WEBVTT

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[SQUEAKING]

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[RUSTLING]

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[CLICKING]

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IAN BALL: Great.

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So today, we're going to talk
about something called the folk

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theorem.

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So I'll warn you that the
class today is a little more

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in the theoretical side,
and then on Thursday,

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we'll move back to a
substantive application.

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And the folk theorem, in short,
says that in infinitely repeated

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games, we often say anything
can happen if the players are

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sufficiently patient.

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Of course, we're going to
be more precise about this.

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When we say anything
can happen--

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say a little more,
what we really

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mean is any outcome
of the game can

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be sustained as a subgame
perfect Nash equilibrium.

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So maybe I'll say, when I
say anything can happen,

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what I really mean
is any outcome can be

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induced by a subgame perfect--

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can be induced by a subgame
perfect Nash equilibrium.

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An example of this we saw is
in the prisoner's dilemma.

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The outcome cooperate-cooperate
could be induced as a subgame

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perfect Nash equilibrium, but
we showed that was only true

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if the discount factor
delta was at least 1/3.

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And that's going to be a
common theme here that anything

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can happen if the players
are patient enough,

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and that means that the discount
factor delta is large enough.

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Now of course, not
literally anything

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can happen-- so we'll see, there
are some constraints on this,

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but today, we're going to
give a number of theorems

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of this flavor.

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And I think you can see
how this question arose.

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Last class, we constructed a
special subgame perfect Nash

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equilibrium that
sustained cooperation.

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But in a more
complicated game, you

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keep constructing subgame
perfect Nash equilibria,

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and the question is,
well, where does it stop?

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Is there some other
outcome that--

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could it be
constructed, achieved

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by some subgame perfect
Nash equilibrium?

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Or is there some
fundamental barrier

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to inducing that as a subgame
perfect Nash equilibrium?

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And this theorem helps
us address that question.

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No matter how many
equilibria we construct,

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there's still the question
of, are we missing something?

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Is there something more?

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And that's what this
theorem is getting at.

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The name-- I should
say a little bit

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about the name of the theorem.

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It's not very
informative, folk theorem.

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What it refers to is the fact
that this was intuited by game

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theorists in the
1950s and the 1960s.

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Everyone thought this
was true, but no one

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had given a formal proof.

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So it was described as folk
wisdom, and today in economics,

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people often talk
about a folk theorem

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to mean a theorem of this form,
but, of course, that really

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has nothing to do with folk.

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Folk is just about--
an historical axiom

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about this result.

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And then in the '70s and '80s,
this was ultimately formalized--

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one of my colleagues here
at MIT, Drew Fudenberg,

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formalized a version of this
theorem in 1986 in a very famous

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paper.

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So let's start the
setting for this.

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Well, when we say any
outcome can be induced

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or anything can
happen, what we're

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really interested in is payoffs.

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So let's start with
a simple example.

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Let's look at the
prisoner's dilemma.

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And let's just recall the
basic payoffs we had here.

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We had CD, CD and we had 2, 2.

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And it's going to be
helpful to visualize

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these payoffs geometrically.

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So what I want to do is I
want to plot these payoff

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vectors on a graph.

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And these payoff vectors
have two components,

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one for each player.

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So these vectors are going
to live in the plane,

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in Euclidean space
of two dimensions.

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So let me draw a
graph over here.

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And let's see, we need to
go from 3 to negative 1.

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So let's see how my
drawing skills are.

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Not perfect OK.

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So let's first plot 2, 2.

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So that's going to
be this point here.

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Let's plot negative 1, 3.

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That's going to be here.

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3, negative 1, here.

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And then 0, 0 here.

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So these are some
payoffs that we can have.

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And it turns out, it's going
to be helpful to connect these.

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So what we're interested in in
the prisoner's dilemma is what

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payoff vectors can we
achieve with some subgame

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perfect Nash equilibrium?

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So maybe I'll put
the question here.

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What payoff vectors
can be achieved

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by some subgame perfect
Nash equilibrium?

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So I think one of
them is pretty easy.

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What about 0, 0?

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Can we achieve this payoff, 0,
0, in a subgame perfect Nash

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equilibrium?

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Well, this one's pretty easy.

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We know there's an equilibrium
where we just always defect

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every period.

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And if we always
defect every period,

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that's just repeating the
stage game Nash equilibrium.

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We argued last class, that
was a subgame perfect Nash

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equilibrium, and then we get
the payoff 0, 0 every period.

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So that's something
we can achieve.

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What about 2, 2?

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Can this be achieved?

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So 2, 2 is the payoff
if we both cooperate.

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Well, we showed last class
that if we're patient enough,

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we can find an equilibrium
where both players cooperate.

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But I've been a little, maybe,
sloppy here in that, well,

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why is that called
a payoff of 2, 2?

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The way we've written
it so far, suppose

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we both cooperate every period.

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Then what our payoffs
are-- technically,

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what is each player's payoff?

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Well technically, it's 2 today,
plus delta to the 2 tomorrow,

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plus delta squared times
2 the next day, and so on.

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And this is not necessarily 2.

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In fact, it won't be 2.

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What is this going to be?

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Well, we did the
algebra last class.

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We can factor out the 2.

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And then we have 2
times this series,

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1 plus delta plus delta
squared and so on,

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and this is a geometric
series and we can compute it,

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and what we get is 2
over 1 minus delta.

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So intuitively, we want to
say, if the players always

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cooperate their payoff
is 2 every period,

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and we want to say that's
what their payoff is.

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But the problem is, the
payoff they actually get

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depends on delta.

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And we're interested in the
case where delta becomes

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very close to 1, in
which case, this payoff

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is going to get
really, really big.

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But it seems weird to say, well,
their average-- their payoff is

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a lot bigger than 2 because
2 is the highest payoff they

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can get in the stage game.

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And the issue is that we're
missing a normalization.

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What we really want to keep
track of is the average payoff.

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That weighted average payoff,
not the sum of the payoffs.

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So what we're going to do,
starting today, moving forward

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is instead of looking at the
sum of the discounted payoffs,

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we're going to look at the
average discounted payoffs.

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And the basic issue is,
before, what did we do?

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We computed a payoff stream
by saying payoffs are delta--

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or, say, for player 1, u1 of
a1 plus delta u1 of a2, 0,

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and so on.

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So before, what we said is if
the action profile in period 0

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is a0, the action profile
in period 1 is a1,

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the action profile in
period 2 is a2, and so on.

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Then we said player 1's
discounted payoff is just

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their payoff in the first
period, in the 0th period,

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plus delta times their
payoff in the first period,

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plus delta squared times their
payoff in the second period,

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and so on.

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But the issue is that there's
too much weight going on here.

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And what we now
want to look at is

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what's called the
average payoff, which

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means we're just going to
scale this by 1 minus delta.

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So the average payoff is
going to be 1 minus delta,

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and then let me write
this as a summation.

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So 1 minus delta
times the sum from t

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equals 0 to infinity of
delta to the t u1 of a t.

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And maybe I'll say ui if
I want to be more general.

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Why this mysterious
1 minus delta?

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Well, it's to undo the 1 over 1
minus delta that we had before.

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So the issue is that this is
actually a weighted average,

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but the weights don't sum to 1.

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1 plus delta plus delta
squared and so on actually

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sums to 1 over 1 minus delta.

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So we're just going
to normalize things

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so that things make sense.

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And the way we can see
if this is a constant--

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so let's say this is the same
number ui every period, then

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what we'd like is
the average payoff

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to just equal this number.

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If I get the same payoff
every single period,

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we'd like my average discounted
payoff to equal that number.

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And we can see, that's
going to work here

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because-- this chalk
is not very good.

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If we plug this number
in here, what do we get?

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We get 1 minus delta times
ui bar times the sum from t

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equals 0 to infinity
of delta to the t.

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So all I've done is I've
said if this is a constant,

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let me pull it out to the
front of the summation.

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And now, well, we know that
this series is exactly 1 over 1

00:11:03.990 --> 00:11:08.130 align:middle line:84%
minus delta, so we
exactly get ui bar.

00:11:08.130 --> 00:11:12.510 align:middle line:90%


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So all we've done is
multiplied the payoffs

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we used before by a constant.

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That's not going to change
anyone's preferences.

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It's not going to change
whether anything is actually

00:11:22.270 --> 00:11:24.030 align:middle line:84%
in equilibrium, but
it's going to make

00:11:24.030 --> 00:11:27.250 align:middle line:84%
it more convenient to keep track
of how the players are doing,

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because we want, if they
play cooperate every period,

00:11:29.930 --> 00:11:31.930 align:middle line:84%
and therefore, get a
payoff of 2 every period,

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we'd like to call that a payoff
of 2 in the repeated game,

00:11:35.030 --> 00:11:38.830 align:middle line:84%
and we'd like that not to
depend on the discount factor.

00:11:38.830 --> 00:11:42.020 align:middle line:84%
So here, we're going to
look at average payoffs.

00:11:42.020 --> 00:11:45.940 align:middle line:84%
And we indeed see that
if the player has played

00:11:45.940 --> 00:11:49.760 align:middle line:84%
defect every period, then
they get 0 every period,

00:11:49.760 --> 00:11:51.740 align:middle line:84%
their average payoff
is 0, and this

00:11:51.740 --> 00:11:54.717 align:middle line:84%
can be achieved as a subgame
perfect Nash equilibrium.

00:11:54.717 --> 00:11:56.300 align:middle line:84%
We also know that
this can be achieved

00:11:56.300 --> 00:11:58.040 align:middle line:84%
as a subgame
perfect equilibrium,

00:11:58.040 --> 00:12:01.620 align:middle line:84%
cooperate every period
if delta is large enough.

00:12:01.620 --> 00:12:03.780 align:middle line:84%
What about other
payoff vectors in here?

00:12:03.780 --> 00:12:07.700 align:middle line:84%
Do people have any guesses about
what about a payoff vector here?

00:12:07.700 --> 00:12:11.620 align:middle line:84%
Could I achieve that
in a equilibrium?

00:12:11.620 --> 00:12:12.420 align:middle line:90%
There's no chance.

00:12:12.420 --> 00:12:12.920 align:middle line:90%
Why?

00:12:12.920 --> 00:12:14.780 align:middle line:90%
I see people shaking their head.

00:12:14.780 --> 00:12:17.073 align:middle line:84%
AUDIENCE: It's not
in the outcomes.

00:12:17.073 --> 00:12:17.740 align:middle line:90%
IAN BALL: Right.

00:12:17.740 --> 00:12:22.620 align:middle line:84%
So in each stage game, I'm only
getting one of these vectors.

00:12:22.620 --> 00:12:24.720 align:middle line:84%
So there's no way I can
get something up here.

00:12:24.720 --> 00:12:26.220 align:middle line:84%
And more precisely,
what's happening

00:12:26.220 --> 00:12:29.340 align:middle line:84%
is if in each stage
game, in each period,

00:12:29.340 --> 00:12:32.900 align:middle line:84%
I'm getting one of these, then
my average payoff has to be

00:12:32.900 --> 00:12:34.740 align:middle line:90%
an average of these vectors.

00:12:34.740 --> 00:12:37.660 align:middle line:84%
And that's exactly what
this dotted region is.

00:12:37.660 --> 00:12:43.540 align:middle line:84%
So the region in here is
exactly the collection

00:12:43.540 --> 00:12:45.860 align:middle line:90%
of averages of these points.

00:12:45.860 --> 00:12:48.680 align:middle line:84%
So this may be a little hard
to geometrically intuit,

00:12:48.680 --> 00:12:53.140 align:middle line:84%
but just as a simple example,
let's take this point.

00:12:53.140 --> 00:12:56.620 align:middle line:84%
This point is halfway
between 0, 0 and 2, 2.

00:12:56.620 --> 00:12:59.900 align:middle line:84%
It's the point 1, 1, and I
didn't draw that very well, it

00:12:59.900 --> 00:13:02.380 align:middle line:90%
should be about here.

00:13:02.380 --> 00:13:05.480 align:middle line:84%
How could I get an average
payoff of 1, 1 in this game?

00:13:05.480 --> 00:13:09.780 align:middle line:90%


00:13:09.780 --> 00:13:11.560 align:middle line:84%
Just-- without thinking
about equilibrium?

00:13:11.560 --> 00:13:12.060 align:middle line:90%
Yeah?

00:13:12.060 --> 00:13:13.955 align:middle line:84%
AUDIENCE: Just half
0, 0, half 2, 2.

00:13:13.955 --> 00:13:14.580 align:middle line:90%
IAN BALL: Yeah.

00:13:14.580 --> 00:13:16.260 align:middle line:84%
So if roughly, if
half the time I

00:13:16.260 --> 00:13:19.220 align:middle line:84%
played 0, 0 and half the
time-- so half the time I

00:13:19.220 --> 00:13:21.300 align:middle line:84%
played defect, defect
and half the time

00:13:21.300 --> 00:13:24.060 align:middle line:84%
we played cooperate, cooperate
then that would average out

00:13:24.060 --> 00:13:26.580 align:middle line:84%
to 1, 1 We have to be a little
careful with discounting

00:13:26.580 --> 00:13:30.340 align:middle line:84%
because if actually, if I
played cooperate here, defect

00:13:30.340 --> 00:13:32.500 align:middle line:84%
here, cooperate here, it
wouldn't quite work out

00:13:32.500 --> 00:13:34.568 align:middle line:84%
because of discounting,
but we could either mix

00:13:34.568 --> 00:13:36.110 align:middle line:84%
or we could be a
little more careful,

00:13:36.110 --> 00:13:37.730 align:middle line:90%
but it's possible to do this.

00:13:37.730 --> 00:13:39.610 align:middle line:84%
And it turns out,
any point in here

00:13:39.610 --> 00:13:42.170 align:middle line:84%
can be achieved as
some randomization

00:13:42.170 --> 00:13:45.490 align:middle line:84%
or some weighted average of
the different payoff vectors.

00:13:45.490 --> 00:13:46.110 align:middle line:90%
OK.

00:13:46.110 --> 00:13:50.770 align:middle line:84%
So now the question is,
which payoff in here

00:13:50.770 --> 00:13:53.570 align:middle line:84%
could be achieved by
some subgame perfect Nash

00:13:53.570 --> 00:13:54.310 align:middle line:90%
equilibrium?

00:13:54.310 --> 00:13:57.010 align:middle line:84%
So what we first said is
we've narrowed it down

00:13:57.010 --> 00:13:58.310 align:middle line:90%
to this shaded region.

00:13:58.310 --> 00:14:01.130 align:middle line:84%
There's no way a vector
outside of this shaded region

00:14:01.130 --> 00:14:03.750 align:middle line:84%
could be achieved by a subgame
perfect Nash equilibrium

00:14:03.750 --> 00:14:05.570 align:middle line:90%
because it's not even feasible.

00:14:05.570 --> 00:14:09.790 align:middle line:84%
And this shaded region is
called the feasible set.

00:14:09.790 --> 00:14:17.250 align:middle line:90%


00:14:17.250 --> 00:14:20.590 align:middle line:84%
So these are the payoffs that
are just-- they're feasible,

00:14:20.590 --> 00:14:23.890 align:middle line:84%
it's possible to achieve
them as some average

00:14:23.890 --> 00:14:25.688 align:middle line:90%
of these other payoff vectors.

00:14:25.688 --> 00:14:27.730 align:middle line:84%
But I argue that we probably
can't get everything

00:14:27.730 --> 00:14:28.830 align:middle line:90%
in the feasible set.

00:14:28.830 --> 00:14:30.970 align:middle line:84%
I think there's some
points in the feasible set

00:14:30.970 --> 00:14:32.570 align:middle line:84%
that I don't see how
we could get them

00:14:32.570 --> 00:14:34.390 align:middle line:84%
as a subgame perfect
Nash equilibrium.

00:14:34.390 --> 00:14:35.150 align:middle line:90%
Any thoughts?

00:14:35.150 --> 00:14:39.650 align:middle line:84%
What points in here
seem unrealistic to you?

00:14:39.650 --> 00:14:41.530 align:middle line:84%
So we've already
gotten this point.

00:14:41.530 --> 00:14:42.902 align:middle line:90%
We've already gotten this point.

00:14:42.902 --> 00:14:44.610 align:middle line:84%
What's the point here
that we could never

00:14:44.610 --> 00:14:48.370 align:middle line:84%
sustain as an average payoff
of a subgame perfect Nash

00:14:48.370 --> 00:14:49.150 align:middle line:90%
equilibrium?

00:14:49.150 --> 00:14:54.250 align:middle line:90%


00:14:54.250 --> 00:14:55.210 align:middle line:90%
Yeah?

00:14:55.210 --> 00:14:56.960 align:middle line:84%
AUDIENCE: One of the
other two points just

00:14:56.960 --> 00:15:00.050 align:middle line:84%
because why would a player
keep on playing for strategy?

00:15:00.050 --> 00:15:00.662 align:middle line:90%
IAN BALL: OK.

00:15:00.662 --> 00:15:02.450 align:middle line:90%
So these points here?

00:15:02.450 --> 00:15:03.110 align:middle line:90%
I agree.

00:15:03.110 --> 00:15:05.860 align:middle line:84%
And what's your
intuition for this?

00:15:05.860 --> 00:15:07.110 align:middle line:90%
So let's focus on one of them.

