Information Design Multistage Game
Information Design Multistage Game
Information Design Multistage Game
1. I NTRODUCTION
Bergemann and Morris (2016) address the above questions within the class
of static games. These authors show that the Bayes correlated equilibria
of the (static) base game characterize all the predictions the analyst can
make or, equivalently, the outcomes the information designer can achieve.
(See below for an informal definition of a Bayes correlated equilibrium.)
In many economic applications, however, the interaction between the eco-
nomic agents is best modeled as a dynamic game, where the agents receive
information over time and have the opportunity to make multiple decisions.
specify the auction formats central banks use, the information the financial
institutions and the central banks receive over time as well as the commu-
nication between them are substantially harder to model. An analyst may
thus want to postulate a base game, which captures all that is known to
him – auction format, public annoucements, public statistics – and to re-
main agnostic about the private information the financial institutions and
central banks have. In other words, the analyst considers all possible expan-
sions of the base game. Recent contributions in the econometrics literature
on partial identification have adopted such an approach. See Bergemann,
Brooks and Morris (2019), Gualdani and Sinha (2021), Magnolfi and Ron-
coroni (2017), Syrgkanis, Tamer, and Ziani (2018).
The logical arguments are simple. Fix an expansion of the base game and
a (Bayes-Nash) equilibrium. We show that we can emulate the equilibrium
of the expansion as an equilibrium of an auxiliary mediated game, where a
dummy (additional) player makes reports to a mediator and the mediator
sends messages to the original players. In that auxiliary mediated game,
the dummy player knows the actions, signals and states and the messages
the mediator sends are the additional signals of the expansion. We can then
apply the classical revelation principle of Myerson (1986) and Forges (1986)
to replicate the equilibrium of the auxiliary mediated game as a canonical
equilibrium of the “direct” game, i.e., as an equilibrium of a mediated game
where players report their private information to the mediator, the medi-
ator recommends actions and players are truthful and obedient, provided
they have been in the past. At that canonical equilibrium, the mediator is
“omniscient” at truthful histories and players are obedient provided they
have been in the past: we have a Bayes correlated equilibrium. The very
same logic generalizes to a variety of other solution concepts. All we need is
a revelation principle.
The closest paper to ours is Bergemann and Morris (2016), henceforth BM.
These authors characterize the set of distributions over actions, signals in
the base game, and states induced by all Bayes-Nash equilibria of all expan-
sions of static base games, and show the equivalence with the distributions
INFORMATION DESIGN IN MULTI-STAGE GAMES 5
induced by the Bayes correlated equilibria of the static base games. The
present paper generalizes their work to dynamic problems.1 Two main in-
sights emerge from our generalization.
The first insight of our analysis is that we genuinely need the mediator to
make recommendations at all histories. To understand the need for this,
note that even in dynamic games where all the states and signals about
the states are drawn ex-ante, it would not be enough to have the media-
tor recommend strategies as a function of the realized states and signals
at the first stage only. The reason is that players’ signals at interim stages
may also provide private information about the actions taken by players
in earlier stages. For instance, if the base game is a repeated game with
imperfect monitoring, a possible expansion is to perfectly inform players of
past actions. As a result, if the mediator could not react to deviations that
are unobserved by some players, it might not be able to induce the appro-
priate continuation play. In fact, as the introductory example (Section 2)
demonstrates, applying the definition of BM on the strategic form of even
the simplest multi-stage games does not characterize what we can obtain by
considering all equilibria of all expansions of the base game – an extensive-
form game. The need to work with games in extensive form in order to
characterize their Bayes correlated equilibria echoes a similar observation
in Myerson (1986) regarding the gradual release of information in commu-
nication games. This is not coincidental: Bayes correlated equilibria are
communication equilibria (Forges, 1986; Myerson, 1986) of mediated games
with an “omniscient mediator.”
revelation principle holds. In particular, this is true for the two versions
of perfect Bayesian equilibrium we consider (Section 5). This is particu-
larly important for many economic applications. Bargaining problems (e.g.,
Bergemann, Brooks and Morris, 2015), allocation problems with aftermar-
kets (e.g., Calzolari and Pavan, 2006, Giovannoni and Makris, 2014, and
Dworczak, 2017), dynamic persuasion problems (Ely, 2017 and Renault,
Solan and Vieille, 2017) are all instances of dynamic problems, where se-
quential rationality is a natural requirement.
Doval and Ely (2020) is another generalization of the work of BM and nicely
complements our own generalization. These authors take as given states,
consequences and state-contingent payoffs over the consequences, and char-
acterize all the distributions over states and consequences consistent with
the players playing according to some extensive-form game. Our work dif-
fers from theirs in two important dimensions. First, we take as given the
base game (and, thus, the order of moves). In some economic applications, it
is a reasonable assumption. For instance, if we think about the refinancing
operations of central banks, the auction format and their frequencies define
the base game. If a first-price auction is used to allocate liquidities, it would
not make sense to consider games, where another auction format is used. In
other applications, this is less reasonable. Second, unlike Doval and Ely, we
are able to accommodate dynamic problems, where the evolution of states
and signals is controlled by the players through their actions. This is a nat-
ural assumption in many economic problems, such as mergers with ex-ante
match-specific investments or inventory problems.
2008), or Bayesian solution (Forges, 1993, 2006).2 The concept of Bayes cor-
related equilibrium is a generalization of all these notions. Solan (2001) is
a notable exception. In stochastic games with players perfectly informed
of past actions and past and current states, Solan considers general com-
munication devices, where the mediator sends messages to the players as
a function of past messages sent and received, and the history of the game,
i.e., the past actions, and the past and current states. Solan’s mediator is
omniscient. For that class of games, Solan shows that the set of Bayes cor-
related equilibrium payoffs is equal to the set of extensive-form correlated
equilibrium payoffs. As we show in the introductory example, this equiva-
lence does not hold if players are not perfectly informed of past actions. See
Forges (1985) for a related result.
2. A N I NTRODUCTORY E XAMPLE
This section illustrates our main results with the help of a simple example.
The example highlights a novel and distinctive aspect of (unconstrained)
information design in dynamic games: In addition to providing informa-
tion about payoff-relevant states, the designer can choose the information
players have about the past actions of others. E.g., in voting problems, the
designer can choose how much information to reveal about past votes.
Example 1. There are two players, labelled 1 and 2, and two stages. Player
1 chooses either T or B at the first stage, while player 2 chooses either L or
R at the second stage. In the base game, player 2 has no information about
player 1’s choice. Figure 1 depicts the base game, with the payoff of player
1 as the first coordinate.
Suppose that the information designer wants to maximize player 1’s payoff.
Which information structure(s) should it design?
2
The concept of extensive-form correlated equilibrium was first introduced in Forges (1986).
The concept introduced in von Stengel and Forges (2008) differs from the one in Forges
(1986).
8 MILTIADIS MAKRIS AND LUDOVIC RENOU
1
T B
2
L R L R
games. (Myerson, 1986, has already pointed out the insufficiency of the
strategic form; see Section 2 of his paper.)
We now illustrate how our approach works in our example. Since the medi-
ator is omniscient and makes recommendations at all histories, we need to
consider two recommendation kernels. The first kernel specifies the proba-
bility of recommending an action to player 1 at the first stage. The second
kernel specifies the probability of recommending an action to player 2 at
the second stage as a function of the action recommended and chosen at the
first stage. Players must have an incentive to be obedient. We claim that
there exist such recommendation kernels with a payoff profile of (5/2, 1).
To see this, assume that the mediator recommends with probability 1/2
player 1 to play T and with the complementary probability to play B at
the first stage, and recommends player 2 to play L at the second stage if,
and only if, player 1 was obedient at the first stage. (Otherwise, the media-
tor recommends R.) We now prove that the players have an incentive to be
obedient.
the set of feasible payoff profiles, conditional on player 2’s getting a payoff
of at least 1, player 1’s highest payoff is 5/2.
Finally, we now explain how we can use the Bayes correlated equilibrium to
design an information structure, whose associated expansion generates an
equilibrium payoff of (5/2, 1). The idea is simple: Think of recommendations
as signals. Accordingly, suppose that there are two equally likely signals, t
and b, at the first stage, and two signals l and r at the second stage. Player
1 privately observes the first signal, while player 2 observes the signal l if
only if either (t, T ) or (b, B) is the profile of signal and action at the first
stage. With such information structure, players have an incentive to play
according to their signals and, thus, we obtain the payoff profile (5/2, 1).
2
L R
1
T B T B
Note that the two base games have the same strategic form. Yet, their set
of Bayes correlated equilibria differ. The alternative base game has the
unique payoff profile (1, 1) as Bayes correlated equilibrium’s payoff. Indeed,
on path, player 1 must play B since T is strictly dominated. And since
player 2 can guarantee a payoff of 1 by playing R, the unique outcome is
(B, R).
INFORMATION DESIGN IN MULTI-STAGE GAMES 11
The model follows closely Myerson (1986). There is a set I of n players, who
interact over T < +∞ stages, numbered 1 to T . (With a slight abuse of nota-
tion, we denote T the set of stages.) At each stage, a payoff-relevant state is
drawn, players receive private signals about past and current states, past
private signals and actions, and choose an action. We are interested in char-
acterizing the joint distributions over profiles of states, actions and signals,
which arise as equilibria of “expansions” of the game, i.e., games where
players receive additional signals.
3.1. The base game. We first define the base game Γ, which corresponds
to the game being played if no additional signals are given to the players.
At each stage t, a state ωt ∈ Ωt is drawn, player i ∈ I receives the private
signal si,t ∈ Si,t , which may depend probabilistically on the current and past
states, past signals and actions, and then chooses an action ai,t ∈ Ai,t . All
sets are non-empty and finite.
The description of the base game is very flexible. It can accommodate games
with perfect or imperfect observation, repeated games with incomplete in-
formation, or stochastic games, among others. We stress, however, that the
base game puts certain restrictions on what an information designer can do
or what robustness exercises an analyst can conduct. For instance, once the
order of moves is fixed, we cannot have a player receiving information (orig-
inal or additional) about the moves of players who, according to the base
game, move at a later stage.
We now introduce some notation. We write At := ×i∈I Ai,t for the set of
actions at stage t and A := ×t∈T ×i∈I Ai,t for the set of profiles of actions.
We let Hi,t = Ai,t−1 × Si,t be the set of player i’s new information at the
beginning of stage t ∈ {2, . . . , T }, Hi,1 = Si,1 the set of initial information,
and Hi,T +1 = Ai,T the set of new information at the end of the last stage.
12 MILTIADIS MAKRIS AND LUDOVIC RENOU
For any vector (h, ω), we can denote various sub-vectors: hi = (hi,1 , . . . , hi,t , . . . , hi,T +1 )
the private (terminal) history of player i, hti = (hi,1 , . . . , hi,t ) the private his-
tory of player i at stage t, ht = (h1,t , . . . , hn,t ) the profile of actions played at
stage t − 1 and signals received at stage t, ht = (h1 , . . . , ht ) the history of
signals and actions at stage t, ω = (ω1 , . . . , ωT ) the profile of realized states,
and ω t = (ω1 , . . . , ωt ) the profile of states realized up to stage t, with cor-
responding sets Hi = {hi : (h, ω) ∈ HΩ for some ω}, Hit = {hti : (h, ω) ∈
HΩ for some ω}, Ht = {ht : (h, ω) ∈ HΩ for some ω}, H t = {ht : (h, ω) ∈
HΩ for some ω}, Ω = {ω : (h, ω) ∈ HΩ for some h}, Ωt = {ω t : (h, ω) ∈
HΩ for some h}. We write H t Ωt for the restriction of HΩ to the first t stages.
b t := ×i∈I H t . Similar notation will apply to other
b := ×i∈I Hi and H
We let H i
sets. If there is no risk of confusion, we will not formally define these addi-
tional notation.
The payoff to player i is ui (h, ω) when the terminal history is (h, ω) ∈ HΩ.
We assume that payoffs do not depend on the signal realizations, i.e., for any
two histories h = (a, s) and h0 = (a0 , s0 ) such that a = a0 , ui (h, ω) = ui (h0 , ω) for
all ω, for all i.4 Throughout, we refer to the signals in S as the base signals.
3
The sets ST +1 and ΩT +1 are defined to be a singleton.
4
This is without loss of generality as we can always redefine the states to include the
signals.
INFORMATION DESIGN IN MULTI-STAGE GAMES 13
the probability of mt when (ht , mt−1 , ω t ) is the history of actions, base signals,
states, and past additional signals at the beginning of stage t. We write M
for the collection (Mi,t )i,t and ξ for (ξt )t .
πt+1 (ht+1 , mt+1 , ωt+1 |at , ht , mt , ω t ) := ξt+1 (mt+1 |ht+1 , mt , ω t+1 )pt+1 (ht+1 , ωt+1 |at , ht , ω t )
the probability of (ht+1 , mt+1 , ωt+1 ), when at is the profile of actions played
at stage t and (ht , mt , ω t ) is the history of actions, signals and states at the
beginning of stage t. With a slight abuse of language, we use the word
5
The set Mi,T +1 is a singleton.
14 MILTIADIS MAKRIS AND LUDOVIC RENOU
It is worth stressing that our definition of expansions implies that the evo-
lution of future states and base signals, as a function of earlier actions,
states and base signals, is known to the analyst/designer in the sense of
being pinned down by the base game (and, hence, remains constant across
all expansions). Additional signals are just information and do not cause
future states.
In other words, we do not prune out the additional messages, even when
they have zero probability under all action profiles. (Note that (h, ω) ∈ HΩ
corresponds to m π a (h, m, ω) > 0 for some a.)
P
X X
ui (h, ω)Pσ,π (h, m, ω) ≥ ui (h, ω)P(σi0 ,σ−i ),π (h, m, ω),
h,m,ω h,m,ω
for all σi0 , for all i, with Pσ̃,π ∈ ∆(HM Ω) denoting the distribution over pro-
files of actions, signals and states induced by σ̃ and π.
We now state formally the main objective of our paper: we want to provide a
S
characterization of the set Γπ an expansion of Γ BN E(Γπ ), i.e., we want to char-
acterize the distributions over the outcomes HΩ of the base game Γ that
we can induce by means of some expansion Γπ of the base game, without
16 MILTIADIS MAKRIS AND LUDOVIC RENOU
h,ω,â h,ω,â
for all τi , for all i, with Pµ◦τ̃ ,p denoting the distribution over profiles of ac-
tions, base signals, states and recommendations induced by µ ◦ τ̃ and p.
for all t, with fi,t (at−1 , f t−1 (at−2 )) the i-th component of ft (at−1 , f t−1 (at−2 )). In
[f,s]
words, σi dictates player i to play as f dictates when his signal’s realiza-
[f,s]
tions are (si ). Let σ [f,s] be the profile (σi )i . It is important to stress that
the strategy is well-defined because all past actions are perfectly observed.
Without that assumption, this wouldn’t be the case. Finally, if the mediator
recommends σ [f,s] with probability
S
As in BM, the proof of BCE(Γ) ⊆ BN E(Γπ ) is constructive.
Γπ an expansion of Γ
S
However, unlike BM’s constructive proof, our proof of Γπ an expansion of Γ BN E(Γπ ) ⊆
BCE(Γ) is non-constructive: it utilizes the revelation principle of Forges
(1986) and Myerson (1986). This approach has two main advantages: (i)
it reveals the main logical arguments, which are somewhat hidden in con-
structive proofs, and (ii) its generalization to many other solution concepts
is straightforward. The central arguments are the following. Consider an
expansion Γπ of Γ and an equilibrium distribution µd ∈ BN E(Γπ ). By def-
inition, there exists a Bayes-Nash equilibrium σ of Γπ , which induces µd .
The main idea is to replicate the expansion Γπ and its equilibrium σ as a
Bayes-Nash equilibrium of an auxiliary mediated game M∗ (Γ), which we
now describe. The game M∗ (Γ) has one additional dummy player, called
player 0, and a Forges-Myerson mediator, who receives reports by and sends
messages to the players. At the first stage, Nature draws (h1 , ω1 ) with prob-
ability p1 (h1 , ω1 ), player i observes hi,1 and player 0 observes (h1 , ω1 ). Player
0 then reports (ĥ1 , ω̂1 ) to the mediator; all other players do not make reports
(their sets of reports are singletons). The mediator then draws the message
20 MILTIADIS MAKRIS AND LUDOVIC RENOU
m1 with probability ξ1 (m1 |ĥ1 , ω̂1 ) and sends mi,1 to player i. Player 0 does
not receive a message. Finally, player i chooses an action ai,1 ; player 0 does
not take an action. Consider now a history (at−1 , ht−1 , ω t−1 ) of past actions,
signals and states and a history ((ĥt−1 , ω̂ t−1 ), mt−1 ) of reports and messages.
Stage t unfolds as follows:
role our definition of an expansion plays. It makes it possible for the me-
diator to replicate any expansion as the kernels ξt are assumed measur-
able with respect to the mediator’s histories. With the alternative and
weaker definition of an expansion as a consistent information structure,
i.e., marg π a = pa for all a, it is no longer guaranteed that the mediator,
despite being omniscient, can simulate any expansion, as the next example
illustrates.
Example 2. We first define the base game. There are a single player, two
stages, two actions A1 = {0, 1} at the first stage, two states Ω2 = {0, 1} at
the second stage, and all other sets are singletons. The probabilities are:
p2 (ω2 = 1|a1 = 1) = 5/6 and p2 (ω2 = 1|a1 = 0) = 1/2. The player’s payoff is
one (resp., zero) if the second-stage state is zero (resp., one), regardless of
his action.
Player’s optimal payoff is 2/3 in the game Γπ : the optimal strategy con-
sists in playing a1 = 1 (resp., a1 = 0) when m1 = 1 (resp., m1 = 0). The
player’s optimal strategy consists in choosing the action that maximizes
the likelihood of the second-stage state being 0. The induced distribution
µ over actions and states is µ(a1 = 0, ω2 = 0) = 1/2, µ(a1 = 0, ω2 = 1) = 0,
µ(a1 = 1, ω2 = 0) = 1/6, µ(a1 = 1, ω2 = 1) = 1/3. This is not a Bayes corre-
lated distribution. In any Bayes correlated equilibrium, the probability of
(a1 , ω2 ) is µ1 (a1 )p2 (ω2 |a1 ) and there is no µ1 that induces the distribution µ.
22 MILTIADIS MAKRIS AND LUDOVIC RENOU
for all τ . The objective is to derive conditions on the primitives, which guar-
antee the existence of such a Bayes correlated equilibrium.
8
As all sets of base signals are singletons, we do not denote them. Similarly, since the state
does not change over time, we write ω for the fully persistent state.
INFORMATION DESIGN IN MULTI-STAGE GAMES 23
for all (â, a). A deviation plan specifies what the decision-maker would do if
he were to face a fixed sequence of recommendations.
for all a, with the convention that A0 = {∅}. A recommendation plan spec-
ifies a recommendation for each fixed sequence of choices. We write γ >t (a)
for (γt (a1 , . . . , at−1 ), . . . , γT (a1 , . . . , aT −1 )).
Finally, we define the sets: Ba1 := (A1 \{a1 })×A2 ×· · ·×AT , Bat := {(a1 , . . . , at−1 )}×
(At \{at })×At+1 ×· · ·×AT for all t ∈ {2, . . . , T −1}, and BaT := {(a1 , . . . , aT −1 )}×
AT . (By convention, if T = 1, then Ba1 = A1 .) For all t < T , the set Bat is the
set of all profiles of choices, which coincide with a up to period t−1 and differ
from a at period t. Note that the sets are pairwise disjoint and Tt=1 Bat = A
S
T X
X
u(a, ω) ≤ u(b, ω)D(b|a1 , . . . , at , γ >t+1 (b)). (D2)
t=1 b∈Bat
the subsequent recommendations γ >t+1 (b), which may depend on the past
choices. (By convention, the profile (a1 , . . . , aT , γ >T +1 (b)) = (a1 , . . . , aT ) for all
b.) We have the following characterization.
Theorem 2. The profile of choices a∗ is rationalizable if, and only if, it is not
surely dominated.
To get some intuition for Theorem 2, let us first consider the special case of
a single decision (T = 1). When the decision-maker makes a single decision,
it is well-known that a∗ is rationalizable if, and only if, it is not strictly
dominated, that is, there does not exist a mixed action α ∈ ∆(A) such that
u(a∗ , ω) <
P
b u(b, ω)α(b) for all ω. We now argue that sure dominance is
As already mentioned, de Oliveira and Lamba (2019) were the first to con-
sider the problem of rationalizing dynamic choices, restricting attention
to autonomous expansions. We extend their work in that we consider all
expansions. It is instructive to compare their characterization with ours.
Their main result states that the profile a∗ is rationalizable if, and only if, it
INFORMATION DESIGN IN MULTI-STAGE GAMES 25
= Pµ◦τ ∗ ,p (ω, â)[τ1 (a1 |â1 ) × · · · × τt (at |ât , at−1 ) × · · · × τT (aT |âT , aT −1 )]
where D is a deviation plan. The equality Pµ◦τ,p (ω, â) = Pµ◦τ ∗ ,p (ω, â) follows
from the fact that the recommendations made and the state realized are
independent of the decision-maker’s choices and, thus, do not depend on τ .
26 MILTIADIS MAKRIS AND LUDOVIC RENOU
` c r
ω 0 1 0
ω0 0 0 1
XX
u(a, ω) Pf,ω,g∗ (a, â) − Pf,ω,g (a, â) µ(f, ω)ν(g) ≥ 0,
f,ω,g a,â
for all ν ∈ ∆(G), where Pf,ω,g is the degenerate distribution over actions and
recommendations induced by the feedback rule f and the action rule g when
the state is ω.9
that µ(F ∗ Ω) > 0, there exists ν such the obedience constraint is violated,
i.e.,
XX
sup min u(a, ω) Pf,ω,g∗ (a, â) − Pf,ω,g (a, â) µ(f, ω)ν(g) < 0.
µ:µ(F ∗ Ω)>0 ν
f,ω,g a,â
Since the set of µ such that µ(F ∗ Ω) > 0 is non-empty and convex (but not
compact) and the objective is bi-linear in (µ, ν), we can apply Proposition
I.1.3 from Mertens, Sorin and Zamir, (2015, p. 6) to obtain:
XX
min sup u(a, ω) Pf,ω,g∗ (a, â) − Pf,ω,g (a, â) µ(f, ω)ν(g) < 0.
ν µ:µ(F ∗ )>0 f,ω,g a,â
Hence, there exists ν such that for all µ with µ(F ∗ Ω) > 0,
XX
u(a, ω) Pf,ω,g∗ (a, â) − Pf,ω,g (a, â) µ(f, ω)ν(g) < 0.
f,ω,g a,â
More precisely, fix an arbitrary ω and any feedback rule f ∗ such that f1∗ (ω) =
a∗1 and
ft∗ ((a∗1 , . . . , a∗t−1 ), ((a∗1 , . . . , a∗t−1 )), ω) = a∗t ,
while
XX XX
u(a, ω)Pf,ω,g (a, â)µ(f, ω)ν(g) = u(a, ω)Pf ∗ ,ω,g (a, â)ν(g)
f,ω,g a,â g a,â
X
= u(a, ω)Pf ∗ ,τ (a, â)
a,â
X
= u(a, ω)D(a|γ ∗ (a)),
a
INFORMATION DESIGN IN MULTI-STAGE GAMES 29
where γ ∗ is the recommendation plan induced by γ1∗ (∅) = f1∗ (ω) and
γt∗ (a1 , . . . , at−1 ) = ft∗ ((a1 , . . . , at−1 ), (γ1 (∅), . . . , γt−1 (a1 , . . . , at−2 )), ω).
for all t ≥ 2. Since γt∗ (a∗1 , . . . , a∗t−1 ) = a∗t , this is readily seen to be equivalent
to the right-hand side of (D1).
We now prove the necessity of (D2). The arguments are nearly identical to
the above ones. Fix an arbitrary ω, an arbirary profile a and a feedback rule
f such that f1 (ω) = a1 and
γt (b1 , . . . , bt−1 ) = ft ((b1 , . . . , bt−1 ), (γ1 (∅), . . . , γt−1 (b1 , . . . , bt−2 )), ω).
for all t ≥ 2. Taking the limit as ε → 0 and noting that γt (a1 , . . . , at−1 ) = at ,
we obtain the condition (D2).
(i) Sequential rationality: For all t, for all i, for all (hti , mti ),
Pσ,π (ht , mt , ω t )
β(ht , mt , ω t |hti , mti ) = ,
Pσ,π (hti , mti )
S
As before, the objective is to characterize the set Γπ an expansion of Γ wPBE(Γπ ),
i.e., we want to characterize the distributions over the outcomes HΩ of the
base game Γ that we can induce by means of some expansion Γπ of the base
game, without any reference to particular expansions. To do so, we need to
introduce the concept of weak perfect Bayes correlated equilibrium of Γ.
We denote Pµ◦τ,p (·|ht , ω t , ât ) the distribution over H (R) induced by the pro-
file of strategies τ , the recommendation kernels µ and the kernels p, given
the history (ht , ω t , ât ). At any history (ht , ω t , ât ), player i’s expected payoff is
X
Ui (µ ◦ τ |ht , ω t , ât ) := ui (h, ω)Pµ◦τ,p (h, ω, â|ht , ω t , ât ).
h,ω,â
Finally, at any private history (hti , âti ), player i’s expected payoff is:
X
Ui (µ ◦ τ, β|hti , âti ) := Ui (µ ◦ τ |ht , ω t , ât )β(ht , ω t , ât |hti , âti ),
ht ,ω t ,ât
where β is a belief system. We write Ti∗,t for the subset of action strategies
of player i, where player i is obedient up to (including) stage t. We are now
ready to define the concept of weak perfect Bayes correlated equilibrium.
INFORMATION DESIGN IN MULTI-STAGE GAMES 33
where ât ∈×i∈I Ri,t (ht ,ât−1 ) µt (ht , ω t , ât−1 )[ât ] = 1, for all (ht , ω t , ât−1 ) in H (R)
P
i i
(i) Obedience: For all t, for all i, for all private histories (hti , âti ) such that
0 0
âi,t0 ∈ Ri,t0 (hti , âit −1 ) for all t0 ≤ t,
It is worth pausing over the role of the mediation ranges. A weak perfect
Bayes correlated equilibrium constrains the mediator to only recommend
actions consistent with the mediation ranges, that is, the only recommen-
dations the mediator can make to player i are in Ri,t (hti , ât−1
i ) at history
Bayesian equilibria of the mediated game M(Γ), where the mediator is om-
niscient and unconstrained in its recommendations, and players are obedi-
ent on path. The drawback of this alternative formulation is that players
do not have to be obedient off path and, therefore, requires to explore all
possible behaviors off path. The advantage is that no mediation ranges are
required.
With all these preliminaries done, we can now state our second equivalence
result.
Theorem 3 states an equivalence between (i) the set of distributions over ac-
tions, base signals and states induced by all weak perfect Bayes correlated
equilibria of Γ, and (ii) the set of distributions over actions, base signals and
states we can obtain by considering all weak perfect Bayesian equilibria of
all expansions of Γ.
The logic behind Theorem 3 is identical to the the one behind Theorem 1.
We can replicate any weak perfect Bayesian equilibrium of Γπ as a weak per-
fect Bayesian equilibrium of the auxiliary mediated game M∗ (Γ) and then
invoke the revelation principle for weak perfect Bayesian equilibria, which
was recently proved by Sugaya and Wolitzky (2018, Proposition 2). More
precisely, their revelation principle states that it is without loss of general-
ity to assume that players report their private information to the mediator,
that the mediator recommends actions to the players, and that players have
an incentive to be truthful and obedient provided they have been truthful
in the past. The mediator cannot recommend actions outside the mediation
ranges and a belief system gives the player’s beliefs. Thus, unlike the clas-
sical revelation principle of Forges (1986) and Myerson (1986), players are
INFORMATION DESIGN IN MULTI-STAGE GAMES 35
We conclude with few additional remarks. First, the set wPBCE(Γ) is con-
vex.11 Second, despite its theoretical shortcomings, we have considered the
concept of weak perfect Bayesian equilibrium as our solution concept.12 We
did so for two two main reasons. First, it is simple and indeed widely used
in applications. Second, it generalizes to continuous games, a common as-
sumption in applications. In what follows, we present another solution con-
cept, which alleviates some of the theoretical shortcomings of weak perfect
Bayesian equilibrium. However, it comes at a cost: it is “harder” to state
and to use in applications.
system to represent the players’ beliefs imposes that all differences in be-
liefs come from differences in information. We refer the reader to Myerson
(1986) for more on conditional probability systems.13
In what follows, we use notation, which parallel the one used in previous
definitions, and thus do not rehash formal definitions.
(i) Sequential rationality: For all t, for all i, for all (hti , mti ),
(ii) CPS consistency: The CPS β is consistent with (σ, p, ξ), that is, for all
(h, m, ω) ∈ HM Ω, for all (i, t),
Y
β(at |ht , mt , ω t ) = σi,t (ai,t |hti , mti ),
i∈I
Few comments are worth making. First, to ease notation, we have written
β(at |ht , mt , ω t ) for
n o
β (h, m, ω) ∈ HM Ω : (at , ht , mt , ω t ) =(at , ht , mt , ω t )
n o
(h, m, ω) ∈ HM Ω : (ht , mt , ω t ) = (ht , mt , ω t ) .
whenever Pσ,π (hti , mti ) > 0. Third, a conditional probability perfect Bayesian
equilibrium is subgame perfect. Fourth, since the belief a player has is
induced by the CPS, two players with the same information have the same
belief. However, the CPS does not impose a “don’t signal what you don’t
know” condition. To do so, we would need to require the CPS to maintain
the relative likelihood of any two histories before and after players taking
actions.
S
As before, the objective is to characterize the set Γπ an expansion of Γ CPPBE(Γπ ),
i.e., we want to characterize the distributions over the outcomes HΩ of the
base game Γ that we can induce by means of some expansion Γπ of the base
game, without any reference to particular expansions. To do so, we need to
introduce the concept of sequential Bayes correlated equilibrium of Γ.
38 MILTIADIS MAKRIS AND LUDOVIC RENOU
We denote Pf ◦τ,p (·|ht , ω t ) the distribution over H (R) induced by the profile of
strategies τ , the feedback rule f and the kernels p, given the history (ht , ω t ).
At any history (ht , ω t ), player i’s expected payoff is
X
Ui (f ◦ τ |ht , ω t ) := ui (h, ω)Pf ◦τ,p (h, ω|ht , ω t ),
h,ω
when the feedback rule is f . Finally, at any private history (hti , âti ), player
i’s expected payoff is:
X
Ui (τ, β|hti , âti ) := Ui (f ◦ τ |ht , ω t )β(f, ht , ω t |hti , âti ),
ht ,ω t ,f
where β is a CPS on F(R) × HΩ. Here, we write β(f, ht , ω t |hti , âti ) for:
n on o
t t t t 1 1 t t t t t
β (f , h, ω) : (f , h , ω = f, h , ω ) (f , h, ω) : (fi,1 (h , ω ), . . . , fi,t (h , ω )) = âi , hi = hi
(i) Obedience: For all t, for all i, for all private histories (hti , âti ) such that
0 0
âi,t0 ∈ Ri,t0 (hti , âti −1 ) for all t0 ≤ t,
This model differs from Bergemann, Brooks and Morris (2013) in one im-
portant aspect. In our model, both the seller and the buyer have no initial
private information about the state, while Bergemann, Brooks and Mor-
ris assume that the buyer is privately informed of the state ω. The base
game of Bergemann, Brooks and Morris thus corresponds to a particular
expansion of our base game. Similarly, Roesler and Szentes (2017) consider
INFORMATION DESIGN IN MULTI-STAGE GAMES 41
all information structures, where the buyer has some signals about his own
valuation (and the seller is uninformed).15 Unlike these papers, we consider
all information structures. In particular, the information the buyer receives
may depend on the information the seller has received as well as the offer
made. In addition, the seller can be better informed than the buyer in our
model.
for all a1 . Second, if the offer made to the buyer is a1 and the mediator rec-
ommends f2 (a1 , ω) ∈ R2 (a1 ) to the buyer, the buyer must have an incentive
to be obedient, i.e.,
X X
(ω − a1 )f2 (a1 , ω)β(f, ω|a1 , f2 (a1 , ω)) ≥ (ω − a1 )(1 − f2 (a1 , ω))β(f, ω|a1 , f2 (a1 , ω)).
f,ω f,ω
Third, the conditional probability system must be consistent, that is, for all
f ∈ F(R), for all a1 , a2 , ω,
There are immediate bounds on the equilibrium payoffs: the sum of the
P
buyer and seller’s payoffs is bounded from above by E(ω) = ω p(ω)ω, the
15
In related work, Kartik and Zhang (2019) characterize all wPBE of the bilateral bargain-
ing model with interdependent values as one varies the information structure. They do
so under three different scenarios regarding base signals: one like ours, one like that in
Bergemann, Brooks and Morris, and one where the buyer is better informed than the seller.
Under the first scenario, they also find that the set of implementable payoffs is the one that
satisfies the immediate bounds on equilibrium payoffs we discuss prior to Proposition 1.
42 MILTIADIS MAKRIS AND LUDOVIC RENOU
buyer’s payoff is bounded from below by 0, and the seller’s payoff is bounded
from below by ωL− . The following proposition states that there are, in fact,
no other restrictions on equilibrium payoffs.
seller’s payoff
(0, E(ω))
Notice that the set of BCE here differs from the one in Bergemann, Brooks
and Morris (2013) in that the lowest seller payoff is ωL− , and not the monop-
oly profit.
arbitrary and, thus, we can assume that the buyer believes that the state
is ωL with probability one. We refer to those beliefs as the most pessimistic
beliefs. Similarly, there are no restrictions on the buyer’s beliefs after ob-
serving an off-path offer a1 and a recommendation f2 (a1 , ω).
INFORMATION DESIGN IN MULTI-STAGE GAMES 43
We are now ready to state how to obtain the payoff profile (E(ω) − ωL− , ωL− ).
We first start with an informal description. The mediator recommends the
seller to offer ωL− , regardless of the state. If the offer ωL− is made, the me-
diator recommends the buyer to accept, regardless of the state. If any offer
a1 > ωL− is made, the mediator recommends the buyer to reject the offer,
regardless of the state. Since any such offer is off-path, the buyer has an
incentive to be obedient when he believes that the state is ωL with proba-
bility one. As we have just argued, we can choose a well-defined conditional
probability system capturing such beliefs. Finally, if any offer a1 < ωL− is
made, the mediator recommends the buyer to accept, regardless of the state.
Formally, the communication system puts probability one to f , given by
f1 (ω) = ωL− , f2 (a1 , ω) = 0 if a1 > ωL− and f2 (a1 , ω) = 1 if a1 ≤ ωL− for all ω. The
mediation ranges are R1 = {ωL− }, R2 (a1 ) = {1} if a1 < ωL , R2 (ωL ) ⊆ {0, 1},
and R2 (a1 ) = {0} if a1 > ωL .
We now turn our attention to the two other payoff profiles (0, E(ω)) and
(0, ωL− ). The profile (0, E(ω)) corresponds to full surplus extraction, which
can be obtained with f1 (ω) = ω for all ω and f2 (a1 , ω) = 1 whenever a1 ≤ ω
(and zero, otherwise). The mediation ranges are R1 = Ω, R2 (a1 ) = {0} if
a1 > ωH , R2 (a1 ) = {1} if a1 < ωL , and R2 (a1 ) = {0, 1} if a1 ∈ Ω.
Lastly, when E(ω) ∈ A1 (which we assume), the profile (0, ωL− ) is imple-
mentable as follows. Consider two feedback rules f and f 0 such that for
all ω, f1 (ω) = f10 (ω) = E(ω), f2 (a1 , ω) = f20 (a1 , ω) = 0 if a1 > E(ω), f2 (a1 , ω) =
f20 (a1 , ω) = 1 if a1 < E(ω), f2 (E(ω), ω) = 1 while f20 (E(ω), ω) = 0. Assume that
µ(f ) = ωL− /E(ω), µ(f 0 ) = 1 − µ(f ), and that R1 = {E(ω)}, R2 (a1 ) = {1} if
a1 < ωL , R2 (a1 ) = {0, 1} if a1 = E(ω), and R2 (a1 ) = {0}, otherwise. In effect,
the mediator recommends the seller to offer E(ω), regardless of the state,
and the buyer to accept that offer with probability ωL− /E(ω), on path. Off-
path, we again use the most pessimistic beliefs to give the seller a payoff
of zero, if he deviates. To complete the proof of Proposition 1, it is enough
44 MILTIADIS MAKRIS AND LUDOVIC RENOU
to invoke the bounds on the payoff profiles and the convexity of the set of
sequential Bayes correlated equilibrium payoffs.
6. C ONCLUSION
The reader may wonder why we have not considered the concept of sequen-
tial equilibrium. The main reason is that a revelation principle does not
hold for this concept. To be more precise, Sugaya and Wolitzky (2021) show
that the set of sequential communication equilibria of a multi-stage game
characterizes the set of equilibrium distributions we can obtain by consid-
ering all mediated extensions of the multi-stage game, where the solution
concept is sequential equilibrium. However, their definition of a sequential
equilibrium treats the mediator as a player and, thus, allows for the media-
tor to tremble. When we consider an expansion and its emulation by a me-
diator with the mediated game M∗ (Γ), players do not expect the mediator
to tremble. If a player observes an unexpected additional signal, that player
must believe with probability one that one of his opponents has deviated.
He cannot believe that none of his opponents deviated, but the mediator
did. This would be inconsistent with the expansion being the game actually
played. Extending the analysis to other solution concepts such as sequen-
tial equilibrium or rationalizability or to general extensive-form games is
challenging and left for future research.
A PPENDICES
S
A. Proof of Theorem 1. (⇐ .) We first prove that Γπ an expansion of Γ BN E(Γπ ) ⊆
BCE(Γ). Throughout, we fix an expansion Γπ of Γ. Recall that there exist
INFORMATION DESIGN IN MULTI-STAGE GAMES 45
πt+1 (ht+1 , mt+1 , ωt+1 |at , ht , mt , ω t ) = ξt+1 (mt+1 |ht+1 , mt , ω t+1 )pt+1 (ht+1 , ωt+1 |at , ht , ω t ),
The game M∗ (Γ) has one additional player, labelled player 0, and a (Forges-
Myerson) mediator. Player 0 is a dummy player: his payoff is identically
zero.
Consider now a history (at−1 , ht−1 , ω t−1 ) of past actions, signals and states
and a history ((ĥt−1 , ω̂ t−1 ), mt−1 ) of reports and messages. At stage t:
In the above description, when we say that player i does not make a report,
we implicitly assume that the set of reports player i can make to the medi-
ator is a singleton. Similarly, when we say that player 0 does not take an
action. In the rest of the proof, we omit these trivial reports and actions.
From the revelation principle of Forges (1986) and Myerson (1986), there
exists a canonical equilibrium µ, where the mediator recommends actions
and players are truthful and obedient, provided they have been in the past.
At truthful histories, the mediator recommends ât with probability
The expansion is as follows. Let Mi,t = Ai,t for all (i, t),
πt+1 (ht+1 , mt+1 , ωt+1 |at , ht , mt , ω t ) = pt+1 (ht+1 , ωt+1 |at , ht , ω t )µt+1 (ât+1 |ht+1 , ω t+1 , ât ),
with (mt , mt+1 ) = (ât , ât+1 ), for all (at , ht , mt , ω t , ht+1 , mt+1 , ωt+1 ). Clearly, the
expansion is well-defined: ξ1 (m1 |h1 , ω1 ) = µ1 (â1 |h1 , ω1 ) with m1 = â1 , and,
for t > 1, ξt+1 (mt+1 |ht+1 , mt , ω t+1 ) = µt+1 (ât+1 |ht+1 , ω t+1 , ât ) with (mt , mt+1 ) =
(ât , ât+1 ).
To see this last point, note that the definition of π1 is clearly equivalent
to Pσ,π (h1 , m1 , ω1 ) = Pµ◦τ,p (h1 , ω1 , â1 ) with m1 = â1 , for all (h1 , m1 , ω1 ). By
induction, assume that Pσ,π (ht , mt , ω t ) = Pµ◦τ,p (ht , ω t , ât ) with mt = ât , for all
(ht , mt , ω t ). We now compute the probability of (ht+1 , mt+1 , ω t+1 ). We have
that
Pσ,π (ht+1 , mt+1 , ω t+1 ) = Pσ,π (ht+1 , mt+1 , ωt+1 |ht , mt , ω t )Pσ,π (ht , mt , ω t )
= πt+1 (ht+1 , mt+1 , ωt+1 |at , ht , mt , ω t )σt (at |ht , mt )Pσ,π (ht , mt , ω t )
= pt+1 (ht+1 , ωt+1 |at , ht , ω t )µt+1 (ât+1 |ht+1 , ω t+1 , ât )τt (at |ht , ât )
for all (ht , mt , ω t ), for all (i, t). Note that the above formulation implies that
player i believes with probability 1 that player 0 truthfully report (ht , ω t ).
(In M∗ (Γ), player i also has beliefs about the signals (ht , ω t ) player 0 receives
and the reports (ĥt , ω̂ t ) by player 0 to the mediator.) It is immediate to verify
that (σ0∗ , σ ∗ , β ∗ ) is a weak perfect Bayesian equilibrium of M∗ (Γ), where σ0∗ is
the truthful reporting strategy of player 0. The proof then follows from the
revelation principle for weak perfect Bayesian equilibrium. Three remarks
are worth making. First, the mediation ranges and the belief system come
from the revelation principle–the revelation principle precisely states the
existence of mediation ranges and belief system such that players have an
incentive to be obedient and truthful, provided they have been truthful in
the past. Second, since M∗ (Γ) is a mediated extension of Γ, it is a common
belief that states and base signals evolve according to (pt )t . At the truthful
histories of the direct mediated extension of Γ, players have an incentive to
be obedient at all recommendations consistent with the mediation ranges,
the mediator is omniscient and beliefs are as in the base game Γ. (Beliefs
of player i about the action of player 0 are trivial–player 0 has no actions.)
Third, the revelation principle asserts that players assign probability zero
to the event others have lied to the mediator, hence we can use the belief β
such that:
β(ht , ω t , ât |hti , âti ) := β ∗∗ (ht , ω t , ât , (htj )j , (ht , ω t )|hti , hti , âti ).
INFORMATION DESIGN IN MULTI-STAGE GAMES 49
for all ht , ω t , ât , t, to sustain obedience, where β ∗∗ is the belief system inher-
ited from the revelation principle.
C. Proof of Theorem 4. The proof is yet again nearly identical to the proof
of Theorem 1. We only sketch the main differences.
Note that µ1 (â1 |h1 , ω 1 , â0 ) > 0 and µ1 (â1 |h1 , ω 1 , â0 ) = 1. The kernel µ1 is
P
â1
thus well-defined. (Recall that (h1 , ω 1 ) = (h1 , ω1 ) and that â0 is a singleton.)
pt−1 (ht−1 , ωt−1 |at−1 , ht−2 , ω t−2 )µt−1 (ât−1 |ât−2 , ht−1 , ω t−1 t)pt (ht , ωt |at , ht−1 , ω t−1 ) > 0
Two remarks are in order. First, since we consider histories (h, ω) ∈ HΩ, we
already have that
p1 (h1 , ω1 )µ1 (â1 |â0 , h1 , ω 1 )×· · ·×pt−1 (ht−1 , ωt−1 |at−1 , ht−2 , ω t−2 )pt (ht , ωt |at , ht−1 , ω t−1 ) > 0
for some (a1 , . . . , at ). Second, since we only consider feedback rules in the
support of µ, all the recommendations with positive probabilities are con-
sistent with the mediation ranges. