Crawford source GT
Crawford source GT
H
alf a century ago, before the game-theoretic revolution that began in
the 1960s and 1970s, economics largely lacked the tools to analyze stra-
tegic interactions. There was clearly a perceived need for such tools,
and considerable excitement had greeted the publication of von Neumann and
Morgenstern’s Theory of Games and Economic Behavior (1944, 1947, 1953). But despite
the initial excitement, for several decades game theory remained mostly a branch of
mathematics, whose economic applications were the work of a few pioneers, such as
Nash (1950, 1953), Schelling (1960), Shapley and Shubik (1954, 1971), and Shubik
(1959). Some economists, making a virtue of presumed necessity, claimed that ques-
tions involving strategy or information were unimportant. A memorable example
is Rothschild’s (1973, p. 1283) quoting of a “prominent” colleague: “The friction
caused by disequilibrium and lack of information accounts for variations in the
numbers we observe at the fifth or sixth decimal place. Your stories are interesting
but have no conceivable bearing on any question of practical economic interest.”
Finally, in the 1960s, 1970s, and 1980s, game theory began to change the land-
scape of economics. If economists from that time could examine a modern graduate
microeconomics text (such as Mas-Colell, Whinston, and Green 1995—still thoroughly
“modern”), they would find their theories of market competition transformed
beyond recognition, with rich, explicit game-theoretic analyses of preemption and
1
The established terms “noncooperative” and “cooperative” game theory are misnomers, in that,
paradoxically, noncooperative game theory is better suited to explaining (as opposed to assuming)
cooperation than cooperative game theory. Noncooperative game theory starts with a detailed model
of the structure of a game and makes specific assumptions about how rational players will respond to
it. Cooperative game theory starts instead with a general description of the structure, sidestepping most
details, and makes general assumptions intended to characterize the possible outcomes of frictionless
bargaining among rational players. A notable economic application of cooperative game theory is the
Vincent P. Crawford 133
theory of matching markets, which uses game-theoretic notions like the core to model the outcomes
of competition, with or without prices, among heterogeneous traders. For more on matching theory
and applications, in the context of the Nobel Memorial Prize in Economic Sciences awarded to Lloyd
Shapley and Alvin Roth in 2012, see Economic Sciences Prize Committee of the Royal Swedish Academy
of Sciences (2012).
134 Journal of Economic Perspectives
Figure 1
Equilibrium and Rationalizability: A Dominance-Solvable Game
Column player
Note: This game has a unique equilibrium, in which the Row player (whose payoffs are in the lower-left
corners of the cells of the matrix) chooses the strategy Middle and the Column player (whose payoffs are
in the upper-right corners) chooses Center. A strategy choice is strictly dominated by another if it yields
a strictly lower payoff regardless of what choice another may make. The game in Figure 1 is dominance-
solvable: Row knows that Column is rational, and thus knows that Column will not play Right, which is
strictly dominated by Center. In turn, Column knows that of the remaining choices, Row will not play
Bottom, which is strictly dominated by Middle once Column’s strategy Right is eliminated. Next, Row
knows that of the remaining choices, Column will not play Left, which is strictly dominated by Center
once Row’s strategy Bottom is eliminated. The fourth step then leads precisely to the {Middle, Center}
equilibrium.
from any other cell, holding one player’s choice constant, the other would prefer
to switch to a different choice, so {Middle, Center} is the only equilibrium.2
However, just knowing that {Middle, Center} is the unique equilibrium is not
enough to ensure that rational players will make those choices. Suppose players
have possibly probabilistic beliefs about each other’s strategy choices. Then in
the game in the first panel, a rational Row will play Middle only if Row’s beliefs
assign high enough probability to Column playing Center. Conversely, if Row’s
beliefs assign high probability to Column’s choosing Left or Right, then Row
will be tempted to play Top or Bottom. By contrast, a rational Column will never
play Right, because for Column that choice is strictly dominated, meaning that for
Column, Right yields a strictly lower payoff than Center, without regard to Row’s
strategy choice. But a rational Column might play Left, if Column’s beliefs assign
high probability to Row’s choosing Bottom.