00:15:07.110 --> 00:15:09.050 align:middle line:90%
Let's focus on this point here--

00:15:09.050 --> 00:15:10.070 align:middle line:90%
I have too many arrows.

00:15:10.070 --> 00:15:11.570 align:middle line:90%
Let me erase these arrows.

00:15:11.570 --> 00:15:12.850 align:middle line:90%
And let's focus on this one.

00:15:12.850 --> 00:15:14.050 align:middle line:90%
OK.

00:15:14.050 --> 00:15:17.710 align:middle line:90%
AUDIENCE: So player--

00:15:17.710 --> 00:15:19.313 align:middle line:90%
IAN BALL: 3, negative 1, yeah.

00:15:19.313 --> 00:15:20.730 align:middle line:84%
AUDIENCE: Player
2 would just keep

00:15:20.730 --> 00:15:22.378 align:middle line:84%
on cooperating because
they would just

00:15:22.378 --> 00:15:24.170 align:middle line:84%
get the worst payoff
every time, and they'd

00:15:24.170 --> 00:15:25.260 align:middle line:90%
start defecting instead.

00:15:25.260 --> 00:15:26.010 align:middle line:90%
IAN BALL: Exactly.

00:15:26.010 --> 00:15:27.990 align:middle line:84%
So this seems
really unrealistic.

00:15:27.990 --> 00:15:30.610 align:middle line:84%
It seems like we can't get
this because player 2 is

00:15:30.610 --> 00:15:33.100 align:middle line:90%
getting a payoff of negative 1.

00:15:33.100 --> 00:15:36.880 align:middle line:84%
But what if player 2 just
always played defect?

00:15:36.880 --> 00:15:41.080 align:middle line:84%
If player 2 always plays
defect, then they always

00:15:41.080 --> 00:15:43.600 align:middle line:90%
get at least a payoff of 0.

00:15:43.600 --> 00:15:46.480 align:middle line:84%
So there's no way there could be
an equilibrium where player 2 is

00:15:46.480 --> 00:15:48.240 align:middle line:90%
getting less than 0.

00:15:48.240 --> 00:15:50.880 align:middle line:84%
So in fact, we can
rule out everything

00:15:50.880 --> 00:15:53.320 align:middle line:84%
below this horizontal
axis, because anything

00:15:53.320 --> 00:15:56.000 align:middle line:84%
below this horizontal
axis is giving player 2

00:15:56.000 --> 00:15:59.120 align:middle line:90%
a payoff strictly below 0.

00:15:59.120 --> 00:15:59.900 align:middle line:90%
But let's look.

00:15:59.900 --> 00:16:02.600 align:middle line:84%
If player 2 just
always plays defect,

00:16:02.600 --> 00:16:05.320 align:middle line:84%
then, well, they either get
3 if the other player plays

00:16:05.320 --> 00:16:08.660 align:middle line:84%
cooperate, or they get 0 if
the other player plays defect,

00:16:08.660 --> 00:16:10.540 align:middle line:84%
but whatever happens,
they get at least 0,

00:16:10.540 --> 00:16:12.920 align:middle line:84%
so there's no way they'd be
willing to give themselves

00:16:12.920 --> 00:16:14.320 align:middle line:90%
a payoff this bad.

00:16:14.320 --> 00:16:16.900 align:middle line:90%
What about the region over here?

00:16:16.900 --> 00:16:17.400 align:middle line:90%
Yeah?

00:16:17.400 --> 00:16:18.900 align:middle line:84%
AUDIENCE: By symmetry,
we won't ever

00:16:18.900 --> 00:16:24.000 align:middle line:84%
have player 1 playing anything
that doesn't give them a--

00:16:24.000 --> 00:16:26.160 align:middle line:84%
that doesn't give them
a non-negative payoff.

00:16:26.160 --> 00:16:26.560 align:middle line:90%
IAN BALL: Exactly.

00:16:26.560 --> 00:16:27.400 align:middle line:90%
So it's the same issue.

00:16:27.400 --> 00:16:28.880 align:middle line:84%
Here, it's player
1 who's not going

00:16:28.880 --> 00:16:31.520 align:middle line:84%
to want to do this because
player 1 can always

00:16:31.520 --> 00:16:33.440 align:middle line:90%
play defect every period.

00:16:33.440 --> 00:16:35.880 align:middle line:84%
And if they do that,
sometimes they get 3,

00:16:35.880 --> 00:16:38.900 align:middle line:84%
sometimes they get 0, but
either way, they get at least 0,

00:16:38.900 --> 00:16:41.320 align:middle line:84%
so why would they ever
play in an equilibrium

00:16:41.320 --> 00:16:43.200 align:middle line:84%
where they're
getting less than 0?

00:16:43.200 --> 00:16:48.240 align:middle line:84%
So we've kind of narrowed things
down to this inner region, which

00:16:48.240 --> 00:16:49.620 align:middle line:90%
maybe I'll shade darker.

00:16:49.620 --> 00:16:58.680 align:middle line:90%


00:16:58.680 --> 00:17:03.980 align:middle line:84%
So this is a subset
of the feasible set.

00:17:03.980 --> 00:17:05.579 align:middle line:84%
The entire region
is the feasible set,

00:17:05.579 --> 00:17:07.640 align:middle line:84%
but I've thrown out this
region and this region

00:17:07.640 --> 00:17:10.800 align:middle line:90%
to get the darker region here.

00:17:10.800 --> 00:17:13.880 align:middle line:84%
And it turns out that any
point in this darker region

00:17:13.880 --> 00:17:18.480 align:middle line:84%
can indeed be achieved by some
subgame perfect Nash equilibrium

00:17:18.480 --> 00:17:20.582 align:middle line:84%
if the players are
patient enough.

00:17:20.582 --> 00:17:22.540 align:middle line:84%
And that's going to be
the result that we show.

00:17:22.540 --> 00:17:25.880 align:middle line:84%
So it's clear that we can't get
anything outside this region.

00:17:25.880 --> 00:17:27.220 align:middle line:90%
That's what I just argued.

00:17:27.220 --> 00:17:29.790 align:middle line:84%
The hard part is showing
that we can get anything

00:17:29.790 --> 00:17:31.290 align:middle line:84%
inside this region,
and that's going

00:17:31.290 --> 00:17:32.998 align:middle line:84%
to be an implication
of the folk theorem,

00:17:32.998 --> 00:17:35.250 align:middle line:84%
but the folk theorem doesn't
apply just to this game,

00:17:35.250 --> 00:17:37.318 align:middle line:84%
it applies to any
abstract game, and that's

00:17:37.318 --> 00:17:38.610 align:middle line:90%
what we're going to state here.

00:17:38.610 --> 00:17:39.250 align:middle line:90%
So any questions?

00:17:39.250 --> 00:17:41.070 align:middle line:84%
I think this is a little more
abstract than some things

00:17:41.070 --> 00:17:41.778 align:middle line:90%
we've been doing.

00:17:41.778 --> 00:17:45.245 align:middle line:84%
So if anything about
this setup is unclear,

00:17:45.245 --> 00:17:46.370 align:middle line:90%
this is a good time to ask.

00:17:46.370 --> 00:17:46.950 align:middle line:90%
Yeah, great.

00:17:46.950 --> 00:17:48.658 align:middle line:84%
AUDIENCE: Is there a
different definition

00:17:48.658 --> 00:17:52.162 align:middle line:84%
for the subset of the feasible
set that we actually--

00:17:52.162 --> 00:17:53.370 align:middle line:90%
IAN BALL: This shaded region?

00:17:53.370 --> 00:17:53.750 align:middle line:90%
Yeah.

00:17:53.750 --> 00:17:56.070 align:middle line:84%
So often this is called--
and we'll do a few different

00:17:56.070 --> 00:17:58.965 align:middle line:90%
versions of--

00:17:58.965 --> 00:18:01.590 align:middle line:84%
so let me just preface this by
saying the prisoner's dilemma is

00:18:01.590 --> 00:18:02.650 align:middle line:90%
very special.

00:18:02.650 --> 00:18:04.970 align:middle line:84%
So if you try to get
intuition about this set,

00:18:04.970 --> 00:18:07.927 align:middle line:84%
you can get misled because it
happens to be certain things--

00:18:07.927 --> 00:18:09.010 align:middle line:90%
yeah, it's a special case.

00:18:09.010 --> 00:18:12.270 align:middle line:84%
But this is often called the
set of payoffs that are feasible

00:18:12.270 --> 00:18:13.988 align:middle line:90%
and individually rational.

00:18:13.988 --> 00:18:15.530 align:middle line:84%
I don't really like
that terminology,

00:18:15.530 --> 00:18:17.655 align:middle line:84%
but that's often the
terminology that's used, yeah.

00:18:17.655 --> 00:18:19.570 align:middle line:84%
So the whole set is
the feasible set,

00:18:19.570 --> 00:18:22.382 align:middle line:84%
the dark set this is the
feasible set together

00:18:22.382 --> 00:18:24.590 align:middle line:84%
with the constraint that
the payoffs are individually

00:18:24.590 --> 00:18:26.350 align:middle line:90%
rational.

00:18:26.350 --> 00:18:28.370 align:middle line:84%
And I should point
out, the 0 here,

00:18:28.370 --> 00:18:29.850 align:middle line:90%
there's nothing magical about 0.

00:18:29.850 --> 00:18:31.950 align:middle line:84%
0 only comes up
because that's what

00:18:31.950 --> 00:18:34.810 align:middle line:84%
you get if you defect-- if
you-- yeah, if you defect.

00:18:34.810 --> 00:18:37.197 align:middle line:90%
So it could be shifted a bit.

00:18:37.197 --> 00:18:38.530 align:middle line:90%
There's nothing magical about 0.

00:18:38.530 --> 00:18:41.190 align:middle line:84%
It just happens to be
that way in this game.

00:18:41.190 --> 00:18:41.730 align:middle line:90%
OK.

00:18:41.730 --> 00:18:46.910 align:middle line:84%
So Now let's try to get
to the kinds of results

00:18:46.910 --> 00:18:48.010 align:middle line:90%
that we're interested in.

00:18:48.010 --> 00:18:50.670 align:middle line:90%


00:18:50.670 --> 00:18:54.910 align:middle line:84%
So let's-- first, let me be
a bit more formal about this

00:18:54.910 --> 00:18:56.070 align:middle line:90%
feasible set.

00:18:56.070 --> 00:19:04.687 align:middle line:84%
So let's let G be a
finite stage game.

00:19:04.687 --> 00:19:06.270 align:middle line:84%
So it could be the
prisoner's dilemma,

00:19:06.270 --> 00:19:09.550 align:middle line:90%
but it could be something else.

00:19:09.550 --> 00:19:11.950 align:middle line:84%
And now I want to
formally define

00:19:11.950 --> 00:19:13.090 align:middle line:90%
what this feasible set is.

00:19:13.090 --> 00:19:14.970 align:middle line:84%
I just showed it
graphically in the example,

00:19:14.970 --> 00:19:16.550 align:middle line:90%
but let's formally define this.

00:19:16.550 --> 00:19:24.660 align:middle line:84%
So the feasible payoff set,
maybe I'll call it V of G

00:19:24.660 --> 00:19:29.600 align:middle line:84%
because it's the set of payoff
vectors V. Well, what is it?

00:19:29.600 --> 00:19:34.180 align:middle line:90%


00:19:34.180 --> 00:19:38.540 align:middle line:84%
It's the collection
of all averages

00:19:38.540 --> 00:19:42.020 align:middle line:90%
over payoff vectors in here.

00:19:42.020 --> 00:19:46.080 align:middle line:84%
So what it is it's
the set of all sums--

00:19:46.080 --> 00:20:02.460 align:middle line:90%


00:20:02.460 --> 00:20:06.660 align:middle line:84%
OK, this is a lot of notation,
so let's go through it slowly.

00:20:06.660 --> 00:20:10.780 align:middle line:84%
What is u of a? u of
is a payoff vector

00:20:10.780 --> 00:20:14.940 align:middle line:84%
that the players get if the
action profile a is played.

00:20:14.940 --> 00:20:17.440 align:middle line:90%
So this is an action profile.

00:20:17.440 --> 00:20:21.620 align:middle line:90%


00:20:21.620 --> 00:20:23.740 align:middle line:84%
And let's just make sure
we understand, u of a,

00:20:23.740 --> 00:20:25.200 align:middle line:90%
what space does that live?

00:20:25.200 --> 00:20:29.480 align:middle line:84%
So let's say G is a finite
stage game with n players.

00:20:29.480 --> 00:20:34.260 align:middle line:90%


00:20:34.260 --> 00:20:38.260 align:middle line:84%
So u of a, what kind
of object is this?

00:20:38.260 --> 00:20:38.780 align:middle line:90%
Yeah?

00:20:38.780 --> 00:20:40.277 align:middle line:90%
AUDIENCE: A vector in R n.

00:20:40.277 --> 00:20:41.360 align:middle line:90%
IAN BALL: A vector in R n.

00:20:41.360 --> 00:20:42.900 align:middle line:90%
It's a vector with n components.

00:20:42.900 --> 00:20:44.460 align:middle line:90%
Because u of a--

00:20:44.460 --> 00:20:50.700 align:middle line:84%
remember, this is just u1 of
a, all the way up to un of a.

00:20:50.700 --> 00:20:54.020 align:middle line:84%
So this is a vector that lists
what is player 1's payoff.

00:20:54.020 --> 00:20:55.220 align:middle line:90%
If the action a--

00:20:55.220 --> 00:20:57.180 align:middle line:84%
profile a is chosen,
all the way up

00:20:57.180 --> 00:21:01.220 align:middle line:84%
to what is player n's payoff if
the action profile a is chosen?

00:21:01.220 --> 00:21:05.140 align:middle line:84%
So we have an action profile,
we have a payoff vector.

00:21:05.140 --> 00:21:06.860 align:middle line:84%
And now we're
taking a summation.

00:21:06.860 --> 00:21:09.940 align:middle line:84%
We're summing over
all action profiles.

00:21:09.940 --> 00:21:13.100 align:middle line:84%
So just like over here, maybe
we could achieve this point

00:21:13.100 --> 00:21:17.000 align:middle line:84%
as a weighted average of this
point, this point, this point,

00:21:17.000 --> 00:21:17.840 align:middle line:90%
and this point.

00:21:17.840 --> 00:21:19.460 align:middle line:84%
That's exactly what
we're doing here.

00:21:19.460 --> 00:21:23.260 align:middle line:84%
We're taking an average
over these payoff vectors,

00:21:23.260 --> 00:21:26.460 align:middle line:84%
we're summing over all
the action profiles

00:21:26.460 --> 00:21:28.900 align:middle line:90%
with possibly some weights.

00:21:28.900 --> 00:21:32.160 align:middle line:84%
And the weights have to be
non-negative and sum to 1.

00:21:32.160 --> 00:21:34.980 align:middle line:84%
So that's what I mean when I
say p is an element of delta A.

00:21:34.980 --> 00:21:46.800 align:middle line:84%
That just means p is a
probability distribution over a.

00:21:46.800 --> 00:21:50.300 align:middle line:90%


00:21:50.300 --> 00:21:52.380 align:middle line:84%
And the feasible
set V of G consists

00:21:52.380 --> 00:21:56.620 align:middle line:90%
of all of these averages.

00:21:56.620 --> 00:21:57.900 align:middle line:90%
OK.

00:21:57.900 --> 00:21:58.400 align:middle line:90%
Great.

00:21:58.400 --> 00:22:01.140 align:middle line:90%
So we have that notation.

00:22:01.140 --> 00:22:04.140 align:middle line:84%
And now I think we can--
we're ready to state

00:22:04.140 --> 00:22:10.400 align:middle line:90%
the form of the folk theorem.

00:22:10.400 --> 00:22:12.560 align:middle line:84%
I want to remind you of
one more piece of notation.

00:22:12.560 --> 00:22:15.900 align:middle line:90%


00:22:15.900 --> 00:22:18.460 align:middle line:84%
Remember that G of
delta is our notation

00:22:18.460 --> 00:22:22.770 align:middle line:84%
for the infinitely repeated
game where the stage game is G

00:22:22.770 --> 00:22:25.570 align:middle line:84%
and the discount
factor is delta.

00:22:25.570 --> 00:22:27.630 align:middle line:90%
So this is the--

00:22:27.630 --> 00:22:38.950 align:middle line:90%


00:22:38.950 --> 00:22:43.750 align:middle line:84%
with the stage game G and
discount factor delta.

00:22:43.750 --> 00:22:49.130 align:middle line:90%


00:22:49.130 --> 00:22:51.230 align:middle line:90%
So just a reminder here.

00:22:51.230 --> 00:22:53.090 align:middle line:84%
In general, the feasible
set is pretty hard

00:22:53.090 --> 00:22:56.330 align:middle line:84%
to visualize because it
lives in n-dimensional space.

00:22:56.330 --> 00:22:58.492 align:middle line:84%
But in a two-player game
it lives in the plane,

00:22:58.492 --> 00:22:59.950 align:middle line:84%
and it's a lot
easier to visualize.

00:22:59.950 --> 00:23:04.033 align:middle line:84%
If there are three players,
we'd be in normal space,

00:23:04.033 --> 00:23:05.950 align:middle line:84%
three-dimensional space,
and then beyond that,

00:23:05.950 --> 00:23:07.890 align:middle line:90%
it's kind of tricky.

00:23:07.890 --> 00:23:08.390 align:middle line:90%
OK.

