Dynamic Sender-Receiver Games

Dynamic Sender-Receiver Games Jérôme Renault1 , Eilon Solan2 and Nicolas Vieille3 1

University Toulouse 1

2

Tel Aviv University 3

HEC Paris

Stony Brook, July 14, 2010

1/14

Dynamic Sender-Receiver Games

Introduction Main motivation is strategic information transmission. We study a dynamic version of sender-receiver games. Typical motivation is investor/financial advisor (also editor/referee). Following Crawford-Sobel (1982), much attention has been paid to the impact of the cheap-talk phase on the outcome of a one-shot game (e.g., Krishna-Morgan (2001), Aumann-Hart (2003), Forges-Koessler (2008)). Golosov, Skreta, Tsyvinski, Wilson (2008) study a repeated version of Crawford-Sobel example. State of nature remains fixed once drawn. Here, we propose to study dynamic sender-receiver games, in which the state of nature is changing through time. We contribute to the growing literature on dynamic models with changing, private information (e.g. Phelan 2006, Mailath and Samuelson 2006,Renault 2006, Athey and Bagwell 2008, Wiseman 2008, Hörner et al. 2010...) 2/14

Dynamic Sender-Receiver Games

Introduction Main motivation is strategic information transmission. We study a dynamic version of sender-receiver games. Typical motivation is investor/financial advisor (also editor/referee). Following Crawford-Sobel (1982), much attention has been paid to the impact of the cheap-talk phase on the outcome of a one-shot game (e.g., Krishna-Morgan (2001), Aumann-Hart (2003), Forges-Koessler (2008)). Golosov, Skreta, Tsyvinski, Wilson (2008) study a repeated version of Crawford-Sobel example. State of nature remains fixed once drawn. Here, we propose to study dynamic sender-receiver games, in which the state of nature is changing through time. We contribute to the growing literature on dynamic models with changing, private information (e.g. Phelan 2006, Mailath and Samuelson 2006,Renault 2006, Athey and Bagwell 2008, Wiseman 2008, Hörner et al. 2010...) 2/14

Dynamic Sender-Receiver Games

Introduction Main motivation is strategic information transmission. We study a dynamic version of sender-receiver games. Typical motivation is investor/financial advisor (also editor/referee). Following Crawford-Sobel (1982), much attention has been paid to the impact of the cheap-talk phase on the outcome of a one-shot game (e.g., Krishna-Morgan (2001), Aumann-Hart (2003), Forges-Koessler (2008)). Golosov, Skreta, Tsyvinski, Wilson (2008) study a repeated version of Crawford-Sobel example. State of nature remains fixed once drawn. Here, we propose to study dynamic sender-receiver games, in which the state of nature is changing through time. We contribute to the growing literature on dynamic models with changing, private information (e.g. Phelan 2006, Mailath and Samuelson 2006,Renault 2006, Athey and Bagwell 2008, Wiseman 2008, Hörner et al. 2010...) 2/14

Dynamic Sender-Receiver Games

Introduction Main motivation is strategic information transmission. We study a dynamic version of sender-receiver games. Typical motivation is investor/financial advisor (also editor/referee). Following Crawford-Sobel (1982), much attention has been paid to the impact of the cheap-talk phase on the outcome of a one-shot game (e.g., Krishna-Morgan (2001), Aumann-Hart (2003), Forges-Koessler (2008)). Golosov, Skreta, Tsyvinski, Wilson (2008) study a repeated version of Crawford-Sobel example. State of nature remains fixed once drawn. Here, we propose to study dynamic sender-receiver games, in which the state of nature is changing through time. We contribute to the growing literature on dynamic models with changing, private information (e.g. Phelan 2006, Mailath and Samuelson 2006,Renault 2006, Athey and Bagwell 2008, Wiseman 2008, Hörner et al. 2010...) 2/14

Dynamic Sender-Receiver Games

Introduction Main motivation is strategic information transmission. We study a dynamic version of sender-receiver games. Typical motivation is investor/financial advisor (also editor/referee). Following Crawford-Sobel (1982), much attention has been paid to the impact of the cheap-talk phase on the outcome of a one-shot game (e.g., Krishna-Morgan (2001), Aumann-Hart (2003), Forges-Koessler (2008)). Golosov, Skreta, Tsyvinski, Wilson (2008) study a repeated version of Crawford-Sobel example. State of nature remains fixed once drawn. Here, we propose to study dynamic sender-receiver games, in which the state of nature is changing through time. We contribute to the growing literature on dynamic models with changing, private information (e.g. Phelan 2006, Mailath and Samuelson 2006,Renault 2006, Athey and Bagwell 2008, Wiseman 2008, Hörner et al. 2010...) 2/14

Dynamic Sender-Receiver Games

Model Sender-Receiver games: Sender receives payoff-relevant information, then sends a costless message to the Receiver. Receiver chooses an action which, together with the state, determines both payoffs. Basic ingredients: a state space S, a message set A, an action set B, and a payoff function r : S × B → R2 . Sets are finite, with |A| ≥ |S|. The dynamic game: ◮

state is not fixed, but follows an exogenous stochastic process (sn ) to be precised later.



At stage n ≥ 1, player 1 (Sender) observes sn , then chooses an . Player 2 (Receiver) observes an , then chooses bn , which is publicly disclosed.