How can this ambiguity of rationality-based predictions be resolved?3 One
common approach is to strengthen the rationality assumption by making players’
rationality (in addition to the structure of the game) common knowledge, in the sense
that all players are rational, all know that all are rational, and so on ad infinitum.
2
I ignore randomized, or mixed, strategies throughout the paper, and they are irrelevant to the points I
make here.
3
Manski (2003) has argued that economists should be tolerant of ambiguous predictions or as he calls
them, incomplete models. However, his main focus is on modelling individual decisions. In games, ambig-
uous predictions of individual decisions frequently “multiply up” to create severe ambiguity of predicted
game outcomes (Aradillas-Lopez and Tamer 2008).
New Directions for Modelling Strategic Behavior 135
Figure 2
Equilibrium and Rationalizability: A Unique Equilibrium without Dominance
Column player
Note: Like the game of Figure 1, this game also has the unique equilibrium of {Middle, Center} (Row
player choses Middle and Column player chooses Center). However, this problem cannot be solved by
iterated strict dominance.
Common knowledge of rationality does in fact yield a unique prediction in the game
in Figure 1, which is dominance-solvable—meaning if players eliminate their strictly
dominated strategies, and after that, their strategies that become strictly dominated
once others are eliminated, and so on, the game gradually reduces to one in which
only the unique equilibrium choices remain. The logic of the argument works like
this: Row knows that Column is rational, and thus knows that Column will not play
Right, which is strictly dominated by Center. In turn, Column knows that of the
remaining choices, Row will not play Bottom, which is strictly dominated by Middle
once Column’s strategy Right is eliminated. Next, Row knows that of the remaining
choices, Column will not play Left, which is strictly dominated by Center once Row’s
strategy Bottom is eliminated. The fourth step then leads precisely to the {Middle,
Center} equilibrium. In dominance-solvable games whose players have more strate-
gies, such epistemic reasoning may go on even longer before reaching equilibrium.
Now consider the game in Figure 2. It also has a unique equilibrium: If Row
plays Middle, then the best choice for Column is Center; and if Column plays
Center, the best choice for Row is Middle. But in that game, no choice is strictly
dominated for either player, and so, even with common knowledge of rationality,
epistemic logic alone does not narrow the possibilities down to a single outcome.
In fact, for any strategy combination in this game, one can construct a “tower”
of beliefs to show that it is consistent with common knowledge of rationality. A
rational Row, for instance, might play Top because of a belief that Column will play
Left (hoping for the high payoff of 7), while a rational Column might play Left
because of a belief that a rational Row will play Bottom (hoping for the high payoff
of 7). Some beliefs that are consistent with common knowledge of rationality lead
to the equilibrium, but most do not.
More generally, Bernheim (1984) and Pearce (1984) showed that common
knowledge of rationality, with no further restrictions on beliefs, implies only that
each player’s strategy is rationalizable, which can be iteratively defined as follows. A
1-rationalizable strategy is one for which there is some profile of others’ strategies
136 Journal of Economic Perspectives
that makes it a best response; a 2-rationalizable strategy is one for which there is
a profile of others’ 1-rationalizable strategies that makes it a best response; and
so on. A rationalizable strategy is then one that is k-rationalizable for all k. In the
game in Figure 1, the choices of Middle for Row and Center for Column are both
4-rationalizable, referring to the four steps in which the players eliminate various
choices via iterated strict dominance; and four rounds of iterated strict dominance
identify the unique equilibrium. In the second game (Figure 2), all of each player’s
strategies are k-rationalizable for all k, and the equilibrium cannot be identified by
iterated strict dominance, even though it is also unique.
The dominance-solvability of Figure 1’s game is atypical in applications, as
indeed is the uniqueness of the equilibrium in the games of Figure 1 and 2. As the
examples suggest, equilibrium is a much stronger behavioral assumption than the
rationalizability that follows from common knowledge of players’ rationality. It also
requires that players’ beliefs be coordinated.