00:23:08.390 --> 00:23:10.890 align:middle line:84%
So let's state-- what
I'm going to do here

00:23:10.890 --> 00:23:14.910 align:middle line:84%
is state-- maybe what I'll call
is the folk theorem template.

00:23:14.910 --> 00:23:23.185 align:middle line:90%


00:23:23.185 --> 00:23:25.810 align:middle line:84%
So we're going to state a lot of
different versions of the folk

00:23:25.810 --> 00:23:27.250 align:middle line:84%
theorem, and it's
easy to get caught up

00:23:27.250 --> 00:23:28.910 align:middle line:84%
in the details of these
different versions.

00:23:28.910 --> 00:23:30.952 align:middle line:84%
So I don't want to get
distracted by the details.

00:23:30.952 --> 00:23:33.170 align:middle line:84%
I want us to understand
just the general structure

00:23:33.170 --> 00:23:36.010 align:middle line:84%
of this theorem, and then we'll
go through some special cases.

00:23:36.010 --> 00:23:39.010 align:middle line:84%
So the folk theorem
template is as follows.

00:23:39.010 --> 00:23:42.670 align:middle line:84%
It says-- here's the statement,
let G be a stage game.

00:23:42.670 --> 00:23:49.635 align:middle line:90%


00:23:49.635 --> 00:23:51.010 align:middle line:84%
And now what we're
going to do is

00:23:51.010 --> 00:23:55.810 align:middle line:84%
we're going to pick a feasible
payoff vector associated

00:23:55.810 --> 00:23:57.050 align:middle line:90%
to this stage game.

00:23:57.050 --> 00:24:06.490 align:middle line:84%
So let's let v be
in V of G. So this

00:24:06.490 --> 00:24:14.210 align:middle line:84%
means that v is a feasible
payoff vector in this game G.

00:24:14.210 --> 00:24:18.160 align:middle line:84%
And then, here, we're going to
say under certain assumptions,

00:24:18.160 --> 00:24:19.180 align:middle line:90%
which are going to vary.

00:24:19.180 --> 00:24:26.182 align:middle line:90%


00:24:26.182 --> 00:24:27.640 align:middle line:84%
So under certain
assumptions, we're

00:24:27.640 --> 00:24:29.223 align:middle line:84%
going to get the
following conclusion.

00:24:29.223 --> 00:24:30.880 align:middle line:90%
Well, what do we want?

00:24:30.880 --> 00:24:35.320 align:middle line:84%
We want to achieve
v as the outcome

00:24:35.320 --> 00:24:37.400 align:middle line:84%
of some subgame
perfect equilibrium

00:24:37.400 --> 00:24:40.720 align:middle line:84%
whenever the players are
sufficiently patient.

00:24:40.720 --> 00:24:43.020 align:middle line:84%
So we're going to say
under certain assumptions--

00:24:43.020 --> 00:24:45.520 align:middle line:84%
well, what does it mean to say
they're sufficiently patient?

00:24:45.520 --> 00:24:48.240 align:middle line:84%
Well, we just need delta
to be large enough.

00:24:48.240 --> 00:24:50.180 align:middle line:84%
So there's going to
be some cutoff delta,

00:24:50.180 --> 00:24:52.600 align:middle line:84%
and we want delta to be
larger than that cutoff.

00:24:52.600 --> 00:25:04.400 align:middle line:84%
So under certain assumptions,
there exists delta bar in 0, 1.

00:25:04.400 --> 00:25:06.702 align:middle line:84%
So this is going to be our
cutoff level of patience.

00:25:06.702 --> 00:25:09.160 align:middle line:84%
And we're going to be interested
in what happens when delta

00:25:09.160 --> 00:25:10.560 align:middle line:90%
is larger than this cutoff.

00:25:10.560 --> 00:25:19.200 align:middle line:84%
So there exists a cutoff, delta
bar, such that for all delta

00:25:19.200 --> 00:25:21.480 align:middle line:90%
greater than delta bar.

00:25:21.480 --> 00:25:23.240 align:middle line:84%
So, so far, I think
it's kind of mathy,

00:25:23.240 --> 00:25:24.740 align:middle line:84%
but we really haven't
done anything.

00:25:24.740 --> 00:25:27.480 align:middle line:84%
We're just saying, for all--
as long as the players are

00:25:27.480 --> 00:25:32.780 align:middle line:84%
patient enough, formally there's
some number-- maybe it's 0.7,

00:25:32.780 --> 00:25:34.560 align:middle line:84%
maybe it's 0.3, and
we're going to say

00:25:34.560 --> 00:25:36.200 align:middle line:84%
as long as the discount
factor delta is

00:25:36.200 --> 00:25:38.320 align:middle line:90%
larger than that, what happens?

00:25:38.320 --> 00:25:41.720 align:middle line:84%
Well, what we want
is we want v to be

00:25:41.720 --> 00:25:45.880 align:middle line:84%
induced by some subgame
perfect Nash equilibrium.

00:25:45.880 --> 00:25:58.880 align:middle line:84%
So the game G of delta has a
subgame perfect Nash equilibrium

00:25:58.880 --> 00:26:09.200 align:middle line:84%
that yields payoff
vector v. So we're

00:26:09.200 --> 00:26:11.975 align:middle line:84%
going to talk later about what
these certain assumptions are,

00:26:11.975 --> 00:26:13.350 align:middle line:84%
but I just want
us to understand,

00:26:13.350 --> 00:26:16.590 align:middle line:84%
at a high level, what
the theorem is saying.

00:26:16.590 --> 00:26:19.350 align:middle line:84%
We fixed our stage
game, and we fixed

00:26:19.350 --> 00:26:20.650 align:middle line:90%
our vector that's feasible.

00:26:20.650 --> 00:26:23.910 align:middle line:84%
So this is some vector that
lives in this set over here.

00:26:23.910 --> 00:26:26.350 align:middle line:84%
And what we want to
conclude is that as long

00:26:26.350 --> 00:26:28.670 align:middle line:84%
as the players are
patient enough--

00:26:28.670 --> 00:26:31.190 align:middle line:84%
so as long as delta
is high enough,

00:26:31.190 --> 00:26:34.605 align:middle line:84%
if we look at the infinitely
repeated game G of delta--

00:26:34.605 --> 00:26:36.230 align:middle line:84%
so this is the
infinitely repeated game

00:26:36.230 --> 00:26:39.210 align:middle line:84%
where we play the stage
game G every period,

00:26:39.210 --> 00:26:42.030 align:middle line:84%
and the discount
factor we use is delta.

00:26:42.030 --> 00:26:48.110 align:middle line:84%
In that game, there exists a
subgame perfect Nash equilibrium

00:26:48.110 --> 00:26:50.130 align:middle line:84%
that yields v. What
do I mean by that?

00:26:50.130 --> 00:26:52.550 align:middle line:84%
Well, in the subgame
perfect Nash equilibrium,

00:26:52.550 --> 00:26:54.530 align:middle line:84%
we can compute what
actually happens.

00:26:54.530 --> 00:26:57.190 align:middle line:84%
There's going to be some
sequence of action profiles

00:26:57.190 --> 00:26:58.910 align:middle line:84%
that are played
every period, and we

00:26:58.910 --> 00:27:02.030 align:middle line:84%
can compute what payoffs
every single player gets

00:27:02.030 --> 00:27:03.350 align:middle line:90%
from that equilibrium.

00:27:03.350 --> 00:27:10.390 align:middle line:84%
And we want those
payoffs to exactly be v.

00:27:10.390 --> 00:27:15.670 align:middle line:84%
So let's just-- to
make sure we see--

00:27:15.670 --> 00:27:19.430 align:middle line:90%
I think this is a bit abstract.

00:27:19.430 --> 00:27:23.490 align:middle line:84%
We showed a version of this, a
special case of this last class.

00:27:23.490 --> 00:27:28.010 align:middle line:84%
So last class, we looked
at the prisoner's dilemma,

00:27:28.010 --> 00:27:32.190 align:middle line:90%
and we looked at v equals 2, 2.

00:27:32.190 --> 00:27:34.550 align:middle line:90%
And what we showed is that--

00:27:34.550 --> 00:27:36.950 align:middle line:84%
or an implication of
what we showed last class

00:27:36.950 --> 00:27:40.870 align:middle line:84%
is that we could
achieve v equals 2,

00:27:40.870 --> 00:27:43.950 align:middle line:84%
2 as a subgame perfect
Nash equilibrium

00:27:43.950 --> 00:27:45.090 align:middle line:90%
for delta large enough.

00:27:45.090 --> 00:27:51.970 align:middle line:84%
What was the value of delta bar
that we established last class?

00:27:51.970 --> 00:27:53.590 align:middle line:90%
Anyone remember?

00:27:53.590 --> 00:27:56.590 align:middle line:84%
So we showed a
special case of this.

00:27:56.590 --> 00:27:58.350 align:middle line:84%
For the particular
choice of v equals

00:27:58.350 --> 00:28:01.170 align:middle line:84%
2, 2, what we did last
class implied this.

00:28:01.170 --> 00:28:03.410 align:middle line:84%
What was the value of delta
bar that we could use?

00:28:03.410 --> 00:28:06.410 align:middle line:90%


00:28:06.410 --> 00:28:06.910 align:middle line:90%
Yeah?

00:28:06.910 --> 00:28:07.350 align:middle line:90%
AUDIENCE: 1/3.

00:28:07.350 --> 00:28:08.390 align:middle line:90%
IAN BALL: 1/3, exactly.

00:28:08.390 --> 00:28:15.540 align:middle line:90%


00:28:15.540 --> 00:28:19.460 align:middle line:84%
What we said is, in
the infinitely repeated

00:28:19.460 --> 00:28:22.000 align:middle line:84%
prisoner's dilemma with
discount factor delta,

00:28:22.000 --> 00:28:24.180 align:middle line:84%
as long as delta
was at least 1/3,

00:28:24.180 --> 00:28:27.180 align:middle line:84%
there was a subgame perfect Nash
equilibrium in which the players

00:28:27.180 --> 00:28:28.400 align:middle line:90%
always cooperated.

00:28:28.400 --> 00:28:30.233 align:middle line:84%
And when they always
cooperated, the payoff

00:28:30.233 --> 00:28:31.900 align:middle line:84%
vector that they got,
the average payoff

00:28:31.900 --> 00:28:34.260 align:middle line:90%
vector was, indeed, 2, 2.

00:28:34.260 --> 00:28:36.740 align:middle line:84%
The folk theorem goes
a lot more beyond that

00:28:36.740 --> 00:28:40.540 align:middle line:84%
because it looks at
any feasible vector v,

00:28:40.540 --> 00:28:44.060 align:middle line:84%
just the particular one,
2, 2, and it applies

00:28:44.060 --> 00:28:50.560 align:middle line:84%
not just to the prisoner's
dilemma, but to any game G. Now,

00:28:50.560 --> 00:28:52.500 align:middle line:84%
just to make sure we're
on the same page here,

00:28:52.500 --> 00:28:55.260 align:middle line:84%
I've put in brackets here
under certain assumptions.

00:28:55.260 --> 00:28:57.163 align:middle line:84%
We certainly need
some assumptions.

00:28:57.163 --> 00:28:58.580 align:middle line:84%
So why would this
theorem-- how do

00:28:58.580 --> 00:28:59.830 align:middle line:90%
we know this wouldn't be true?

00:28:59.830 --> 00:29:02.780 align:middle line:84%
What if I covered up
these certain assumptions

00:29:02.780 --> 00:29:06.300 align:middle line:84%
and we just look over here
at our discussion before,

00:29:06.300 --> 00:29:08.800 align:middle line:84%
why would the theorem be false
without further assumptions?

00:29:08.800 --> 00:29:13.980 align:middle line:90%


00:29:13.980 --> 00:29:15.320 align:middle line:90%
Do you remember what we showed?

00:29:15.320 --> 00:29:17.820 align:middle line:84%
There were some feasible points
that couldn't be achieved.

00:29:17.820 --> 00:29:22.220 align:middle line:84%
We already showed that a
point down here and a point up

00:29:22.220 --> 00:29:25.140 align:middle line:84%
here could not be implemented
by any subgame perfect Nash

00:29:25.140 --> 00:29:25.920 align:middle line:90%
equilibrium.

00:29:25.920 --> 00:29:28.768 align:middle line:84%
So it must be the case
that those points are

00:29:28.768 --> 00:29:31.060 align:middle line:84%
going to violate whatever
these certain assumptions are

00:29:31.060 --> 00:29:32.447 align:middle line:90%
that we're going to put in here.

00:29:32.447 --> 00:29:34.780 align:middle line:84%
And then we're going to
consider a few different classes

00:29:34.780 --> 00:29:38.620 align:middle line:90%
of these assumptions.

00:29:38.620 --> 00:29:42.460 align:middle line:84%
All right, so let's now try
to do a few different versions

00:29:42.460 --> 00:29:45.380 align:middle line:90%
of the folk theorem.

00:29:45.380 --> 00:29:51.217 align:middle line:84%
So the way this is kind of
developed is there are--

00:29:51.217 --> 00:29:52.800 align:middle line:84%
I want people to be
able to read this,

00:29:52.800 --> 00:29:58.580 align:middle line:84%
so let me just leave this
here and start a new board.

00:29:58.580 --> 00:30:00.820 align:middle line:84%
So we want to be
able to see this.

00:30:00.820 --> 00:30:01.960 align:middle line:90%
So let's go here.

00:30:01.960 --> 00:30:13.970 align:middle line:90%


00:30:13.970 --> 00:30:17.470 align:middle line:84%
So generally, if we make
really strong assumptions,

00:30:17.470 --> 00:30:19.470 align:middle line:84%
then the theorem is going
to be easier to prove,

00:30:19.470 --> 00:30:21.053 align:middle line:84%
but it's not going
to get us this far.

00:30:21.053 --> 00:30:24.648 align:middle line:84%
And the way of the theory
has developed is over time,

00:30:24.648 --> 00:30:26.690 align:middle line:84%
these assumptions have
been weakened and weakened

00:30:26.690 --> 00:30:28.710 align:middle line:84%
to make the theorem
stronger and stronger,

00:30:28.710 --> 00:30:30.890 align:middle line:84%
but then that means
the arguments are often

00:30:30.890 --> 00:30:31.590 align:middle line:90%
more complex.

00:30:31.590 --> 00:30:34.050 align:middle line:84%
So we're going to start
with a really easy version.

00:30:34.050 --> 00:30:39.030 align:middle line:84%
And this is going to be called
the Nash reversion folk theorem.

00:30:39.030 --> 00:30:49.130 align:middle line:90%


00:30:49.130 --> 00:30:52.210 align:middle line:84%
And this one we can
prove pretty easily.

00:30:52.210 --> 00:30:54.330 align:middle line:84%
So what is the certain
assumptions that we're

00:30:54.330 --> 00:30:58.090 align:middle line:90%
going to need for this version?

00:30:58.090 --> 00:31:00.230 align:middle line:90%
So the assumptions are--

00:31:00.230 --> 00:31:04.770 align:middle line:90%


00:31:04.770 --> 00:31:07.410 align:middle line:84%
so these are going to be
assumptions about the game G

00:31:07.410 --> 00:31:10.650 align:middle line:84%
and about this payoff vector
v. And our assumption is

00:31:10.650 --> 00:31:18.570 align:middle line:84%
going to be, there exists
a Nash equilibrium--

00:31:18.570 --> 00:31:31.970 align:middle line:84%
maybe I'll call it a NE G such
that vi is greater than ui

00:31:31.970 --> 00:31:34.590 align:middle line:90%
and a NE for all players i.

00:31:34.590 --> 00:31:47.948 align:middle line:90%


00:31:47.948 --> 00:31:49.490 align:middle line:84%
So we know that
we're not going to be

00:31:49.490 --> 00:31:52.610 align:middle line:84%
able to achieve every
payoff vector v. We

00:31:52.610 --> 00:31:54.850 align:middle line:84%
need some restrictions on
this payoff vector v. This

00:31:54.850 --> 00:31:56.890 align:middle line:84%
is one restriction
we could have.

00:31:56.890 --> 00:32:00.610 align:middle line:84%
We say our theorem is
going to be true if we

00:32:00.610 --> 00:32:02.680 align:middle line:90%
have the following assumption.

00:32:02.680 --> 00:32:05.200 align:middle line:84%
There exists some
Nash equilibrium

00:32:05.200 --> 00:32:12.000 align:middle line:84%
a NE of the stage game G
such that every player i

00:32:12.000 --> 00:32:15.120 align:middle line:84%
gets strictly higher
payoff under v

00:32:15.120 --> 00:32:18.920 align:middle line:84%
than they do under
that Nash equilibrium.

00:32:18.920 --> 00:32:22.000 align:middle line:84%
So let's try to-- it's
a little abstract.

00:32:22.000 --> 00:32:23.640 align:middle line:90%
Let's apply it here.

00:32:23.640 --> 00:32:26.840 align:middle line:84%
If we apply this assumption
to the prisoner's dilemma,

00:32:26.840 --> 00:32:27.860 align:middle line:90%
what set will we get?

00:32:27.860 --> 00:32:30.240 align:middle line:84%
What will be the set of
v's that are feasible

00:32:30.240 --> 00:32:31.980 align:middle line:84%
and also satisfy
this assumption?

