --> 00:34:34.130 align:middle line:90%
as different types of players.

00:34:34.130 --> 00:34:38.389 align:middle line:90%


00:34:38.389 --> 00:34:40.230 align:middle line:84%
And what we're
missing here is what's

00:34:40.230 --> 00:34:45.290 align:middle line:84%
the connection between the types
and the state of the world.

00:34:45.290 --> 00:34:47.330 align:middle line:84%
And we're going to
capture that with a prior.

00:34:47.330 --> 00:34:58.440 align:middle line:84%
So the last component here is
going to be a distribution, P.

00:34:58.440 --> 00:35:00.800 align:middle line:84%
But it's not enough just
to say the distribution

00:35:00.800 --> 00:35:03.200 align:middle line:84%
of the physical
state, but we also

00:35:03.200 --> 00:35:05.880 align:middle line:84%
have to specify the distribution
of the players types.

00:35:05.880 --> 00:35:09.840 align:middle line:84%
And more generally, we have
to specify the distribution

00:35:09.840 --> 00:35:13.420 align:middle line:84%
over the combination of
natural states and types.

00:35:13.420 --> 00:35:15.040 align:middle line:84%
So this distribution,
P, is going

00:35:15.040 --> 00:35:23.240 align:middle line:84%
to be over theta
cross T1 cross tn.

00:35:23.240 --> 00:35:24.640 align:middle line:84%
So it's going to
tell us, what is

00:35:24.640 --> 00:35:28.400 align:middle line:84%
the probability that the
physical state is this?

00:35:28.400 --> 00:35:31.320 align:middle line:84%
Player one's mental state
is something, all the way up

00:35:31.320 --> 00:35:34.280 align:middle line:84%
to player N's mental state
being something over here.

00:35:34.280 --> 00:35:38.720 align:middle line:84%
I think this is a bit
abstract, so let's try

00:35:38.720 --> 00:35:41.460 align:middle line:90%
to go through our example.

00:35:41.460 --> 00:35:42.880 align:middle line:90%
Maybe I'll give one.

00:35:42.880 --> 00:35:48.290 align:middle line:84%
Yeah, so let's go try to
capture this in our example,

00:35:48.290 --> 00:35:52.610 align:middle line:84%
where I didn't
specify everything.

00:35:52.610 --> 00:35:57.970 align:middle line:84%
Let's say, does player 2 know
whether player 1 knows theta?

00:35:57.970 --> 00:36:01.930 align:middle line:84%
We're going to say
for this example yes.

00:36:01.930 --> 00:36:04.290 align:middle line:84%
And does player 1 know
whether player 2 knows

00:36:04.290 --> 00:36:05.752 align:middle line:90%
whether player 1 knows theta.

00:36:05.752 --> 00:36:06.710 align:middle line:90%
We're going to say yes.

00:36:06.710 --> 00:36:07.990 align:middle line:84%
So we could make it
more complicated,

00:36:07.990 --> 00:36:10.330 align:middle line:84%
but we're going to say all
these things are known.

00:36:10.330 --> 00:36:15.050 align:middle line:84%
So in this example, player
1 knows the state theta.

00:36:15.050 --> 00:36:18.250 align:middle line:84%
Player 2 doesn't
know the state theta,

00:36:18.250 --> 00:36:21.518 align:middle line:84%
but they do know that player
1 knows the state theta.

00:36:21.518 --> 00:36:23.810 align:middle line:84%
And we're going to try to
capture that in our framework

00:36:23.810 --> 00:36:24.470 align:middle line:90%
over here.

00:36:24.470 --> 00:36:27.530 align:middle line:84%
So the first, I think,
challenging step

00:36:27.530 --> 00:36:29.530 align:middle line:84%
whenever we set up these
models, the first thing

00:36:29.530 --> 00:36:30.790 align:middle line:90%
is to specify the state.

00:36:30.790 --> 00:36:32.357 align:middle line:90%
That's easy-- the state theta.

00:36:32.357 --> 00:36:34.190 align:middle line:84%
And then we have to
specify the type spaces,

00:36:34.190 --> 00:36:35.510 align:middle line:90%
and that's always a bit harder.

00:36:35.510 --> 00:36:36.953 align:middle line:84%
So let's go through
this example.

00:36:36.953 --> 00:36:38.370 align:middle line:84%
What is the safe
space theta going

00:36:38.370 --> 00:36:41.570 align:middle line:84%
to be if we want to capture our
example of the group project

00:36:41.570 --> 00:36:44.530 align:middle line:90%
over there?

00:36:44.530 --> 00:36:48.910 align:middle line:84%
What were the physical
states in that example?

00:36:48.910 --> 00:36:50.350 align:middle line:90%
Yeah.

00:36:50.350 --> 00:36:51.010 align:middle line:90%
Right.

00:36:51.010 --> 00:36:52.150 align:middle line:90%
So we just have--

00:36:52.150 --> 00:36:55.070 align:middle line:84%
and actually, theta H and
theta E. I wrote it wrong.

00:36:55.070 --> 00:36:57.868 align:middle line:84%
So often we do high
and low, but here,

00:36:57.868 --> 00:37:00.410 align:middle line:84%
let's think of it the project
is hard or the project is easy.

00:37:00.410 --> 00:37:01.827 align:middle line:84%
These are the two
physical states.

00:37:01.827 --> 00:37:03.828 align:middle line:90%
Did I write--

00:37:03.828 --> 00:37:04.370 align:middle line:90%
I don't know.

00:37:04.370 --> 00:37:07.390 align:middle line:84%
I did originally make a
mistake, so that's on me.

00:37:07.390 --> 00:37:10.850 align:middle line:84%
But now the hard thing
is specifying the types.

00:37:10.850 --> 00:37:12.270 align:middle line:90%
This is always the challenge.

00:37:12.270 --> 00:37:16.605 align:middle line:84%
So the next step is
to specify T1 and T2.

00:37:16.605 --> 00:37:18.230 align:middle line:84%
So I think the question
you have to ask

00:37:18.230 --> 00:37:22.950 align:middle line:84%
yourself is, how many
distinct mental states does

00:37:22.950 --> 00:37:26.070 align:middle line:90%
each player have?

00:37:26.070 --> 00:37:26.650 align:middle line:90%
Any thoughts?

00:37:26.650 --> 00:37:29.510 align:middle line:90%
Let's think about player 1.

00:37:29.510 --> 00:37:32.670 align:middle line:90%
So we know that player 1--

00:37:32.670 --> 00:37:35.270 align:middle line:90%
player 1 knows the state.

00:37:35.270 --> 00:37:42.550 align:middle line:84%
So what are some distinct mental
states that player 1 could have?

00:37:42.550 --> 00:37:44.860 align:middle line:90%
Yeah.

00:37:44.860 --> 00:37:46.280 align:middle line:90%
AUDIENCE: Player 2 [INAUDIBLE].

00:37:46.280 --> 00:37:50.000 align:middle line:84%
Player 1 can know about
player 2 but doesn't

00:37:50.000 --> 00:37:52.280 align:middle line:84%
know that player 1
knows [INAUDIBLE].

00:37:52.280 --> 00:37:53.660 align:middle line:84%
IAN BALL: So there's a lot
of things that could happen,

00:37:53.660 --> 00:37:55.243 align:middle line:84%
and this is why I
tried to simplify it

00:37:55.243 --> 00:37:57.560 align:middle line:84%
by saying we're going to
assume that player 1 does

00:37:57.560 --> 00:38:00.313 align:middle line:84%
know whether player
two knows the state.

00:38:00.313 --> 00:38:00.980 align:middle line:90%
So you're right.

00:38:00.980 --> 00:38:02.060 align:middle line:84%
If we really wanted
to get general,

00:38:02.060 --> 00:38:03.227 align:middle line:90%
we'd have to deal with that.

00:38:03.227 --> 00:38:05.560 align:middle line:84%
But we're going to assume
player 1-- these higher order

00:38:05.560 --> 00:38:06.340 align:middle line:90%
beliefs are known.

00:38:06.340 --> 00:38:07.980 align:middle line:84%
We're going to make it
as simple as possible.

00:38:07.980 --> 00:38:09.660 align:middle line:84%
So player 1 does know
all these things,

00:38:09.660 --> 00:38:11.640 align:middle line:84%
but I would still
argue there's certainly

00:38:11.640 --> 00:38:14.440 align:middle line:84%
two different mental
states player 1 could have.

00:38:14.440 --> 00:38:16.020 align:middle line:84%
What are these
two mental states?

00:38:16.020 --> 00:38:19.000 align:middle line:84%
We said player one knows the
state, but what does that mean?

00:38:19.000 --> 00:38:21.012 align:middle line:90%
What could player 1 believe?

00:38:21.012 --> 00:38:22.720 align:middle line:84%
If they know the state,
well, either they

00:38:22.720 --> 00:38:25.357 align:middle line:84%
know the state is easy or
they know the state is hard.

00:38:25.357 --> 00:38:26.940 align:middle line:84%
So there's at least
two mental states.

00:38:26.940 --> 00:38:28.400 align:middle line:84%
There's the type
of player 1 where

00:38:28.400 --> 00:38:30.017 align:middle line:84%
they know this is
a hard project,

00:38:30.017 --> 00:38:31.600 align:middle line:84%
and there's the other
type of player 1

00:38:31.600 --> 00:38:33.720 align:middle line:84%
where they know this
is an easy project.

00:38:33.720 --> 00:38:36.220 align:middle line:84%
So in this case, if we really
went down this rabbit hole,

00:38:36.220 --> 00:38:37.500 align:middle line:90%
we'd have to make it harder.

00:38:37.500 --> 00:38:42.130 align:middle line:84%
But in this simplest example,
there's actually only two types.

00:38:42.130 --> 00:38:44.930 align:middle line:84%
And they exactly correspond
to the mental state

00:38:44.930 --> 00:38:48.670 align:middle line:84%
where player one sees or
knows the project is easy

00:38:48.670 --> 00:38:52.370 align:middle line:84%
and the mental state where they
see or know the project is hard.

00:38:52.370 --> 00:38:54.270 align:middle line:84%
There's a pretty close
correspondence here,

00:38:54.270 --> 00:38:57.290 align:middle line:84%
but to keep the distinction
clear, let's call this tH

00:38:57.290 --> 00:38:59.170 align:middle line:90%
and tE.

00:38:59.170 --> 00:39:01.930 align:middle line:84%
So the interpretation
is if player 1's type

00:39:01.930 --> 00:39:03.870 align:middle line:90%
is tH, what does that mean?

00:39:03.870 --> 00:39:06.170 align:middle line:84%
That means player 1 knows
the project is hard.

00:39:06.170 --> 00:39:08.210 align:middle line:84%
Notice that's different
from saying the state

00:39:08.210 --> 00:39:11.050 align:middle line:84%
is theta H. When I say the
state is theta H, that's

00:39:11.050 --> 00:39:14.090 align:middle line:84%
a statement about whether the
project is actually hard or not.

00:39:14.090 --> 00:39:16.610 align:middle line:84%
When I say that
player 1's type is tH,

00:39:16.610 --> 00:39:20.690 align:middle line:84%
that's a statement about what
player 1 knows or believes

00:39:20.690 --> 00:39:21.830 align:middle line:90%
about the state.

00:39:21.830 --> 00:39:24.570 align:middle line:90%


00:39:24.570 --> 00:39:27.050 align:middle line:90%
What about player 2 here?

00:39:27.050 --> 00:39:29.070 align:middle line:84%
It turns out in this
really simple case,

00:39:29.070 --> 00:39:31.170 align:middle line:84%
there's only one mental
state for player 2,

00:39:31.170 --> 00:39:34.570 align:middle line:84%
because they don't know whether
the project is hard or easy.

00:39:34.570 --> 00:39:39.010 align:middle line:84%
They do know that player 1
knows that, so they show up

00:39:39.010 --> 00:39:40.040 align:middle line:90%
and they play the game.

00:39:40.040 --> 00:39:42.540 align:middle line:84%
There's only one possible
type, so maybe we'll

00:39:42.540 --> 00:39:49.732 align:middle line:84%
just call this t0 to show They
don't really know anything.

00:39:49.732 --> 00:39:52.100 align:middle line:84%
So we now have specified
the physical states

00:39:52.100 --> 00:39:53.280 align:middle line:90%
and the mental states.

00:39:53.280 --> 00:39:54.800 align:middle line:84%
We could have made it
much more complicated.

00:39:54.800 --> 00:39:57.258 align:middle line:84%
If there was uncertainty about
what the other players knew,

00:39:57.258 --> 00:39:59.600 align:middle line:84%
we'd have to model
larger type spaces.

00:39:59.600 --> 00:40:03.140 align:middle line:84%
But for the simple example,
we've made it quite nice.

00:40:03.140 --> 00:40:10.660 align:middle line:84%
And let's also assume that
theta H and theta L and theta

00:40:10.660 --> 00:40:12.760 align:middle line:90%
E are equally likely.