Thinking Applications
In thinking (as opposed to learning) applications, players play a game with
no prior experience with analogous games. If assuming equilibrium is justified,
it must then be because players can reason their way to equilibrium beliefs and
strategy choices. In theory, this is possible if there is a commonly known principle
that focuses players’ beliefs on a unique prediction, because in the standard frame-
work such common knowledge implies that their beliefs must be the same, and
therefore, given rationality, in equilibrium. (For a good introduction to epistemic
game theory in this journal, see Brandenberger 1992.) In this view, equilibrium
becomes an equilibrium in beliefs, in which rational players’ beliefs are statistically
correct, given the best responses they imply.
Applications for which the thinking justification for equilibrium is behavior-
ally plausible are limited because in all but the simplest games the reasoning it
requires is dauntingly complex. In Figure 1’s dominance-solvable game, such
reasoning requires four iterative rounds; and in the second, Figure 2, game, finding
Vincent P. Crawford 137
4
Some theorists believe the problem of equilibrium selection via thinking in games with multiple strict
equilibria is settled by “global games” analyses (Carlsson and van Damme 1993). Such analyses add
privately observed payoff perturbations to the original game in a way that makes the game dominance-
solvable, and in simple coordination games makes the risk-dominant equilibrium in the unperturbed
game the unique equilibrium. Although such analyses provide a systematic way to analyze how the infor-
mation structure influences equilibrium selection, I believe they do not provide a conclusive argument
for selecting the risk-dominant equilibrium, because the payoff perturbations are artificially introduced,
and a behaviorally implausibly high number of rounds of iterated dominance are often needed to reach
equilibrium in the perturbed game.
138 Journal of Economic Perspectives
alternative model can predict observed behavior systematically better than a rational
expectations notion such as equilibrium, or that such a model could be identified
from among the enormous number of possible models. However, a growing body
of experimental work surveyed in Crawford, Costa-Gomes, and Iriberri (2013,
section 3) shows that subjects’ initial responses to games often follow simple level-k
(Costa-Gomes, Crawford, and Broseta 2001; Costa-Gomes and Crawford 2006) or
cognitive hierarchy (Camerer, Ho, and Chong 2004) rules, in which players anchor
their beliefs in a naive model of others’ responses to the game and then adjust their
beliefs by thinking through a small number of iterated best responses, a number
which varies across players but with a stable population distribution. Such rules are
decision-theoretically rational, and in sufficiently simple games they mimic equi-
librium strategies. In more complex games, such rules may lead to outcomes that
deviate systematically from equilibrium. Importantly, level-k or cognitive hierarchy
models predict not only that deviations from equilibrium will sometimes occur, but
also which settings are likely to evoke them, the forms they are likely to take, and
their relative frequencies. When applied to games with multiple equilibria, with
estimated population frequencies of rules, they predict selection among equilibria
(or not), while avoiding the complexity of coordination refinements.
The literature on strategic thinking in initial responses to games is evolving
rapidly, and level-k and cognitive hierarchy models are mentioned here not as
the last word, but to illustrate that structural nonequilibrium models of strategic
thinking are possible, and can be helpful.
Learning Applications
In learning applications, players have ample prior experience with closely anal-
ogous games. The learning process is modelled as repeated play of a given game,
with the game that is repeated called the stage game and each stage game normally
with a different partner.5 Players’ choices are modelled as adaptive learning, in which
they adjust their stage-game strategies over time in ways that increase their own
stage-game payoffs on the (usually false) assumption that others’ stage-game strat-
egies will continue as before. In adaptive learning models, players have a strong
tendency to converge to some equilibrium in the stage game. There are few general
theoretical results, but there is strong experimental support for such convergence.