00:32:31.980 --> 00:32:34.600 align:middle line:90%


00:32:34.600 --> 00:32:35.760 align:middle line:90%
Well, let's go through it.

00:32:35.760 --> 00:32:38.240 align:middle line:84%
In the prisoner's
dilemma, we know

00:32:38.240 --> 00:32:39.580 align:middle line:90%
what the Nash equilibrium is.

00:32:39.580 --> 00:32:43.080 align:middle line:84%
What is the Nash equilibrium
of the prisoner's dilemma?

00:32:43.080 --> 00:32:44.040 align:middle line:90%
DD.

00:32:44.040 --> 00:32:46.260 align:middle line:84%
They both play D.
So in that context,

00:32:46.260 --> 00:32:49.760 align:middle line:84%
if they both play D,
then what is each player

00:32:49.760 --> 00:32:52.760 align:middle line:90%
get in that Nash equilibrium?

00:32:52.760 --> 00:32:54.720 align:middle line:90%
0.

00:32:54.720 --> 00:32:56.580 align:middle line:84%
So in the context of
the prisoner's dilemma,

00:32:56.580 --> 00:33:01.440 align:middle line:84%
this assumption says we need
vi to be strictly greater

00:33:01.440 --> 00:33:04.040 align:middle line:90%
than 0 for every player i.

00:33:04.040 --> 00:33:06.080 align:middle line:84%
So notice that this
assumption exactly

00:33:06.080 --> 00:33:07.480 align:middle line:84%
gives us the darkly
shaded region

00:33:07.480 --> 00:33:10.960 align:middle line:84%
up here because the
set of feasible v's

00:33:10.960 --> 00:33:13.840 align:middle line:84%
that satisfy these assumption
are exactly the v's

00:33:13.840 --> 00:33:18.240 align:middle line:84%
that are strictly greater than 0
here and strictly greater than 0

00:33:18.240 --> 00:33:20.980 align:middle line:84%
here, and we exactly
get this shaded region.

00:33:20.980 --> 00:33:25.040 align:middle line:84%
So now we see that this
assumption will rule out

00:33:25.040 --> 00:33:28.063 align:middle line:90%
these bad points over here.

00:33:28.063 --> 00:33:29.480 align:middle line:84%
All right, so now,
let's see if we

00:33:29.480 --> 00:33:34.200 align:middle line:84%
can give a proof of the
theorem under this assumption.

00:33:34.200 --> 00:33:36.580 align:middle line:90%
Let me start a new board.

00:33:36.580 --> 00:33:56.600 align:middle line:90%


00:33:56.600 --> 00:34:02.470 align:middle line:84%
So let's give a proof of
the natural version, which

00:34:02.470 --> 00:34:05.230 align:middle line:84%
I'm kind of giving away how
we prove it, folk theorem.

00:34:05.230 --> 00:34:07.130 align:middle line:84%
And proving it in
general is a bit tricky,

00:34:07.130 --> 00:34:08.449 align:middle line:90%
so let's simplify things.

00:34:08.449 --> 00:34:17.310 align:middle line:84%
Let's look at the special case
where v, this payoff vector,

00:34:17.310 --> 00:34:31.590 align:middle line:84%
is equal to u of a star for
some action profile a star.

00:34:31.590 --> 00:34:34.989 align:middle line:84%
So in general, v might
be only achievable

00:34:34.989 --> 00:34:37.025 align:middle line:84%
by some lottery over
action profiles.

00:34:37.025 --> 00:34:38.650 align:middle line:84%
And then we have to
worry about mixing,

00:34:38.650 --> 00:34:39.929 align:middle line:90%
and it gets a little tricky.

00:34:39.929 --> 00:34:42.590 align:middle line:84%
So let's just focus
on a payoff vector

00:34:42.590 --> 00:34:47.590 align:middle line:84%
v that is achieved by some
action profile a star,

00:34:47.590 --> 00:34:50.429 align:middle line:84%
and let's just understand
what we want to prove here.

00:34:50.429 --> 00:34:53.190 align:middle line:84%
So our assumption
is that there's

00:34:53.190 --> 00:34:56.750 align:middle line:84%
some Nash equilibrium
that gives each player i

00:34:56.750 --> 00:35:00.390 align:middle line:84%
strictly lower
payoffs than what they

00:35:00.390 --> 00:35:04.550 align:middle line:84%
get under this vector v.
And what we want to show

00:35:04.550 --> 00:35:08.550 align:middle line:84%
is that there's some subgame
perfect Nash equilibrium that

00:35:08.550 --> 00:35:11.948 align:middle line:84%
yields this vector v at least if
the players are patient enough.

00:35:11.948 --> 00:35:13.990 align:middle line:84%
So we want to say that as
long as the players are

00:35:13.990 --> 00:35:16.990 align:middle line:84%
patient enough, we can
construct a subgame perfect Nash

00:35:16.990 --> 00:35:21.150 align:middle line:84%
equilibrium of the repeated
game that delivers this payoff

00:35:21.150 --> 00:35:23.990 align:middle line:90%
vector to the players.

00:35:23.990 --> 00:35:32.430 align:middle line:84%
So what we need to do is we
need to construct an SPNE.

00:35:32.430 --> 00:35:36.310 align:middle line:84%
Well, we want to construct an
SPNE that gives this payoff

00:35:36.310 --> 00:35:37.890 align:middle line:90%
vector to the players.

00:35:37.890 --> 00:35:39.910 align:middle line:84%
Well, the easiest way
to do that is if we just

00:35:39.910 --> 00:35:41.830 align:middle line:90%
play a star every period.

00:35:41.830 --> 00:35:45.670 align:middle line:84%
So what we want is to construct
an SPNE that induces the outcome

00:35:45.670 --> 00:35:46.890 align:middle line:90%
a star every period.

00:35:46.890 --> 00:35:56.780 align:middle line:90%


00:35:56.780 --> 00:35:58.400 align:middle line:84%
If it induces a
star every period,

00:35:58.400 --> 00:36:01.420 align:middle line:84%
then certainly the players
are going to get u of a star

00:36:01.420 --> 00:36:03.900 align:middle line:84%
every period, and therefore,
the average payoff vector

00:36:03.900 --> 00:36:05.440 align:middle line:90%
will certainly be bv.

00:36:05.440 --> 00:36:07.240 align:middle line:84%
So then we'll be done
if we can show this.

00:36:07.240 --> 00:36:12.340 align:middle line:90%


00:36:12.340 --> 00:36:16.115 align:middle line:84%
Now this may not work unless
delta is large enough,

00:36:16.115 --> 00:36:18.240 align:middle line:84%
so we're going to have to
be a little careful here,

00:36:18.240 --> 00:36:20.980 align:middle line:90%
but does anyone have any ideas?

00:36:20.980 --> 00:36:23.300 align:middle line:90%
This is the only thing we know.

00:36:23.300 --> 00:36:27.000 align:middle line:84%
So how could we use this fact
to try to construct our SPNE?

00:36:27.000 --> 00:36:28.980 align:middle line:90%
Any thoughts here?

00:36:28.980 --> 00:36:31.720 align:middle line:84%
And maybe the name "Nash
reversion" is a bit of a hint.

00:36:31.720 --> 00:36:39.020 align:middle line:90%


00:36:39.020 --> 00:36:41.060 align:middle line:84%
So let's just think
through it intuitively.

00:36:41.060 --> 00:36:43.900 align:middle line:84%
We want the players to
play a star every period.

00:36:43.900 --> 00:36:46.580 align:middle line:84%
The problem is that a star
is not necessarily a Nash

00:36:46.580 --> 00:36:48.660 align:middle line:90%
equilibrium of the stage game.

00:36:48.660 --> 00:36:51.260 align:middle line:84%
So it may be that when
we're trying to play a star,

00:36:51.260 --> 00:36:53.700 align:middle line:84%
some player could
deviate and strictly

00:36:53.700 --> 00:36:56.140 align:middle line:90%
increase their payoff today.

00:36:56.140 --> 00:36:58.940 align:middle line:84%
So we have to have some
way to discourage that

00:36:58.940 --> 00:37:03.020 align:middle line:84%
by punishing that player
if that player deviates.

00:37:03.020 --> 00:37:05.400 align:middle line:84%
Any ideas about how
we could punish them?

00:37:05.400 --> 00:37:10.140 align:middle line:90%


00:37:10.140 --> 00:37:12.180 align:middle line:90%
Yeah?

00:37:12.180 --> 00:37:14.620 align:middle line:84%
AUDIENCE: Revert to the
earlier Nash equilibrium--

00:37:14.620 --> 00:37:15.720 align:middle line:84%
IAN BALL: There you go,
it's right in the name.

00:37:15.720 --> 00:37:16.600 align:middle line:90%
Revert to Nash.

00:37:16.600 --> 00:37:20.620 align:middle line:84%
So what this tells us is
that this Nash equilibrium

00:37:20.620 --> 00:37:22.340 align:middle line:90%
is going to be a punishment.

00:37:22.340 --> 00:37:24.980 align:middle line:84%
It's a punishment because it
gives a strictly lower payoff

00:37:24.980 --> 00:37:26.500 align:middle line:90%
to every player.

00:37:26.500 --> 00:37:28.840 align:middle line:90%
So here's our strategy profile.

00:37:28.840 --> 00:37:34.660 align:middle line:90%


00:37:34.660 --> 00:37:40.980 align:middle line:84%
Well, first, we just all play
a star until someone deviates.

00:37:40.980 --> 00:37:47.900 align:middle line:84%
So I'll say each
player i plays--

00:37:47.900 --> 00:37:50.152 align:middle line:84%
well, a star is
an action profile,

00:37:50.152 --> 00:37:52.610 align:middle line:84%
so player i is going to play
their component of that action

00:37:52.610 --> 00:37:53.110 align:middle line:90%
profile.

00:37:53.110 --> 00:37:57.790 align:middle line:84%
Is going to play ai star
until someone deviates.

00:37:57.790 --> 00:38:02.610 align:middle line:90%


00:38:02.610 --> 00:38:05.250 align:middle line:84%
So if you remember, the formal
way to write down a strategy

00:38:05.250 --> 00:38:08.010 align:middle line:84%
is to define all the histories,
and look at this function s,

00:38:08.010 --> 00:38:09.030 align:middle line:90%
and it's a real mess.

00:38:09.030 --> 00:38:11.710 align:middle line:84%
So I'm going to define things
informally just using words.

00:38:11.710 --> 00:38:14.252 align:middle line:84%
And if you have any questions
about what these mean formally,

00:38:14.252 --> 00:38:16.050 align:middle line:84%
you can ask and I'll
be happy to answer.

00:38:16.050 --> 00:38:17.930 align:middle line:84%
So first, each player
i is going to play

00:38:17.930 --> 00:38:21.650 align:middle line:84%
their component of a star
until someone deviates.

00:38:21.650 --> 00:38:24.930 align:middle line:90%
And then what happens?

00:38:24.930 --> 00:38:35.050 align:middle line:84%
If someone has deviated,
what does player i do?

00:38:35.050 --> 00:38:37.450 align:middle line:84%
Well, if someone
has deviated, we

00:38:37.450 --> 00:38:42.250 align:middle line:90%
revert to this Nash equilibrium.

00:38:42.250 --> 00:38:53.350 align:middle line:84%
So each player i plays their
component of that stage game

00:38:53.350 --> 00:38:56.910 align:middle line:90%
nash equilibrium. ai NE.

00:38:56.910 --> 00:39:08.170 align:middle line:90%


00:39:08.170 --> 00:39:09.710 align:middle line:84%
So let's just see
where we are here.

00:39:09.710 --> 00:39:12.450 align:middle line:90%
I've defined a strategy profile.

00:39:12.450 --> 00:39:15.190 align:middle line:84%
Let's just check, if we
follow this strategy profile,

00:39:15.190 --> 00:39:17.670 align:middle line:84%
indeed, we're going to
get a star every period,

00:39:17.670 --> 00:39:20.090 align:middle line:84%
because in the first period--
or in the zeroth period,

00:39:20.090 --> 00:39:22.290 align:middle line:84%
every player is going
to play ai star.

00:39:22.290 --> 00:39:24.910 align:middle line:84%
And then in the next period,
since no one's deviated,

00:39:24.910 --> 00:39:26.637 align:middle line:84%
every player plays
ai star, and then

00:39:26.637 --> 00:39:28.470 align:middle line:84%
the next period, the
next period, and so on.

00:39:28.470 --> 00:39:32.410 align:middle line:84%
So it's true that if the players
follow this strategy profile--

00:39:32.410 --> 00:39:33.810 align:middle line:90%
ooh, I missed a y.

00:39:33.810 --> 00:39:36.330 align:middle line:84%
If the players follow
this strategy profile,

00:39:36.330 --> 00:39:39.830 align:middle line:84%
then indeed, a star is going
to be played every period,

00:39:39.830 --> 00:39:43.610 align:middle line:84%
and therefore, the payoff we're
going to get is v. The issue is,

00:39:43.610 --> 00:39:46.170 align:middle line:84%
this may not be a subgame
perfect Nash equilibrium.

00:39:46.170 --> 00:39:49.490 align:middle line:84%
So we have to check that this
strategy profile actually

00:39:49.490 --> 00:39:52.070 align:middle line:84%
constitutes a subgame
perfect Nash equilibrium.

00:39:52.070 --> 00:39:54.730 align:middle line:84%
And indeed, it's not going
to be a subgame perfect Nash

00:39:54.730 --> 00:39:58.375 align:middle line:84%
equilibrium if the discount
factor delta is too low.

00:39:58.375 --> 00:39:59.750 align:middle line:84%
If the players
are too impatient,

00:39:59.750 --> 00:40:00.833 align:middle line:90%
this is not going to work.

00:40:00.833 --> 00:40:03.330 align:middle line:84%
So what we need to
show is that as long

00:40:03.330 --> 00:40:05.490 align:middle line:84%
as the players are
patient enough,

00:40:05.490 --> 00:40:07.410 align:middle line:84%
this strategy
profile will indeed

00:40:07.410 --> 00:40:09.830 align:middle line:84%
constitute a subgame
perfect Nash equilibrium,

00:40:09.830 --> 00:40:11.450 align:middle line:90%
so let's check that.

00:40:11.450 --> 00:40:12.150 align:middle line:90%
Any questions?

00:40:12.150 --> 00:40:17.210 align:middle line:84%
I think I-- this may
seem a little abstract.

00:40:17.210 --> 00:40:18.670 align:middle line:90%
OK.

00:40:18.670 --> 00:40:20.350 align:middle line:90%
So let's go down here.

00:40:20.350 --> 00:40:40.330 align:middle line:90%


00:40:40.330 --> 00:40:42.970 align:middle line:84%
So we want to check that this
is a subgame perfect Nash

00:40:42.970 --> 00:40:45.680 align:middle line:90%
equilibrium.

00:40:45.680 --> 00:40:49.000 align:middle line:84%
Or-- in fact, it's only going
to be a subgame perfect Nash

00:40:49.000 --> 00:40:50.540 align:middle line:84%
equilibrium for
delta large enough.

00:40:50.540 --> 00:40:51.980 align:middle line:90%
So we'll check maybe whether--

00:40:51.980 --> 00:40:59.583 align:middle line:90%


00:40:59.583 --> 00:41:01.000 align:middle line:84%
so remember,
whenever you're asked

00:41:01.000 --> 00:41:03.800 align:middle line:84%
to check whether
something is an SPNE,

00:41:03.800 --> 00:41:05.520 align:middle line:90%
we always follow the same steps.

00:41:05.520 --> 00:41:07.880 align:middle line:84%
We're going to apply the
one-shot deviation principle.

00:41:07.880 --> 00:41:10.080 align:middle line:84%
So we're going to
check if any player has

00:41:10.080 --> 00:41:12.440 align:middle line:90%
a profitable one-shot deviation.

00:41:12.440 --> 00:41:14.803 align:middle line:84%
We have to do that at
every single history.

00:41:14.803 --> 00:41:16.720 align:middle line:84%
But in general, there's
way too many histories

00:41:16.720 --> 00:41:21.320 align:middle line:84%
to look at, so remember, the key
step is to group our histories.

00:41:21.320 --> 00:41:24.560 align:middle line:84%
And here, we naturally see
two groups of histories.

00:41:24.560 --> 00:41:26.960 align:middle line:84%
There's the histories
where no one's deviated

00:41:26.960 --> 00:41:29.040 align:middle line:84%
and the histories where
someone's deviated.

00:41:29.040 --> 00:41:37.100 align:middle line:84%
So as usual, we're going
to group our histories

00:41:37.100 --> 00:41:39.392 align:middle line:90%
into categories 1 and 2.

00:41:39.392 --> 00:41:41.100 align:middle line:84%
And it's actually
easier to start with 2,

00:41:41.100 --> 00:41:42.400 align:middle line:90%
so let's start with 2.

00:41:42.400 --> 00:41:43.660 align:middle line:90%
Someone has deviated.

00:41:43.660 --> 00:41:48.400 align:middle line:90%


00:41:48.400 --> 00:41:49.980 align:middle line:90%
And here, no one has deviated.

00:41:49.980 --> 00:41:55.840 align:middle line:90%


00:41:55.840 --> 00:41:58.600 align:middle line:84%
So if someone has
deviated, how are we

00:41:58.600 --> 00:42:03.680 align:middle line:84%
supposed to play from here on
out under this strategy profile?

