London School of Economics and Political Science
Monday – Tuesday 15 – 16 April, 2024
This workshop has a twofold purpose: to foster in-depth discussions and collaboration among researchers, and to facilitate the development of novel research partnerships that challenge conventional definitions, roles, and implications of information within various game-theory related domains. We aim to explore critical questions, including:
What constitutes relevant information for agents in a strategic context, and how do agents process this information?
Can we quantifiably measure the information held by agents and the correlations between them in a manner suitable for strategic scenarios, such as team coordination?
Under what circumstances and for what reasons do agents opt to disregard information?
What is the computational complexity involved in generating or interpreting information signals?
Our workshop aims to stimulate intellectual exchange and catalyse insights within the realm of game theory.
Financial support from the London Mathematical Society is
gratefully acknowledged.
Speakers:
Registration:
Room capacity is limited.
Participants who are not speakers will need to register with an email to Emily Jackson
(e.jackson2@lse.ac.uk) please with cc: to
b.von-stengel@lse.ac.uk and G.Ashkenazi-Golan@lse.ac.uk
Location at LSE:
Graham Wallas Room (click for map), fifth floor of the Old Building behind
the Senior Common Room (exit to the right), which in turn is
behind the Senior Dining Room.
Schedule
Click on a speaker name for talk abstract
Monday 15 April 2024
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Tuesday 16 April 2024
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9:45 – 10:00
Welcome
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10:00 – 10:40
Matteo Escudé
Transparent Allocations with Costly Falsification
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10:00 – 10:40
Michal Feldman
Combinatorial Contracts
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10:40 – 11:00
coffee break
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10:40 – 11:00
coffee break
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11:00 – 11:40
Christina Pawlowitsch
Meaning in Costly-Signaling Games
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11:00 – 11:40
Françoise Forges
Neologisms in Cheap Talk Games
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11:45 – 12:25
Tangren Feng
Getting Information from Enemies
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11:45 – 12:25
Thomas Norman
Sunspots and Bayes Correlated Equilibrium
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12:30 – 14:00
lunch
LSE Senior Dining Room
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12:30 – 14:00
lunch
LSE Senior Dining Room
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14:00 – 14:40
Ina Taneva
Information, Higher-Order Reasoning and Contingent Thinking
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14:00 – 14:40
Penélope Hernández
Strategic Communication inside Platforms
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14:45 – 15:25
Bernhard von Stengel
Information Gain and Computational Complexity
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14:45 – 15:25
Gregorio Curello
The Comparative Statics of Persuasion
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15:25 – 15:45
coffee break
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15:25 – 15:45
coffee break
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15:45 – 16:25
Mira Frick
Multidimensional Screening with Rich Consumer Data
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15:45 – 16:25
Clemens Possnig
Reinforcement Learning and Collusion
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16:30 – 17:10
Olivier Gossner
SCAMP
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16:30 – 17:00
Discussion
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17:10 – 18:30 break
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17:00
End of Workshop
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18:30 – 20:00
Public Talk – Centre Building Auditorium
(click for map)
Michal
Feldman
Approximation is the New Optimal
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Presentation Details
Speaker |
Title, Links |
Abstract |
Gregorio
Curello
University of Bonn, Germany
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The Comparative Statics of Persuasion
(joint with Ludvig Sinander)
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In the canonical persuasion model, comparative statics has been an
open question. We answer it, delineating which shifts of the sender's interim
payoff lead her optimally to choose a more informative signal. Our first
theorem identifies a coarse notion of 'increased convexity' that we show
characterises those shifts of the sender's interim payoff that lead her
optimally to choose no less informative signals. To strengthen this conclusion
to 'more informative' requires further assumptions: our second theorem
identifies the necessary and sufficient condition on the sender's interim
payoff, which strictly generalises the 'S' shape commonly imposed in the
literature. We identify conditions under which increased alignment of
interests between sender and receiver lead to comparative statics, and study
applications.
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Matteo Escudé
LUISS University, Rome
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Transparent Allocations with Costly Falsification
(joint with Piero Gottardi)
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A principal wishes to accept an agent if and only if he is
suitable, while the latter wants to be accepted regardless
of suitability. Each of them possesses private information
about the quality of the match. We study principal-optimal
mechanisms when: (i) transfers are not feasible but (ii)
misreporting is costly for the agent. We show that, if the
principal has a narrow focus – in the sense that her
possible types fully disagree on which agents are
suitable – principal-optimal mechanisms never require her to
reveal her private information. In contrast, if her focus is
broad, revealing her preferences to the agent may be
beneficial: transparent mechanisms might be strictly
principal-optimal.
