15.025 Game Theory for Strategic Advantage



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Sloan School of Management Massachusetts Institute of Technology Spring 2015 15.025 Game Theory for Strategic Advantage LOGISTICS OVERVIEW Professor: Alessandro Bonatti (bonatti@mit.edu) E62-521 TA: Natallia Dzivakova (ndiva@mit.edu) Meeting: 10:00-11:30AM, Tue-Thu, E62-223 Office Hours: Please e-mail to arrange A game is a multi-person decision problem: tic-tac-toe and chess are games, but gameplaying is also serious business. Managers frequently play games both within their firm (with other divisions and subordinates) as well as outside (with competitors, customers, and even capital markets). In turn, politicians, lobbyists, and other stakeholders play games with firms (e.g. when designing auctions or regulations). The goal of this course is to enhance your ability to think strategically in such complex, interactive environments. In particular, the course emphasizes four themes for acquiring advantage in games: 1. Identifying structures: Being able to identify the key elements of the situation is critical for strategic thinking. 2. Selecting strategic moves: Changing the game being played to your advantage through credible commitments, threats, and promises. 3. Exploiting hidden information: When to reveal information or not, and how to handle uncertainty about others information. 4. Recognizing the limits of rationality: How to play when others may not be fully rational, and when others may be uncertain about your rationality. APPROACH My view is that the important ideas of game theory are best mastered not at the level of some abstract theory but in the context of real examples. For this reason, we will discuss numerous real-world examples and analyze games that arise frequently in business settings. To deepen your thinking in a concrete setting, a crucial element of the course is a team project in which students will identify a real-world game of interest, analyze it using the tools of the course, and offer concrete strategic advice to some player in the game.

My goal is to teach game theory, not mathematics. That being said, examples and cases alone do not suffice to get a deeper appreciation and understanding of the material, so some general parts of game theory will be introduced as well. You will discover a fascinating paradox: the more transparent the mathematics, the more interesting and challenging the issues that can arise. To complement the formal analysis, we will use an interactive approach that includes in-class live games, discussion of take-home games as well as two problem sets. COURSE PLAN The course will move from the abstract towards the concrete. In the first part of the course (Classes 1-12), we will cover the foundations and a wide spectrum of applications of game theory. In the second part (Classes 13-22), we will put the foundations to work in three multi-week, advanced applied segments. The advanced applications will be: Classes 13-15: Classes 16-19: Classes 20-22: Long-Run Relationships Auctions and Market Design Communication, Credibility and Reputation Exemplary team projects will be presented and discussed in the final week (Classes 23-24). PREREQUISITE Game theory is applied in many other courses offered at Sloan. 1 A single course could not suffice to study even a fraction of these particular applications in any depth. While the course is designed to complement Sloan s other economics and strategy offerings, it is selfcontained. There are no prerequisites beyond the Core economics course 15.010. READINGS There is no required textbook for the course. Required and supplementary readings are available on Stellar. For further reading, beyond what is on Stellar, the following text is a good source (note that earlier editions would work fine): Games of Strategy. Avinash Dixit, Susan Skeath, and David Reiley, 3 rd Edition, Norton 2009. 1 These applications are wide-ranging: games played between competing firms in 15.013 (Industrial Economics); games played between firms and their suppliers and between managers and their employees in 15.903 (Managing the Modern Organization); not to mention applications in strategy, negotiations, international macroeconomics, corporate finance, etc 2