00:42:03.680 --> 00:42:06.720 align:middle line:84%
If someone has deviated,
what we do is we

00:42:06.720 --> 00:42:12.080 align:middle line:84%
just play the stage game Nash
equilibrium every single period.

00:42:12.080 --> 00:42:15.140 align:middle line:84%
And we know that this must be
an equilibrium of the subgame

00:42:15.140 --> 00:42:17.600 align:middle line:84%
because we know that it's
always a subgame perfect Nash

00:42:17.600 --> 00:42:20.780 align:middle line:84%
equilibrium to just play the
stage game Nash every period.

00:42:20.780 --> 00:42:33.727 align:middle line:90%


00:42:33.727 --> 00:42:35.560 align:middle line:84%
So if someone has
deviated, what we're doing

00:42:35.560 --> 00:42:39.800 align:middle line:84%
is we're playing a NE
forever after regardless

00:42:39.800 --> 00:42:42.600 align:middle line:90%
of what people do in the past.

00:42:42.600 --> 00:42:43.850 align:middle line:90%
Maybe I'll say no matter what.

00:42:43.850 --> 00:42:44.810 align:middle line:90%
That's key.

00:42:44.810 --> 00:42:50.070 align:middle line:90%


00:42:50.070 --> 00:42:52.350 align:middle line:90%
Why do I say no matter what?

00:42:52.350 --> 00:42:55.110 align:middle line:84%
if someone has deviated, we're
supposed to play the Nash

00:42:55.110 --> 00:42:56.550 align:middle line:90%
equilibrium from here on out.

00:42:56.550 --> 00:42:58.997 align:middle line:84%
Once someone is deviated,
that can never change.

00:42:58.997 --> 00:43:00.830 align:middle line:84%
Whatever we do tomorrow,
it's still the case

00:43:00.830 --> 00:43:02.788 align:middle line:84%
that someone has deviated,
and therefore, we're

00:43:02.788 --> 00:43:06.990 align:middle line:84%
going to play the stage
game Nash equilibrium.

00:43:06.990 --> 00:43:10.230 align:middle line:84%
And we've already
argued that this

00:43:10.230 --> 00:43:13.452 align:middle line:90%
has to be a subgame perfect--

00:43:13.452 --> 00:43:15.410 align:middle line:84%
this has to be an
equilibrium of the stage game

00:43:15.410 --> 00:43:18.750 align:middle line:84%
because there's no way you can
benefit by deviating from a Nash

00:43:18.750 --> 00:43:20.830 align:middle line:84%
equilibrium, and
because future play is

00:43:20.830 --> 00:43:22.350 align:middle line:90%
independent of past play.

00:43:22.350 --> 00:43:24.910 align:middle line:90%
So this is the easy case.

00:43:24.910 --> 00:43:28.390 align:middle line:90%
This is always going to work.

00:43:28.390 --> 00:43:31.350 align:middle line:90%
What if no one has deviated?

00:43:31.350 --> 00:43:37.550 align:middle line:84%
Well, as usual, let's
look at two things.

00:43:37.550 --> 00:43:40.070 align:middle line:84%
Let's suppose no one
has deviated, and let's

00:43:40.070 --> 00:43:42.790 align:middle line:84%
focus on player i,
and let's compare

00:43:42.790 --> 00:43:46.130 align:middle line:84%
what player I is supposed to
do to a one-shot deviation.

00:43:46.130 --> 00:43:47.810 align:middle line:84%
So as we always say,
we're going to say,

00:43:47.810 --> 00:43:51.070 align:middle line:84%
what happens if they
follow the strategy profile

00:43:51.070 --> 00:43:55.390 align:middle line:84%
or if they choose a
one-shot deviation.

00:43:55.390 --> 00:43:58.310 align:middle line:84%
So what happens if
no one has deviated,

00:43:58.310 --> 00:44:02.070 align:middle line:84%
and player i follows
the strategy profile,

00:44:02.070 --> 00:44:05.290 align:middle line:84%
and then everyone else follows
the strategy profile thereafter?

00:44:05.290 --> 00:44:11.110 align:middle line:84%
What's going to happen
under this strategy profile?

00:44:11.110 --> 00:44:11.950 align:middle line:90%
Yeah?

00:44:11.950 --> 00:44:14.223 align:middle line:84%
AUDIENCE: Payoff is going
to be that vector v.

00:44:14.223 --> 00:44:14.890 align:middle line:90%
IAN BALL: It is.

00:44:14.890 --> 00:44:16.850 align:middle line:84%
And let's just first say what
the outcome is going to be,

00:44:16.850 --> 00:44:18.190 align:middle line:84%
and then we can talk
about payoffs, yeah.

00:44:18.190 --> 00:44:19.773 align:middle line:84%
AUDIENCE: The outcome
is that everyone

00:44:19.773 --> 00:44:23.648 align:middle line:84%
is playing like whatever
goes along the vector--

00:44:23.648 --> 00:44:25.190 align:middle line:84%
IAN BALL: Yeah, so
we had it up here.

00:44:25.190 --> 00:44:27.110 align:middle line:84%
a star, that's the
notation we have, yeah.

00:44:27.110 --> 00:44:30.950 align:middle line:84%
So we're going to get a
star today, a star tomorrow,

00:44:30.950 --> 00:44:33.210 align:middle line:90%
a star the next day, and so on.

00:44:33.210 --> 00:44:36.000 align:middle line:90%


00:44:36.000 --> 00:44:41.060 align:middle line:84%
Now, what happens if player i
chooses a one-shot deviation

00:44:41.060 --> 00:44:42.860 align:middle line:90%
at this history?

00:44:42.860 --> 00:44:45.700 align:middle line:84%
Well, before, we
were looking at games

00:44:45.700 --> 00:44:47.460 align:middle line:84%
that only had two
actions, so there was

00:44:47.460 --> 00:44:49.122 align:middle line:90%
only one possible deviation.

00:44:49.122 --> 00:44:51.580 align:middle line:84%
Now there's actually a lot of
different one-shot deviations

00:44:51.580 --> 00:44:54.420 align:middle line:84%
because player i could
deviate to any possible action

00:44:54.420 --> 00:44:55.200 align:middle line:90%
in the game.

00:44:55.200 --> 00:44:56.500 align:middle line:90%
So we have to be more precise.

00:44:56.500 --> 00:44:59.100 align:middle line:84%
Let's say a one-shot
deviation, maybe

00:44:59.100 --> 00:45:04.420 align:middle line:84%
we'll call this ai prime to
show that it's a deviation.

00:45:04.420 --> 00:45:07.380 align:middle line:84%
So let's look at what
happens if at this history,

00:45:07.380 --> 00:45:10.980 align:middle line:84%
player i deviates
to ai prime today,

00:45:10.980 --> 00:45:13.220 align:middle line:84%
and then follows their
strategy profile,

00:45:13.220 --> 00:45:15.540 align:middle line:90%
their strategy forever after?

00:45:15.540 --> 00:45:17.540 align:middle line:84%
So first, let's see
what happens today.

00:45:17.540 --> 00:45:21.760 align:middle line:84%
Well, player i is choosing
a unilateral deviation.

00:45:21.760 --> 00:45:28.700 align:middle line:84%
So today, we're going to have
ai prime a negative i star.

00:45:28.700 --> 00:45:29.900 align:middle line:90%
What does this mean?

00:45:29.900 --> 00:45:32.362 align:middle line:84%
Everyone else is still
playing according to a star.

00:45:32.362 --> 00:45:33.820 align:middle line:84%
That's what they're
supposed to do.

00:45:33.820 --> 00:45:35.940 align:middle line:84%
Player i is the only
one who's deviated,

00:45:35.940 --> 00:45:39.980 align:middle line:84%
and they've deviated exactly
to this action ai prime.

00:45:39.980 --> 00:45:42.000 align:middle line:84%
That's their one-shot
deviation today.

00:45:42.000 --> 00:45:44.140 align:middle line:84%
There's a lot of different
one-shot deviations

00:45:44.140 --> 00:45:46.400 align:middle line:84%
corresponding to different
choices of ai prime,

00:45:46.400 --> 00:45:47.900 align:middle line:84%
and we're going to
have to make sure

00:45:47.900 --> 00:45:50.340 align:middle line:84%
that none of those
deviations is profitable.

00:45:50.340 --> 00:45:54.940 align:middle line:84%
What happens in the
next period, then?

00:45:54.940 --> 00:45:55.740 align:middle line:90%
Yeah, in the front.

00:45:55.740 --> 00:45:57.755 align:middle line:90%
AUDIENCE: The second [INAUDIBLE]

00:45:57.755 --> 00:45:58.380 align:middle line:90%
IAN BALL: Yeah.

00:45:58.380 --> 00:46:00.700 align:middle line:84%
So let's just say, what is
the action profile here?

00:46:00.700 --> 00:46:02.300 align:middle line:90%
AUDIENCE: [INAUDIBLE]

00:46:02.300 --> 00:46:03.260 align:middle line:90%
IAN BALL: Exactly.

00:46:03.260 --> 00:46:06.460 align:middle line:84%
Now we go to a NE because
we're playing Nash reversion.

00:46:06.460 --> 00:46:09.860 align:middle line:84%
Tomorrow we say, wait,
player i is deviated.

00:46:09.860 --> 00:46:12.820 align:middle line:84%
From here on out, we're going
to play the stage game Nash,

00:46:12.820 --> 00:46:17.780 align:middle line:90%
and we get a NE and dot-dot-dot.

00:46:17.780 --> 00:46:20.420 align:middle line:84%
So now we see the
classic trade-off.

00:46:20.420 --> 00:46:23.980 align:middle line:90%
Player i might potentially--

00:46:23.980 --> 00:46:25.140 align:middle line:90%
maybe I'll say plus.

00:46:25.140 --> 00:46:30.260 align:middle line:84%
They might benefit today because
by choosing action ai prime,

00:46:30.260 --> 00:46:33.300 align:middle line:84%
they might strictly increase
their stage game payoff,

00:46:33.300 --> 00:46:35.950 align:middle line:84%
but by doing that, they're going
to be punished in the future.

00:46:35.950 --> 00:46:38.930 align:middle line:90%


00:46:38.930 --> 00:46:40.810 align:middle line:84%
I'm going to put
a negative here.

00:46:40.810 --> 00:46:41.910 align:middle line:90%
How is this a punishment?

00:46:41.910 --> 00:46:46.810 align:middle line:84%
Why do we know that this is
worse for player i than this?

00:46:46.810 --> 00:46:47.410 align:middle line:90%
Yeah?

00:46:47.410 --> 00:46:49.770 align:middle line:84%
AUDIENCE: Because they defined
over here that vi is strictly--

00:46:49.770 --> 00:46:50.810 align:middle line:90%
IAN BALL: Exactly this.

00:46:50.810 --> 00:46:54.230 align:middle line:84%
This exactly tells us that if we
revert to the Nash equilibrium,

00:46:54.230 --> 00:46:56.370 align:middle line:84%
that will be a punishment
for the player.

00:46:56.370 --> 00:46:58.750 align:middle line:84%
So now-- we'll go through
the algebra in a second,

00:46:58.750 --> 00:47:00.770 align:middle line:84%
but we should just see
pretty intuitively,

00:47:00.770 --> 00:47:04.330 align:middle line:84%
if delta is high enough, and
the players are patient enough,

00:47:04.330 --> 00:47:07.050 align:middle line:84%
the one-shot gain
from this deviation

00:47:07.050 --> 00:47:08.930 align:middle line:84%
is going to be
outweighed by the forever

00:47:08.930 --> 00:47:10.850 align:middle line:84%
after loss that the
player-- that the player i

00:47:10.850 --> 00:47:12.030 align:middle line:90%
is going to experience.

00:47:12.030 --> 00:47:14.530 align:middle line:84%
So we can use the threat
of punishing players

00:47:14.530 --> 00:47:17.690 align:middle line:84%
if they deviate to
discipline their behavior

00:47:17.690 --> 00:47:20.510 align:middle line:84%
and prevent them from
deviating today from a star,

00:47:20.510 --> 00:47:23.170 align:middle line:84%
even though a star is
not necessarily a Nash

00:47:23.170 --> 00:47:24.750 align:middle line:90%
equilibrium of the stage game.

00:47:24.750 --> 00:47:28.690 align:middle line:90%


00:47:28.690 --> 00:47:33.430 align:middle line:84%
Let's actually write this
difference out more formally.

00:47:33.430 --> 00:47:38.210 align:middle line:90%
So let's look at--

00:47:38.210 --> 00:47:42.730 align:middle line:90%
maybe-- I'm going to do.

00:47:42.730 --> 00:47:52.610 align:middle line:84%
So let's write down
the gain for player i

00:47:52.610 --> 00:47:58.310 align:middle line:84%
from a one-shot deviation to
ai prime-- it's a deviation,

00:47:58.310 --> 00:48:01.170 align:middle line:84%
so it can't be equal
to ai star, otherwise

00:48:01.170 --> 00:48:02.350 align:middle line:90%
it wouldn't be a deviation.

00:48:02.350 --> 00:48:05.410 align:middle line:90%


00:48:05.410 --> 00:48:12.410 align:middle line:84%
So let's define this
as delta i ai prime.

00:48:12.410 --> 00:48:16.110 align:middle line:84%
This says if I'm player i, and I
follow this one-shot deviation,

00:48:16.110 --> 00:48:16.910 align:middle line:90%
how much do I gain?

00:48:16.910 --> 00:48:17.952 align:middle line:90%
A gain could be negative.

00:48:17.952 --> 00:48:19.730 align:middle line:84%
So I'm just saying
what is gain, but gain

00:48:19.730 --> 00:48:21.370 align:middle line:90%
could be positive or negative.

00:48:21.370 --> 00:48:24.290 align:middle line:90%
Well, let's look at it.

00:48:24.290 --> 00:48:26.130 align:middle line:84%
Well, we want to
write out-- we just

00:48:26.130 --> 00:48:28.690 align:middle line:84%
want to look at all
these payoff differences.

00:48:28.690 --> 00:48:31.780 align:middle line:84%
So today, my gain is
exactly this difference.

00:48:31.780 --> 00:48:40.420 align:middle line:84%
So today, it's ui of ai prime
a negative i star minus ui

00:48:40.420 --> 00:48:43.360 align:middle line:90%
ai star.

00:48:43.360 --> 00:48:46.180 align:middle line:84%
So today, I get this
instead of this,

00:48:46.180 --> 00:48:47.678 align:middle line:90%
so my gain is this minus this.

00:48:47.678 --> 00:48:49.220 align:middle line:84%
Could be positive,
could be negative,

00:48:49.220 --> 00:48:51.140 align:middle line:84%
but we're going to
say that's the gain.

00:48:51.140 --> 00:48:54.240 align:middle line:90%


00:48:54.240 --> 00:49:10.800 align:middle line:84%
And then forever
after, I get ui this.

00:49:10.800 --> 00:49:14.960 align:middle line:90%


00:49:14.960 --> 00:49:19.280 align:middle line:84%
Now it turns out that when we're
working with average payoffs,

00:49:19.280 --> 00:49:21.800 align:middle line:84%
we get a really-- this
really simple algebra here.

00:49:21.800 --> 00:49:24.680 align:middle line:84%
So first, I haven't put
the coefficients in front.

00:49:24.680 --> 00:49:26.060 align:middle line:90%
This is what happens today.

00:49:26.060 --> 00:49:27.980 align:middle line:84%
So if this is what
happens today,

00:49:27.980 --> 00:49:30.920 align:middle line:84%
what needs to be
in front of this

00:49:30.920 --> 00:49:33.697 align:middle line:84%
if I'm interested in
average discounted payoff?

00:49:33.697 --> 00:49:35.780 align:middle line:84%
I don't know if we still
have the formula up here,

00:49:35.780 --> 00:49:38.160 align:middle line:84%
but remember, with average
discounted payoff, we-- yeah?

00:49:38.160 --> 00:49:39.160 align:middle line:90%
AUDIENCE: 1 minus delta.

00:49:39.160 --> 00:49:40.160 align:middle line:90%
IAN BALL: 1 minus delta.

00:49:40.160 --> 00:49:41.720 align:middle line:90%
Exactly.

00:49:41.720 --> 00:49:45.280 align:middle line:84%
Because with average, it's
1 minus delta times 1 today,

00:49:45.280 --> 00:49:46.920 align:middle line:84%
1 minus delta times
delta tomorrow,

00:49:46.920 --> 00:49:50.360 align:middle line:84%
1 minus delta times delta
squared in the future.

00:49:50.360 --> 00:49:52.160 align:middle line:84%
And maybe this is a
bit harder to see,

00:49:52.160 --> 00:49:58.120 align:middle line:84%
but if this is what
happens forever after,

00:49:58.120 --> 00:50:03.280 align:middle line:84%
it turns out that this is
actually going to be just delta.

00:50:03.280 --> 00:50:05.520 align:middle line:84%
And one way to see
this is that we're

00:50:05.520 --> 00:50:07.560 align:middle line:90%
working with average payoffs.

00:50:07.560 --> 00:50:10.622 align:middle line:84%
So if this is how much weight
we put on what happens today,

00:50:10.622 --> 00:50:12.080 align:middle line:84%
then all the rest
of the weight has

00:50:12.080 --> 00:50:14.320 align:middle line:84%
to be on what happens
forever after.