Stress that payoffs are not observed along the play (Rationale: payoffs are typically noisy; since state is changing, inference based on payoffs is of little value). perfect observation of messages and actions. 3/14

Dynamic Sender-Receiver Games

Model Sender-Receiver games: Sender receives payoff-relevant information, then sends a costless message to the Receiver. Receiver chooses an action which, together with the state, determines both payoffs. Basic ingredients: a state space S, a message set A, an action set B, and a payoff function r : S × B → R2 . Sets are finite, with |A| ≥ |S|. The dynamic game: ◮

state is not fixed, but follows an exogenous stochastic process (sn ) to be precised later.



At stage n ≥ 1, player 1 (Sender) observes sn , then chooses an . Player 2 (Receiver) observes an , then chooses bn , which is publicly disclosed.

Stress that payoffs are not observed along the play (Rationale: payoffs are typically noisy; since state is changing, inference based on payoffs is of little value). perfect observation of messages and actions. 3/14

Dynamic Sender-Receiver Games

Model Sender-Receiver games: Sender receives payoff-relevant information, then sends a costless message to the Receiver. Receiver chooses an action which, together with the state, determines both payoffs. Basic ingredients: a state space S, a message set A, an action set B, and a payoff function r : S × B → R2 . Sets are finite, with |A| ≥ |S|. The dynamic game: ◮

state is not fixed, but follows an exogenous stochastic process (sn ) to be precised later.



At stage n ≥ 1, player 1 (Sender) observes sn , then chooses an . Player 2 (Receiver) observes an , then chooses bn , which is publicly disclosed.

Stress that payoffs are not observed along the play (Rationale: payoffs are typically noisy; since state is changing, inference based on payoffs is of little value). perfect observation of messages and actions. 3/14

Dynamic Sender-Receiver Games

Model Sender-Receiver games: Sender receives payoff-relevant information, then sends a costless message to the Receiver. Receiver chooses an action which, together with the state, determines both payoffs. Basic ingredients: a state space S, a message set A, an action set B, and a payoff function r : S × B → R2 . Sets are finite, with |A| ≥ |S|. The dynamic game: ◮

state is not fixed, but follows an exogenous stochastic process (sn ) to be precised later.



At stage n ≥ 1, player 1 (Sender) observes sn , then chooses an . Player 2 (Receiver) observes an , then chooses bn , which is publicly disclosed.

Stress that payoffs are not observed along the play (Rationale: payoffs are typically noisy; since state is changing, inference based on payoffs is of little value). perfect observation of messages and actions. 3/14

Dynamic Sender-Receiver Games

Model Sender-Receiver games: Sender receives payoff-relevant information, then sends a costless message to the Receiver. Receiver chooses an action which, together with the state, determines both payoffs. Basic ingredients: a state space S, a message set A, an action set B, and a payoff function r : S × B → R2 . Sets are finite, with |A| ≥ |S|. The dynamic game: ◮

state is not fixed, but follows an exogenous stochastic process (sn ) to be precised later.



At stage n ≥ 1, player 1 (Sender) observes sn , then chooses an . Player 2 (Receiver) observes an , then chooses bn , which is publicly disclosed.

Stress that payoffs are not observed along the play (Rationale: payoffs are typically noisy; since state is changing, inference based on payoffs is of little value). perfect observation of messages and actions. 3/14

Dynamic Sender-Receiver Games

Model Sender-Receiver games: Sender receives payoff-relevant information, then sends a costless message to the Receiver. Receiver chooses an action which, together with the state, determines both payoffs. Basic ingredients: a state space S, a message set A, an action set B, and a payoff function r : S × B → R2 . Sets are finite, with |A| ≥ |S|. The dynamic game: ◮

state is not fixed, but follows an exogenous stochastic process (sn ) to be precised later.



At stage n ≥ 1, player 1 (Sender) observes sn , then chooses an . Player 2 (Receiver) observes an , then chooses bn , which is publicly disclosed.

Stress that payoffs are not observed along the play (Rationale: payoffs are typically noisy; since state is changing, inference based on payoffs is of little value). perfect observation of messages and actions. 3/14

Dynamic Sender-Receiver Games

Successive states sn follow a Markov chain, with transition function p(s ′ |s). It is assumed aperiodic and irreducible, with invariant measure m ∈ ∆(S). For simplicity, we assume that s1 ∼ m Successive states may be correlated, but we make a restrictive assumption, and assume that p(s ′ |s) does not depend on s, whenever s ′ 6= s. That is, p(s ′ |s) = αs ′ if s ′ 6= s, and p(s|s) = 1 − ∑ αs ′ . s ′ 6=s

Exogenous shocks. This assumption is satisfied if: ◮

Successive states are iid. There are two states of the world.



Symmetric random walk with three states...



4/14

Dynamic Sender-Receiver Games

Successive states sn follow a Markov chain, with transition function p(s ′ |s). It is assumed aperiodic and irreducible, with invariant measure m ∈ ∆(S). For simplicity, we assume that s1 ∼ m Successive states may be correlated, but we make a restrictive assumption, and assume that p(s ′ |s) does not depend on s, whenever s ′ 6= s. That is, p(s ′ |s) = αs ′ if s ′ 6= s, and p(s|s) = 1 − ∑ αs ′ . s ′ 6=s

Exogenous shocks. This assumption is satisfied if: ◮

Successive states are iid. There are two states of the world.



Symmetric random walk with three states...



