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Information Design: A unified Perspective

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1 Information Design: A unified Perspective
L19 Bergmann and Morris 2017

2 Schedule of presentations
April 18 : Yue Li April 20: Quiran Shao April 25: Alaxander Clark April 27: Gabriel Martinez May 2: Ziwei Wang May 4: Yixi Yang

3 Plan Today: General Information Design Framework
Revelation principle and BCE Two step procedure KG example reconsidered Next lecture: we modify the KG example By this we illustrate the key substantive findings in the information design

4 Basic Game Sender faces many Receives who ``play a game ’’ among each other A game: I players (receivers) Finite action space Type space: , prior Preferences: ``Prior’’ information structure Finite set of signals , Signal distribution We call it a basic game (of incomplete information),

5 Designer’s instruments
Designer observes (Literature assumes 3 variants) Payoff state and types for all Payoff state only, can elicit types Payoff state only, cannot elicit types Designer provides `supplemental’’ information to players Sends messages to each player (here called signal) Communication rule C Remark: Without knowledge the designer essentially becomes a mediator from the literature on correlated equilibrium, Forges (1993, 2006)

6 Designer’s preferences over C
is an augmented incomplete information game Strategy of each player Profile is a BNE if … Each BNE induces some decision rule Equilibrium correspondence

7 Designer’s preferences over C
Ex post utility implies ex ante preferences over decision rules Complication: Equilibrium correspondence is not a function does not define preferences over We need some selection criterion Two alternative approaches

8 Designer’s preferences over C
Designer choses as well as - Objective of a designer - Most papers (all discussed in this review) For any designer choice C nature selects adverse equilibrium - Latter: Robust information design - Carroll (2016) , Goldstein and Huang 2016, Inostroza and Pavan 2017

9 Bayes Correlated Equilibrium (BCE)
D: Decision rule is a BCE in the basic game if for any Let be the set of all BSE in game G Revelation principle (Bergmann Morris 2016) T1: A decision rule is BCE in a basic game if and only if it is a BNE in the augmented game, i.e., for some Proof

10 Implications Max max problem equivalent to choosing preferred BCE in
Optimal communication rule can be found in two-step procedure Characterize the set of all BCE Find BCE that maximizes S preferences on this set Find the corresponding communication rule Benefits: Problem has a structure of linear programming Optimal message strategy is well defined Comparative statics of BCE Derivation of equilibrium without concavification Max min problem, set of feasible decision rules is smaller than

11 Plan We apply these results to characterize equilibrium in a sequence of examples Today: One with no prior information (KG example) Next lecture modifications of this example

12 KG reconsidered Binary state space , equally likely states
One player (Receiver) interpreted as firm Binary action space Payoffs (assume ) No ``prior’’ information about a state Designer S observes , commits to message structure Objective: maximizes sum of probabilities of investment: This is a KG example (modulo changes in labeling)

13 Decision rule Decision rule
In the binary model a decision rule is summarized by Geometric representation: Interpretation: Stochastic recommendation from a designer Which of the decision rules can be implemented with some ?

14 Step 1: Set of BCE Given , ex ante distribution over states and actions Recommendation ``invest’’ is followed if Recommendation not invest is followed if The latter condition is redundant

15 BCE Set Polytope How to implement extreme points of ?

16 Step 2: Optimal message strategy
S maximizes the expected probability of investment Optimal choice Message strategy Lessons (as in KM): Obfuscation of information ``not invest’’ is ex post optimal given bad message ``not invest’’ and ``invest’’ are equally attractive given good message

17 Next lecture Next lecture:
One player with prior information (comparative statics) Two players, no prior information (public versus private signals) Two players, prior information (generalized comparative statics) Design with private information


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