00:50:14.320 --> 00:50:18.800 align:middle line:84%
But if we want to formally
see this, let's write it down.

00:50:18.800 --> 00:50:24.960 align:middle line:84%
Well, this is-- let's just see
how we get this coefficient.

00:50:24.960 --> 00:50:27.150 align:middle line:84%
So where does this
coefficient come from?

00:50:27.150 --> 00:50:34.030 align:middle line:84%
Well really, it's 1 minus
delta times delta plus delta

00:50:34.030 --> 00:50:37.070 align:middle line:84%
squared plus delta
cubed plus our--

00:50:37.070 --> 00:50:37.830 align:middle line:90%
right?

00:50:37.830 --> 00:50:39.030 align:middle line:90%
How do we see this?

00:50:39.030 --> 00:50:42.390 align:middle line:84%
Because this is the
gain I get tomorrow.

00:50:42.390 --> 00:50:45.430 align:middle line:84%
The gain I get tomorrow is
multiplied by 1 minus delta

00:50:45.430 --> 00:50:48.790 align:middle line:84%
up front, and then delta to
discount it for tomorrow.

00:50:48.790 --> 00:50:51.510 align:middle line:84%
Then the day after
tomorrow is delta squared.

00:50:51.510 --> 00:50:54.230 align:middle line:84%
Then the day after that
is delta cubed, and so on.

00:50:54.230 --> 00:50:56.150 align:middle line:84%
So if I really
write this out, it's

00:50:56.150 --> 00:51:00.470 align:middle line:84%
this gain I experience
times this entire sum.

00:51:00.470 --> 00:51:04.510 align:middle line:84%
Any questions on
where I got this?

00:51:04.510 --> 00:51:10.130 align:middle line:84%
So maybe to make it parallel,
this is 1 minus delta times 1.

00:51:10.130 --> 00:51:12.430 align:middle line:84%
So what happens today
is 1 minus delta times

00:51:12.430 --> 00:51:14.710 align:middle line:90%
the undiscounted value of 1.

00:51:14.710 --> 00:51:16.810 align:middle line:84%
What happens in the
future is 1 minus delta,

00:51:16.810 --> 00:51:18.870 align:middle line:84%
but I have to discount
it by delta for tomorrow,

00:51:18.870 --> 00:51:20.910 align:middle line:90%
delta squared, and so on.

00:51:20.910 --> 00:51:23.950 align:middle line:90%
But what is this reduced to?

00:51:23.950 --> 00:51:26.030 align:middle line:90%
Well, this is actually--

00:51:26.030 --> 00:51:28.270 align:middle line:84%
let's write it, let's
just do a little algebra.

00:51:28.270 --> 00:51:31.950 align:middle line:84%
This is 1 minus delta
times delta times-- well,

00:51:31.950 --> 00:51:34.270 align:middle line:84%
I'm just factoring
out 1 delta from here.

00:51:34.270 --> 00:51:40.570 align:middle line:84%
Then I get 1 plus delta plus
delta squared and so on.

00:51:40.570 --> 00:51:43.310 align:middle line:90%


00:51:43.310 --> 00:51:47.670 align:middle line:84%
But this is just 1
over 1 minus delta.

00:51:47.670 --> 00:51:51.150 align:middle line:84%
So these cancel, and
then I get delta.

00:51:51.150 --> 00:51:54.070 align:middle line:84%
So if you follow the
geometric series,

00:51:54.070 --> 00:51:55.570 align:middle line:84%
that's one way of
thinking about it.

00:51:55.570 --> 00:51:56.987 align:middle line:84%
The other way of
thinking about it

00:51:56.987 --> 00:51:59.930 align:middle line:84%
is whenever we're using delta
and average discounted payoffs,

00:51:59.930 --> 00:52:02.790 align:middle line:84%
I put 1 minus delta
on today and delta

00:52:02.790 --> 00:52:04.770 align:middle line:84%
on everything that
happens after today.

00:52:04.770 --> 00:52:07.390 align:middle line:90%


00:52:07.390 --> 00:52:10.590 align:middle line:84%
And you can see here, as
delta gets close to 1,

00:52:10.590 --> 00:52:15.110 align:middle line:84%
today is relatively unimportant
relative to the infinite future.

00:52:15.110 --> 00:52:17.070 align:middle line:84%
Let's be clear,
it's always the case

00:52:17.070 --> 00:52:18.950 align:middle line:84%
that today matters
more than tomorrow.

00:52:18.950 --> 00:52:21.150 align:middle line:84%
I'm not comparing
today to tomorrow.

00:52:21.150 --> 00:52:24.360 align:middle line:84%
I'm comparing today to
everything after today.

00:52:24.360 --> 00:52:25.880 align:middle line:84%
Tomorrow, the day
after tomorrow,

00:52:25.880 --> 00:52:27.880 align:middle line:84%
the day after the day
after tomorrow, and so on.

00:52:27.880 --> 00:52:35.940 align:middle line:90%


00:52:35.940 --> 00:52:39.180 align:middle line:90%
Well, what do we know?

00:52:39.180 --> 00:52:43.740 align:middle line:90%
We know that this is negative.

00:52:43.740 --> 00:52:45.020 align:middle line:90%
Why?

00:52:45.020 --> 00:52:49.060 align:middle line:90%
Well, our assumption over here.

00:52:49.060 --> 00:52:52.380 align:middle line:84%
We know that what I get
from the Nash equilibrium

00:52:52.380 --> 00:52:55.240 align:middle line:84%
is strictly worse than
what I get under a star.

00:52:55.240 --> 00:52:59.180 align:middle line:90%


00:52:59.180 --> 00:53:01.700 align:middle line:84%
So if this is negative,
I claim that this

00:53:01.700 --> 00:53:04.060 align:middle line:84%
is going to be less
than or equal to 0

00:53:04.060 --> 00:53:05.480 align:middle line:90%
if delta is large enough.

00:53:05.480 --> 00:53:10.540 align:middle line:90%


00:53:10.540 --> 00:53:12.080 align:middle line:90%
Anyone walk me through why--

00:53:12.080 --> 00:53:16.620 align:middle line:90%


00:53:16.620 --> 00:53:19.485 align:middle line:90%
why this is true?

00:53:19.485 --> 00:53:20.860 align:middle line:84%
In fact, it's
going to be-- maybe

00:53:20.860 --> 00:53:25.940 align:middle line:84%
to make the argument clearer,
I'll say it strictly negative.

00:53:25.940 --> 00:53:26.838 align:middle line:90%
Yeah?

00:53:26.838 --> 00:53:28.880 align:middle line:84%
AUDIENCE: I mean, if you
make a really large sum,

00:53:28.880 --> 00:53:30.280 align:middle line:90%
the first term goes to 0.

00:53:30.280 --> 00:53:30.540 align:middle line:90%
IAN BALL: Exactly.

00:53:30.540 --> 00:53:31.500 align:middle line:90%
That's the argument.

00:53:31.500 --> 00:53:32.660 align:middle line:84%
Whatever this is,
we don't really

00:53:32.660 --> 00:53:35.035 align:middle line:84%
care what this is, we just
make delta really, really big.

00:53:35.035 --> 00:53:36.580 align:middle line:90%
Then this is basically 0.

00:53:36.580 --> 00:53:39.020 align:middle line:84%
So this whole term--
first term is basically 0,

00:53:39.020 --> 00:53:42.308 align:middle line:84%
but then this term is negative,
and if delta is close to 1,

00:53:42.308 --> 00:53:44.600 align:middle line:84%
then we're basically getting
all of this negative term,

00:53:44.600 --> 00:53:47.220 align:middle line:84%
so we're going to get
something strictly negative.

00:53:47.220 --> 00:53:50.060 align:middle line:84%
We could carefully write out the
algebra and find the exact bound

00:53:50.060 --> 00:53:50.860 align:middle line:90%
and be done.

00:53:50.860 --> 00:53:53.780 align:middle line:90%


00:53:53.780 --> 00:53:59.900 align:middle line:84%
But really, I guess what we've
shown is that for each player i,

00:53:59.900 --> 00:54:03.140 align:middle line:84%
and for each possible
deviation ai prime,

00:54:03.140 --> 00:54:04.720 align:middle line:84%
there's some delta
large enough--

00:54:04.720 --> 00:54:10.758 align:middle line:84%
let me say maybe delta greater
than delta i of ai prime.

00:54:10.758 --> 00:54:13.300 align:middle line:84%
So really, what this argument
is showing is I can choose some

00:54:13.300 --> 00:54:15.940 align:middle line:84%
threshold-- maybe
I'll put a bar--

00:54:15.940 --> 00:54:20.690 align:middle line:84%
delta i of ai prime so that if
delta is above this threshold,

00:54:20.690 --> 00:54:23.610 align:middle line:84%
then this particular
one-shot deviation for player

00:54:23.610 --> 00:54:27.450 align:middle line:90%
i is not profitable.

00:54:27.450 --> 00:54:32.050 align:middle line:84%
So how do I get my
threshold delta bar

00:54:32.050 --> 00:54:33.610 align:middle line:90%
from the theorem statement?

00:54:33.610 --> 00:54:35.790 align:middle line:84%
Right now I have a lot
of different deltas.

00:54:35.790 --> 00:54:38.630 align:middle line:84%
I have a different delta for
each player i in each deviation,

00:54:38.630 --> 00:54:40.447 align:middle line:84%
and I'm saying if
delta is above that,

00:54:40.447 --> 00:54:42.030 align:middle line:84%
then this deviation
is not profitable.

00:54:42.030 --> 00:54:42.410 align:middle line:90%
Yeah?

00:54:42.410 --> 00:54:43.510 align:middle line:90%
AUDIENCE: Just take the maximum.

00:54:43.510 --> 00:54:45.302 align:middle line:84%
IAN BALL: Take the
maximum of all of these.

00:54:45.302 --> 00:54:48.930 align:middle line:84%
So what I know is if delta
is bigger than this number,

00:54:48.930 --> 00:54:51.767 align:middle line:84%
I know this particular
deviation is not profitable.

00:54:51.767 --> 00:54:53.350 align:middle line:84%
But there's another
deviation as well,

00:54:53.350 --> 00:54:55.267 align:middle line:84%
and I have to make sure
that's not profitable,

00:54:55.267 --> 00:54:58.010 align:middle line:84%
but that other deviation also
has some threshold delta.

00:54:58.010 --> 00:55:01.322 align:middle line:84%
And if I just take the maximum
of all these thresholds,

00:55:01.322 --> 00:55:04.030 align:middle line:84%
then if delta is larger than the
maximum of all these thresholds,

00:55:04.030 --> 00:55:06.030 align:middle line:84%
then it's definitely the
case that none of these

00:55:06.030 --> 00:55:06.810 align:middle line:90%
is profitable.

00:55:06.810 --> 00:55:09.665 align:middle line:84%
And here, you can see, if
you're mathematically inclined,

00:55:09.665 --> 00:55:11.290 align:middle line:84%
finiteness is playing
an important role

00:55:11.290 --> 00:55:12.957 align:middle line:84%
here because I can
only take the maximum

00:55:12.957 --> 00:55:15.650 align:middle line:90%
over finitely many things.

00:55:15.650 --> 00:55:18.050 align:middle line:90%
So this is the argument.

00:55:18.050 --> 00:55:20.810 align:middle line:84%
Just intuitively,
take delta big enough,

00:55:20.810 --> 00:55:23.930 align:middle line:84%
and all of these deviations
are going to be unprofitable.

00:55:23.930 --> 00:55:27.370 align:middle line:84%
All right, let me-- so that's
the proof of the Nash reversion

00:55:27.370 --> 00:55:28.070 align:middle line:90%
folk theorem.

00:55:28.070 --> 00:55:29.630 align:middle line:90%
Any questions on that?

00:55:29.630 --> 00:55:34.770 align:middle line:90%


00:55:34.770 --> 00:55:36.210 align:middle line:90%
You look confused, tired.

00:55:36.210 --> 00:55:37.290 align:middle line:90%
OK.

00:55:37.290 --> 00:55:40.130 align:middle line:90%
So now let's do--

00:55:40.130 --> 00:55:41.230 align:middle line:90%
go a little farther.

00:55:41.230 --> 00:55:44.410 align:middle line:90%


00:55:44.410 --> 00:55:46.635 align:middle line:90%
Maybe I'll call it--

00:55:46.635 --> 00:55:48.510 align:middle line:84%
actually, I'm going to
save some board space,

00:55:48.510 --> 00:55:50.090 align:middle line:84%
I'm just going to
go straight to here.

00:55:50.090 --> 00:55:51.632 align:middle line:84%
So I'm going to look
at now what I'll

00:55:51.632 --> 00:56:00.090 align:middle line:84%
call the individualized
nash reversion folk theorem.

00:56:00.090 --> 00:56:02.210 align:middle line:84%
So before, we just
said we're going

00:56:02.210 --> 00:56:05.290 align:middle line:84%
to punish everyone by going
to this Nash equilibrium.

00:56:05.290 --> 00:56:08.670 align:middle line:84%
But in general, games often
have multiple Nash equilibria,

00:56:08.670 --> 00:56:12.010 align:middle line:84%
and we saw with the Boston game
that one Nash equilibrium might

00:56:12.010 --> 00:56:14.970 align:middle line:84%
be good for one player and a
different Nash equilibrium might

00:56:14.970 --> 00:56:16.720 align:middle line:90%
be good for another player.

00:56:16.720 --> 00:56:18.880 align:middle line:84%
So we don't actually
need to punish everyone

00:56:18.880 --> 00:56:21.200 align:middle line:90%
with the same Nash equilibrium.

00:56:21.200 --> 00:56:24.120 align:middle line:84%
So the idea of the
individualized Nash reversion

00:56:24.120 --> 00:56:26.680 align:middle line:84%
folk theorem is that
for each player,

00:56:26.680 --> 00:56:28.560 align:middle line:84%
we need some Nash
equilibrium that we'll

00:56:28.560 --> 00:56:31.840 align:middle line:84%
use if that player deviates, but
that might be a different Nash

00:56:31.840 --> 00:56:34.960 align:middle line:84%
equilibrium than what we use
if another player deviates.

00:56:34.960 --> 00:56:39.040 align:middle line:90%
So now, let's say--

00:56:39.040 --> 00:56:40.820 align:middle line:90%
let's just rearrange this.

00:56:40.820 --> 00:56:45.382 align:middle line:90%


00:56:45.382 --> 00:56:46.340 align:middle line:90%
Now maybe I'm erasing--

00:56:46.340 --> 00:56:48.298 align:middle line:84%
I think now at this point,
I might as well just

00:56:48.298 --> 00:56:49.160 align:middle line:90%
start from scratch.

00:56:49.160 --> 00:56:50.640 align:middle line:90%
OK.

00:56:50.640 --> 00:57:06.240 align:middle line:84%
Let's say for each player i,
there exists a Nash equilibrium

00:57:06.240 --> 00:57:12.680 align:middle line:84%
a NE, comma, i of G. So this
is an individualized Nash

00:57:12.680 --> 00:57:14.320 align:middle line:90%
equilibrium.

00:57:14.320 --> 00:57:30.200 align:middle line:84%
Such that-- so what
does this tell me?

00:57:30.200 --> 00:57:34.560 align:middle line:84%
It says for every player i, I
can find some Nash equilibrium

00:57:34.560 --> 00:57:37.160 align:middle line:84%
in the stage game-- it could
be the same Nash equilibrium

00:57:37.160 --> 00:57:39.760 align:middle line:84%
for everyone, but it
doesn't have to be--

00:57:39.760 --> 00:57:44.000 align:middle line:84%
such that that player i does
worse under this particular Nash

00:57:44.000 --> 00:57:45.700 align:middle line:90%
equilibrium than under vi.

00:57:45.700 --> 00:57:49.400 align:middle line:90%


00:57:49.400 --> 00:57:57.640 align:middle line:84%
So notice, this is
a weaker assumption

00:57:57.640 --> 00:58:00.680 align:middle line:84%
because it may not be
that there's a single Nash

00:58:00.680 --> 00:58:02.970 align:middle line:84%
equilibrium that
satisfies this property,

00:58:02.970 --> 00:58:04.720 align:middle line:84%
but there may be
different Nash equilibria

00:58:04.720 --> 00:58:05.500 align:middle line:90%
for different players.

00:58:05.500 --> 00:58:07.560 align:middle line:84%
There might be one Nash
equilibrium for player 1

00:58:07.560 --> 00:58:09.240 align:middle line:84%
that player 1
really doesn't like,

00:58:09.240 --> 00:58:11.920 align:middle line:84%
and a different Nash equilibrium
that player 2 doesn't like.

00:58:11.920 --> 00:58:13.400 align:middle line:90%
And the idea is very simple.

00:58:13.400 --> 00:58:15.800 align:middle line:84%
How do I discourage
player one from deviating?

00:58:15.800 --> 00:58:17.503 align:middle line:84%
I say if player
1 deviates, we're

00:58:17.503 --> 00:58:18.920 align:middle line:84%
going to play the
Nash equilibrium

00:58:18.920 --> 00:58:20.520 align:middle line:90%
that player 1 doesn't like.

00:58:20.520 --> 00:58:22.280 align:middle line:84%
And if player 2
deviates, we're going

00:58:22.280 --> 00:58:24.920 align:middle line:84%
to play the Nash equilibrium
that player 2 doesn't like.