00:40:12.760 --> 00:40:17.180 align:middle line:90%


00:40:17.180 --> 00:40:19.300 align:middle line:84%
And this is known
among the players.

00:40:19.300 --> 00:40:23.220 align:middle line:84%
So to be clear, player
2 knows that it's

00:40:23.220 --> 00:40:26.100 align:middle line:84%
equally likely that the
project is hard or easy.

00:40:26.100 --> 00:40:28.720 align:middle line:84%
They know that player 1 knows
that the project is hard

00:40:28.720 --> 00:40:31.220 align:middle line:84%
or knows that it's easy, but
they don't know anything else.

00:40:31.220 --> 00:40:36.500 align:middle line:84%
So now the challenge is, can we
describe this distribution, P?

00:40:36.500 --> 00:40:38.630 align:middle line:84%
So this distribution,
P, is going

00:40:38.630 --> 00:40:44.150 align:middle line:84%
to be a distribution over
theta cross T1 cross T2.

00:40:44.150 --> 00:40:48.610 align:middle line:84%
So what we need to specify is
four different probabilities.

00:40:48.610 --> 00:40:57.950 align:middle line:84%
So we need to say, what's the
probability of theta H, tH, t0;

00:40:57.950 --> 00:41:04.790 align:middle line:90%
theta H, tL, t0; theta E--

00:41:04.790 --> 00:41:07.110 align:middle line:90%
I keep Messing this up.

00:41:07.110 --> 00:41:15.090 align:middle line:90%
tH, t0, and theta E tE t0.

00:41:15.090 --> 00:41:17.670 align:middle line:90%


00:41:17.670 --> 00:41:20.490 align:middle line:84%
So sometimes these are
called states of the world.

00:41:20.490 --> 00:41:22.830 align:middle line:84%
The distinction is theta
is a state of nature

00:41:22.830 --> 00:41:24.190 align:middle line:90%
or physical state.

00:41:24.190 --> 00:41:25.870 align:middle line:84%
The state of the
whole world specifies

00:41:25.870 --> 00:41:28.510 align:middle line:84%
both the physical state
and the mental states.

00:41:28.510 --> 00:41:30.890 align:middle line:84%
So these are the four
possible states of the world,

00:41:30.890 --> 00:41:32.150 align:middle line:90%
and let's interpret them.

00:41:32.150 --> 00:41:34.250 align:middle line:84%
Let's look at the second
one-- just an example.

00:41:34.250 --> 00:41:37.160 align:middle line:84%
This is the state of the world
where the state of nature

00:41:37.160 --> 00:41:40.360 align:middle line:84%
is theta H. So the
project is hard.

00:41:40.360 --> 00:41:43.240 align:middle line:84%
The player one's
mental state is te.

00:41:43.240 --> 00:41:47.000 align:middle line:84%
That means player 1 believes
that the project is easy.

00:41:47.000 --> 00:41:49.560 align:middle line:84%
And player two's mental
state is just T0.

00:41:49.560 --> 00:41:51.180 align:middle line:84%
They believe what
they always believe.

00:41:51.180 --> 00:41:52.972 align:middle line:84%
They don't really have
anything to believe.

00:41:52.972 --> 00:41:54.880 align:middle line:84%
They just have the
one thing they know.

00:41:54.880 --> 00:41:58.983 align:middle line:84%
So what we want to do is we
need to assign probabilities

00:41:58.983 --> 00:42:00.400 align:middle line:84%
to each of these
four things based

00:42:00.400 --> 00:42:02.280 align:middle line:90%
on the story we've told so far.

00:42:02.280 --> 00:42:07.040 align:middle line:84%
So any thoughts on what this
probability distribution, P,

00:42:07.040 --> 00:42:09.360 align:middle line:90%
is going to be here?

00:42:09.360 --> 00:42:10.340 align:middle line:90%
Yes, back here.

00:42:10.340 --> 00:42:14.380 align:middle line:84%
AUDIENCE: Would it
be 1/2, 0, 0, 1/2?

00:42:14.380 --> 00:42:15.380 align:middle line:90%
IAN BALL: Exactly right.

00:42:15.380 --> 00:42:19.240 align:middle line:90%


00:42:19.240 --> 00:42:23.480 align:middle line:84%
So can you explain a little
bit how you got that?

00:42:23.480 --> 00:42:24.280 align:middle line:90%
AUDIENCE: For sure.

00:42:24.280 --> 00:42:27.760 align:middle line:84%
So if the state of
the world theta H is--

00:42:27.760 --> 00:42:30.577 align:middle line:84%
let's just say theta is
theta H. That means we know--

00:42:30.577 --> 00:42:31.660 align:middle line:90%
IAN BALL: State of nature.

00:42:31.660 --> 00:42:32.785 align:middle line:90%
Sorry, It's very confusing.

00:42:32.785 --> 00:42:35.610 align:middle line:84%
Yeah, if the state of nature
is theta H. Yeah, exactly.

00:42:35.610 --> 00:42:37.420 align:middle line:84%
I may, have said
it wrong myself.

00:42:37.420 --> 00:42:38.150 align:middle line:90%
Yeah.

00:42:38.150 --> 00:42:40.150 align:middle line:84%
AUDIENCE: Anyway, then,
with absolute certainty,

00:42:40.150 --> 00:42:42.570 align:middle line:84%
we know that player 1 knows
that the state of nature

00:42:42.570 --> 00:42:44.940 align:middle line:84%
is theta H, which
means they have tH.

00:42:44.940 --> 00:42:45.690 align:middle line:90%
IAN BALL: Exactly.

00:42:45.690 --> 00:42:47.607 align:middle line:84%
AUDIENCE: It's not
possible for them to have t

00:42:47.607 --> 00:42:50.670 align:middle line:84%
and it's this mismatch, which
is why that gives probability 0.

00:42:50.670 --> 00:42:53.820 align:middle line:84%
And then you flip the labels and
everything else is symmetric.

00:42:53.820 --> 00:42:54.570 align:middle line:90%
IAN BALL: Exactly.

00:42:54.570 --> 00:42:57.170 align:middle line:90%
Exactly right.

00:42:57.170 --> 00:43:00.090 align:middle line:84%
I guess it's a hidden implicit
assumption that when we say

00:43:00.090 --> 00:43:03.170 align:middle line:84%
player 1-- well, this
is what it means--

00:43:03.170 --> 00:43:05.590 align:middle line:84%
to know the state means when
you think the state is high,

00:43:05.590 --> 00:43:06.830 align:middle line:90%
it's actually high or hard.

00:43:06.830 --> 00:43:09.205 align:middle line:84%
And when you think the state
is easy, it's actually easy.

00:43:09.205 --> 00:43:12.570 align:middle line:84%
Otherwise, you wouldn't
know the state at all.

00:43:12.570 --> 00:43:17.610 align:middle line:84%
OK, let's do maybe
one more example

00:43:17.610 --> 00:43:22.110 align:middle line:84%
to make sure we can understand
what's going on here.

00:43:22.110 --> 00:43:51.020 align:middle line:90%


00:43:51.020 --> 00:43:58.620 align:middle line:84%
So let's consider maybe
example two, where we'll try

00:43:58.620 --> 00:43:59.880 align:middle line:90%
to be a little more realistic.

00:43:59.880 --> 00:44:01.940 align:middle line:84%
Probably player
1 can't perfectly

00:44:01.940 --> 00:44:04.653 align:middle line:84%
tell whether the
project is easy or hard,

00:44:04.653 --> 00:44:06.320 align:middle line:84%
but they have some
information about it.

00:44:06.320 --> 00:44:09.300 align:middle line:84%
So what we're
going to imagine is

00:44:09.300 --> 00:44:14.420 align:middle line:84%
player 1 gets a signal about
the difficulty of the state.

00:44:14.420 --> 00:44:16.690 align:middle line:84%
And so player 1 has
some information

00:44:16.690 --> 00:44:18.440 align:middle line:84%
about whether the
project is easy or hard,

00:44:18.440 --> 00:44:21.100 align:middle line:90%
but they don't know it for sure.

00:44:21.100 --> 00:44:25.500 align:middle line:84%
And more specifically-- so
let's say player 1-- sometimes

00:44:25.500 --> 00:44:29.910 align:middle line:90%
we say gets a signal.

00:44:29.910 --> 00:44:34.948 align:middle line:84%
And that's a statistical way of
looking at it, but you sit down,

00:44:34.948 --> 00:44:36.490 align:middle line:84%
you try to start
doing your homework.

00:44:36.490 --> 00:44:39.470 align:middle line:84%
You think, I think it's
probably hard, but I'm not sure.

00:44:39.470 --> 00:44:42.205 align:middle line:84%
And you maybe assign some
probability to how hard it is.

00:44:42.205 --> 00:44:44.330 align:middle line:84%
And that's what we're going
to try to capture here.

00:44:44.330 --> 00:44:47.550 align:middle line:90%


00:44:47.550 --> 00:44:53.630 align:middle line:84%
I'm going to say
with accuracy, q,

00:44:53.630 --> 00:45:00.550 align:middle line:84%
where q is going to
be between 1/2 and 1.

00:45:00.550 --> 00:45:04.610 align:middle line:84%
So what this means is-- let
me just draw this mapping.

00:45:04.610 --> 00:45:19.570 align:middle line:90%


00:45:19.570 --> 00:45:20.890 align:middle line:90%
I run out of arrows here.

00:45:20.890 --> 00:45:27.330 align:middle line:90%


00:45:27.330 --> 00:45:30.268 align:middle line:84%
So what I'm
representing here is I'm

00:45:30.268 --> 00:45:31.810 align:middle line:84%
going to think of
theta H and theta L

00:45:31.810 --> 00:45:33.650 align:middle line:84%
as the true difficulty
of the project.

00:45:33.650 --> 00:45:36.570 align:middle line:84%
And I'm going to think of
tH and tL as the signal

00:45:36.570 --> 00:45:40.170 align:middle line:84%
that player 1 gets about the
difficulty of the project.

00:45:40.170 --> 00:45:43.690 align:middle line:84%
And if the project is hard,
then most of the time,

00:45:43.690 --> 00:45:47.450 align:middle line:84%
player 1 gets this signal that's
indicative of it being hard--

00:45:47.450 --> 00:45:48.930 align:middle line:90%
indeed, with probability q.

00:45:48.930 --> 00:45:52.510 align:middle line:84%
But with probability 1 minus
q, it's deceptively hard.

00:45:52.510 --> 00:45:54.150 align:middle line:84%
It's actually hard,
but it looks easy.

00:45:54.150 --> 00:45:55.470 align:middle line:90%
And they get the wrong signal.

00:45:55.470 --> 00:45:57.790 align:middle line:84%
And then we have the
same thing over here.

00:45:57.790 --> 00:46:01.330 align:middle line:84%
So let's just understand--
if I allow q to be 1,

00:46:01.330 --> 00:46:03.530 align:middle line:84%
then if the project
is hard, they always

00:46:03.530 --> 00:46:04.813 align:middle line:90%
get the signal that it's hard.

00:46:04.813 --> 00:46:07.230 align:middle line:84%
And I'm just going to say all
day long, they get it wrong.

00:46:07.230 --> 00:46:11.050 align:middle line:90%


00:46:11.050 --> 00:46:12.550 align:middle line:84%
Similarly, when the
project is easy,

00:46:12.550 --> 00:46:15.090 align:middle line:84%
they always get this signal
that suggests it's easy.

00:46:15.090 --> 00:46:17.850 align:middle line:84%
So the case of q equals 1
is exactly what we already

00:46:17.850 --> 00:46:19.290 align:middle line:90%
studied over here.

00:46:19.290 --> 00:46:22.150 align:middle line:84%
But now we're going to
generalize to this case,

00:46:22.150 --> 00:46:23.220 align:middle line:90%
what if q was 1/2?

00:46:23.220 --> 00:46:24.470 align:middle line:90%
What would that correspond to?

00:46:24.470 --> 00:46:27.060 align:middle line:90%


00:46:27.060 --> 00:46:27.718 align:middle line:90%
Yeah.

00:46:27.718 --> 00:46:29.260 align:middle line:84%
AUDIENCE: You're
right half the time.

00:46:29.260 --> 00:46:30.140 align:middle line:90%
IAN BALL: Right.

00:46:30.140 --> 00:46:32.420 align:middle line:84%
And if the prior--
since we said it's

00:46:32.420 --> 00:46:34.720 align:middle line:84%
equally likely to
be hard and easy,

00:46:34.720 --> 00:46:36.900 align:middle line:84%
it actually means
you know nothing.

00:46:36.900 --> 00:46:41.932 align:middle line:84%
If you have a signal
when the state is hard,

00:46:41.932 --> 00:46:44.140 align:middle line:84%
it gives you each signal
realization with probability

00:46:44.140 --> 00:46:44.400 align:middle line:90%
1/2.