4/14

Dynamic Sender-Receiver Games

Successive states sn follow a Markov chain, with transition function p(s ′ |s). It is assumed aperiodic and irreducible, with invariant measure m ∈ ∆(S). For simplicity, we assume that s1 ∼ m Successive states may be correlated, but we make a restrictive assumption, and assume that p(s ′ |s) does not depend on s, whenever s ′ 6= s. That is, p(s ′ |s) = αs ′ if s ′ 6= s, and p(s|s) = 1 − ∑ αs ′ . s ′ 6=s

Exogenous shocks. This assumption is satisfied if: ◮

Successive states are iid. There are two states of the world.



Symmetric random walk with three states...



4/14

Dynamic Sender-Receiver Games

Successive states sn follow a Markov chain, with transition function p(s ′ |s). It is assumed aperiodic and irreducible, with invariant measure m ∈ ∆(S). For simplicity, we assume that s1 ∼ m Successive states may be correlated, but we make a restrictive assumption, and assume that p(s ′ |s) does not depend on s, whenever s ′ 6= s. That is, p(s ′ |s) = αs ′ if s ′ 6= s, and p(s|s) = 1 − ∑ αs ′ . s ′ 6=s

Exogenous shocks. This assumption is satisfied if: ◮

Successive states are iid. There are two states of the world.



Symmetric random walk with three states...



4/14

Dynamic Sender-Receiver Games

Successive states sn follow a Markov chain, with transition function p(s ′ |s). It is assumed aperiodic and irreducible, with invariant measure m ∈ ∆(S). For simplicity, we assume that s1 ∼ m Successive states may be correlated, but we make a restrictive assumption, and assume that p(s ′ |s) does not depend on s, whenever s ′ 6= s. That is, p(s ′ |s) = αs ′ if s ′ 6= s, and p(s|s) = 1 − ∑ αs ′ . s ′ 6=s

Exogenous shocks. This assumption is satisfied if: ◮

Successive states are iid. There are two states of the world.



Symmetric random walk with three states...



4/14

Dynamic Sender-Receiver Games

Successive states sn follow a Markov chain, with transition function p(s ′ |s). It is assumed aperiodic and irreducible, with invariant measure m ∈ ∆(S). For simplicity, we assume that s1 ∼ m Successive states may be correlated, but we make a restrictive assumption, and assume that p(s ′ |s) does not depend on s, whenever s ′ 6= s. That is, p(s ′ |s) = αs ′ if s ′ 6= s, and p(s|s) = 1 − ∑ αs ′ . s ′ 6=s

Exogenous shocks. This assumption is satisfied if: ◮

Successive states are iid. There are two states of the world.



Symmetric random walk with three states...



4/14

Dynamic Sender-Receiver Games

Successive states sn follow a Markov chain, with transition function p(s ′ |s). It is assumed aperiodic and irreducible, with invariant measure m ∈ ∆(S). For simplicity, we assume that s1 ∼ m Successive states may be correlated, but we make a restrictive assumption, and assume that p(s ′ |s) does not depend on s, whenever s ′ 6= s. That is, p(s ′ |s) = αs ′ if s ′ 6= s, and p(s|s) = 1 − ∑ αs ′ . s ′ 6=s

Exogenous shocks. This assumption is satisfied if: ◮

Successive states are iid. There are two states of the world.



Symmetric random walk with three states...



4/14

Dynamic Sender-Receiver Games

Basic insights: Notice that a babbling equilibrium always exists. Since the state changes, current information eventually becomes valueless. As usual, repetition allows monitoring and trigger play (suspect the referee if always recommending rejection, stop refereeing if recommendations are never taken into account). This favors information transmission.

Problems: - Compute the set of equilibrium payoffs, for patient players. - Is full revelation of information possible, always achievable ? - What about full efficiency ? 5/14

Dynamic Sender-Receiver Games

Basic insights: Notice that a babbling equilibrium always exists. Since the state changes, current information eventually becomes valueless. As usual, repetition allows monitoring and trigger play (suspect the referee if always recommending rejection, stop refereeing if recommendations are never taken into account). This favors information transmission.

Problems: - Compute the set of equilibrium payoffs, for patient players. - Is full revelation of information possible, always achievable ? - What about full efficiency ? 5/14

Dynamic Sender-Receiver Games

Example: iid chain with P(a) = P(b) = 1/2. A parameter c ∈ (1, 2). l r  c, 2 2, 1 state a

l r  1, −1 2, 1 state b

The sender always prefer the receiver to play r . One-shot game: Unique NEP (2,1) (P2 plays r , babbling equilibrium). 3 Dynamic Game: ( 2+c 2 , 2 ) ∈ limδ →1 Eδ . idea: P1 reveals the true state at every period, P2 plays l if a, and r if b. P2 checks that the frequencies of a and b are close to 1/2, and if not punish by playing l. more precisely: play by blocks of length 2N, with N large. On each block: The receiver starts by playing l if a and r if b, until the number of a or b exceeds N. Then he completes in order to have played exactly N times l and r in the block. And the sender plays a pure best reply against this strategy of the receiver. (in case of deviation by the receiver, switch to the babbling eq. forever). P1 is in BR. And any BR of the sender will make him annonce the true 3 state most of the time with high proba ! Hence the payoff ∼ ( 2+c 2 , 2 ), and P2 is in BR. ,