00:58:24.920 --> 00:58:27.160 align:middle line:84%
And that way, neither
player wants to deviate.

00:58:27.160 --> 00:58:31.680 align:middle line:84%
So we're going to use
individualized punishments.

00:58:31.680 --> 00:58:34.300 align:middle line:90%
So do I have-- let's see.

00:58:34.300 --> 00:58:38.320 align:middle line:90%


00:58:38.320 --> 00:58:39.180 align:middle line:90%
Yeah, great.

00:58:39.180 --> 00:58:43.640 align:middle line:90%


00:58:43.640 --> 00:58:46.420 align:middle line:84%
So here, I think using the old
board will actually be helpful.

00:58:46.420 --> 00:58:51.400 align:middle line:84%
Let's prove the individualized
Nash reversion folk theorem.

00:58:51.400 --> 00:58:54.760 align:middle line:84%
Again, in the
special case that v

00:58:54.760 --> 00:58:58.120 align:middle line:84%
equals u of a star for
some action profile a star.

00:58:58.120 --> 00:59:01.140 align:middle line:84%
So now, we just need
to change step 2.

00:59:01.140 --> 00:59:14.070 align:middle line:90%


00:59:14.070 --> 00:59:18.178 align:middle line:84%
So as before, we start by just
playing a star every period,

00:59:18.178 --> 00:59:20.470 align:middle line:84%
but now the structure of the
punishments are different.

00:59:20.470 --> 00:59:23.790 align:middle line:90%
And maybe I'll say 2i.

00:59:23.790 --> 00:59:33.730 align:middle line:84%
So if player i
deviates, what do we do?

00:59:33.730 --> 00:59:40.310 align:middle line:90%


00:59:40.310 --> 00:59:43.210 align:middle line:84%
Which Nash equilibrium
do we play?

00:59:43.210 --> 00:59:46.950 align:middle line:90%


00:59:46.950 --> 00:59:48.710 align:middle line:84%
Well, if player
i deviates, we're

00:59:48.710 --> 00:59:50.790 align:middle line:84%
going to play this
Nash equilibrium

00:59:50.790 --> 00:59:53.310 align:middle line:90%
that player i doesn't like.

00:59:53.310 --> 00:59:55.850 align:middle line:84%
So maybe I'll say
every player j.

00:59:55.850 --> 01:00:13.270 align:middle line:90%


01:00:13.270 --> 01:00:16.270 align:middle line:90%
So what does this mean?

01:00:16.270 --> 01:00:18.910 align:middle line:84%
The i here says it's
the Nash equilibrium

01:00:18.910 --> 01:00:20.950 align:middle line:90%
that player i doesn't like.

01:00:20.950 --> 01:00:24.550 align:middle line:84%
And that itself is
an action profile.

01:00:24.550 --> 01:00:28.150 align:middle line:84%
So player j is going to play
player j's component of the Nash

01:00:28.150 --> 01:00:30.210 align:middle line:84%
equilibrium that
player i doesn't like.

01:00:30.210 --> 01:00:34.092 align:middle line:90%


01:00:34.092 --> 01:00:35.550 align:middle line:84%
And then the same
argument is going

01:00:35.550 --> 01:00:38.270 align:middle line:84%
to go through because when
player AI contemplates

01:00:38.270 --> 01:00:40.365 align:middle line:84%
a unilateral one-shot
deviation, they

01:00:40.365 --> 01:00:41.990 align:middle line:84%
recognize that if
they deviate, they're

01:00:41.990 --> 01:00:44.950 align:middle line:84%
going to get punished with
their own personalized Nash

01:00:44.950 --> 01:00:48.370 align:middle line:84%
equilibrium forever, and
if they're patient enough,

01:00:48.370 --> 01:00:50.873 align:middle line:84%
they're going to be
deterred by that.

01:00:50.873 --> 01:00:52.290 align:middle line:84%
There's a few
issues here, though.

01:00:52.290 --> 01:00:53.590 align:middle line:90%
We have to be careful.

01:00:53.590 --> 01:00:56.570 align:middle line:84%
We have to define this
a little more carefully.

01:00:56.570 --> 01:00:59.830 align:middle line:84%
So what happens if
a player deviates

01:00:59.830 --> 01:01:02.390 align:middle line:84%
and then and then another
player deviates, what do we do?

01:01:02.390 --> 01:01:07.060 align:middle line:84%
We have to be kind of
careful about that.

01:01:07.060 --> 01:01:09.840 align:middle line:90%
And it turns out, the trick is--

01:01:09.840 --> 01:01:12.540 align:middle line:90%


01:01:12.540 --> 01:01:15.060 align:middle line:84%
you only look at
who deviated first.

01:01:15.060 --> 01:01:18.160 align:middle line:84%
Once there's one deviation, we
use that punishment forever.

01:01:18.160 --> 01:01:20.580 align:middle line:84%
So if I want to be
more precise, I'll say,

01:01:20.580 --> 01:01:22.860 align:middle line:84%
instead of if player
i deviates, I'll

01:01:22.860 --> 01:01:32.020 align:middle line:84%
say if there has
been a deviation,

01:01:32.020 --> 01:01:35.860 align:middle line:84%
there's been some deviation,
and the first player to deviate

01:01:35.860 --> 01:01:37.020 align:middle line:90%
was player i.

01:01:37.020 --> 01:01:38.680 align:middle line:84%
So if I look back
in the history,

01:01:38.680 --> 01:01:41.700 align:middle line:84%
it could be that there were
many, many different deviations.

01:01:41.700 --> 01:01:44.140 align:middle line:84%
But all I'm going to say is
where was the first deviation

01:01:44.140 --> 01:01:44.960 align:middle line:90%
and who did it?

01:01:44.960 --> 01:01:50.260 align:middle line:90%


01:01:50.260 --> 01:01:53.440 align:middle line:90%
And player i deviated first.

01:01:53.440 --> 01:02:02.260 align:middle line:90%


01:02:02.260 --> 01:02:04.000 align:middle line:90%
Then this is what we play.

01:02:04.000 --> 01:02:07.740 align:middle line:90%


01:02:07.740 --> 01:02:09.020 align:middle line:90%
So we're getting close.

01:02:09.020 --> 01:02:11.660 align:middle line:84%
I'd argue there's still a
little imprecision here.

01:02:11.660 --> 01:02:12.720 align:middle line:90%
What could go wrong?

01:02:12.720 --> 01:02:14.760 align:middle line:84%
What's the one issue
with this definition?

01:02:14.760 --> 01:02:15.930 align:middle line:90%
I said I look back.

01:02:15.930 --> 01:02:16.680 align:middle line:90%
So how do we play?

01:02:16.680 --> 01:02:18.940 align:middle line:84%
We look back, we see
if anyone's deviated,

01:02:18.940 --> 01:02:21.180 align:middle line:84%
and then we see
who deviated first,

01:02:21.180 --> 01:02:23.340 align:middle line:90%
and then we punish that person.

01:02:23.340 --> 01:02:27.100 align:middle line:90%
But what could go wrong here?

01:02:27.100 --> 01:02:29.580 align:middle line:84%
How do we know who
deviated first?

01:02:29.580 --> 01:02:32.300 align:middle line:84%
What if two people
deviated at the same time?

01:02:32.300 --> 01:02:35.620 align:middle line:84%
What if, in the 0th period,
two players deviate.

01:02:35.620 --> 01:02:37.500 align:middle line:84%
Now we're in period
1, we look back,

01:02:37.500 --> 01:02:42.900 align:middle line:84%
we say both players deviate at
the same time, who do we punish?

01:02:42.900 --> 01:02:44.820 align:middle line:90%
Any thoughts?

01:02:44.820 --> 01:02:45.500 align:middle line:90%
Yeah?

01:02:45.500 --> 01:02:47.200 align:middle line:84%
AUDIENCE: Randomly
choose which one?

01:02:47.200 --> 01:02:49.742 align:middle line:84%
IAN BALL: You could randomly
choose, that would be one thing.

01:02:49.742 --> 01:02:52.660 align:middle line:84%
So if let's say two players
deviated simultaneously first,

01:02:52.660 --> 01:02:54.390 align:middle line:84%
then half the time
I'll punish one

01:02:54.390 --> 01:02:56.610 align:middle line:84%
and half the time
I'll punish another.

01:02:56.610 --> 01:02:58.860 align:middle line:84%
That's a great idea, that's
one thing that could work.

01:02:58.860 --> 01:03:00.360 align:middle line:84%
It turns out, it
doesn't even matter

01:03:00.360 --> 01:03:06.050 align:middle line:84%
what you do as long as you
play some Nash equilibrium.

01:03:06.050 --> 01:03:10.410 align:middle line:84%
And the reason is, that
no one can unilaterally

01:03:10.410 --> 01:03:12.530 align:middle line:90%
cause two people to deviate.

01:03:12.530 --> 01:03:14.130 align:middle line:84%
So when players
are contemplating

01:03:14.130 --> 01:03:16.315 align:middle line:84%
whether they should
unilaterally deviate,

01:03:16.315 --> 01:03:17.690 align:middle line:84%
they don't ever
take into account

01:03:17.690 --> 01:03:19.230 align:middle line:84%
what happens if two
players deviate at once,

01:03:19.230 --> 01:03:21.188 align:middle line:84%
but I think your suggestion
is the easiest one.

01:03:21.188 --> 01:03:30.970 align:middle line:84%
So we'll say over here, note, or
randomize if two players deviate

01:03:30.970 --> 01:03:31.950 align:middle line:90%
simultaneously.

01:03:31.950 --> 01:03:46.210 align:middle line:90%


01:03:46.210 --> 01:03:49.130 align:middle line:84%
So under this strategy,
we just each play a star

01:03:49.130 --> 01:03:50.890 align:middle line:84%
until we see
someone's deviated, we

01:03:50.890 --> 01:03:53.770 align:middle line:84%
look who that person is, we
play the Nash equilibrium that's

01:03:53.770 --> 01:03:56.450 align:middle line:84%
bad for that player, and then
we display that Nash equilibrium

01:03:56.450 --> 01:03:59.270 align:middle line:84%
forever after regardless
of what happens again.

01:03:59.270 --> 01:04:00.550 align:middle line:90%
Someone else might deviate.

01:04:00.550 --> 01:04:01.070 align:middle line:90%
Who cares?

01:04:01.070 --> 01:04:03.010 align:middle line:84%
We just stick with
our Nash equilibrium.

01:04:03.010 --> 01:04:04.510 align:middle line:84%
And because it's a
Nash equilibrium,

01:04:04.510 --> 01:04:06.760 align:middle line:84%
you can check that no one
has an incentive to deviate.

01:04:06.760 --> 01:04:09.210 align:middle line:90%


01:04:09.210 --> 01:04:11.290 align:middle line:84%
Or I'll say if more
than one, there

01:04:11.290 --> 01:04:14.730 align:middle line:84%
could be many
players [INAUDIBLE].

01:04:14.730 --> 01:04:15.910 align:middle line:90%
Any questions about this?

01:04:15.910 --> 01:04:18.930 align:middle line:90%


01:04:18.930 --> 01:04:19.430 align:middle line:90%
OK.

01:04:19.430 --> 01:04:24.610 align:middle line:84%
So now we're going to go to the
final folk theorem, the deepest

01:04:24.610 --> 01:04:25.750 align:middle line:90%
folk theorem, I guess.

01:04:25.750 --> 01:04:29.610 align:middle line:90%


01:04:29.610 --> 01:04:34.810 align:middle line:84%
And this is really what was
in that paper from 1986.

01:04:34.810 --> 01:04:41.370 align:middle line:84%
And the question is, can
we use harsher punishments

01:04:41.370 --> 01:04:42.550 align:middle line:90%
than Nash equilibrium?

01:04:42.550 --> 01:04:53.010 align:middle line:90%


01:04:53.010 --> 01:04:56.290 align:middle line:84%
So, so far, the way we've always
punished players for deviating

01:04:56.290 --> 01:04:58.250 align:middle line:90%
is by reverting to Nash.

01:04:58.250 --> 01:05:01.620 align:middle line:84%
Either we revert to the same
stage game Nash equilibrium

01:05:01.620 --> 01:05:03.960 align:middle line:84%
regardless of who
deviated, or we

01:05:03.960 --> 01:05:07.400 align:middle line:84%
revert to an individualized
Nash equilibrium

01:05:07.400 --> 01:05:12.000 align:middle line:84%
that depends on the
identity of the deviator.

01:05:12.000 --> 01:05:15.160 align:middle line:84%
But the question is, can
we punish even more harshly

01:05:15.160 --> 01:05:16.260 align:middle line:90%
than Nash equilibrium?

01:05:16.260 --> 01:05:18.940 align:middle line:84%
And indeed, there are some
games where we want to do that.

01:05:18.940 --> 01:05:20.520 align:middle line:84%
We talked about in
Cournot, the way

01:05:20.520 --> 01:05:23.520 align:middle line:84%
that we often see punishments
is that one player floods

01:05:23.520 --> 01:05:24.560 align:middle line:90%
the market.

01:05:24.560 --> 01:05:26.440 align:middle line:84%
One player produces
a lot of goods

01:05:26.440 --> 01:05:28.200 align:middle line:90%
to bring down the market price.

01:05:28.200 --> 01:05:30.160 align:middle line:84%
But that in itself is
not a Nash equilibrium

01:05:30.160 --> 01:05:34.200 align:middle line:84%
because that player is
doing really badly as well.

01:05:34.200 --> 01:05:38.440 align:middle line:84%
So the question is, how can
we use harsher punishments?

01:05:38.440 --> 01:05:40.780 align:middle line:90%
And here's the challenge.

01:05:40.780 --> 01:05:46.280 align:middle line:90%


01:05:46.280 --> 01:05:48.840 align:middle line:84%
What was nice is if the
punishments were themselves

01:05:48.840 --> 01:05:53.360 align:middle line:84%
Nash equilibria, then the
punishments were self-enforcing.

01:05:53.360 --> 01:05:56.140 align:middle line:84%
Once we went to that punishment,
no one wanted to deviate.

01:05:56.140 --> 01:06:09.380 align:middle line:84%
But the challenge is, who
punishes the punisher for dv?

01:06:09.380 --> 01:06:12.460 align:middle line:90%


01:06:12.460 --> 01:06:13.960 align:middle line:84%
The problem is, if
we want to impose

01:06:13.960 --> 01:06:15.360 align:middle line:84%
a really harsh
punishment-- let's

01:06:15.360 --> 01:06:18.200 align:middle line:84%
say player 1 wants to
really punish player 2,

01:06:18.200 --> 01:06:21.280 align:middle line:84%
that punishment might be
really costly for player 1.

01:06:21.280 --> 01:06:23.960 align:middle line:84%
But that means player 1 might
not want to actually carry out

01:06:23.960 --> 01:06:25.577 align:middle line:90%
their punishment.

01:06:25.577 --> 01:06:27.160 align:middle line:84%
So we have to make
sure that we punish

01:06:27.160 --> 01:06:28.680 align:middle line:84%
the punisher if
they don't actually

01:06:28.680 --> 01:06:30.160 align:middle line:90%
carry out the punishment.

01:06:30.160 --> 01:06:32.260 align:middle line:84%
But now we get into
this infinite regress.

01:06:32.260 --> 01:06:33.640 align:middle line:84%
Whoever's punishing
the punisher,

01:06:33.640 --> 01:06:35.640 align:middle line:84%
they might not want to
carry out that punishment

01:06:35.640 --> 01:06:37.220 align:middle line:84%
because that might
hurt themselves.

01:06:37.220 --> 01:06:39.560 align:middle line:84%
So we have to have a way
to punish the punisher--

01:06:39.560 --> 01:06:42.680 align:middle line:84%
the person who punishes
the punisher, and then see,

01:06:42.680 --> 01:06:44.420 align:middle line:90%
we get into difficulty.

01:06:44.420 --> 01:06:45.300 align:middle line:90%
So it's hard.

01:06:45.300 --> 01:06:47.460 align:middle line:84%
What we want to do is
we want to say player 1,

01:06:47.460 --> 01:06:49.740 align:middle line:84%
we don't want you to
deviate because if you do,

01:06:49.740 --> 01:06:51.320 align:middle line:90%
player 2 is going to punish you.

01:06:51.320 --> 01:06:53.240 align:middle line:84%
But then we have to say, and
if player 2 doesn't punish you

01:06:53.240 --> 01:06:54.993 align:middle line:84%
as she's supposed to,
then another player

01:06:54.993 --> 01:06:56.160 align:middle line:90%
is going to punish player 2.

01:06:56.160 --> 01:06:58.077 align:middle line:84%
And then we're going to
get into these cycles.

01:06:58.077 --> 01:06:59.690 align:middle line:84%
So it's going to
be quite tricky.

01:06:59.690 --> 01:07:03.870 align:middle line:84%
And I think for a while, this is
why it took people a long time

01:07:03.870 --> 01:07:09.190 align:middle line:84%
to figure this out, how can we
figure out these punishments?

01:07:09.190 --> 01:07:11.950 align:middle line:84%
And it turns out, the
kind of solution, I guess,

01:07:11.950 --> 01:07:19.590 align:middle line:84%
the simple solution is that we
want to do two things at once.

01:07:19.590 --> 01:07:25.110 align:middle line:84%
Our strategy is going
to have two components.

01:07:25.110 --> 01:07:27.570 align:middle line:84%
The first component is
we punish deviations.