00:46:44.400 --> 00:46:46.560 align:middle line:84%
And when it's easy, you get each
signal with probability 1/2,

00:46:46.560 --> 00:46:48.560 align:middle line:84%
then it's not giving you
any information at all.

00:46:48.560 --> 00:46:50.100 align:middle line:84%
So you're just
totally uninformed.

00:46:50.100 --> 00:46:53.860 align:middle line:84%
Your gut is totally
useless, which is maybe

00:46:53.860 --> 00:46:55.760 align:middle line:90%
for retail stock traders.

00:46:55.760 --> 00:46:58.880 align:middle line:84%
That's a pretty good model
of how they trade stocks.

00:46:58.880 --> 00:47:03.660 align:middle line:84%
So let's now try to capture
this model, this example

00:47:03.660 --> 00:47:05.040 align:middle line:90%
within our model over here.

00:47:05.040 --> 00:47:07.800 align:middle line:84%
So it turns out the type space
are going to be the same,

00:47:07.800 --> 00:47:09.400 align:middle line:84%
but the interpretation
is different.

00:47:09.400 --> 00:47:13.460 align:middle line:84%
So we still have, for
player 1, two types--

00:47:13.460 --> 00:47:15.360 align:middle line:90%
the hard type and the easy type.

00:47:15.360 --> 00:47:17.460 align:middle line:84%
But now the hard
type, we don't mean

00:47:17.460 --> 00:47:19.760 align:middle line:84%
you know for certain
the project is hard.

00:47:19.760 --> 00:47:22.100 align:middle line:84%
What we mean is based
on the evidence you see,

00:47:22.100 --> 00:47:25.190 align:middle line:84%
it's more likely than not
that the project is hard.

00:47:25.190 --> 00:47:29.270 align:middle line:84%
And similarly, the
type tE suggests

00:47:29.270 --> 00:47:31.410 align:middle line:84%
that player 1 looks
at the project,

00:47:31.410 --> 00:47:33.790 align:middle line:84%
they think it's probably
easy, but they're not certain

00:47:33.790 --> 00:47:34.530 align:middle line:90%
that it's easy.

00:47:34.530 --> 00:47:37.750 align:middle line:84%
And they can actually compute
the probability that it's easy.

00:47:37.750 --> 00:47:39.990 align:middle line:90%
So now let's represent this.

00:47:39.990 --> 00:47:51.190 align:middle line:84%
We're going to represent this
with the distribution, P,

00:47:51.190 --> 00:47:55.850 align:middle line:90%
over theta cross t1 cross t2.

00:47:55.850 --> 00:47:58.470 align:middle line:90%


00:47:58.470 --> 00:47:59.790 align:middle line:90%
So what is it going to be?

00:47:59.790 --> 00:48:01.030 align:middle line:90%
Let's write it down.

00:48:01.030 --> 00:48:05.710 align:middle line:90%
Again, we have theta H, tH, t0.

00:48:05.710 --> 00:48:12.430 align:middle line:90%
We have theta H, tE, t0.

00:48:12.430 --> 00:48:23.200 align:middle line:84%
We have theta E, tH, t0,
and we have theta E, tE, t0.

00:48:23.200 --> 00:48:25.700 align:middle line:84%
I guess it got progressively
smaller as I ran out of space.

00:48:25.700 --> 00:48:28.610 align:middle line:90%


00:48:28.610 --> 00:48:30.240 align:middle line:84%
So now what are
the probabilities

00:48:30.240 --> 00:48:35.540 align:middle line:84%
that we're going to
assign to each of these?

00:48:35.540 --> 00:48:39.880 align:middle line:90%


00:48:39.880 --> 00:48:40.520 align:middle line:90%
Yeah.

00:48:40.520 --> 00:48:42.812 align:middle line:84%
AUDIENCE: Just to make sure
there is equal probability,

00:48:42.812 --> 00:48:44.000 align:middle line:90%
that it actually is hard.

00:48:44.000 --> 00:48:45.310 align:middle line:84%
IAN BALL: We're going to
maintain that assumption, so

00:48:45.310 --> 00:48:46.440 align:middle line:90%
a good question.

00:48:46.440 --> 00:48:47.840 align:middle line:90%
Let's maintain this assumption.

00:48:47.840 --> 00:48:50.080 align:middle line:90%
I didn't say that.

00:48:50.080 --> 00:48:51.080 align:middle line:90%
Second row, yeah.

00:48:51.080 --> 00:48:53.800 align:middle line:84%
AUDIENCE: So for the first
one, there's a 1/2 chance that

00:48:53.800 --> 00:48:54.920 align:middle line:90%
it's hard.

00:48:54.920 --> 00:49:00.320 align:middle line:84%
And then as tdH,
that's going to be q.

00:49:00.320 --> 00:49:02.960 align:middle line:84%
IAN BALL: So what's the
probability of this?

00:49:02.960 --> 00:49:04.400 align:middle line:90%
AUDIENCE: That's 1/2 q.

00:49:04.400 --> 00:49:06.440 align:middle line:90%
IAN BALL: 1/2 q, exactly.

00:49:06.440 --> 00:49:09.337 align:middle line:90%
AUDIENCE: [INAUDIBLE] 1 minus q.

00:49:09.337 --> 00:49:09.920 align:middle line:90%
IAN BALL: Yes.

00:49:09.920 --> 00:49:12.893 align:middle line:84%
AUDIENCE: And then 1/2 minus
q and then [INAUDIBLE].

00:49:12.893 --> 00:49:13.560 align:middle line:90%
IAN BALL: Great.

00:49:13.560 --> 00:49:19.440 align:middle line:90%


00:49:19.440 --> 00:49:21.250 align:middle line:84%
So it's going to be
like this, because what

00:49:21.250 --> 00:49:23.417 align:middle line:84%
has to happen for this to
be the state of the world?

00:49:23.417 --> 00:49:25.610 align:middle line:84%
Well, first, the
project has to be hard.

00:49:25.610 --> 00:49:27.930 align:middle line:84%
And we know that happens
with probability 1/2.

00:49:27.930 --> 00:49:30.550 align:middle line:84%
But further, not only
is the project hard,

00:49:30.550 --> 00:49:32.730 align:middle line:84%
but player 1 gets
the signal that's

00:49:32.730 --> 00:49:34.610 align:middle line:90%
indicative of it being hard.

00:49:34.610 --> 00:49:37.530 align:middle line:84%
And when the state's actually
hard, how likely is that?

00:49:37.530 --> 00:49:41.890 align:middle line:90%
That's probability q.

00:49:41.890 --> 00:49:45.390 align:middle line:84%
And then down here, well,
we're going to say, well,

00:49:45.390 --> 00:49:48.990 align:middle line:84%
there's still a probability
1/2 that it's actually hard.

00:49:48.990 --> 00:49:51.497 align:middle line:84%
But now what's the probability
they get the easy signal?

00:49:51.497 --> 00:49:53.330 align:middle line:84%
So they get misled,
they get the signal that

00:49:53.330 --> 00:49:55.510 align:middle line:84%
suggests the project's
easy even when it's hard.

00:49:55.510 --> 00:49:56.710 align:middle line:90%
That's still possible.

00:49:56.710 --> 00:49:58.250 align:middle line:84%
It's less likely,
but it's possible.

00:49:58.250 --> 00:50:00.810 align:middle line:84%
That has probability 1 minus
q, and we have to multiply that

00:50:00.810 --> 00:50:01.310 align:middle line:90%
by 1/2.

00:50:01.310 --> 00:50:03.930 align:middle line:90%


00:50:03.930 --> 00:50:08.210 align:middle line:84%
Notice here if we sum the
first two, we get 1/2,

00:50:08.210 --> 00:50:11.090 align:middle line:84%
which makes sense because the
sum of the first two is exactly

00:50:11.090 --> 00:50:13.130 align:middle line:84%
the probability that
the state is hard,

00:50:13.130 --> 00:50:16.610 align:middle line:84%
because given the state is
hard, we're summing over

00:50:16.610 --> 00:50:18.580 align:middle line:90%
the additional types.

00:50:18.580 --> 00:50:20.260 align:middle line:90%
Let's look at the extreme cases.

00:50:20.260 --> 00:50:24.340 align:middle line:84%
If q goes to 1,
what happens here?

00:50:24.340 --> 00:50:25.840 align:middle line:84%
Well, now we're
just back over here.

00:50:25.840 --> 00:50:26.715 align:middle line:90%
This is what we said.

00:50:26.715 --> 00:50:29.340 align:middle line:84%
This is the special case where
player 1 perfectly observes

00:50:29.340 --> 00:50:30.760 align:middle line:90%
the difficulty of the project.

00:50:30.760 --> 00:50:31.760 align:middle line:90%
What if q goes to 1/2?

00:50:31.760 --> 00:50:36.700 align:middle line:90%


00:50:36.700 --> 00:50:37.500 align:middle line:90%
Yeah.

00:50:37.500 --> 00:50:40.040 align:middle line:84%
AUDIENCE: q goes to half,
then each of the pairs,

00:50:40.040 --> 00:50:44.602 align:middle line:84%
like the data pairs are
approximately going to be 1.

00:50:44.602 --> 00:50:46.060 align:middle line:84%
IAN BALL: So
basically everything's

00:50:46.060 --> 00:50:48.393 align:middle line:84%
a fourth because now your
signal doesn't really give you

00:50:48.393 --> 00:50:49.860 align:middle line:90%
any information about this.

00:50:49.860 --> 00:50:51.660 align:middle line:84%
If the project is
actually hard, you're

00:50:51.660 --> 00:50:53.327 align:middle line:84%
equally likely to get
these two signals.

00:50:53.327 --> 00:50:55.420 align:middle line:84%
And just everything
is going to be 1/4.

00:50:55.420 --> 00:50:56.260 align:middle line:90%
Yes.

00:50:56.260 --> 00:50:59.020 align:middle line:84%
AUDIENCE: Is player
1 aware of their own,

00:50:59.020 --> 00:51:01.340 align:middle line:90%
or does that even matter?

00:51:01.340 --> 00:51:02.880 align:middle line:84%
IAN BALL: No, it
really does matter.

00:51:02.880 --> 00:51:06.220 align:middle line:84%
So this is the subtle
thing here that this

00:51:06.220 --> 00:51:09.900 align:middle line:84%
is where the implicit assumption
here-- and this is where it gets

00:51:09.900 --> 00:51:12.820 align:middle line:84%
a little subtle-- is that
the distribution, P, is

00:51:12.820 --> 00:51:14.260 align:middle line:90%
common knowledge.

00:51:14.260 --> 00:51:17.150 align:middle line:84%
So player 1 knows
their own type,

00:51:17.150 --> 00:51:22.430 align:middle line:84%
and they know the set of
possible types the players have.

00:51:22.430 --> 00:51:25.310 align:middle line:84%
And they know the
distribution over the types.

00:51:25.310 --> 00:51:27.643 align:middle line:84%
Now, you might say,
is that a restriction?

00:51:27.643 --> 00:51:30.310 align:middle line:84%
It turns out there's some really
subtle mathematical points that

00:51:30.310 --> 00:51:35.630 align:middle line:84%
argue that, as long as you
make the type space big enough,

00:51:35.630 --> 00:51:36.730 align:middle line:90%
the P is a little tricky.

00:51:36.730 --> 00:51:38.470 align:middle line:84%
Basically, you can make
the type space big enough

00:51:38.470 --> 00:51:39.950 align:middle line:84%
and you can capture
everything, but it's

00:51:39.950 --> 00:51:41.550 align:middle line:84%
quite a subtle point
about what's known

00:51:41.550 --> 00:51:42.425 align:middle line:90%
and what's not known.

00:51:42.425 --> 00:51:45.550 align:middle line:84%
And we're getting into this very
abstract area of epistemic game

00:51:45.550 --> 00:51:49.870 align:middle line:84%
theory that gets into logic and
really subtleties about what

00:51:49.870 --> 00:51:51.230 align:middle line:90%
belief and what knowledge is.

00:51:51.230 --> 00:51:56.670 align:middle line:84%
But the assumption here is that
P is known by everyone, yeah.

00:51:56.670 --> 00:51:57.170 align:middle line:90%
OK.

00:51:57.170 --> 00:52:01.510 align:middle line:84%
So the next thing
we want to do is

00:52:01.510 --> 00:52:09.330 align:middle line:84%
let's now think about
behavior in this game.

00:52:09.330 --> 00:52:11.410 align:middle line:84%
So far, I've just
defined the game.

00:52:11.410 --> 00:52:12.732 align:middle line:90%
We now have to define--

00:52:12.732 --> 00:52:14.440 align:middle line:84%
the remaining time,
we're going to define

00:52:14.440 --> 00:52:15.780 align:middle line:90%
an equilibrium of this game.