GRADING Grading will depend on class participation, two problem sets, and a team project. Class participation will include games played during class, games to be prepared ahead of class, as well as class attendance and the standard forms of useful participation. These components of the course will receive the following weights: Team Project 50% Class Participation 30% Problem sets 20% CLASS PARTICIPATION The class participation grade is equally determined by the following factors. IN-CLASS GAMES: In several lectures, we will play a game in class that will need everyone s participation. It will be important for your own learning and your classmates that you attend and participate. BEFORE-CLASS GAMES: A few games require preparation before class. This will involve completing and submitting a 1-2 page worksheet, or a web form, taking no more than 20 minutes per game. Full participation credit will be given for a thoughtful effort. TEAM PROJECT The Team Project is a team assignment with type-3 collaboration (see below). You must provide strategic advice to a player of a real-world game. (You need not gather actual data. It suffices to consider a hypothetical scenario that could be real.) DELIVERABLES Initial Proposal: a 1-2 page description of the question being investigated; the necessary game-theoretic tools and data (if applicable), and the player(s) receiving advice. Crafting a detailed proposal is meant to serve as a study guide. As such, none of the proposal s contents are binding for the final version of the project. Final Project: a 3-8 page memo addressed to the relevant party, as well as a 2-5 page appendix addressed to a game-theory expert (supporting graphs, calculations, etc.). A successful memo will clearly convey the bottom line of your motivation, assumptions, analysis, and conclusions to the relevant player. The very best projects, furthermore, will include a careful, correct, and creative application of game-theoretic ideas and techniques in the appendix. 3

Collaborating with the Professor is encouraged: The team project is the most important element of the course. You should begin thinking about it as early as possible. Starting on Friday, February 27 th, I will be available for brainstorming sessions to talk with you and your team about your ideas. (These sessions are not required.) Coming to these sessions, you should have an idea of a game (or two) you would like to study. TIMELINE: the team project has the following parts: (i) team formation by February 19, (ii) project proposal by March 12, (iii) project draft by May 7, and (iv) final project on May 14. The draft project (which is not graded) is due on May 7 because some projects will be selected for in-class presentations on May 12 and 14. Examples of successful projects will be discussed in class and posted on Stellar. MIT SLOAN ACADEMIC STANDARDS The following is an excerpt from Sloan s Academic Standards document, meant to clarify what the type of work I expect on the team project. Team Project is Type 3 When you are asked to work in teams, there is a broad spectrum of faculty expectations. Type-1 collaboration: the professor states that collaboration is allowed, but the final product must be individual. Type-2 collaboration: the professor states that collaboration is encouraged but that each person's contribution to the deliverable does not have to be substantial (taking a divide and conquer approach). Type-3 collaboration: the professor states that collaboration is expected and that each team member must contribute substantially to the deliverable. An example of this might be the FYC or the OP project. Each team member must make a substantial contribution to the assignment. It is not, for example, acceptable to divide the assignments amongst the team members (e.g., part of the team does the FYC and the other part does another project), though the team may divide the work of any one assignment to complete it as they deem appropriate. The team may not collaborate with other students outside of the team unless the professor explicitly permits such collaboration. 4

Course Outline and Supplementary Readings DSR = Games of Strategy 3 rd edition, by Dixit, Skeath, and Reiley Underlined items should be given to the TA at or prior to lecture Required readings prior to lecture are denoted by (*). All readings are helpful for getting as much as possible from lecture. Feb. 3 Class 1: Introduction The Right Game: Use Game Theory to Shape Strategy by Adam Brandenburger and Barry Nalebuff, Harvard Business Review, July 1995. Business as a War Game: A Report from the Battlefront by Raymond Smith, Fortune, 30 September 1996, 134(6), pp. 190-92. DSR Chapter 1 (Introduction) Feb. 5 Class 2: Rationality Chapter 3, Brandenburger and Nalebuff, Co-opetition. Currency Doubleday, New York, 1996. DSR Chapter 2 (Basics), 4-4.4 (Dominance, Best response), 11.1 (Prisoners Dilemma), 11.6 (Experimental Evidence). Feb. 10 Class 3: Nash Equilibrium DSR Chapters 4.7 (multiple equilibria), 5.3 (Nash Equilibrium), 5.4 (Rationalizability). Feb. 12 Class 4: (Un)predictable Outcomes DSR Chapter 7 (Mixed strategies, but skip 7.2C and 7.5A). Feb. 17 NO CLASS (MIT Holiday) 5