01:07:27.570 --> 01:07:30.990 align:middle line:90%


01:07:30.990 --> 01:07:34.450 align:middle line:84%
If someone deviates, the
other players punish them.

01:07:34.450 --> 01:07:35.630 align:middle line:90%
That's easy.

01:07:35.630 --> 01:07:41.470 align:middle line:84%
But then, instead of thinking
about punishing the punisher

01:07:41.470 --> 01:07:43.168 align:middle line:84%
for not carrying
out the punishment,

01:07:43.168 --> 01:07:45.710 align:middle line:84%
the trick is actually to reward
the punisher for carrying out

01:07:45.710 --> 01:07:46.570 align:middle line:90%
the punishment.

01:07:46.570 --> 01:07:59.750 align:middle line:90%


01:07:59.750 --> 01:08:03.010 align:middle line:84%
So the general structure
is, if anyone deviates,

01:08:03.010 --> 01:08:04.895 align:middle line:90%
everyone else punishes them.

01:08:04.895 --> 01:08:06.270 align:middle line:84%
And then if those
people actually

01:08:06.270 --> 01:08:08.710 align:middle line:84%
punish as they're supposed
to, then we reward the people

01:08:08.710 --> 01:08:10.270 align:middle line:90%
for punishing.

01:08:10.270 --> 01:08:14.410 align:middle line:84%
And this is kind of a high-level
idea of how we approach it,

01:08:14.410 --> 01:08:18.149 align:middle line:84%
and let's go a
little more formally.

01:08:18.149 --> 01:08:20.990 align:middle line:84%
So to be a little
more formal, we

01:08:20.990 --> 01:08:33.670 align:middle line:84%
want to say, well, what is
the harshest punishment, say,

01:08:33.670 --> 01:08:34.490 align:middle line:90%
on player i?

01:08:34.490 --> 01:08:38.029 align:middle line:90%


01:08:38.029 --> 01:08:39.890 align:middle line:84%
So let's say player
I has deviated.

01:08:39.890 --> 01:08:41.430 align:middle line:90%
We want to punish them.

01:08:41.430 --> 01:08:47.870 align:middle line:84%
What's the harshest way
we can punish player i?

01:08:47.870 --> 01:09:02.300 align:middle line:84%
Well, intuitively, players, we
want to choose a negative i.

01:09:02.300 --> 01:09:03.939 align:middle line:84%
So a negative i,
these are the actions

01:09:03.939 --> 01:09:05.460 align:middle line:90%
of everyone but player i.

01:09:05.460 --> 01:09:15.279 align:middle line:84%
We want to choose a negative i
to make player i as worse off.

01:09:15.279 --> 01:09:23.779 align:middle line:90%


01:09:23.779 --> 01:09:27.380 align:middle line:84%
But this is kind of
tricky because how bad

01:09:27.380 --> 01:09:28.479 align:middle line:90%
is this for player i?

01:09:28.479 --> 01:09:32.100 align:middle line:84%
Well, it depends
what player i does.

01:09:32.100 --> 01:09:35.580 align:middle line:84%
So we have to think, what's the
worst way to punish player i?

01:09:35.580 --> 01:09:37.180 align:middle line:84%
We as players
other than player i

01:09:37.180 --> 01:09:39.460 align:middle line:84%
are going to choose
this action profile,

01:09:39.460 --> 01:09:41.460 align:middle line:84%
but we don't know how
bad this is because it

01:09:41.460 --> 01:09:44.180 align:middle line:90%
depends how player i responds.

01:09:44.180 --> 01:09:47.340 align:middle line:84%
But the trick is to say,
well, let's suppose player i

01:09:47.340 --> 01:09:48.939 align:middle line:90%
responds optimally.

01:09:48.939 --> 01:09:51.460 align:middle line:84%
So let's say we choose
a negative i, and then

01:09:51.460 --> 01:09:54.040 align:middle line:84%
player i chooses the
action that's best for him

01:09:54.040 --> 01:09:54.860 align:middle line:90%
given a negative i.

01:09:54.860 --> 01:09:58.220 align:middle line:84%
We want to make that
as bad as possible.

01:09:58.220 --> 01:10:02.820 align:middle line:84%
So let's say we
choose a negative i,

01:10:02.820 --> 01:10:04.460 align:middle line:90%
how much can this hurt player i?

01:10:04.460 --> 01:10:09.340 align:middle line:84%
Well, player i can
get the max over ai

01:10:09.340 --> 01:10:14.780 align:middle line:90%
of ui of ai a negative i.

01:10:14.780 --> 01:10:17.920 align:middle line:90%
So this is the punishment.

01:10:17.920 --> 01:10:22.340 align:middle line:90%


01:10:22.340 --> 01:10:25.380 align:middle line:84%
Everyone other than i is
trying to punish player i.

01:10:25.380 --> 01:10:28.120 align:middle line:84%
But player i is saying, well, if
this is how you're punishing me,

01:10:28.120 --> 01:10:30.260 align:middle line:84%
I'm going to choose
my action to make

01:10:30.260 --> 01:10:33.140 align:middle line:90%
my payoff as high as possible.

01:10:33.140 --> 01:10:35.820 align:middle line:84%
So we can think of this
number as representing

01:10:35.820 --> 01:10:38.740 align:middle line:90%
the strength of the punishment.

01:10:38.740 --> 01:10:51.210 align:middle line:84%
So let's think of this as maybe
the severity of a negative i

01:10:51.210 --> 01:10:52.270 align:middle line:90%
as a punishment.

01:10:52.270 --> 01:10:56.010 align:middle line:90%


01:10:56.010 --> 01:10:58.910 align:middle line:84%
The lower this is, the
more severe the punishment.

01:10:58.910 --> 01:11:03.690 align:middle line:90%


01:11:03.690 --> 01:11:04.830 align:middle line:90%
So any ideas here?

01:11:04.830 --> 01:11:10.050 align:middle line:84%
How can we make this
punishment as bad as possible?

01:11:10.050 --> 01:11:14.430 align:middle line:84%
Well, if this is the
severity of this punishment,

01:11:14.430 --> 01:11:18.250 align:middle line:84%
let's just make this
payoff as low as possible.

01:11:18.250 --> 01:11:24.987 align:middle line:84%
So the trick is to now take
the minimum over a negative i.

01:11:24.987 --> 01:11:26.570 align:middle line:84%
Let's go through
this slowly because I

01:11:26.570 --> 01:11:28.490 align:middle line:90%
think this is a bit tricky.

01:11:28.490 --> 01:11:33.890 align:middle line:84%
If we choose a negative i, this
is how well player i can do.

01:11:33.890 --> 01:11:36.490 align:middle line:84%
By minimizing over this, we're
choosing the worst possible

01:11:36.490 --> 01:11:37.310 align:middle line:90%
punishment.

01:11:37.310 --> 01:11:38.950 align:middle line:84%
We're choosing
the action profile

01:11:38.950 --> 01:11:41.890 align:middle line:84%
so that even when player
i plays optimally,

01:11:41.890 --> 01:11:45.730 align:middle line:84%
their payoff is as
low as possible.

01:11:45.730 --> 01:11:47.830 align:middle line:84%
And we're going to
need a word for this.

01:11:47.830 --> 01:11:50.610 align:middle line:84%
This is going to
be vi lower bar.

01:11:50.610 --> 01:11:53.650 align:middle line:84%
This is basically the
worst possible punishment

01:11:53.650 --> 01:11:55.070 align:middle line:90%
we can impose on player i.

01:11:55.070 --> 01:12:04.090 align:middle line:90%


01:12:04.090 --> 01:12:09.990 align:middle line:84%
And this is called
the pure minmax value.

01:12:09.990 --> 01:12:14.210 align:middle line:90%


01:12:14.210 --> 01:12:17.570 align:middle line:84%
So this is often called
minmaxing player i.

01:12:17.570 --> 01:12:20.570 align:middle line:84%
It means everyone else
gets together and chooses

01:12:20.570 --> 01:12:25.630 align:middle line:84%
the action that makes player
i's payoff as low as possible

01:12:25.630 --> 01:12:29.730 align:middle line:84%
assuming that player i best
responds to this punishment.

01:12:29.730 --> 01:12:33.790 align:middle line:84%
So now we can state the final
version of the folk theorem.

01:12:33.790 --> 01:12:36.830 align:middle line:84%
Maybe I'll put it here,
and then we'll conclude.

01:12:36.830 --> 01:12:53.480 align:middle line:90%


01:12:53.480 --> 01:13:00.900 align:middle line:84%
So this is maybe called the
pure minmax folk theorem.

01:13:00.900 --> 01:13:09.400 align:middle line:90%


01:13:09.400 --> 01:13:11.545 align:middle line:84%
And in the Nash
reversion folk theorem,

01:13:11.545 --> 01:13:12.920 align:middle line:84%
we just had to
make sure we could

01:13:12.920 --> 01:13:16.200 align:middle line:84%
punish player i by reverting
to the Nash equilibrium.

01:13:16.200 --> 01:13:19.800 align:middle line:84%
Here, we're going to make sure
we can punish player i by using

01:13:19.800 --> 01:13:21.520 align:middle line:90%
the worst possible punishment.

01:13:21.520 --> 01:13:27.920 align:middle line:84%
So the condition, the
assumption is simply

01:13:27.920 --> 01:13:32.120 align:middle line:84%
going to be that vi is
greater than vi lower

01:13:32.120 --> 01:13:34.740 align:middle line:90%
bar for all players i.

01:13:34.740 --> 01:13:40.200 align:middle line:90%


01:13:40.200 --> 01:13:42.960 align:middle line:84%
And it turns out that this
assumption is weaker than all

01:13:42.960 --> 01:13:45.260 align:middle line:84%
of the other assumptions,
and as a result,

01:13:45.260 --> 01:13:48.440 align:middle line:84%
this version of the minmax of
the folk theorem is stronger.

01:13:48.440 --> 01:13:52.520 align:middle line:84%
There's a larger range of v's
that satisfy this condition.

01:13:52.520 --> 01:13:54.600 align:middle line:84%
Because vi may
not, in this case,

01:13:54.600 --> 01:13:57.040 align:middle line:84%
be higher than any Nash
equilibrium payoff,

01:13:57.040 --> 01:14:02.880 align:middle line:84%
but it is higher than this worst
possible punishment over here.

01:14:02.880 --> 01:14:05.420 align:middle line:84%
It turns out, we need
one technical condition,

01:14:05.420 --> 01:14:07.720 align:middle line:84%
so I'll write this
in parentheses.

01:14:07.720 --> 01:14:09.480 align:middle line:90%
And V of G--

01:14:09.480 --> 01:14:13.440 align:middle line:84%
remember, V of G is the set
of feasible payoff vectors,

01:14:13.440 --> 01:14:15.760 align:middle line:90%
has full rank.

01:14:15.760 --> 01:14:17.500 align:middle line:84%
This is a technical
assumption that--

01:14:17.500 --> 01:14:20.800 align:middle line:90%


01:14:20.800 --> 01:14:21.380 align:middle line:90%
it's fine.

01:14:21.380 --> 01:14:22.980 align:middle line:84%
It's not covered-- it's
not going to be tested,

01:14:22.980 --> 01:14:24.760 align:middle line:84%
I just don't want to
write something wrong

01:14:24.760 --> 01:14:28.440 align:middle line:84%
and have people complaining,
so there is one assumption.

01:14:28.440 --> 01:14:31.020 align:middle line:84%
And this comes from
the paper from 1986,

01:14:31.020 --> 01:14:33.720 align:middle line:84%
so now we're really
getting to the frontier.

01:14:33.720 --> 01:14:38.160 align:middle line:84%
And let me just give you
a really simple outline

01:14:38.160 --> 01:14:41.750 align:middle line:84%
of the proof following
what we described.

01:14:41.750 --> 01:14:47.590 align:middle line:84%
So the proof sketch, now there's
going to be three stages.

01:14:47.590 --> 01:14:51.070 align:middle line:84%
So initially, everyone's
going to play--

01:14:51.070 --> 01:14:53.350 align:middle line:84%
maybe I'll just write
it a bit more simply.

01:14:53.350 --> 01:14:54.990 align:middle line:90%
We play a star.

01:14:54.990 --> 01:14:56.870 align:middle line:84%
Remember, a star,
as usual, is going

01:14:56.870 --> 01:14:59.030 align:middle line:84%
to be the action
profile that gives us

01:14:59.030 --> 01:15:01.430 align:middle line:84%
the payoff vector v.
We're going to play

01:15:01.430 --> 01:15:03.410 align:middle line:90%
a star until a deviation.

01:15:03.410 --> 01:15:11.430 align:middle line:90%


01:15:11.430 --> 01:15:15.990 align:middle line:84%
And then we have to specify what
happens if player i deviates.

01:15:15.990 --> 01:15:20.010 align:middle line:84%
And it turns out, there's going
to be two components of this.

01:15:20.010 --> 01:15:24.430 align:middle line:90%


01:15:24.430 --> 01:15:26.670 align:middle line:84%
You might say, oh,
if player i deviates,

01:15:26.670 --> 01:15:30.190 align:middle line:84%
then we're just going to impose
the worst possible punishment

01:15:30.190 --> 01:15:31.650 align:middle line:90%
on player i forever.

01:15:31.650 --> 01:15:33.150 align:middle line:84%
But the problem is,
people might not

01:15:33.150 --> 01:15:34.670 align:middle line:84%
want to carry out
that punishment

01:15:34.670 --> 01:15:36.930 align:middle line:84%
because it may be very
costly for them to punish.

01:15:36.930 --> 01:15:39.130 align:middle line:84%
Remember, we have to also
reward the punishers.

01:15:39.130 --> 01:15:51.010 align:middle line:84%
So the trick is we kind of
minmax Player i for n periods.

01:15:51.010 --> 01:15:54.390 align:middle line:90%


01:15:54.390 --> 01:15:57.370 align:middle line:84%
And then, if we get
through this stage,

01:15:57.370 --> 01:16:00.570 align:middle line:84%
we reward everyone for actually
carrying out the punishment.

01:16:00.570 --> 01:16:10.910 align:middle line:90%


01:16:10.910 --> 01:16:15.030 align:middle line:90%
Forever after.

01:16:15.030 --> 01:16:18.070 align:middle line:84%
But the structure of this is
a little more complicated.

01:16:18.070 --> 01:16:22.190 align:middle line:90%
So first, we play a star.

01:16:22.190 --> 01:16:23.788 align:middle line:84%
Then we're going
to minmax, meaning

01:16:23.788 --> 01:16:25.830 align:middle line:84%
impose the harshest possible
punishment on player

01:16:25.830 --> 01:16:27.910 align:middle line:90%
i for n periods.

01:16:27.910 --> 01:16:30.190 align:middle line:84%
And then, if we
actually carry that out,

01:16:30.190 --> 01:16:32.630 align:middle line:84%
we reward the punishers
forever after.

01:16:32.630 --> 01:16:36.310 align:middle line:84%
But if at any stage
any player deviates,

01:16:36.310 --> 01:16:38.620 align:middle line:84%
we go back to the
beginning of stage IIi.

01:16:38.620 --> 01:16:40.600 align:middle line:84%
If player j deviates
at any point,

01:16:40.600 --> 01:16:43.340 align:middle line:84%
now we minmax player
j for n periods

01:16:43.340 --> 01:16:45.380 align:middle line:90%
and then reward the punishers.

01:16:45.380 --> 01:16:47.260 align:middle line:84%
If any of the
punishers deviate, we

01:16:47.260 --> 01:16:50.020 align:middle line:84%
go back to the beginning of that
for that corresponding punisher.

01:16:50.020 --> 01:16:51.863 align:middle line:84%
So if at any stage--
and I'm not going

01:16:51.863 --> 01:16:54.280 align:middle line:84%
to write this on the board,
but I'll just say it in words.

01:16:54.280 --> 01:16:58.020 align:middle line:84%
If at any stage of this strategy
profile a player deviates,

01:16:58.020 --> 01:17:00.940 align:middle line:84%
we start this sequence
for that player.

01:17:00.940 --> 01:17:03.500 align:middle line:84%
We minmax them for
n periods, and then

01:17:03.500 --> 01:17:05.800 align:middle line:84%
we reward the players for
carrying out that punishment.

01:17:05.800 --> 01:17:09.020 align:middle line:84%
And if someone else deviates,
we go back and do it again.

01:17:09.020 --> 01:17:12.140 align:middle line:84%
And this is a much more
complicated structure.

01:17:12.140 --> 01:17:16.520 align:middle line:84%
People who are still professors
at MIT came up with this,

01:17:16.520 --> 01:17:19.040 align:middle line:84%
and this is getting
to the frontier here,

01:17:19.040 --> 01:17:20.960 align:middle line:84%
and this is much
harder to deal with.

01:17:20.960 --> 01:17:24.140 align:middle line:84%
But let me-- so I'll say, I
wouldn't expect you to be able

01:17:24.140 --> 01:17:28.300 align:middle line:84%
to fully understand this proof
on an exam, but we may ask--

01:17:28.300 --> 01:17:30.620 align:middle line:84%
I may ask a little bit
about it on a problem set.

01:17:30.620 --> 01:17:34.490 align:middle line:84%
So let me stop there, and I
will see everyone on Thursday.

01:17:34.490 --> 01:17:38.000 align:middle line:90%