00:52:15.780 --> 00:52:23.640 align:middle line:90%


00:52:23.640 --> 00:52:26.200 align:middle line:84%
So far, I've just defined
what a Bayesian game is.

00:52:26.200 --> 00:52:29.000 align:middle line:84%
Let's now define what an
equilibrium of a Bayesian game

00:52:29.000 --> 00:52:29.500 align:middle line:90%
is.

00:52:29.500 --> 00:52:31.220 align:middle line:84%
The first step is to
define equilibrium.

00:52:31.220 --> 00:52:33.160 align:middle line:84%
You always have to define
what a strategy is.

00:52:33.160 --> 00:52:38.280 align:middle line:84%
So now let's define a
strategy in a Bayesian game.

00:52:38.280 --> 00:52:40.600 align:middle line:84%
Now a strategy,
remember, is always

00:52:40.600 --> 00:52:42.640 align:middle line:90%
a complete contingent plan.

00:52:42.640 --> 00:52:45.960 align:middle line:84%
It specifies what action you
take as a function of things

00:52:45.960 --> 00:52:48.320 align:middle line:84%
that you can observe,
things that you know.

00:52:48.320 --> 00:52:55.600 align:middle line:84%
So in this case, for
player i, a strategy

00:52:55.600 --> 00:53:03.260 align:middle line:84%
is a function,
si, from ti to Ai.

00:53:03.260 --> 00:53:05.840 align:middle line:90%


00:53:05.840 --> 00:53:07.280 align:middle line:90%
So let's visualize it down here.

00:53:07.280 --> 00:53:12.200 align:middle line:84%
We have some type, ti, and
that gets mapped to si of t.

00:53:12.200 --> 00:53:15.180 align:middle line:90%


00:53:15.180 --> 00:53:17.380 align:middle line:84%
So what this complete
contingent plan says

00:53:17.380 --> 00:53:21.220 align:middle line:84%
is it says if I'm player i,
if my mental state is ti,

00:53:21.220 --> 00:53:24.580 align:middle line:84%
this is the action
I'm going to take.

00:53:24.580 --> 00:53:26.040 align:middle line:84%
If I have a different
mental state,

00:53:26.040 --> 00:53:29.940 align:middle line:84%
I can potentially take
a different action.

00:53:29.940 --> 00:53:33.220 align:middle line:84%
My strategy can't depend on the
mental states of anyone else

00:53:33.220 --> 00:53:35.440 align:middle line:84%
or on the state of the world
or the state of nature,

00:53:35.440 --> 00:53:36.982 align:middle line:84%
because I don't
observe those things.

00:53:36.982 --> 00:53:38.980 align:middle line:84%
All I know is player
i is my mental state,

00:53:38.980 --> 00:53:41.980 align:middle line:84%
so the only thing I can
contingent condition my action

00:53:41.980 --> 00:53:43.600 align:middle line:90%
on is my own mental state.

00:53:43.600 --> 00:53:45.180 align:middle line:84%
And that's exactly
why this function

00:53:45.180 --> 00:53:48.040 align:middle line:84%
depends on my mental state, but
on no one else's mental state.

00:53:48.040 --> 00:53:51.420 align:middle line:90%


00:53:51.420 --> 00:53:56.380 align:middle line:84%
I think there's one subtlety
here in interpretation,

00:53:56.380 --> 00:53:58.220 align:middle line:90%
which is that--

00:53:58.220 --> 00:54:16.293 align:middle line:84%
I'll say note, player i actually
has one mental state slash type.

00:54:16.293 --> 00:54:18.710 align:middle line:84%
So this is where I mentioned
the interpretive difficulties

00:54:18.710 --> 00:54:19.830 align:middle line:90%
we get into.

00:54:19.830 --> 00:54:22.363 align:middle line:84%
I'm calling this a
complete contingent plan,

00:54:22.363 --> 00:54:24.030 align:middle line:84%
but it's never clear
when you would make

00:54:24.030 --> 00:54:25.280 align:middle line:90%
this complete contingent plan.

00:54:25.280 --> 00:54:27.390 align:middle line:84%
You'd have to make this
complete contingent plan

00:54:27.390 --> 00:54:29.710 align:middle line:84%
before you know
what your type is.

00:54:29.710 --> 00:54:32.910 align:middle line:84%
And it's very hard with
these intrinsic preferences.

00:54:32.910 --> 00:54:33.910 align:middle line:90%
You're born.

00:54:33.910 --> 00:54:36.350 align:middle line:84%
Let's say you like the color
red in our car example.

00:54:36.350 --> 00:54:37.390 align:middle line:84%
Formally, what you'd
have to do here

00:54:37.390 --> 00:54:39.390 align:middle line:84%
is make a strategy that
said, if I were born

00:54:39.390 --> 00:54:41.230 align:middle line:84%
and I liked the color
blue, what would I do?

00:54:41.230 --> 00:54:42.930 align:middle line:84%
If I were born differently
and liked the color red,

00:54:42.930 --> 00:54:43.597 align:middle line:90%
what would I do?

00:54:43.597 --> 00:54:46.830 align:middle line:84%
It's a bit weird to
think about, but I

00:54:46.830 --> 00:54:48.550 align:middle line:84%
think the role of
this assumption

00:54:48.550 --> 00:54:50.830 align:middle line:84%
really is that, yes,
player i is only

00:54:50.830 --> 00:54:52.872 align:middle line:84%
going to have a
single realized type,

00:54:52.872 --> 00:54:54.830 align:middle line:84%
and they're going to take
a single action based

00:54:54.830 --> 00:54:55.893 align:middle line:90%
on that type.

00:54:55.893 --> 00:54:58.310 align:middle line:84%
But the reason we have to
specify this complete contingent

00:54:58.310 --> 00:55:00.590 align:middle line:84%
plan is that the
other players don't

00:55:00.590 --> 00:55:01.847 align:middle line:90%
know what type player i has.

00:55:01.847 --> 00:55:03.430 align:middle line:84%
So the other players
are going to have

00:55:03.430 --> 00:55:05.710 align:middle line:84%
to form beliefs about
player i's type,

00:55:05.710 --> 00:55:08.720 align:middle line:84%
and then form beliefs about
what actions player i takes.

00:55:08.720 --> 00:55:10.680 align:middle line:90%
And the other players need to--

00:55:10.680 --> 00:55:13.420 align:middle line:84%
so what this represents is
what the other players believe

00:55:13.420 --> 00:55:16.160 align:middle line:84%
player i will do when
player i's type is ti,

00:55:16.160 --> 00:55:19.400 align:middle line:84%
even if player i wakes up
and their type is not ti.

00:55:19.400 --> 00:55:22.760 align:middle line:84%
Maybe a little philosophical
digression, but let's

00:55:22.760 --> 00:55:25.120 align:middle line:90%
just stop there.

00:55:25.120 --> 00:55:25.680 align:middle line:90%
Yes.

00:55:25.680 --> 00:55:29.720 align:middle line:84%
AUDIENCE: So does that mean
like the strategy is basically

00:55:29.720 --> 00:55:31.320 align:middle line:90%
information that everybody has?

00:55:31.320 --> 00:55:35.200 align:middle line:84%
Everyone knows everyone
else's strategy.

00:55:35.200 --> 00:55:36.620 align:middle line:90%
IAN BALL: So this is a subtlety.

00:55:36.620 --> 00:55:41.460 align:middle line:84%
Normally in game theory, we
make knowledge assumptions,

00:55:41.460 --> 00:55:44.320 align:middle line:84%
not about what people do,
but about what people know

00:55:44.320 --> 00:55:45.980 align:middle line:90%
and about the circumstance.

00:55:45.980 --> 00:55:50.720 align:middle line:84%
And then we define a solution
concept, like an equilibrium.

00:55:50.720 --> 00:55:53.860 align:middle line:84%
So yeah, do people know this
is always a subtle thing?

00:55:53.860 --> 00:55:57.120 align:middle line:84%
Do people know the strategies
that are chosen in equilibrium?

00:55:57.120 --> 00:56:01.980 align:middle line:84%
I don't think we would
formally say people know them.

00:56:01.980 --> 00:56:07.570 align:middle line:84%
We would say that equilibrium
specifies the beliefs

00:56:07.570 --> 00:56:09.890 align:middle line:84%
that players have, and
a demand of equilibrium

00:56:09.890 --> 00:56:11.370 align:middle line:84%
is that those
beliefs are correct.

00:56:11.370 --> 00:56:13.930 align:middle line:84%
But we don't literally-- if we
wanted to model the game where

00:56:13.930 --> 00:56:16.130 align:middle line:84%
you actually observed
players strategies, that

00:56:16.130 --> 00:56:18.330 align:middle line:90%
would be a different game.

00:56:18.330 --> 00:56:19.810 align:middle line:84%
We generally only
model knowledge

00:56:19.810 --> 00:56:21.830 align:middle line:84%
about exogenous
things from nature.

00:56:21.830 --> 00:56:23.490 align:middle line:84%
We don't really
think about knowledge

00:56:23.490 --> 00:56:28.890 align:middle line:84%
about what other rational
players do because that's just

00:56:28.890 --> 00:56:31.250 align:middle line:84%
not a probabilistic process
in the same way that's

00:56:31.250 --> 00:56:31.990 align:middle line:90%
in their control.

00:56:31.990 --> 00:56:33.850 align:middle line:84%
This gets into weird things
about free will and all

00:56:33.850 --> 00:56:34.230 align:middle line:90%
these things.

00:56:34.230 --> 00:56:36.022 align:middle line:84%
But the point is, we
don't assume knowledge

00:56:36.022 --> 00:56:39.090 align:middle line:90%
of other people's strategies.

00:56:39.090 --> 00:56:41.930 align:middle line:84%
In equilibrium, people's beliefs
about other people's strategies

00:56:41.930 --> 00:56:42.630 align:middle line:90%
will be correct.

00:56:42.630 --> 00:56:45.450 align:middle line:84%
And that's very similar, but I
would say slightly different.

00:56:45.450 --> 00:56:47.090 align:middle line:84%
AUDIENCE: So where
does the part come

00:56:47.090 --> 00:56:50.590 align:middle line:84%
in where other players
have to understand, oh,

00:56:50.590 --> 00:56:53.368 align:middle line:90%
if player i is born like red--

00:56:53.368 --> 00:56:54.910 align:middle line:84%
IAN BALL: When we
define equilibrium.

00:56:54.910 --> 00:56:56.150 align:middle line:84%
So I haven't defined
equilibrium yet,

00:56:56.150 --> 00:56:57.750 align:middle line:84%
so we'll see when we
define equilibrium.

00:56:57.750 --> 00:56:58.292 align:middle line:90%
That's great.

00:56:58.292 --> 00:56:59.610 align:middle line:90%
That's a great question.

00:56:59.610 --> 00:57:03.247 align:middle line:84%
OK, so the final step when
to define equilibrium is you

00:57:03.247 --> 00:57:05.080 align:middle line:84%
have to say a little
bit more about beliefs.

00:57:05.080 --> 00:57:07.700 align:middle line:84%
So let's put ourselves in
the position of player i.

00:57:07.700 --> 00:57:08.960 align:middle line:90%
Suppose I'm player i.

00:57:08.960 --> 00:57:12.540 align:middle line:90%


00:57:12.540 --> 00:57:15.980 align:middle line:90%
What I know is I know my type.

00:57:15.980 --> 00:57:19.140 align:middle line:90%
So let's say my type is ti.

00:57:19.140 --> 00:57:20.660 align:middle line:84%
Now I have to
decide how to play.

00:57:20.660 --> 00:57:22.780 align:middle line:84%
I have to decide
what action to take.

00:57:22.780 --> 00:57:25.340 align:middle line:84%
But the action for
me is going to depend

00:57:25.340 --> 00:57:26.660 align:middle line:90%
on a lot of other things.

00:57:26.660 --> 00:57:28.340 align:middle line:84%
So the first step
is what I need to do

00:57:28.340 --> 00:57:37.980 align:middle line:84%
is I need to form beliefs about
theta and about t negative i.

00:57:37.980 --> 00:57:42.420 align:middle line:84%
I need to form beliefs about
the state of nature theta

00:57:42.420 --> 00:57:46.220 align:middle line:84%
and about the types
of other players.

00:57:46.220 --> 00:57:49.440 align:middle line:84%
In this model, why do I need
to form beliefs about theta?

00:57:49.440 --> 00:57:50.880 align:middle line:90%
Why do I care about theta?

00:57:50.880 --> 00:57:53.060 align:middle line:84%
Well, theta directly
affects my payoffs.

00:57:53.060 --> 00:57:54.960 align:middle line:84%
So going back to the
example over here,

00:57:54.960 --> 00:57:57.320 align:middle line:84%
I need to form beliefs about
how hard the project is.

00:57:57.320 --> 00:57:58.920 align:middle line:84%
Because if the project
is really hard,

00:57:58.920 --> 00:58:00.378 align:middle line:84%
I might not want
to work very hard.