Even if learning assures convergence to some equilibrium, nonequilibrium
strategic thinking often remains relevant. Suppose that only long-run outcomes
matter, but the stage game in the applications has multiple equilibria, as in many
important applications. Then all we need from game theory is a reliable prediction
of the prior probability distribution of the possible equilibrium outcomes. But with
5
Unless players’ partners vary across the stage games, repeated-game strategies are relevant, and it is
implausible that players focus on their choices of stage-game strategies, stage by stage, as opposed to
thinking about the effectiveness of their alternative repeated-game strategies. I ignore the literature on
rational learning models, in which players are assumed to play an equilibrium in the repeated game that
describes the entire learning process, because this approach seems less useful than adaptive learning
models in applications (for example, Crawford 2001, Section 6.4.4).
New Directions for Modelling Strategic Behavior 139
6
Some theorists consider the problem of equilibrium selection via learning to be settled by analyses of
“long-run equilibria” (Kandori, Mailath, and Rob 1993; Young 1993). But those analyses achieve equilib-
rium selection by modelling the dynamics of learning as ergodic and passing to the limit as randomness
in the dynamics becomes negligible. Neither feature seems realistic, nor do the results seem to corre-
spond closely to equilibrium selection in the lab or the field (Crawford 2001).
7
Here I follow Schelling (1960) and Roth (1987; see also Crawford 1997, Section 5.3) in suggesting that
most real bargaining is best modelled as unstructured and is then primarily a coordination problem, not
a problem that is resolved via delay costs in the subgame-perfect equilibrium of a game with artificially
imposed timing of offers and counteroffers (Rubinstein 1982).
8
A subgame is any part of a game that remains after part of it has been played. A subgame-perfect equilibrium
is an equilibrium strategy profile that induces an equilibrium in every subgame. In effect, subgame-
perfect equilibrium adds a time-consistency requirement to the notion of equilibrium. This notion can
be generalized to games with asymmetric information, via notions called “sequential equilibrium” or
“perfect Bayesian equilibrium” (Mas-Colell, Whinston, and Green 1995, chapters 8–9).
140 Journal of Economic Perspectives
Figure 3
Prisoner’s Dilemma
Cooperate Defect
Cooperate 3 5
3 0
0 1
Defect
5 1
with players making a one-time choice among strategies that describe how they will
act as the game unfolds.
If players can communicate during their interactions, that is usually modelled
via “cheap talk” messages, which involve no direct payoff consequences and have no
power to commit players to actions (Crawford and Sobel 1982; or in this journal,
Farrell and Rabin 1996).
In this section, I begin to explore new directions for modelling communica-
tion, coordination, and cooperation in relationships. I first explain the standard
approaches, and then suggest alternative directions that seem likely to be feasible
and potentially useful.
described in the previous paragraph. In this case, they will deviate while intending
to cooperate, and the trigger strategies meant to support their cooperation will end
cooperation. This brittleness suggests that in applications, people will favor strate-
gies that are more robust to deviations. There are few such analyses, but see Porter
(1983), van Damme (1989), and Friedman and Samuelson (1994).
A second issue involves the ambiguity of predictions associated with the extreme
multiplicity of equilibria in repeated games analyses. This ambiguity has been a serious
impediment to empirical applications, and I believe that it has slowed the co-evolution
of theory, experiment, and empirics that has been such a powerful engine of progress
in other parts of game theory. Perhaps surprisingly, there seems reason to hope that
closer attention in theoretical analyses to the need for strategies to be robust will,
as a side benefit, help reduce ambiguity of predictions of players’ behavior. Recent
experimental work by Blonski, Ockenfels, and Spagnolo (2011), Breitmoser (2015),
and others suggests the possibility of better and more precise theory.
