Coordination games
Each player does best by matching the other, and there is more than one match to choose. The payoffs reward getting on the same page and do not, in the plainest cases, say which page.
In a coordination game both players want to match, and there is more than one way to match. A convention is an equilibrium that is kept going by each player's expectation that the others keep it, with no promise needed. In the stag hunt the best match is also the riskier one, and the lab gives the belief at which the risk is worth taking.
Core ideas
A game with two equilibria raises a question the table cannot answer: which one? Three ideas give the question some structure.
Each player does best by matching the other, and there is more than one match to choose. The payoffs reward getting on the same page and do not, in the plainest cases, say which page.
A convention is a regularity that is an equilibrium of a coordination game that recurs, and that is followed because the others follow it. Another regularity would have done as well.
One equilibrium may pay both players more while another costs them less if the other player turns out to be elsewhere. The two properties can pick different equilibria.
The material
Driving, the stag hunt, and a game where the players disagree about which match is best.
The driving game is the plainest coordination problem. Two drivers meet on a road and each chooses to keep to the left or to the right. If they choose the same side they pass safely and each gets 1. If they choose differently each gets 0. The lab marks two equilibria, left with left and right with right, and gives them identical payoffs.
A convention is a way of behaving, in a coordination game that keeps coming up, such that everyone follows it, everyone expects the others to follow it, and everyone prefers to follow it provided the others do. Some other way of behaving would have served as well.
Driving on the right is a convention in this sense in every country that does it, and so is driving on the left. Nothing in the table prefers either. What keeps a country on one side is each driver's expectation of the others, and that expectation is in turn kept going by the fact that each does best conforming. It does not need anyone to have promised anything, which is why the term “agreement” is the wrong model: an agreement could start a convention, and a custom with no origin in any agreement can be one.
The stag hunt has the same two matched cells with payoffs that differ. Two hunters can each go for a stag or for a hare. A stag takes both of them to bring down and is worth 4 to each; a hare can be taken alone and is worth 3. A hunter who goes for a stag alone gets nothing.
Stag with stag and Hare with Hare are both equilibria. The first pays both players more, so it is payoff-dominant; the second is Pareto-dominated by the first. But Hare guarantees 3 whatever the other does, and Stag risks 0. One standard measure of that risk compares what each player would lose by deviating: from Stag, Stag a deviator loses 1, and from Hare, Hare a deviator loses 3. The equilibrium whose product of losses is larger, here 3·3 = 9 against 1·1 = 1, is risk-dominant. That is Hare, Hare.
Let q be the probability the hunter gives to the other hunting stag. Going for the stag pays 4q, since it succeeds only when the other joins. Going for the hare pays 3 whatever happens. So stag is the better choice exactly when 4q ≥ 3, that is when q ≥ 3/4.
Three-quarters is the number the lab prints as the mixed equilibrium, now read as a threshold on belief. A hunter who is only fifty-fifty about the partner should go for the hare, and a pair who both give stag a probability of nine in ten can sustain it. The table does not say which belief the pair will have. That depends on what each has seen the other do, which is the part of the problem a convention answers and a table cannot.
A third game, the battle of the sexes, adds disagreement about which match is better. One player prefers the opera and the other the football; both prefer going together to going apart. With the opera worth 3 to one and 2 to the other, and the football the reverse, the lab marks both matches as equilibria and prints a mix in which the row player chooses the opera with probability 3/5 and the column player with probability 2/5. At that mix each expects only 6/5, less than the 2 either gets at the match they like less. The move from a coordination problem to a bargaining problem is already visible: even a convention now favours someone.
Interactive
best responses, equilibria, dominance and efficiency, computed from the payoffs
Method
Five questions about a table with two matching cells.
Mark the best responses. A coordination game has at least two doubly marked cells.
If one pays everyone more, it is payoff-dominant. If the payoffs are the same, the table is silent.
Ask what a player gets in each equilibrium if the other player plays the other strategy.
With belief q that the other plays the good strategy, write both payoffs and solve for the q that makes them equal.
Precedent, a signal, or a history of play. These are things outside the table, and a convention is what they leave behind.
Payoffs: stag with stag 4, a lone stag hunter 0, hare 3 whatever happens.
The lab's mixed equilibrium, 3/4 for each player, is the same number: it is the belief that leaves the other player indifferent between stag and hare. Read as a threshold on belief it says how much trust the better equilibrium needs.
Given a two-by-two coordination game, name its pure equilibria, say which is payoff-dominant and which is risk-dominant, and compute the probability of the partner's cooperation above which the better equilibrium is the better bet.
Something to change about this lesson? Write it down, tick it off when it is handled, and export the list when you want to act on it. Kept in this browser only: nothing is sent anywhere, and nobody is notified.
No recommendations yet for this lesson.