00:58:00.378 --> 00:58:01.870 align:middle line:90%
It may not be worth it.

00:58:01.870 --> 00:58:03.870 align:middle line:84%
The second, subtler
thing is, why do I

00:58:03.870 --> 00:58:06.792 align:middle line:84%
need to form beliefs about
other players' mental states?

00:58:06.792 --> 00:58:08.250 align:middle line:84%
Let's think of the
project example.

00:58:08.250 --> 00:58:10.550 align:middle line:84%
Why do I care what
another player thinks

00:58:10.550 --> 00:58:12.050 align:middle line:90%
about how hard the project is?

00:58:12.050 --> 00:58:15.270 align:middle line:90%


00:58:15.270 --> 00:58:16.010 align:middle line:90%
Yeah, up front.

00:58:16.010 --> 00:58:17.770 align:middle line:84%
AUDIENCE: They'll probably
adjust their effort for you.

00:58:17.770 --> 00:58:18.520 align:middle line:90%
IAN BALL: Exactly.

00:58:18.520 --> 00:58:20.930 align:middle line:84%
So I care about
their mental states,

00:58:20.930 --> 00:58:23.498 align:middle line:84%
not because their mental states
directly affect my payoff,

00:58:23.498 --> 00:58:25.790 align:middle line:84%
but because their mental
states will affect the actions

00:58:25.790 --> 00:58:27.710 align:middle line:84%
that they take, and the
actions that they take

00:58:27.710 --> 00:58:29.470 align:middle line:90%
will affect my payoff.

00:58:29.470 --> 00:58:31.390 align:middle line:84%
And this is where, going
back to your question

00:58:31.390 --> 00:58:34.350 align:middle line:84%
about the red-blue thing,
I'm forming beliefs

00:58:34.350 --> 00:58:36.750 align:middle line:84%
about their mental states,
and then their strategy

00:58:36.750 --> 00:58:37.990 align:middle line:84%
is going to specify
what they actually

00:58:37.990 --> 00:58:39.198 align:middle line:90%
do under those mental states.

00:58:39.198 --> 00:58:41.870 align:middle line:84%
So it's that combination that's
going to give me information.

00:58:41.870 --> 00:58:47.230 align:middle line:84%
So the first thing is we have
to learn how to use Bayes' rule.

00:58:47.230 --> 00:58:48.770 align:middle line:90%
To do this, we use Bayes' rule.

00:58:48.770 --> 00:59:05.560 align:middle line:90%


00:59:05.560 --> 00:59:07.000 align:middle line:90%
We'll write something like this.

00:59:07.000 --> 00:59:08.320 align:middle line:90%
What does this mean?

00:59:08.320 --> 00:59:14.080 align:middle line:84%
Pi says I'm player i. ti says
this is my mental state, ti.

00:59:14.080 --> 00:59:15.977 align:middle line:84%
Given that this is
my mental state,

00:59:15.977 --> 00:59:17.560 align:middle line:84%
I want to say, what
is the probability

00:59:17.560 --> 00:59:19.960 align:middle line:84%
that the state of
nature is theta

00:59:19.960 --> 00:59:23.160 align:middle line:84%
and the mental states of
all my opponents are ti?

00:59:23.160 --> 00:59:23.725 align:middle line:90%
OK.

00:59:23.725 --> 00:59:25.600 align:middle line:84%
And this is going to be
a classic application

00:59:25.600 --> 00:59:26.460 align:middle line:90%
of Bayes' rule.

00:59:26.460 --> 00:59:28.582 align:middle line:84%
I hope people have
seen this before.

00:59:28.582 --> 00:59:30.040 align:middle line:84%
If you haven't, it
may be something

00:59:30.040 --> 00:59:33.120 align:middle line:84%
you have to brush
up on a little bit.

00:59:33.120 --> 00:59:34.240 align:middle line:90%
But what is this?

00:59:34.240 --> 00:59:38.600 align:middle line:84%
Well, the probability of A given
B is the probability of A and B,

00:59:38.600 --> 00:59:41.360 align:middle line:84%
divided by the probability of B.
This is what Bayes' rule says.

00:59:41.360 --> 00:59:44.520 align:middle line:84%
And I'm going to go over it too
fast, so if you haven't seen it,

00:59:44.520 --> 00:59:45.440 align:middle line:90%
this won't make sense.

00:59:45.440 --> 00:59:46.660 align:middle line:84%
I think you'll have to
study it on your own.

00:59:46.660 --> 00:59:48.033 align:middle line:90%
I'm happy to talk after class.

00:59:48.033 --> 00:59:49.200 align:middle line:90%
So what are we going to get?

00:59:49.200 --> 00:59:53.080 align:middle line:84%
On the top, we're going to have
the probability that my type is

00:59:53.080 --> 00:59:55.180 align:middle line:84%
ti and this is the
state of the world,

00:59:55.180 --> 01:00:01.210 align:middle line:84%
so we're going to get
theta ti, t negative i.

01:00:01.210 --> 01:00:04.970 align:middle line:84%
On the bottom, we want
the probability of ti.

01:00:04.970 --> 01:00:06.230 align:middle line:90%
This is a little more subtle.

01:00:06.230 --> 01:00:12.690 align:middle line:84%
It's going to be a sum over all
maybe theta prime, t negative i

01:00:12.690 --> 01:00:16.230 align:middle line:90%
prime p of theta prime.

01:00:16.230 --> 01:00:25.410 align:middle line:90%


01:00:25.410 --> 01:00:30.450 align:middle line:84%
And in words, this is
the probability of ti.

01:00:30.450 --> 01:00:37.490 align:middle line:90%


01:00:37.490 --> 01:00:41.130 align:middle line:84%
So Bayes' rule is what
allows me to leverage

01:00:41.130 --> 01:00:43.410 align:middle line:84%
the prior distribution,
P, which, as we said,

01:00:43.410 --> 01:00:47.570 align:middle line:84%
everyone knows to update my
beliefs and form my beliefs

01:00:47.570 --> 01:00:51.210 align:middle line:84%
and assign probabilities
to the state of nature

01:00:51.210 --> 01:00:53.210 align:middle line:84%
and to other people's
mental states

01:00:53.210 --> 01:00:55.170 align:middle line:84%
as a function of
my mental state.

01:00:55.170 --> 01:00:57.340 align:middle line:84%
And in general, this
probability here

01:00:57.340 --> 01:00:58.760 align:middle line:90%
could vary with my mental state.

01:00:58.760 --> 01:01:00.177 align:middle line:84%
If I had a different
mental state,

01:01:00.177 --> 01:01:02.540 align:middle line:84%
I would form different beliefs
about the other players.

01:01:02.540 --> 01:01:05.620 align:middle line:84%
OK, so now I think we
can finally write down

01:01:05.620 --> 01:01:09.180 align:middle line:90%
the definition of equilibrium.

01:01:09.180 --> 01:01:13.500 align:middle line:90%
So let's maybe go down here.

01:01:13.500 --> 01:01:15.540 align:middle line:84%
It's a bit of a long
definition, so I really

01:01:15.540 --> 01:01:17.725 align:middle line:84%
just want to spend the
last 15 minutes just

01:01:17.725 --> 01:01:19.100 align:middle line:84%
writing down one
equation to make

01:01:19.100 --> 01:01:20.400 align:middle line:90%
sure we really understand it.

01:01:20.400 --> 01:01:28.260 align:middle line:90%


01:01:28.260 --> 01:01:31.660 align:middle line:84%
So we have our Bayesian
game over there.

01:01:31.660 --> 01:01:33.240 align:middle line:90%
And here's our definition.

01:01:33.240 --> 01:01:36.780 align:middle line:90%


01:01:36.780 --> 01:01:50.960 align:middle line:84%
So a strategy profile, s star,
which equals s1 star 2sn star--

01:01:50.960 --> 01:01:52.960 align:middle line:84%
so as usual,
throughout the course,

01:01:52.960 --> 01:01:54.700 align:middle line:84%
whenever we define
an equilibrium,

01:01:54.700 --> 01:01:57.660 align:middle line:84%
the object that an equilibrium
is is always a strategy profile.

01:01:57.660 --> 01:02:00.040 align:middle line:84%
It's a specification of a
strategy for each player.

01:02:00.040 --> 01:02:03.775 align:middle line:90%
So a strategy profile is a--

01:02:03.775 --> 01:02:04.900 align:middle line:90%
well, what do we call this?

01:02:04.900 --> 01:02:07.660 align:middle line:84%
Well, it's a Nash equilibrium
in a Bayesian game.

01:02:07.660 --> 01:02:09.660 align:middle line:84%
So we call that a
Bayesian Nash equilibrium.

01:02:09.660 --> 01:02:11.040 align:middle line:90%
We just put the words together.

01:02:11.040 --> 01:02:12.900 align:middle line:84%
It's a Bayesian
Nash equilibrium.

01:02:12.900 --> 01:02:25.160 align:middle line:90%


01:02:25.160 --> 01:02:28.300 align:middle line:84%
Well, what's the basic
idea about equilibrium?

01:02:28.300 --> 01:02:32.520 align:middle line:84%
In equilibrium, every player
is choosing their action

01:02:32.520 --> 01:02:35.900 align:middle line:84%
optimally given the beliefs they
have about the other players

01:02:35.900 --> 01:02:37.220 align:middle line:90%
and those beliefs are correct.

01:02:37.220 --> 01:02:39.840 align:middle line:84%
So we want to make sure that
everyone is behaving optimally,

01:02:39.840 --> 01:02:42.000 align:middle line:84%
given the way everyone
else is behaving.

01:02:42.000 --> 01:02:44.600 align:middle line:84%
So I think the first
step is to figure out

01:02:44.600 --> 01:02:46.400 align:middle line:90%
what we need to quantify over.

01:02:46.400 --> 01:02:49.600 align:middle line:84%
So what we want to consider is
we want to say for every player

01:02:49.600 --> 01:02:51.930 align:middle line:84%
and for every mental state
that player could have,

01:02:51.930 --> 01:02:53.130 align:middle line:90%
they're behaving optimally.

01:02:53.130 --> 01:03:11.850 align:middle line:84%
So if for every player i and
for every type ti in capital Ti,

01:03:11.850 --> 01:03:13.512 align:middle line:84%
the following
holds-- so just let's

01:03:13.512 --> 01:03:15.470 align:middle line:84%
understand in words what
we want to write here.

01:03:15.470 --> 01:03:16.845 align:middle line:84%
What we want to
capture down here

01:03:16.845 --> 01:03:21.970 align:middle line:84%
is to say that when player
i has mental state ti,

01:03:21.970 --> 01:03:25.645 align:middle line:84%
the action they're choosing is
optimal given their beliefs.

01:03:25.645 --> 01:03:27.770 align:middle line:84%
And because we're requiring
that for every player i

01:03:27.770 --> 01:03:32.170 align:middle line:84%
and for every type ti,
that's capturing what we want

01:03:32.170 --> 01:03:35.850 align:middle line:84%
So first, let's compute
what is the expected payoff

01:03:35.850 --> 01:03:37.953 align:middle line:90%
of the player of type ti?

01:03:37.953 --> 01:03:39.370 align:middle line:84%
So what we're going
to do is we're

01:03:39.370 --> 01:03:40.830 align:middle line:90%
going to take an expectation.

01:03:40.830 --> 01:03:44.690 align:middle line:90%


01:03:44.690 --> 01:03:47.050 align:middle line:84%
And when I write this,
I'm going to probably need

01:03:47.050 --> 01:03:47.910 align:middle line:90%
a bit more space.

01:03:47.910 --> 01:03:51.300 align:middle line:90%


01:03:51.300 --> 01:03:53.380 align:middle line:84%
I'm going to put
something in here.

01:03:53.380 --> 01:03:56.060 align:middle line:84%
But what I'm writing when I
write the expectation given

01:03:56.060 --> 01:04:00.060 align:middle line:84%
ti is I'm saying,
given ti, I can

01:04:00.060 --> 01:04:02.100 align:middle line:84%
compute conditional
probabilities

01:04:02.100 --> 01:04:04.260 align:middle line:90%
of these other things.

01:04:04.260 --> 01:04:06.380 align:middle line:84%
And what I'm going
to put in here

01:04:06.380 --> 01:04:09.345 align:middle line:84%
is going to be a
function of these things.

01:04:09.345 --> 01:04:11.220 align:middle line:84%
And I'm computing the
conditional expectation

01:04:11.220 --> 01:04:14.220 align:middle line:84%
of that quantity
given my type, ti.

01:04:14.220 --> 01:04:17.500 align:middle line:84%
So what I want to put in
here is my payoff when we all

01:04:17.500 --> 01:04:20.180 align:middle line:90%
follow these strategies.

01:04:20.180 --> 01:04:21.500 align:middle line:90%
So it's going to be my payoff.

01:04:21.500 --> 01:04:23.340 align:middle line:90%
I'm player i.

01:04:23.340 --> 01:04:27.820 align:middle line:84%
Now, my payoff depends on
the actions that we all take

01:04:27.820 --> 01:04:31.420 align:middle line:84%
and the state of the
world, the state of nature.

01:04:31.420 --> 01:04:35.020 align:middle line:84%
So my player 1's action
is going to be what?

01:04:35.020 --> 01:04:42.378 align:middle line:84%
Well, player 1's action is
going to be s1 star of t1.

01:04:42.378 --> 01:04:44.420 align:middle line:84%
And this is exactly
reflecting the point we made.

01:04:44.420 --> 01:04:47.500 align:middle line:84%
Why do I, as player i, care
about player 1's mental state,

01:04:47.500 --> 01:04:48.690 align:middle line:90%
about their t1?

01:04:48.690 --> 01:04:50.190 align:middle line:84%
Because their t1
affects the action

01:04:50.190 --> 01:04:54.150 align:middle line:84%
that they're taking under this
equilibrium strategy profile.

01:04:54.150 --> 01:05:00.750 align:middle line:84%
And then it's going to go all
the way up to sn star of tn.

01:05:00.750 --> 01:05:02.410 align:middle line:90%
Now, it's tricky.

01:05:02.410 --> 01:05:04.587 align:middle line:84%
One of these things--
the i position here

01:05:04.587 --> 01:05:06.670 align:middle line:84%
is actually something I'm
controlling as player i.

01:05:06.670 --> 01:05:08.590 align:middle line:84%
But for everyone
other than player i,

01:05:08.590 --> 01:05:11.710 align:middle line:84%
these are random things that
I'm forming beliefs about.

01:05:11.710 --> 01:05:13.390 align:middle line:84%
So here, we have
the action profile.

01:05:13.390 --> 01:05:17.830 align:middle line:84%
And then the final
thing is the theta.

01:05:17.830 --> 01:05:22.980 align:middle line:84%
So what you can think of in here
is if the state of the world--

01:05:22.980 --> 01:05:25.230 align:middle line:84%
not the state of nature, but
if the state of the world

01:05:25.230 --> 01:05:29.910 align:middle line:84%
is theta T1 all the way up to
tn, then under the strategy

01:05:29.910 --> 01:05:32.470 align:middle line:84%
profile, these are the
actions that all the players

01:05:32.470 --> 01:05:33.710 align:middle line:90%
are going to take.

01:05:33.710 --> 01:05:35.510 align:middle line:90%
This is the state of nature.

01:05:35.510 --> 01:05:37.930 align:middle line:84%
And therefore, player
i's payoff is this.

01:05:37.930 --> 01:05:40.690 align:middle line:84%
And player i is simply computing
expectations over that.

01:05:40.690 --> 01:05:43.230 align:middle line:90%


01:05:43.230 --> 01:05:44.310 align:middle line:90%
Questions about that?

01:05:44.310 --> 01:05:48.360 align:middle line:84%
So we want to
compare that to what

01:05:48.360 --> 01:05:50.360 align:middle line:90%
happens if player i deviates.

01:05:50.360 --> 01:05:54.460 align:middle line:84%
So what I want is I want to now
compute the same expected payoff

01:05:54.460 --> 01:05:57.503 align:middle line:84%
if player i chooses some
action-- let's say Ai prime.

01:05:57.503 --> 01:05:58.920 align:middle line:84%
And we're going
to want this to be

01:05:58.920 --> 01:06:06.360 align:middle line:90%
true for all actions Ai prime.

01:06:06.360 --> 01:06:12.560 align:middle line:84%
So it's also going to be a
conditional expectation given

01:06:12.560 --> 01:06:14.240 align:middle line:90%
ti.

01:06:14.240 --> 01:06:17.600 align:middle line:84%
And it's a little tricky
that the i component here

01:06:17.600 --> 01:06:19.160 align:middle line:84%
is hidden amongst
the rest, so I want

01:06:19.160 --> 01:06:21.200 align:middle line:90%
to reorganize this a little bit.

01:06:21.200 --> 01:06:25.320 align:middle line:84%
So another way of writing
this which is useful

01:06:25.320 --> 01:06:34.738 align:middle line:84%
is to write this as si star ti,
s negative i star t negative i.

01:06:34.738 --> 01:06:36.280 align:middle line:84%
This is just notation
where I'm going

01:06:36.280 --> 01:06:40.720 align:middle line:84%
to put player i first and put
everyone else's grouped together

01:06:40.720 --> 01:06:42.040 align:middle line:90%
over here.

01:06:42.040 --> 01:06:44.450 align:middle line:84%
This is really, I think,
misleading notation when I write

01:06:44.450 --> 01:06:47.218 align:middle line:84%
s negative i of t negative
i, because really, this

01:06:47.218 --> 01:06:49.010 align:middle line:84%
is a collection of
functions, each of which

01:06:49.010 --> 01:06:50.810 align:middle line:84%
depends on a single
player's type.

01:06:50.810 --> 01:06:53.150 align:middle line:90%
So this is s2 star.

01:06:53.150 --> 01:06:55.010 align:middle line:90%
Let's say player i is 1.

01:06:55.010 --> 01:06:59.750 align:middle line:84%
This is s2 star of t2, s3 star
of t3, s4 star of t4, and so on.

01:06:59.750 --> 01:07:02.370 align:middle line:84%
It's a little subtle, but
that's what's going on here.

01:07:02.370 --> 01:07:05.410 align:middle line:84%
And then what do
I have over here?

01:07:05.410 --> 01:07:06.210 align:middle line:90%
Well, I'm player i.

01:07:06.210 --> 01:07:09.330 align:middle line:84%
I'm unilaterally
deviating, so instead

01:07:09.330 --> 01:07:12.950 align:middle line:84%
of taking action si star of
ti, which I'm supposed to take,

01:07:12.950 --> 01:07:15.370 align:middle line:84%
I'm instead choosing
action Ai prime.

01:07:15.370 --> 01:07:19.130 align:middle line:84%
So we have Ai prime here,
but everyone else's action

01:07:19.130 --> 01:07:20.410 align:middle line:90%
is still the same.

01:07:20.410 --> 01:07:29.090 align:middle line:84%
So they're still having s
negative i star t negative i,

01:07:29.090 --> 01:07:32.170 align:middle line:84%
but then my payoff also
depends on the state.

01:07:32.170 --> 01:07:33.310 align:middle line:90%
So we have the state here.

01:07:33.310 --> 01:07:36.570 align:middle line:90%


01:07:36.570 --> 01:07:39.830 align:middle line:90%
And this is our definition.

01:07:39.830 --> 01:07:42.900 align:middle line:90%


01:07:42.900 --> 01:07:44.940 align:middle line:84%
And this is to return
to this question of do I

01:07:44.940 --> 01:07:46.020 align:middle line:90%
like blue or red?

01:07:46.020 --> 01:07:50.363 align:middle line:84%
When I'm player i, I'm forming
beliefs about the other player.

01:07:50.363 --> 01:07:52.280 align:middle line:84%
And I might not know if
they like blue or red.

01:07:52.280 --> 01:07:53.620 align:middle line:84%
So I'm taking into
account there's

01:07:53.620 --> 01:07:55.328 align:middle line:84%
some probability they
like blue, and this

01:07:55.328 --> 01:07:56.380 align:middle line:90%
is the action they take.

01:07:56.380 --> 01:07:57.720 align:middle line:84%
There's some probability
they like red,

01:07:57.720 --> 01:07:58.920 align:middle line:90%
this is the action they take.

01:07:58.920 --> 01:08:00.480 align:middle line:84%
Even though when they
wake up in the morning,

01:08:00.480 --> 01:08:02.147 align:middle line:84%
they either like blue
or red and they're

01:08:02.147 --> 01:08:03.600 align:middle line:90%
going to take a single action.

01:08:03.600 --> 01:08:04.100 align:middle line:90%
Yes.

01:08:04.100 --> 01:08:06.940 align:middle line:84%
AUDIENCE: Is there a reason why
we have the condition that's

01:08:06.940 --> 01:08:11.860 align:middle line:84%
given ti, based on the fact that
it can only technically have

01:08:11.860 --> 01:08:14.860 align:middle line:90%
your si star for a certain ti?

01:08:14.860 --> 01:08:19.979 align:middle line:84%
And then you need to pin down
your own mental state before you

01:08:19.979 --> 01:08:21.240 align:middle line:90%
come up with a strategy?

01:08:21.240 --> 01:08:23.103 align:middle line:90%


01:08:23.103 --> 01:08:25.520 align:middle line:84%
IAN BALL: So I think there's
two separate questions there.

01:08:25.520 --> 01:08:31.300 align:middle line:84%
One question is, why is
the domain of s1 star t1?

01:08:31.300 --> 01:08:33.399 align:middle line:84%
And why do I have this
conditioning here?

01:08:33.399 --> 01:08:34.760 align:middle line:90%
So it's two questions.

01:08:34.760 --> 01:08:36.380 align:middle line:84%
One is, why is a
strategy a function

01:08:36.380 --> 01:08:38.000 align:middle line:90%
from my type to my action?

01:08:38.000 --> 01:08:41.970 align:middle line:84%
It's because the only
thing I know is my type,

01:08:41.970 --> 01:08:44.609 align:middle line:84%
so the only thing that my action
can depend on is my own type.

01:08:44.609 --> 01:08:46.090 align:middle line:84%
It can't depend on
things I don't observe.

01:08:46.090 --> 01:08:47.830 align:middle line:84%
Just like in poker,
my strategy can't

01:08:47.830 --> 01:08:50.380 align:middle line:84%
be bet if my hand is higher
than the other person,

01:08:50.380 --> 01:08:51.630 align:middle line:90%
because I don't know his hand.

01:08:51.630 --> 01:08:52.930 align:middle line:84%
So of course, that would
be a great strategy.

01:08:52.930 --> 01:08:54.347 align:middle line:84%
But it's not a
legitimate strategy

01:08:54.347 --> 01:08:56.890 align:middle line:84%
because I don't know what
the other player's hand is.

01:08:56.890 --> 01:09:00.590 align:middle line:84%
So that's why s1 star is defined
as a function of player 1's

01:09:00.590 --> 01:09:01.710 align:middle line:90%
type only.

01:09:01.710 --> 01:09:03.590 align:middle line:84%
Now we go here,
and this is let's

01:09:03.590 --> 01:09:05.930 align:middle line:90%
think about the decision stage.

01:09:05.930 --> 01:09:08.770 align:middle line:84%
When I wake up and make a
decision, I know something.

01:09:08.770 --> 01:09:10.470 align:middle line:90%
I know my own mental state.

01:09:10.470 --> 01:09:12.840 align:middle line:84%
If I'm player i, I know
my mental state, ti.

01:09:12.840 --> 01:09:14.090 align:middle line:90%
And that gives me information.

01:09:14.090 --> 01:09:16.090 align:middle line:84%
I'm going to update my
beliefs based upon that.

01:09:16.090 --> 01:09:19.170 align:middle line:84%
So in the same way, going
back to our example here,

01:09:19.170 --> 01:09:20.975 align:middle line:84%
when player 1 knows
the project is hard,

01:09:20.975 --> 01:09:23.350 align:middle line:84%
they have a different belief
about whether the project is

01:09:23.350 --> 01:09:25.670 align:middle line:84%
hard than if they wake up and
they know the project is easy.

01:09:25.670 --> 01:09:27.810 align:middle line:84%
And they're going to behave
differently in those situations.

01:09:27.810 --> 01:09:29.229 align:middle line:90%
This is exactly reflecting that.

01:09:29.229 --> 01:09:32.390 align:middle line:84%
It's reflecting the fact that
my mental state controls what

01:09:32.390 --> 01:09:34.430 align:middle line:90%
I believe about this theta.

01:09:34.430 --> 01:09:39.090 align:middle line:84%
So just to understand, if we
put in a different ti here,

01:09:39.090 --> 01:09:40.729 align:middle line:84%
this conditional
expectation would

01:09:40.729 --> 01:09:44.729 align:middle line:84%
change because the belief about
theta and about everyone else's

01:09:44.729 --> 01:09:48.250 align:middle line:84%
mental states could be different
if this ti were a different ti--

01:09:48.250 --> 01:09:51.250 align:middle line:90%
if it were ti prime.

01:09:51.250 --> 01:09:53.290 align:middle line:84%
AUDIENCE: ti and
ti prime basically

01:09:53.290 --> 01:09:58.570 align:middle line:84%
lead to different vectors of
probabilities for other people's

01:09:58.570 --> 01:09:59.862 align:middle line:90%
mental states as well as theta.

01:09:59.862 --> 01:10:00.862 align:middle line:90%
IAN BALL: Exactly right.

01:10:00.862 --> 01:10:02.970 align:middle line:84%
So remember we wrote
down this formula here.