6/14

Dynamic Sender-Receiver Games

Example: iid chain with P(a) = P(b) = 1/2. A parameter c ∈ (1, 2). l r  c, 2 2, 1 state a

l r  1, −1 2, 1 state b

The sender always prefer the receiver to play r . One-shot game: Unique NEP (2,1) (P2 plays r , babbling equilibrium). 3 Dynamic Game: ( 2+c 2 , 2 ) ∈ limδ →1 Eδ . idea: P1 reveals the true state at every period, P2 plays l if a, and r if b. P2 checks that the frequencies of a and b are close to 1/2, and if not punish by playing l. more precisely: play by blocks of length 2N, with N large. On each block: The receiver starts by playing l if a and r if b, until the number of a or b exceeds N. Then he completes in order to have played exactly N times l and r in the block. And the sender plays a pure best reply against this strategy of the receiver. (in case of deviation by the receiver, switch to the babbling eq. forever). P1 is in BR. And any BR of the sender will make him annonce the true 3 state most of the time with high proba ! Hence the payoff ∼ ( 2+c 2 , 2 ), and P2 is in BR. ,

6/14

Dynamic Sender-Receiver Games

Example: iid chain with P(a) = P(b) = 1/2. A parameter c ∈ (1, 2). l r  c, 2 2, 1 state a

l r  1, −1 2, 1 state b

The sender always prefer the receiver to play r . One-shot game: Unique NEP (2,1) (P2 plays r , babbling equilibrium). 3 Dynamic Game: ( 2+c 2 , 2 ) ∈ limδ →1 Eδ . idea: P1 reveals the true state at every period, P2 plays l if a, and r if b. P2 checks that the frequencies of a and b are close to 1/2, and if not punish by playing l. more precisely: play by blocks of length 2N, with N large. On each block: The receiver starts by playing l if a and r if b, until the number of a or b exceeds N. Then he completes in order to have played exactly N times l and r in the block. And the sender plays a pure best reply against this strategy of the receiver. (in case of deviation by the receiver, switch to the babbling eq. forever). P1 is in BR. And any BR of the sender will make him annonce the true 3 state most of the time with high proba ! Hence the payoff ∼ ( 2+c 2 , 2 ), and P2 is in BR. ,

6/14

Dynamic Sender-Receiver Games

Example: iid chain with P(a) = P(b) = 1/2. A parameter c ∈ (1, 2). l r  c, 2 2, 1 state a

l r  1, −1 2, 1 state b

The sender always prefer the receiver to play r . One-shot game: Unique NEP (2,1) (P2 plays r , babbling equilibrium). 3 Dynamic Game: ( 2+c 2 , 2 ) ∈ limδ →1 Eδ . idea: P1 reveals the true state at every period, P2 plays l if a, and r if b. P2 checks that the frequencies of a and b are close to 1/2, and if not punish by playing l. more precisely: play by blocks of length 2N, with N large. On each block: The receiver starts by playing l if a and r if b, until the number of a or b exceeds N. Then he completes in order to have played exactly N times l and r in the block. And the sender plays a pure best reply against this strategy of the receiver. (in case of deviation by the receiver, switch to the babbling eq. forever). P1 is in BR. And any BR of the sender will make him annonce the true 3 state most of the time with high proba ! Hence the payoff ∼ ( 2+c 2 , 2 ), and P2 is in BR. ,

6/14

Dynamic Sender-Receiver Games

Candidate payoffs Minmax payoffs: v 1 := minb∈B r 1 (m, b), v 2 := maxb∈B r 2 (m, b). Consider y : S −→ ∆(B), and imagine that at each stage, P1 reveals the state s and P2 plays y (s). The induced payoff is: R(y ) :=

∑ m(s)r (s, y (s)).

s ∈S

IR conditions: We should have R(y ) ≥ v . Additional incentive compatibility conditions for P1 are required. Let T be a copy of S, and denote by M the set of µ ∈ ∆(S × T ) s.t. both marginals of µ coincide with m (copulas). Write: R 1 (µ , y ) :=



µ (s, t)r 1 (s, y (t)).

(s ,t)∈S ×T

Define E := {R(y ), R(y ) ≥ v and R 1 (y ) = max R 1 (µ , y )}. µ ∈M

7/14

Dynamic Sender-Receiver Games

Candidate payoffs Minmax payoffs: v 1 := minb∈B r 1 (m, b), v 2 := maxb∈B r 2 (m, b). Consider y : S −→ ∆(B), and imagine that at each stage, P1 reveals the state s and P2 plays y (s). The induced payoff is: R(y ) :=

∑ m(s)r (s, y (s)).

s ∈S

IR conditions: We should have R(y ) ≥ v . Additional incentive compatibility conditions for P1 are required. Let T be a copy of S, and denote by M the set of µ ∈ ∆(S × T ) s.t. both marginals of µ coincide with m (copulas). Write: R 1 (µ , y ) :=



µ (s, t)r 1 (s, y (t)).

(s ,t)∈S ×T

Define E := {R(y ), R(y ) ≥ v and R 1 (y ) = max R 1 (µ , y )}. µ ∈M

7/14

Dynamic Sender-Receiver Games

Candidate payoffs Minmax payoffs: v 1 := minb∈B r 1 (m, b), v 2 := maxb∈B r 2 (m, b). Consider y : S −→ ∆(B), and imagine that at each stage, P1 reveals the state s and P2 plays y (s). The induced payoff is: R(y ) :=

∑ m(s)r (s, y (s)).

s ∈S

IR conditions: We should have R(y ) ≥ v . Additional incentive compatibility conditions for P1 are required. Let T be a copy of S, and denote by M the set of µ ∈ ∆(S × T ) s.t. both marginals of µ coincide with m (copulas). Write: R 1 (µ , y ) :=



µ (s, t)r 1 (s, y (t)).