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Michal Feldman
Tel-Aviv University
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Combinatorial Contracts
(joint with Tomer Ezra, Paul Duetting, and Thomas Kesselheim)
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Contract design captures situations where a principal delegates the
execution of a costly task to an agent. To complete the task, the agent
chooses an action from a set of costly actions. The principal can only
observe the outcome, which is stochastically determined by the chosen
action. The principal incentivizes the desired action through a contract,
that specifies payments based on the observed outcome. In this talk, I will
survey two papers on combinatorial contracts, which highlight
different sources of complexity that arise in contract design. The first
(FOCS'21) is where the agent can choose any subset of a given set of
actions; the second (STOC'23) is where the principal motivates a team of
agents. We provide (approximation) algorithms and hardness results for the
optimal contract problem in these scenarios.
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Tangren Feng
Bocconi University, Milan
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Getting Information from Enemies
(joint with Qinggong Wu)
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A decision maker (DM) faces a binary choice. The DM
does not know which alternative is better, but a
group of experts do. However, the experts would like
the DM to make the wrong choice. Given the
hostility, is it still possible for the DM to
extract useful information from the experts using
mechanism design? We answer 'Yes': There are
mechanisms where truth-telling is a Bayesian or even
ex post equilibrium, even though the information
leak benefits DM and hurts the expert. On the other
hand, if truth-telling is required to be an interim
or ex post dominant strategy, then no mechanism
extracts information in favor of the DM.
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Françoise Forges
University of Paris – Dauphine
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Neologisms in Cheap Talk Games
(joint with Stéphan Sémirat)
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Pure perfect Bayesian equilibria in sender-receiver games with finitely
many types for the sender are characterized as incentive compatible
partitions of the sender's types. Refinements involve neologism-proof and
undefeated partitions.
In the case of ordered types, real-valued decisions, and well-behaved
utility functions, we propose a family of iterative optimization processes,
which can be interpreted as better response dynamics. We show that they all
converge to a unique incentive compatible partition, which is undefeated
and also the only one that could be neologism-proof.
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Mira Frick
Yale University
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Multidimensional Screening with Rich Consumer Data
(joint with Ryota Iijima and Yuhta Ishii)
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We study multi-good sales by a seller who has access to
rich data about a buyer's valuations for the goods. Optimal
mechanisms in such multidimensional screening problems are
known to in general be complicated and not resemble
mechanisms observed in practice. Thus, we instead analyze
the optimal convergence rate of the seller's revenue to the
first-best revenue as the amount of data grows large. Our
main result provides a rationale for a simple and widely
used class of mechanisms – (pure) bundling – by
showing that these mechanisms allow the seller to achieve
the optimal convergence rate. In contrast, we find that
another simple class of mechanisms – separate sales
– yields a suboptimal convergence rate to the
first-best and thus is outperformed by bundling whenever the
seller has sufficiently precise information about consumers.
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Olivier Gossner
LSE and Ecole Polytechnique
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SCAMP
(joint with Rafael Veiel)
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We study (interim correlated) rationalizability in games
with incomplete information. For each given game with
incomplete information, we show that all hierarchies of
iterative deletion of dominated strategies can be
captured through an automaton, the strategic automaton.
We then prove that a finitely parameterized class of
information structures, SCAMP, is sufficient to generate
every outcome distribution induced by general common
prior information structures. In this parameterized
family, a profile of signals is identified to a path over
the automaton, and the probability distribution of signal
profiles defines a Markov chain.
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Penélope Hernández
University of Valencia
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Strategic Communication inside Platforms
(joint with Julián Chitiva)
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Two main factors have helped the development of the advertising industry.
First, Machine Learning algorithms help platforms such as
Google and Facebook to know users better for more targeted
advertising campaigns.
Second, people share an interest in coordinating their
actions, which is helped by communication among them.
To study these phenomena we propose a three-stage game
between a platform and its users.
We assume users have private information about their types.
A key assumption here is that although this information is
private among users (each user knows his type but does not
know the others' types) it is known by the platform thanks
to its algorithms.
In the first stage, the platform plays a Bayesian Persuasion
game with its users.
The main goal of the platform is to privately persuade its
users, depending on their types, to bias their Bayesian
belief of the state of the world.
In the second stage, after the platform has privately
communicated with the users, we describe a Cheap-Talk
communication game among the users.
In this stage, users forward the message received from the
platform to a subset of other users; that subset is
each user's only choice – they cannot reveal their
type, but users who receive the message can update their
belief about the other's type in a Bayesian way.
In the last stage, users take an action that determines
their utility.
The utility function of each user considers that each user
wants to take an action as close as possible to their
favorite action, and which other users want to coordinate
among them.
We characterize the (unique) equilibrium action in the
n-player game with private information by solving the last
stage.
Then, we compute the signalling equilibria of the cheap-talk
game.
Finally, we compute the optimal action of the platform under
different assumptions for its utility function, such as
maximizing revenue or the social welfare of its users.