01:10:02.970 --> 01:10:05.930 align:middle line:84%
This is really a whole
vector because once I fix ti,

01:10:05.930 --> 01:10:08.810 align:middle line:84%
I can vary the theta
and the t negative I.

01:10:08.810 --> 01:10:10.870 align:middle line:84%
So it's really a vector
of probabilities.

01:10:10.870 --> 01:10:14.250 align:middle line:84%
It's a lottery over everything I
don't know, over all the theta t

01:10:14.250 --> 01:10:15.418 align:middle line:90%
negative i pairs.

01:10:15.418 --> 01:10:17.210 align:middle line:84%
AUDIENCE: So this is
kind of similar to how

01:10:17.210 --> 01:10:19.310 align:middle line:90%
we talked about belief.

01:10:19.310 --> 01:10:21.610 align:middle line:84%
IAN BALL: No, it's
exactly a belief.

01:10:21.610 --> 01:10:23.770 align:middle line:84%
What we're talking about
precisely is given my ti,

01:10:23.770 --> 01:10:24.655 align:middle line:90%
I form beliefs.

01:10:24.655 --> 01:10:26.530 align:middle line:84%
The tricky thing is what
I form beliefs about

01:10:26.530 --> 01:10:30.010 align:middle line:90%
is t1 to tn and theta.

01:10:30.010 --> 01:10:33.730 align:middle line:84%
My belief about t1 to tn by
itself isn't that useful,

01:10:33.730 --> 01:10:35.253 align:middle line:84%
but when combined
with the strategy

01:10:35.253 --> 01:10:36.920 align:middle line:84%
the opponents and the
other players use,

01:10:36.920 --> 01:10:37.980 align:middle line:90%
now it becomes useful.

01:10:37.980 --> 01:10:40.700 align:middle line:84%
Just knowing that the other
player's mental state is

01:10:40.700 --> 01:10:42.680 align:middle line:90%
t2 prime doesn't tell me much.

01:10:42.680 --> 01:10:45.700 align:middle line:84%
But in equilibrium, I
correctly anticipate

01:10:45.700 --> 01:10:47.820 align:middle line:84%
that they're using
the strategy s2 star,

01:10:47.820 --> 01:10:50.100 align:middle line:84%
so I can anticipate that
the action they take

01:10:50.100 --> 01:10:52.560 align:middle line:90%
is s2 star of t2 double prime.

01:10:52.560 --> 01:10:55.220 align:middle line:84%
And then that gives
me information.

01:10:55.220 --> 01:10:56.180 align:middle line:90%
Any other questions?

01:10:56.180 --> 01:10:57.640 align:middle line:84%
AUDIENCE: Yeah, I
think you did just say.

01:10:57.640 --> 01:10:57.900 align:middle line:90%
IAN BALL: No, no.

01:10:57.900 --> 01:10:58.620 align:middle line:90%
This is good.

01:10:58.620 --> 01:11:03.500 align:middle line:84%
AUDIENCE: [INAUDIBLE] another
player has, for example, belief

01:11:03.500 --> 01:11:06.980 align:middle line:84%
or not belief type t2, then
they're going to do this action.

01:11:06.980 --> 01:11:08.603 align:middle line:90%
We can't know that for sure.

01:11:08.603 --> 01:11:10.020 align:middle line:84%
IAN BALL: So this
is getting into,

01:11:10.020 --> 01:11:11.478 align:middle line:84%
I guess, the notion
of equilibrium.

01:11:11.478 --> 01:11:16.957 align:middle line:90%


01:11:16.957 --> 01:11:19.540 align:middle line:84%
I think the short answer is yes
if you want to get the problem

01:11:19.540 --> 01:11:21.460 align:middle line:84%
right, if you want to be really
subtle about what knowledge

01:11:21.460 --> 01:11:22.040 align:middle line:90%
means.

01:11:22.040 --> 01:11:25.580 align:middle line:90%


01:11:25.580 --> 01:11:28.500 align:middle line:84%
I guess one way of calling this
a Bayes Nash equilibrium is

01:11:28.500 --> 01:11:31.300 align:middle line:84%
if we all believe that these
are the strategy profiles we're

01:11:31.300 --> 01:11:33.950 align:middle line:84%
employing, then no
one has an incentive

01:11:33.950 --> 01:11:37.870 align:middle line:84%
to deviate from the
way they're behaving.

01:11:37.870 --> 01:11:40.750 align:middle line:84%
So it's capturing the
idea of Nash equilibrium

01:11:40.750 --> 01:11:42.430 align:middle line:90%
that I'm believing.

01:11:42.430 --> 01:11:44.490 align:middle line:84%
So just like in Nash--
in Nash, we say,

01:11:44.490 --> 01:11:47.030 align:middle line:84%
I'm believing my opponents
are following this strategy.

01:11:47.030 --> 01:11:50.110 align:middle line:84%
And given that belief,
I'm behaving optimally.

01:11:50.110 --> 01:11:53.110 align:middle line:84%
If I believe that my opponents
all follow this strategy

01:11:53.110 --> 01:11:55.390 align:middle line:84%
profiles, then
it's optimal for me

01:11:55.390 --> 01:11:57.355 align:middle line:90%
to follow my strategy profile.

01:11:57.355 --> 01:11:58.730 align:middle line:84%
And then that
works for everyone,

01:11:58.730 --> 01:12:01.030 align:middle line:90%
so we have this consistency.

01:12:01.030 --> 01:12:04.110 align:middle line:84%
But I guess I would say
there's a bit of a distinction

01:12:04.110 --> 01:12:07.670 align:middle line:90%
between maybe this is a point.

01:12:07.670 --> 01:12:14.710 align:middle line:84%
Given ti, I form beliefs
about t1 to tn and theta.

01:12:14.710 --> 01:12:17.610 align:middle line:84%
These are totally outside
the control of people.

01:12:17.610 --> 01:12:19.330 align:middle line:84%
This is just something
about the world.

01:12:19.330 --> 01:12:20.790 align:middle line:90%
I can form those beliefs.

01:12:20.790 --> 01:12:22.350 align:middle line:84%
Then the mapping
from their types

01:12:22.350 --> 01:12:24.150 align:middle line:84%
to the actions they
actually take-- that's

01:12:24.150 --> 01:12:26.170 align:middle line:84%
something that's under control
of a rational decision maker.

01:12:26.170 --> 01:12:27.378 align:middle line:90%
And we view that differently.

01:12:27.378 --> 01:12:29.390 align:middle line:84%
So generally, I guess
this gets to a broader

01:12:29.390 --> 01:12:30.330 align:middle line:90%
point of game theory.

01:12:30.330 --> 01:12:33.240 align:middle line:84%
We view a fundamental difference
between when I form beliefs

01:12:33.240 --> 01:12:38.445 align:middle line:84%
about whether a dealt hand
is going to be kings or aces

01:12:38.445 --> 01:12:40.820 align:middle line:84%
and whether my opponent is
going to bet a certain amount,

01:12:40.820 --> 01:12:42.860 align:middle line:84%
because one is the choice
of a rational player

01:12:42.860 --> 01:12:45.193 align:middle line:84%
and the other is just something
that's chosen by nature.

01:12:45.193 --> 01:12:47.400 align:middle line:84%
So we maintain a distinction
there in game theory.

01:12:47.400 --> 01:12:49.663 align:middle line:84%
AUDIENCE: You know how
another player will

01:12:49.663 --> 01:12:51.080 align:middle line:84%
play given a certain
hand, but you

01:12:51.080 --> 01:12:54.960 align:middle line:84%
don't know whether they
actually have that hand.

01:12:54.960 --> 01:12:59.360 align:middle line:84%
IAN BALL: Yeah, I would
say you have beliefs

01:12:59.360 --> 01:13:01.120 align:middle line:90%
about the hand they will have.

01:13:01.120 --> 01:13:03.810 align:middle line:84%
And then in equilibrium,
the equilibrium

01:13:03.810 --> 01:13:05.560 align:middle line:84%
describes consistent
beliefs about the way

01:13:05.560 --> 01:13:07.050 align:middle line:90%
they're going to play.

01:13:07.050 --> 01:13:08.800 align:middle line:84%
But I guess maybe
another way of saying it

01:13:08.800 --> 01:13:12.520 align:middle line:90%
is if I change the strategies--

01:13:12.520 --> 01:13:14.640 align:middle line:84%
so yeah, this is
maybe the key point.

01:13:14.640 --> 01:13:18.100 align:middle line:84%
This is independent
of strategies.

01:13:18.100 --> 01:13:21.440 align:middle line:84%
The probability I assign to the
other player having this type

01:13:21.440 --> 01:13:23.585 align:middle line:84%
is totally independent
of how they play.

01:13:23.585 --> 01:13:25.460 align:middle line:84%
This is not a statement
about their behavior.

01:13:25.460 --> 01:13:27.320 align:middle line:84%
This is just a statement
about the world.

01:13:27.320 --> 01:13:29.740 align:middle line:84%
Equilibrium is now a
statement about behavior.

01:13:29.740 --> 01:13:31.870 align:middle line:84%
But there's this fundamental
difference there.

01:13:31.870 --> 01:13:34.488 align:middle line:84%
But these are subtle things,
so these are great questions

01:13:34.488 --> 01:13:35.030 align:middle line:90%
to be asking.

01:13:35.030 --> 01:13:35.530 align:middle line:90%
Yes.

01:13:35.530 --> 01:13:37.910 align:middle line:90%
AUDIENCE: So that just means--

01:13:37.910 --> 01:13:40.750 align:middle line:84%
so here, this is just over
other people's beliefs.

01:13:40.750 --> 01:13:42.850 align:middle line:84%
But then here, it's
like what you actually

01:13:42.850 --> 01:13:45.760 align:middle line:84%
think of what other
people are thinking.

01:13:45.760 --> 01:13:46.510 align:middle line:90%
IAN BALL: Exactly.

01:13:46.510 --> 01:13:50.730 align:middle line:84%
So by definition
of my mental state,

01:13:50.730 --> 01:13:52.690 align:middle line:84%
my mental state
defines the beliefs

01:13:52.690 --> 01:13:54.930 align:middle line:84%
I have about other
people's mental states.

01:13:54.930 --> 01:13:58.130 align:middle line:84%
But that alone doesn't
allow me to form beliefs

01:13:58.130 --> 01:14:00.255 align:middle line:84%
about other people's actions,
because in general, I

01:14:00.255 --> 01:14:02.172 align:middle line:84%
don't know the mapping
from their mental state

01:14:02.172 --> 01:14:03.010 align:middle line:90%
to their actions.

01:14:03.010 --> 01:14:08.170 align:middle line:84%
We've defined equilibrium to
be a profile of strategies that

01:14:08.170 --> 01:14:10.490 align:middle line:84%
allows me to link my beliefs
about their mental states

01:14:10.490 --> 01:14:12.550 align:middle line:84%
to my beliefs about
their actions,

01:14:12.550 --> 01:14:14.810 align:middle line:84%
and we apply the classical
idea of Nash equilibrium

01:14:14.810 --> 01:14:17.890 align:middle line:84%
that says that this
method of behavior

01:14:17.890 --> 01:14:19.970 align:middle line:84%
is stable and
consistent, in the sense

01:14:19.970 --> 01:14:22.450 align:middle line:84%
that if everyone correctly
believes that everyone's playing

01:14:22.450 --> 01:14:24.450 align:middle line:84%
this way, then no one's
going to want to deviate

01:14:24.450 --> 01:14:27.290 align:middle line:90%
from this method of playing.

01:14:27.290 --> 01:14:29.100 align:middle line:84%
AUDIENCE: So this
is based on what

01:14:29.100 --> 01:14:32.060 align:middle line:84%
you think other people
are going to play,

01:14:32.060 --> 01:14:34.340 align:middle line:84%
but you already
based that on what

01:14:34.340 --> 01:14:35.840 align:middle line:90%
you think their beliefs will be.

01:14:35.840 --> 01:14:39.340 align:middle line:90%


01:14:39.340 --> 01:14:40.860 align:middle line:90%
IAN BALL: Yeah.

01:14:40.860 --> 01:14:49.980 align:middle line:84%
I would say-- yeah, I think the
short answer is this calculation

01:14:49.980 --> 01:14:51.280 align:middle line:90%
is not an equilibrium object.

01:14:51.280 --> 01:14:53.980 align:middle line:84%
This is a calculation that's
a property of the game itself.

01:14:53.980 --> 01:14:56.820 align:middle line:84%
This calculation is a
property of the strategies

01:14:56.820 --> 01:14:58.355 align:middle line:90%
and of the equilibrium concept.

01:14:58.355 --> 01:14:59.480 align:middle line:90%
Maybe I'll just stop there.

01:14:59.480 --> 01:15:02.420 align:middle line:84%
And let me say one more
thing that maybe is useful,

01:15:02.420 --> 01:15:06.860 align:middle line:84%
to see how we can tie this in to
our notion of Nash equilibrium.