(s ,t)∈S ×T

Define E := {R(y ), R(y ) ≥ v and R 1 (y ) = max R 1 (µ , y )}. µ ∈M

7/14

Dynamic Sender-Receiver Games

Candidate payoffs Minmax payoffs: v 1 := minb∈B r 1 (m, b), v 2 := maxb∈B r 2 (m, b). Consider y : S −→ ∆(B), and imagine that at each stage, P1 reveals the state s and P2 plays y (s). The induced payoff is: R(y ) :=

∑ m(s)r (s, y (s)).

s ∈S

IR conditions: We should have R(y ) ≥ v . Additional incentive compatibility conditions for P1 are required. Let T be a copy of S, and denote by M the set of µ ∈ ∆(S × T ) s.t. both marginals of µ coincide with m (copulas). Write: R 1 (µ , y ) :=



µ (s, t)r 1 (s, y (t)).

(s ,t)∈S ×T

Define E := {R(y ), R(y ) ≥ v and R 1 (y ) = max R 1 (µ , y )}. µ ∈M

7/14

Dynamic Sender-Receiver Games

Results I: uniform payoffs Uniform equilibrium payoffs: A profile (σ , τ ) is a uniform equilibrium if for each ε > 0, it is an ε -equilibrium in the discounted game, whenever players are sufficiently patient. γ ∈ R2 is a uniform equilibrium payoff if there is a uniform equilibrium (σ , τ ), such that γδ (σ , τ ) → γ , as δ → 1. Theorem I: The set of uniform equilibrium payoffs is E (= {R(y ), R(y ) ≥ v and R 1 (y ) = maxµ ∈M R 1 (µ , y )}). • It is also the set of uniform belief free equilibrium payoffs in pure strategies. • Each equilibrium payoff can be achieved with full revelation of information.

8/14

Dynamic Sender-Receiver Games

Results I: uniform payoffs Uniform equilibrium payoffs: A profile (σ , τ ) is a uniform equilibrium if for each ε > 0, it is an ε -equilibrium in the discounted game, whenever players are sufficiently patient. γ ∈ R2 is a uniform equilibrium payoff if there is a uniform equilibrium (σ , τ ), such that γδ (σ , τ ) → γ , as δ → 1. Theorem I: The set of uniform equilibrium payoffs is E (= {R(y ), R(y ) ≥ v and R 1 (y ) = maxµ ∈M R 1 (µ , y )}). • It is also the set of uniform belief free equilibrium payoffs in pure strategies. • Each equilibrium payoff can be achieved with full revelation of information.

8/14

Dynamic Sender-Receiver Games

Results I: uniform payoffs Uniform equilibrium payoffs: A profile (σ , τ ) is a uniform equilibrium if for each ε > 0, it is an ε -equilibrium in the discounted game, whenever players are sufficiently patient. γ ∈ R2 is a uniform equilibrium payoff if there is a uniform equilibrium (σ , τ ), such that γδ (σ , τ ) → γ , as δ → 1. Theorem I: The set of uniform equilibrium payoffs is E (= {R(y ), R(y ) ≥ v and R 1 (y ) = maxµ ∈M R 1 (µ , y )}). • It is also the set of uniform belief free equilibrium payoffs in pure strategies. • Each equilibrium payoff can be achieved with full revelation of information.

8/14

Dynamic Sender-Receiver Games

Results I: uniform payoffs Uniform equilibrium payoffs: A profile (σ , τ ) is a uniform equilibrium if for each ε > 0, it is an ε -equilibrium in the discounted game, whenever players are sufficiently patient. γ ∈ R2 is a uniform equilibrium payoff if there is a uniform equilibrium (σ , τ ), such that γδ (σ , τ ) → γ , as δ → 1. Theorem I: The set of uniform equilibrium payoffs is E (= {R(y ), R(y ) ≥ v and R 1 (y ) = maxµ ∈M R 1 (µ , y )}). • It is also the set of uniform belief free equilibrium payoffs in pure strategies. • Each equilibrium payoff can be achieved with full revelation of information.

8/14

Dynamic Sender-Receiver Games

Results II: discounted payoffs Prop: Eδ ⊂ E for all discount factor δ . Theorem II: A) If each y : S −→ ∆(B) such that R(y ) ∈ E is constant (no info transmitted), then: E is the set of babbling eq. payoffs, and Eδ = E for each δ (no revelation of info at all) B) It there exists y such that R 2 (y ) > v 2 and R 1 (y ) > R 1 (µ , y ) for each “unfaithfull" µ in M , then : SECδ −−−→ E δ →1

where SECδ is the set of sequential equilibrium payoffs when allowing for a public correlation device after each message of the sender. (full revelation of info at most stages on the equilibrium path) C) For generic payoffs, A) or B) holds, hence we have: SECδ −→δ →1 E . 9/14

Dynamic Sender-Receiver Games

Results II: discounted payoffs Prop: Eδ ⊂ E for all discount factor δ . Theorem II: A) If each y : S −→ ∆(B) such that R(y ) ∈ E is constant (no info transmitted), then: E is the set of babbling eq. payoffs, and Eδ = E for each δ (no revelation of info at all) B) It there exists y such that R 2 (y ) > v 2 and R 1 (y ) > R 1 (µ , y ) for each “unfaithfull" µ in M , then : SECδ −−−→ E δ →1

where SECδ is the set of sequential equilibrium payoffs when allowing for a public correlation device after each message of the sender. (full revelation of info at most stages on the equilibrium path) C) For generic payoffs, A) or B) holds, hence we have: SECδ −→δ →1 E . 9/14