A third issue is that long-term relationships enable strategic teaching, in which a
player whose future cooperation with current partners is worth preserving may try to
benefit by deviating from a short-run payoff-maximizing strategy in a way that could
influence others’ future beliefs and choices (Camerer, Ho, and Chong 2002). For
instance, in the repeated Prisoner’s Dilemma game of Figure 3, Row would benefit
if it were possible to teach Column to play the asymmetric equilibrium described
above (Row initially Cooperates and then alternates between Defect and Cooperate,
and Column always Cooperates—in each case until either player deviates) rather
than the symmetric equilibrium in which both players follow the “grim trigger”
strategy, which shares the surplus equally. Row could try to teach Column by devi-
ating from the latter equilibrium, risky as that is. Such considerations highlight the
importance of robustness, but are assumed away in a standard equilibrium analysis.
Van Huyck, Battalio, and Beil’s (1990) experiments with two-person minimum-
effort coordination games, like the Stag Hunt game presented below but with
seven symmetric Pareto-ranked equilibria, provide an intriguing example of stra-
tegic teaching. When their subjects played the games in fixed pairs, but with only
one repetition per play, many of them adjusted their current decisions to try to
teach their partners to coordinate more efficiently, and 12 of the 14 subject pairs
converged via various routes to the most efficient equilibrium. (By contrast, subjects
in the analogous treatment with random re-pairing of partners did not try to teach
their partners, and had significantly worse outcomes.) The puzzle is how did they
learn enough about the effectiveness of their alternative repeated game strategies to
play the efficient stage-game equilibrium? In Crawford (2002), I suggested that Van
Huyck et al.’s results might be explained by a strategic teaching model like that of
Camerer, Ho, and Chong (2002), in which some players are adaptive learners while
others are forward-looking and sophisticated in the sense of best responding to the
correct mixture of adaptive and sophisticated subjects.
The fourth and last issue I will mention here is that in most standard repeated-
game models, players who are well-informed about the structure of the game have
nothing to communicate in equilibrium, so such models imply no substantive role
New Directions for Modelling Strategic Behavior 143
Figure 4
Stag Hunt
Stag Rabbit
9 8
Stag
9 1
1 7
Rabbit
8 7
for communication (for a recent exception, see Awaya and Krishna 2016). Yet
communication appears to interact in important ways with the phenomena just
discussed, and to play an essential role in real relationships.
If a deer was to be taken, everyone saw that, in order to succeed, he must abide
faithfully by his post: but if a hare happened to come within the reach of any
one of them, it is not to be doubted that he pursued it without scruple, and,
having seized his prey, cared very little, if by so doing he caused his compan-
ions to miss theirs.
A two-player Stag Hunt game with a set of payoffs is shown in Figure 4. The
game has two pure-strategy equilibria, “all-Stag” and “all-Rabbit.” All-Stag is better
for both players than all-Rabbit, and is therefore “payoff-dominant” and a pref-
erable equilibrium using one of the Harsanyi and Selten (1987) criteria. But as
Rousseau’s scenario suggests, how can the two players build trust that they will stay
at their posts so that each can get a stag, rather having one of them deviate and try
to bag a Rabbit? Rabbit also has a fairly large payoff, and there are far larger sets of
144 Journal of Economic Perspectives
players’ beliefs that make Rabbit a best response. For the payoffs given in Figure 4, a
player finds it optimal to play Rabbit if the belief is that the player’s partner will play
Rabbit with probability at least 1/7, while it is optimal to play Stag only under the
belief that partner will play Stag with probability at least 6/7. Thus, using another
of the Harsanyi and Selton criteria for choosing between equilibria, the all-Rabbit
equibrium is “risk-dominant.”
Experiments suggest that if people play Stag Hunt with no opportunity to
communicate, a large majority of them will play Rabbit, as in other settings with
a strongly risk-dominant equilibrium (Straub 1995). But now imagine, following
Aumann (1990; see also Farrell 1988), that Stag Hunt is to be played only once,
but that before play, one player, the sender, must send a clear message about the
sender’s intended strategy, Stag or Rabbit. As already noted, in game theory such
communication is usually modelled via cheap talk messages, which are nonbinding
and have no direct payoff consequences. Even so, such a message might benefit
the sender by influencing the receiver’s choice (Crawford and Sobel 1982; Farrell
and Rabin 1996).