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Thomas Norman
University of Oxford
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Sunspots and Bayes Correlated Equilibrium
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Sunspot equilibria allow the non-standard features of extrinsic price
uncertainty and coordination of agents' choices in general equilibrium, but with
no apparent mechanism governing their occurrence. We show in this paper that
such a mechanism can be provided by making one of the agents a "market-maker",
who sets prices and clears the market of any excess demand or supply. In a game
where the market-maker chooses prices prior to trading, his optimal price choice
is equivalent to his optimal choice of Bayes correlated equilibrium demands,
yielding equivalence with an information design problem. The set of
sender-preferred Bayes correlated equilibria of this game is shown to coincide
with the set of sunspot equilibria of the underlying economy, with non-trivial
sunspots arising outside the convex hull of Nash equilibria.
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Christina Pawlowitsch
University of Paris-Panthéon-Assas
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Meaning in Costly-Signaling Games
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Costly-signaling theory is a well-established paradigm in
economics and theoretical biology. In this talk, using a parametrized
family of discrete games with two states of nature (high and low), two
signals (presence and absence of a costly signal), and two reactions to
signals (accept and do not accept), I address the question What "meaning"
is in this games? What meaning the presence, respectively, the absence of
the costly comes to carry in the various co-existing equilibria of this
game, and how this changes, as a function of the prior probability on the
states of nature and the cost of the signal. Special attention is given to
cases so far neglected in the literature: mixed-strategy, partially
revealing/partially "pooling" equilibria, which are interpreted as a form
of "indirect speech"; and the co-existence of "all-signal-accept" and
"nobody-signal-accept" equilibria in case of a high prior on the high type,
which is explored as the basis of "countersignaling" and, related to that,
a phenomenon of "indirect discrimination" when a costly-signaling mechanism
interacts with discrimination based on observable characteristics.
Illustrations from the study of language are given.
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Clemens Possnig
University of Waterloo, Canada
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Reinforcement Learning and Collusion
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This paper presents an analytical characterization of the long run policies
learned by algorithms that interact repeatedly. These algorithms update
policies which are maps from observed states to actions. I show that the
long run policies correspond to equilibria that are stable points of a
tractable differential equation. As a running example, I consider a
repeated Cournot game of quantity competition, for which learning the stage
game Nash equilibrium serves as non-collusive benchmark. I give necessary
and sufficient conditions for this Nash equilibrium not to be learned.
These conditions are requirements on the state variables algorithms use to
determine their actions, and on the stage game. When algorithms determine
actions based only on the past period's price, the Nash equilibrium can be
learned. However, agents may condition their actions on richer types of
information beyond the past period's price. In that case, I give sufficient
conditions such that the policies converge with positive probability to a
collusive equilibrium, while never converging to the Nash equilibrium.
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Ina Taneva
University of Edinburgh
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Information, Higher-Order Reasoning and Contingent Thinking
(joint with Brian Rogers)
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The assumption of rationality and higher-order reasoning about rationality
underpins many models of strategic behavior. We investigate the degree to which
this assumption holds in a simple incomplete information game and how that
depends on the particular informational environment of the game. The project
aims to provide a simple framework for identifying higher-order rationality in
incomplete information games and test the implications of different types of
information structures on the players' displayed orders of rationality. We have
run a lab experiment and collected data from 115 participants across three
treatments, holding the basic game fixed and varying the information structure,
where information structures across treatments are ranked in terms of contingent
thinking difficulty. We are able to obtain within-subject comparisons of the
degree to which more difficult information structures impact the levels of
rationality of players.
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Bernhard von Stengel
LSE
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Information Gain and Computational Complexity
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The concept of Extensive-Form Correlated Equilibrium
(EFCE, von Stengel and Forges, MOR 2008) applies to
extensive games with perfect recall. Similar to a
standard correlated equilibrium (CE) for the strategic
form of the game, a mediator draws a strategy profile
from a known joint distribution at the start of the
game. The mediator privately reveals to each player the
moves in that profile as a recommended action, but not
at the beginning, only when the player reaches the
information set with that move. This is analogous to
the "locality" of behaviour strategies as used in a Nash
equilibrium. Unlike in an Agent-Form CE, where every
information set has a separate agent, players in an EFCE
remain in control of their own future. An EFCE can be
computed in polynomial time, which is a long-standing
open question for CE.
This raises the question of how to associate a
recommended action with an information set. (Recent work
on regret-based learning an EFCE partly addresses this
question.) Without giving an answer, I want to challenge
how we represent information in games in general.
Information sets in extensive games (and similarly,
information structures) represent information as what is
unknown about the "state of the world". Should
information not be modeled better as something
active, as something the player learns? A
big (complicated) information set means lack of
knowledge, and a small (singleton) information means
perfect information. This is not how people act and
think: lack of knowledge, being naive, should have a
simple representation, and only with further information
the world should become richer.
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