Dynamic Sender-Receiver Games

Results II: discounted payoffs Prop: Eδ ⊂ E for all discount factor δ . Theorem II: A) If each y : S −→ ∆(B) such that R(y ) ∈ E is constant (no info transmitted), then: E is the set of babbling eq. payoffs, and Eδ = E for each δ (no revelation of info at all) B) It there exists y such that R 2 (y ) > v 2 and R 1 (y ) > R 1 (µ , y ) for each “unfaithfull" µ in M , then : SECδ −−−→ E δ →1

where SECδ is the set of sequential equilibrium payoffs when allowing for a public correlation device after each message of the sender. (full revelation of info at most stages on the equilibrium path) C) For generic payoffs, A) or B) holds, hence we have: SECδ −→δ →1 E . 9/14

Dynamic Sender-Receiver Games

Results II: discounted payoffs Prop: Eδ ⊂ E for all discount factor δ . Theorem II: A) If each y : S −→ ∆(B) such that R(y ) ∈ E is constant (no info transmitted), then: E is the set of babbling eq. payoffs, and Eδ = E for each δ (no revelation of info at all) B) It there exists y such that R 2 (y ) > v 2 and R 1 (y ) > R 1 (µ , y ) for each “unfaithfull" µ in M , then : SECδ −−−→ E δ →1

where SECδ is the set of sequential equilibrium payoffs when allowing for a public correlation device after each message of the sender. (full revelation of info at most stages on the equilibrium path) C) For generic payoffs, A) or B) holds, hence we have: SECδ −→δ →1 E . 9/14

Dynamic Sender-Receiver Games

Results II: discounted payoffs Prop: Eδ ⊂ E for all discount factor δ . Theorem II: A) If each y : S −→ ∆(B) such that R(y ) ∈ E is constant (no info transmitted), then: E is the set of babbling eq. payoffs, and Eδ = E for each δ (no revelation of info at all) B) It there exists y such that R 2 (y ) > v 2 and R 1 (y ) > R 1 (µ , y ) for each “unfaithfull" µ in M , then : SECδ −−−→ E δ →1

where SECδ is the set of sequential equilibrium payoffs when allowing for a public correlation device after each message of the sender. (full revelation of info at most stages on the equilibrium path) C) For generic payoffs, A) or B) holds, hence we have: SECδ −→δ →1 E . 9/14

Dynamic Sender-Receiver Games

Results II: discounted payoffs Prop: Eδ ⊂ E for all discount factor δ . Theorem II: A) If each y : S −→ ∆(B) such that R(y ) ∈ E is constant (no info transmitted), then: E is the set of babbling eq. payoffs, and Eδ = E for each δ (no revelation of info at all) B) It there exists y such that R 2 (y ) > v 2 and R 1 (y ) > R 1 (µ , y ) for each “unfaithfull" µ in M , then : SECδ −−−→ E δ →1

where SECδ is the set of sequential equilibrium payoffs when allowing for a public correlation device after each message of the sender. (full revelation of info at most stages on the equilibrium path) C) For generic payoffs, A) or B) holds, hence we have: SECδ −→δ →1 E . 9/14

Dynamic Sender-Receiver Games

Comments (1) The set E only depends on m, not on the transitions (as if the chain was i.i.d.). And E = {R(y ), R(y ) ≥ v , ∑s r 1 (s, y (s)) ≥ ∑s r 1 (s, y (φ (s)) ∀ permutation φ }. (2) Private information may prevent full efficiency. Example: iid chain P(a) = P(b) = 1/2. l m r  1, 1 2, 0 0, 1 state a

l m r  2, 0 1, 1 0, 1 state b

For all δ , Eδ = {(0, 1)} = E . (3) The CV to E is only generic: l r  1/2, 1 1, 1 state a

l r  0, 0 1, 1 state b

(3/4, 1) ∈ E , but Eδ = SECδ = {(1, 1)} for all δ .

10/14

Dynamic Sender-Receiver Games

Comments (1) The set E only depends on m, not on the transitions (as if the chain was i.i.d.). And E = {R(y ), R(y ) ≥ v , ∑s r 1 (s, y (s)) ≥ ∑s r 1 (s, y (φ (s)) ∀ permutation φ }. (2) Private information may prevent full efficiency. Example: iid chain P(a) = P(b) = 1/2. l m r  1, 1 2, 0 0, 1 state a

l m r  2, 0 1, 1 0, 1 state b

For all δ , Eδ = {(0, 1)} = E . (3) The CV to E is only generic: l r  1/2, 1 1, 1 state a

l r  0, 0 1, 1 state b

(3/4, 1) ∈ E , but Eδ = SECδ = {(1, 1)} for all δ .

10/14

Dynamic Sender-Receiver Games

Comments (1) The set E only depends on m, not on the transitions (as if the chain was i.i.d.). And E = {R(y ), R(y ) ≥ v , ∑s r 1 (s, y (s)) ≥ ∑s r 1 (s, y (φ (s)) ∀ permutation φ }. (2) Private information may prevent full efficiency. Example: iid chain P(a) = P(b) = 1/2. l m r  1, 1 2, 0 0, 1 state a

l m r  2, 0 1, 1 0, 1 state b

For all δ , Eδ = {(0, 1)} = E . (3) The CV to E is only generic: l r  1/2, 1 1, 1 state a

l r  0, 0 1, 1 state b

(3/4, 1) ∈ E , but Eδ = SECδ = {(1, 1)} for all δ .