Feb. 19 Class 5: Designing Games and Influencing Outcomes (*) When it can be good to burn your boats by Judith Chevalier, Financial Times, October 25, 1999, p 12. DSR Chapter 10 (Strategic Moves) Feb. 24 Class 6: Application: Strategic Trade Policy (R. Rigobon) (*) Is Free Trade Passé? Paul R. Krugman. The Journal of Economic Perspectives, Vol. 1, No. 2 (Autumn, 1987), pp. 131-144 Please submit your list of team members to Natallia Problem set 1 due at 5pm Feb. 26 Class 7: Backward Induction (*) The Pros and Cons of Entering a Market by Judith Chevalier, Financial Times, November 1 1999, page 8-10. First-Mover Advantages by Marvin B. Lieberman and David B. Montgomery, Strategic Management Journal (1988), Vol.9, pp.41-58. DSR Chapter 3 (Sequential moves) Brainstorming sessions for team projects begin Mar. 3 Class 8: Bargaining Prepare Worksheet for Right of First Refusal (*) Dogfight: In the Secret World of Airplane Deals, One Battle Up Close Boeing, Airbus Vied to Meet Cutthroat Terms of Iberia by Daniel Michaels, Wall Street Journal, March 10, 2003. Chapter 4 (pp. 71-91), Brandenburger and Nalebuff, Co-opetition. Currency Doubleday, New York, 1996. DSR Chapter 18 (Bargaining) 6

Mar. 5 Class 9: Wars of Attrition (*) Dogfight over Europe: RyanAir (A)" by Jan W. Rivkin, Harvard Business School Case 9-700-115, 2000. Problem set 2 due at 5pm Mar. 10 Class 10: Competitor Analysis and Model-Building Class discussion to guide project development. Mar. 12 Class 11: Team Presentations: Project Proposals Project proposals due at 5pm Mar. 16 20 NO CLASS (Sloan Innovation Period) Mar. 23 27 NO CLASS (Spring Vacation) Mar. 31 Class 12: Dynamic Price Competition Prepare Worksheet for Dynamic Pricing Game Chapter 5 (pp. 131-145), Brandenburger and Nalebuff, Co-opetition. Currency Doubleday, New York, 1996. Apr. 2 Class 13: Introduction to Repeated Interaction (*) The Dynamics of Price Competition by Luis Garicano and Robert Gertner, Financial Times, October 18, 1999, p. 2. DSR Chapter 11 (Prisoners Dilemma and Repeated Games) Apr. 7 Class 14: Long-Run Relationships (*) Johnson Controls, Inc. Automotive System Group: the Georgetown, Kentucky Plants. (Stanford GSB Case 1993-BE-9). Taking the Dare by James Stewart, The New Yorker, July 26, 1993: 34-39. 7

Apr. 9 Class 15: Application: Tacit Coordination (*) General Electric vs. Westinghouse in Large Turbine Generators (A) by Michael E. Porter, Harvard Business School Case 380-128, August 1986. Apr. 14 Class 16: Games with Asymmetric Information DSR Chapter 9.1-2 (Uncertainty and Information) Apr. 16 Class 17: Introduction to Auctions Apr. 21 DSR Chapter 17 (Auctions) NO CLASS (Patriots Day) Apr. 23 Class 18: Online Auctions A Web Shift in the Way Advertisers See Clicks by Stephanie Clifford, New York Times, April 21, 2008. The Web s New Gold Mine: Your Secrets by Julia Angwin, Wall Street Journal, July 30, 2010. Your Online Attention, Bought in an Instant by Natasha Singer, New York Times, November 17, 2012. Apr. 28 Class 19: Designing Auctions and Markets The Greatest Auction in History by Preston McAfee, in Better Living through Economics, ed: John Siegfried, Harvard University Press, 2009. Lecture notes on Auctions in Disguise Apr. 30 Class 20: Signaling Games: Theory and Practice Prepare Worksheet for Poker Game DSR Chapter 9.4-6 (Signaling) 8

May 5 Class 21: Credibility and Reputation Chapter 23 (pp 556-573) of Microeconomics for Managers by David Kreps, W.W. Norton & Company, 2004. May 7 Class 22: Venture Capital Financing DSR Chapter 9.1-3 (Cheap Talk) Project drafts due at 5pm May 12 Class 23: Team Project Presentations May 14 Class 24: Team Project Presentations Takeaways from team projects and in-class games. Final projects due in class 9