01:15:06.860 --> 01:15:24.380 align:middle line:90%


01:15:24.380 --> 01:15:26.750 align:middle line:84%
Actually, one thing I
should have said before--

01:15:26.750 --> 01:15:30.988 align:middle line:84%
when we're computing these
conditional expectations,

01:15:30.988 --> 01:15:33.030 align:middle line:84%
you get into some weird
issues when you condition

01:15:33.030 --> 01:15:34.290 align:middle line:90%
on 0 probability events.

01:15:34.290 --> 01:15:35.748 align:middle line:84%
So what I've of
assumed throughout,

01:15:35.748 --> 01:15:36.873 align:middle line:90%
and maybe I'll say it now--

01:15:36.873 --> 01:15:38.110 align:middle line:90%
I should have said it before.

01:15:38.110 --> 01:15:41.610 align:middle line:84%
Assume that this distribution,
P, is strictly positive.

01:15:41.610 --> 01:15:46.710 align:middle line:90%


01:15:46.710 --> 01:15:48.270 align:middle line:84%
So it assigns
positive probability

01:15:48.270 --> 01:15:56.550 align:middle line:84%
to everything, every
combination of states and types.

01:15:56.550 --> 01:15:57.078 align:middle line:90%
Say again?

01:15:57.078 --> 01:15:58.870 align:middle line:84%
AUDIENCE: The simple
case in the beginning.

01:15:58.870 --> 01:15:59.530 align:middle line:90%
IAN BALL: Good, OK.

01:15:59.530 --> 01:16:01.488 align:middle line:84%
So I was going to try to
avoid that simplicity.

01:16:01.488 --> 01:16:02.570 align:middle line:90%
But no, no.

01:16:02.570 --> 01:16:03.330 align:middle line:90%
So let me say no.

01:16:03.330 --> 01:16:05.830 align:middle line:84%
So when I say strictly positive,
really what I mean is--

01:16:05.830 --> 01:16:07.050 align:middle line:90%
you're exactly right.

01:16:07.050 --> 01:16:10.330 align:middle line:90%


01:16:10.330 --> 01:16:10.830 align:middle line:90%
Yeah.

01:16:10.830 --> 01:16:13.745 align:middle line:90%


01:16:13.745 --> 01:16:14.370 align:middle line:90%
I should do it.

01:16:14.370 --> 01:16:16.245 align:middle line:84%
I was going to skip a
step, but you're right.

01:16:16.245 --> 01:16:17.290 align:middle line:90%
It's good not to.

01:16:17.290 --> 01:16:21.760 align:middle line:90%


01:16:21.760 --> 01:16:23.010 align:middle line:90%
So this is really what I mean.

01:16:23.010 --> 01:16:25.540 align:middle line:84%
It's not that every combination
has positive probability,

01:16:25.540 --> 01:16:27.923 align:middle line:84%
but every type of every player
gets positive probability.

01:16:27.923 --> 01:16:29.840 align:middle line:84%
And the reason I didn't
want to write this out

01:16:29.840 --> 01:16:30.900 align:middle line:90%
is what does this mean?

01:16:30.900 --> 01:16:32.720 align:middle line:84%
I have to take a summation
in order to compute this.

01:16:32.720 --> 01:16:34.637 align:middle line:84%
This is a summation over
all the other things.

01:16:34.637 --> 01:16:36.480 align:middle line:84%
So it's true that
there are some 0s here,

01:16:36.480 --> 01:16:40.040 align:middle line:84%
but the probability that
player 2 has type 0 is 1.

01:16:40.040 --> 01:16:42.562 align:middle line:84%
The probability that
player 1 has type H is 1/2,

01:16:42.562 --> 01:16:45.020 align:middle line:84%
and the probability that the
other player is type E is 1/2.

01:16:45.020 --> 01:16:47.020 align:middle line:84%
So that's really what I mean
by positive probability.

01:16:47.020 --> 01:16:48.400 align:middle line:84%
And that's actually about
loss, because if something

01:16:48.400 --> 01:16:49.720 align:middle line:84%
has 0 probability, I
can just throw it out

01:16:49.720 --> 01:16:51.363 align:middle line:84%
and not include it
in the type space.

01:16:51.363 --> 01:16:52.780 align:middle line:84%
So thanks for
catching me on that.

01:16:52.780 --> 01:16:55.020 align:middle line:84%
I tried to skip a step,
but you kept me honest.

01:16:55.020 --> 01:16:56.120 align:middle line:90%
Good.

01:16:56.120 --> 01:16:58.500 align:middle line:84%
And you'll see that's because
when I'm conditioning,

01:16:58.500 --> 01:17:00.957 align:middle line:84%
I'm conditioning on an
event about my type alone.

01:17:00.957 --> 01:17:02.540 align:middle line:84%
I'm not conditioning
on richer things,

01:17:02.540 --> 01:17:07.320 align:middle line:84%
and that's why I only need that
to be positive probability.

01:17:07.320 --> 01:17:09.620 align:middle line:84%
So if we want to understand
what's going on here,

01:17:09.620 --> 01:17:14.480 align:middle line:84%
one thing we could do is we
could define a new utility

01:17:14.480 --> 01:17:16.460 align:middle line:84%
function directly
over strategies.

01:17:16.460 --> 01:17:18.320 align:middle line:84%
So we could try to
reduce this game

01:17:18.320 --> 01:17:20.260 align:middle line:84%
and express it purely
in strategic form.

01:17:20.260 --> 01:17:22.060 align:middle line:90%
So we could say--

01:17:22.060 --> 01:17:27.060 align:middle line:84%
I'm going to write
capital ui of s1 up to sN.

01:17:27.060 --> 01:17:28.940 align:middle line:84%
And this is going
to say, what is my

01:17:28.940 --> 01:17:34.260 align:middle line:84%
ex ante expected utility if we
all follow these strategies?

01:17:34.260 --> 01:17:36.300 align:middle line:84%
And now I'm going to
take an expectation not

01:17:36.300 --> 01:17:40.540 align:middle line:84%
conditional on ti-- just
an expectation before we

01:17:40.540 --> 01:17:42.140 align:middle line:90%
learn any of our types.

01:17:42.140 --> 01:17:54.820 align:middle line:84%
And it's going to be ui
of s1 t1 and tN theta,

01:17:54.820 --> 01:17:56.660 align:middle line:84%
where here, the
expectation is just

01:17:56.660 --> 01:17:59.140 align:middle line:84%
with respect to this
probability distribution, P,

01:17:59.140 --> 01:18:01.820 align:middle line:84%
here, because the probability
distribution, P, specifies

01:18:01.820 --> 01:18:05.038 align:middle line:84%
the joint distribution
of t1 up to tN and theta,

01:18:05.038 --> 01:18:07.080 align:middle line:84%
so it makes sense to talk
about this expectation.

01:18:07.080 --> 01:18:08.660 align:middle line:84%
It's a bit of a weird
object to think about

01:18:08.660 --> 01:18:10.500 align:middle line:84%
because this is this
weird calculation that you

01:18:10.500 --> 01:18:12.000 align:middle line:84%
make before you're
born and you know

01:18:12.000 --> 01:18:13.280 align:middle line:90%
whether you like blue or red.

01:18:13.280 --> 01:18:15.620 align:middle line:84%
It's a weird thing,
but we can define this.

01:18:15.620 --> 01:18:18.780 align:middle line:84%
So now once we've defined this,
we have a classic strategic form

01:18:18.780 --> 01:18:19.320 align:middle line:90%
game.

01:18:19.320 --> 01:18:22.070 align:middle line:84%
We can say what is the expected
utility of each player,

01:18:22.070 --> 01:18:25.870 align:middle line:84%
i, as a function of the
strategies that are used?

01:18:25.870 --> 01:18:28.690 align:middle line:90%
And now we have a theorem--

01:18:28.690 --> 01:18:30.550 align:middle line:90%
it's a pretty basic theorem.

01:18:30.550 --> 01:18:45.470 align:middle line:84%
But we say that a strategy
profile, s star, equals s1 star

01:18:45.470 --> 01:18:53.790 align:middle line:84%
to sN star, is a Bayes Nash
equilibrium of the Bayesian game

01:18:53.790 --> 01:19:02.430 align:middle line:84%
if and only if s star
is a Nash equilibrium

01:19:02.430 --> 01:19:04.610 align:middle line:84%
of the strategic form
game defined here.

01:19:04.610 --> 01:19:26.080 align:middle line:90%


01:19:26.080 --> 01:19:28.000 align:middle line:84%
And I think this is a
good homework exercise

01:19:28.000 --> 01:19:32.220 align:middle line:84%
to try to go through
and verify this.

01:19:32.220 --> 01:19:33.100 align:middle line:90%
Yes.

01:19:33.100 --> 01:19:35.292 align:middle line:90%
AUDIENCE: [INAUDIBLE]

01:19:35.292 --> 01:19:37.500 align:middle line:84%
IAN BALL: All of these are
implicitly defined over p.

01:19:37.500 --> 01:19:38.890 align:middle line:90%
Maybe I'll put p here.

01:19:38.890 --> 01:19:40.640 align:middle line:84%
But I guess the point
I was trying to make

01:19:40.640 --> 01:19:44.280 align:middle line:84%
is that this is a
conditional expectation using

01:19:44.280 --> 01:19:47.360 align:middle line:84%
conditional
probabilities given ti.

01:19:47.360 --> 01:19:50.720 align:middle line:84%
This is an unconditional
expectation

01:19:50.720 --> 01:19:53.880 align:middle line:84%
using unconditional
probabilities over P.

01:19:53.880 --> 01:19:55.680 align:middle line:84%
That's the only point
I wanted to make.

01:19:55.680 --> 01:19:57.800 align:middle line:84%
AUDIENCE: Based on
the p in Bayes' rule.

01:19:57.800 --> 01:20:00.200 align:middle line:90%
IAN BALL: It's the same p, yeah.

01:20:00.200 --> 01:20:03.280 align:middle line:84%
Sorry, this is the P
based on Bayes' rule.

01:20:03.280 --> 01:20:04.840 align:middle line:90%
P is a distribution.

01:20:04.840 --> 01:20:08.183 align:middle line:84%
Using P, I can compute
conditional probabilities here.

01:20:08.183 --> 01:20:09.600 align:middle line:84%
Here, I don't even
have to compute

01:20:09.600 --> 01:20:11.560 align:middle line:84%
conditional probabilities
because P is already

01:20:11.560 --> 01:20:15.380 align:middle line:84%
a distribution over
t1 up to tN and theta.

01:20:15.380 --> 01:20:22.810 align:middle line:90%


01:20:22.810 --> 01:20:26.370 align:middle line:84%
And maybe just two words
about the intuition for this.

01:20:26.370 --> 01:20:31.810 align:middle line:84%
What this says is whatever type
I have, I'm behaving optimally.

01:20:31.810 --> 01:20:34.130 align:middle line:84%
This is saying, let's
imagine I'm in the position

01:20:34.130 --> 01:20:37.770 align:middle line:90%
before I learn my type.

01:20:37.770 --> 01:20:40.770 align:middle line:84%
it's saying that my
complete contingent plan is

01:20:40.770 --> 01:20:43.930 align:middle line:84%
optimal in expectation, but
my complete contingent plan

01:20:43.930 --> 01:20:46.870 align:middle line:84%
is only optimal if, at every
realization of my type,

01:20:46.870 --> 01:20:48.010 align:middle line:90%
it's optimal.

01:20:48.010 --> 01:20:50.690 align:middle line:84%
And that's the connection,
that if I anticipate

01:20:50.690 --> 01:20:53.110 align:middle line:84%
that I'm going to make a mistake
at some type realization,

01:20:53.110 --> 01:20:56.050 align:middle line:84%
then there must be a mistake
in my complete contingent plan.

01:20:56.050 --> 01:20:57.130 align:middle line:84%
And that's the
connection here, but I

01:20:57.130 --> 01:20:58.672 align:middle line:84%
think it's good to
maybe write it out

01:20:58.672 --> 01:20:59.910 align:middle line:90%
in algebra as an exercise.

01:20:59.910 --> 01:21:00.510 align:middle line:90%
But let me stop there.

01:21:00.510 --> 01:21:02.177 align:middle line:84%
I'm happy to stick
around for questions,

01:21:02.177 --> 01:21:03.350 align:middle line:90%
but let me conclude there.

01:21:03.350 --> 01:21:05.670 align:middle line:90%
And I know this is abstract.

01:21:05.670 --> 01:21:07.990 align:middle line:84%
It's natural for this
not to make so much sense

01:21:07.990 --> 01:21:10.407 align:middle line:84%
the first time, but I think
doing problem sets will really

01:21:10.407 --> 01:21:11.070 align:middle line:90%
reinforce this.

01:21:11.070 --> 01:21:12.620 align:middle line:90%
Thanks.

01:21:12.620 --> 01:21:15.000 align:middle line:90%