10/14

Dynamic Sender-Receiver Games

(4) The correlation device is not needed if y is pure. In some case it is actually needed (use FLM 1994). (5) Every equilibrium payoff of the one-shot game remains an eq. payoff of the dynamic game. The worst equilibrium payoff for the sender can be lower in the dynamic game than in the static game. For the receiver, the lower eq. payoff is the babbling payoff in both cases. (6) Remains valid if P1 knows future states in advance. (7) Assume the sender does not observe the actions of the receiver: Eδb ⊂ Eδ ( the equilibrium set can only be reduced when the sender is blind.) (8) Assume the receiver oberves his payoff, or the realization of the state at the end of each period (and i.i.d. chain): close to a repeated game with almost full observation (lag of one stage), we have a Folk theorem without the IC condition. 11/14

Dynamic Sender-Receiver Games

(4) The correlation device is not needed if y is pure. In some case it is actually needed (use FLM 1994). (5) Every equilibrium payoff of the one-shot game remains an eq. payoff of the dynamic game. The worst equilibrium payoff for the sender can be lower in the dynamic game than in the static game. For the receiver, the lower eq. payoff is the babbling payoff in both cases. (6) Remains valid if P1 knows future states in advance. (7) Assume the sender does not observe the actions of the receiver: Eδb ⊂ Eδ ( the equilibrium set can only be reduced when the sender is blind.) (8) Assume the receiver oberves his payoff, or the realization of the state at the end of each period (and i.i.d. chain): close to a repeated game with almost full observation (lag of one stage), we have a Folk theorem without the IC condition. 11/14

Dynamic Sender-Receiver Games

(4) The correlation device is not needed if y is pure. In some case it is actually needed (use FLM 1994). (5) Every equilibrium payoff of the one-shot game remains an eq. payoff of the dynamic game. The worst equilibrium payoff for the sender can be lower in the dynamic game than in the static game. For the receiver, the lower eq. payoff is the babbling payoff in both cases. (6) Remains valid if P1 knows future states in advance. (7) Assume the sender does not observe the actions of the receiver: Eδb ⊂ Eδ ( the equilibrium set can only be reduced when the sender is blind.) (8) Assume the receiver oberves his payoff, or the realization of the state at the end of each period (and i.i.d. chain): close to a repeated game with almost full observation (lag of one stage), we have a Folk theorem without the IC condition. 11/14

Dynamic Sender-Receiver Games

(4) The correlation device is not needed if y is pure. In some case it is actually needed (use FLM 1994). (5) Every equilibrium payoff of the one-shot game remains an eq. payoff of the dynamic game. The worst equilibrium payoff for the sender can be lower in the dynamic game than in the static game. For the receiver, the lower eq. payoff is the babbling payoff in both cases. (6) Remains valid if P1 knows future states in advance. (7) Assume the sender does not observe the actions of the receiver: Eδb ⊂ Eδ ( the equilibrium set can only be reduced when the sender is blind.) (8) Assume the receiver oberves his payoff, or the realization of the state at the end of each period (and i.i.d. chain): close to a repeated game with almost full observation (lag of one stage), we have a Folk theorem without the IC condition. 11/14

Dynamic Sender-Receiver Games

(4) The correlation device is not needed if y is pure. In some case it is actually needed (use FLM 1994). (5) Every equilibrium payoff of the one-shot game remains an eq. payoff of the dynamic game. The worst equilibrium payoff for the sender can be lower in the dynamic game than in the static game. For the receiver, the lower eq. payoff is the babbling payoff in both cases. (6) Remains valid if P1 knows future states in advance. (7) Assume the sender does not observe the actions of the receiver: Eδb ⊂ Eδ ( the equilibrium set can only be reduced when the sender is blind.) (8) Assume the receiver oberves his payoff, or the realization of the state at the end of each period (and i.i.d. chain): close to a repeated game with almost full observation (lag of one stage), we have a Folk theorem without the IC condition. 11/14

Dynamic Sender-Receiver Games

(4) The correlation device is not needed if y is pure. In some case it is actually needed (use FLM 1994). (5) Every equilibrium payoff of the one-shot game remains an eq. payoff of the dynamic game. The worst equilibrium payoff for the sender can be lower in the dynamic game than in the static game. For the receiver, the lower eq. payoff is the babbling payoff in both cases. (6) Remains valid if P1 knows future states in advance. (7) Assume the sender does not observe the actions of the receiver: Eδb ⊂ Eδ ( the equilibrium set can only be reduced when the sender is blind.) (8) Assume the receiver oberves his payoff, or the realization of the state at the end of each period (and i.i.d. chain): close to a repeated game with almost full observation (lag of one stage), we have a Folk theorem without the IC condition. 11/14

Dynamic Sender-Receiver Games

(9) What about general Markov chains ? Example of a random walk: S = {a, b, c}. From each state, move clockwise with proba 1/4 and counterclockwise with proba 3/4.

b





a T 

T

T TT c

The payoffs (state in row, action in column): 100, 100 −100, −100 −100, −100 −100, −100 0, 1 1, 0 −100, −100 1, 0 0, 1 (100/3, 102/3) does not belong to {R(y ) : R 1 (y ) = maxµ ∈M R 1 (y ; µ )}. But it is an equilibrium payoff. The set of equilibrium payoffs depends on the transitions. In general, not all copulas provide undetectable deviations for the sender. 12/14