Aumann (1990) notes that whether or not the sender plans to play Stag, the
sender prefers that the receiver play Stag (9 > 1 and 8 > 7). He argues that for this
reason, the receiver will infer that the sender’s message is self-interested and the
message can convey no information to the receiver, so that the outcome will be
the same as without communication. Aumann’s argument is related to Farrell and
Rabin’s (1996) distinction between messages that are “self-committing” in that if
the message convinces the receiver, it’s a best response for the sender to do as he
said; and those that are “self-signaling” in that they are sent when and only when
the sender intends to do as he said. In this case, a message of intention to play Stag
is self-committing, but not self-signaling. Aumann’s argument is correct as a matter
of logic, yet many of us would expect most senders to send and play Stag, and most
receivers to play Stag as well. This conclusion is confirmed in most experiments
(Cooper, DeJong, Forsythe, and Ross 1992; Charness 2000; Ellingsen, Östling, and
Wengström 2013; but see Clark, Kay, and Sefton 2001).
One reason for the discrepancy has to do with Aumann’s (1990) exclusive
reliance on the logic of equilibrium, even though the multiplicity of equilibria,
with one payoff-dominant and another risk-dominant, seriously undermines the
thinking justification for equilibrium. When uncertainty about others’ thinking is
of the essence, it is unlikely that intelligent people will interpret a sender’s message
as if there were no chance whatsoever that it would influence equilibrium selection
or whether players’ choices are even in equilibrium. Rabin (1994; see also Farrell
1987, 1988) relaxes the assumption that players’ beliefs are perfectly coordinated
on some equilibrium, using a combination of rationalizability and behaviorally
plausible assumptions about how players use language to analyze the process of
negotiating how to play one of a class of finite matrix games. He shows that if players
can communicate as long as desired, they will use their messages to agree on an
equilibrium that is no worse for either player than the worst Pareto-efficient equilib-
rium for that player—thus, for example, yielding all-Stag in Stag Hunt.
Vincent P. Crawford 145
9
In Crawford (2003), I studied deceptive preplay communication of intentions before a zero-sum two-
person game, which can happen in a plausible level-k model, but not in equilibrium. This level-k model
has a more plausible thinking justification than equilibrium and also has some experimental support
(Wang, Spezio, and Camerer 2010).
146 Journal of Economic Perspectives
Conclusion
Some economists seem less excited about game theory than during the period
in the 1960s, 1970s, and 1980s when the ability to analyze strategic interactions was
altering the landscape of many subfields of economics. But if the excitement over
game theory has in fact diminished, I do not believe it is because game theory has
ceased to be a major driving force in economics—quite the contrary!—it is mainly
because its centrality makes economists less aware of its presence. Modern econo-
mists’ relationship to game theory may resemble fully adapted aquatic creatures’
relationship to water: they are less aware of water than their amphibian ancestors,
for whom swimming was always a choice, but also more agile in their new medium.
That said, if game theory is to continue as a major force for progress in
economics, it must continue to co-evolve with economic applications and incorpo-
rate the empirical knowledge they provide, rather than pursuing an inwardly focused
agenda. In this paper, I have tried to give some concrete illustrations of what that
might mean, critiquing existing game-theoretic approaches to the canonical problem
of using communication to foster coordination and cooperation in relationships and
suggesting some directions in which further progress might be made.
■ I thank Colin Camerer, Gary Charness, Miguel Costa-Gomes, Martin Dufwenberg, Nagore
Iriberri, Robert Östling, H. Peyton Young, the editors, and especially Joel Sobel and Tore
Ellingsen for their helpful discussions and comments. My research received primary funding
from the European Research Council under the European Union’s Seventh Framework
Programme (FP7/2007-2013) / ERC grant agreement no. 339179. The contents reflect only
my views and not the views of the ERC or the European Commission, and the European Union
is not liable for any use that may be made of the information contained therein. I also thank
All Souls College, Oxford, and the University of California, San Diego, for research support.
Vincent P. Crawford 147
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