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Brownian Signals: Information Quality, Quantity and Timing in Repeated Games

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Abstract

This paper examines different Brownian information structures over varying time intervals. We focus on the non-limit case, and on the trade-offs between information quality and quantity when making a decision whether to cooperate or defect in a prisoners’ dilemma game. In the best-case scenario, the information quality gains are strong enough so that agents can substitute information quantity with information quality. In the second best-case scenario, the information quality gains are weak and must be compensated for with additional information quantity. In this case, information quality improves but not quickly enough to dispense with the use of information quantity. For sufficiently large time intervals, information degrades and monitoring becomes mostly based on information quantity. The results depend crucially on the particular information structure and on the rate at which information quality improves or decays with respect to the discounting incentives.

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Notes

  1. A notable variation of the original model is Fudenberg and Olszewski (2011), who study repeated games with stochastic asynchronous monitoring. Outside the limit case, Fudenberg et al. (2014) show that if players wait long enough, then it is likely that everybody will have observed the same signal and a folk theorem may be possible. Kamada and Kominers (2010) also consider a time-varying information structure. However, their argument and information notions are different; see also Kandori (1992).

  2. With this information structure Sannikov and Skrzypacz (2007) have shown that at the limit the equilibrium degenerates. A different approach and implications are shown in Osório (2012).

  3. With this information structure Fudenberg and Levine (2007) have shown that full efficiency is possible at the limit.

  4. With this information structure Fudenberg and Levine (2007) have shown that cooperation is possible at the limit, but not full efficient payoffs.

  5. We have restricted our analysis to the simplest setting. The results obtained in the following sections generalize to other discount factors, payoff structures and games.

  6. A strategy is public if it depends only on the public history (of signals) and not on the private history (of signals and of individual efforts). Given a public history, a profile of public strategies that induces a Nash equilibrium on the continuation game from that time on is called a PPE.

  7. A more detailed derivation of expressions (5) and (6) can be found in Abreu et al. (1991) or Fudenberg and Levine (2007), among others.

  8. Sannikov and Skrzypacz (2007) and Fudenberg and Levine (2007) have shown that the best equilibrium is obtained with a “grim” strategy that prescribes mutual effort as long as the public signal falls within the region bounded by some critical threshold/s. Once these thresholds are crossed, i.e. the public signal falls in the region defined by the set \(S_{\tau },\) the punishment stage is initiated.

  9. The results obtained are particularly robust. The predictions of the model do not depend significantly on the value of the parameters. Nonetheless, clearly, the greater the difference between these parameters (i.e. greater the impact of deviations in the drift or in the noise components of the process), the easier it is to see the reported effects. Figures 1a, b, 2a, b and  3a, b are sufficiently representative of the information structures considered in the present paper.

  10. In the case where a deviation increases the drift of the process, the common one-sided threshold \(\overline{s}_{\tau },\) which is employed to distinguish the observations that suggest mutual effort \(\left\{ s_{\tau }<\overline{s}_{\tau }\right\} \) from the observations that suggest deviation \(S_{\tau }=\left\{ s_{\tau }\ge \overline{s}_{\tau }\right\} \), has a symmetric intuition.

  11. In technical terms, the difference in results between Sect. 4.1 and this section is related to the fact that the noise component converges to zero slower (at rate \(\tau ^{1/2}\)) than the drift component, which converges to zero faster (at a rate \(\tau \)). This aspect is crucial at the limit.

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Correspondence to António Osório.

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I would like to thank David Rahman, Juan Pablo Rincón-Zapatero and Ricardo Ribeiro, as well as several seminars and congresses participants for helpful comments and discussions. I am also grateful to the editor and two anonymous referees for their constructive comments. Financial support from the GRODE and the Spanish Ministerio of Ciencia y Innovación project ECO2016-75410-P is gratefully acknowledged. All remaining errors are mine.

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Osório, A. Brownian Signals: Information Quality, Quantity and Timing in Repeated Games. Comput Econ 52, 387–404 (2018). https://doi.org/10.1007/s10614-017-9685-5

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