Dynamic Sender-Receiver Games

(9) What about general Markov chains ? Example of a random walk: S = {a, b, c}. From each state, move clockwise with proba 1/4 and counterclockwise with proba 3/4.

b





a T 

T

T TT c

The payoffs (state in row, action in column): 100, 100 −100, −100 −100, −100 −100, −100 0, 1 1, 0 −100, −100 1, 0 0, 1 (100/3, 102/3) does not belong to {R(y ) : R 1 (y ) = maxµ ∈M R 1 (y ; µ )}. But it is an equilibrium payoff. The set of equilibrium payoffs depends on the transitions. In general, not all copulas provide undetectable deviations for the sender. 12/14

Dynamic Sender-Receiver Games

(9) What about general Markov chains ? Example of a random walk: S = {a, b, c}. From each state, move clockwise with proba 1/4 and counterclockwise with proba 3/4.

b





a T 

T

T TT c

The payoffs (state in row, action in column): 100, 100 −100, −100 −100, −100 −100, −100 0, 1 1, 0 −100, −100 1, 0 0, 1 (100/3, 102/3) does not belong to {R(y ) : R 1 (y ) = maxµ ∈M R 1 (y ; µ )}. But it is an equilibrium payoff. The set of equilibrium payoffs depends on the transitions. In general, not all copulas provide undetectable deviations for the sender. 12/14

Dynamic Sender-Receiver Games

(9) What about general Markov chains ? Example of a random walk: S = {a, b, c}. From each state, move clockwise with proba 1/4 and counterclockwise with proba 3/4.

b





a T 

T

T TT c

The payoffs (state in row, action in column): 100, 100 −100, −100 −100, −100 −100, −100 0, 1 1, 0 −100, −100 1, 0 0, 1 (100/3, 102/3) does not belong to {R(y ) : R 1 (y ) = maxµ ∈M R 1 (y ; µ )}. But it is an equilibrium payoff. The set of equilibrium payoffs depends on the transitions. In general, not all copulas provide undetectable deviations for the sender. 12/14

Dynamic Sender-Receiver Games

In general, we can prove that the uniform equilibrium set EQ satisfies: E = {R(y ) ∈ IR, R 1 (y ) = max R 1 (y ; µ )} ⊂ EQ, µ ∈M

and

EQ ⊂ {R(y ) ∈ IR, R 1 (y ) = max′ R 1 (y ; µ )}, µ ∈M

where

M′

contain those measures µ ∈ M such that

∑ µ (t|s)p(¯s |s) = ∑ p(¯t |t)µ (¯s |¯t ),

s ∈S

for each t,¯s .

t ∈T

With our assumptions on the Markov chain, M ′ = M .

13/14

Dynamic Sender-Receiver Games

A probability question: Compute the set C of copulas µ ∈ ∆(S × S) such that there exists a process (sn , tn )n with values in S × S satisfying: 1) (sn )n and (tn )n have the same law, the law of the Markov chain, 2) for each n, the law of (sn , tn ) is µ . 3) given s1 ,...,sn , the r.v. tn is independent from (st )t >n (or even (sn , tn )n Markov chain ?) Example: S = {a, b, c}. From each state, move clockwise with proba 1/4 and counterclockwise with proba 3/4. a T   T T  TT c b     0 0 1/3 0 1/3 0  1/3 0 0  ∈ C ,  1/3 0 0 ∈ / C. 0 1/3 0 0 0 1/3   α γ β Bet : C = { β α γ  , α + β + γ = 1/3, α ≥ 0, β ≥ 0, γ ≥ 0}. γ β α 14/14

Dynamic Sender-Receiver Games References

Athey S. and Bagwell K. (2008) Collusion with Persistent Cost Shocks. Econometrica, 76, 493-540. Aumann R.J. and Hart S. (2003) Long Cheap Talk. Econometrica, 71, 1619-1660. Crawford V.P. and Sobel J. (1982) Strategic Information Transmission. Econometrica, 50, 1431-1451. Forges F. and Koessler F. (2008) Long Persuasion Games. Journal of Economic Theory, 143, 1-35. Fudenberg D., Levine K. and Maskin E. (1994) The Folk Theorem with Imperfect Public Information. Econometrica, 62, 997-1040. Golosov M., Skreta V., Tsyvinski A. and Wilson A. (2009) Dynamic Strategic Information Transmission. Preprint. Hörner J., Rosenberg D., Solan E. and Vieille N. (2010) On a Markov Game with One-Sided Incomplete Information. Operations Research, forthcoming. 14/14

Dynamic Sender-Receiver Games References

Krishna V. and Morgan J. (2001) A Model of Expertise. Quarterly Journal of Economics, 116, 747-775. Mailath G.J. Samuelson˛L. (2006) Repeated Games and Reputations: Long-Run Relationships. Oxford University Press. Phelan C. (2006) Public Trust and Goverment Betrayal. Journal of Economic Theory, 130, 27-43. J. Renault. The value of Markov chain games with lack of information on one side. Mathematics of Operations Research, 3, 490–512, 2006. Wiseman T. (2008) Reputation and Impermanent Types. Games and Economic Behavior, 62, 190-210.

Thanks for your attention !

14/14

Dynamic Sender-Receiver Games

Basic ingredients: a state space S, a message set A, an action set B, and a payoff function r : S ×B ...... Crawford V.P. and Sobel J. (1982) Strategic Information.

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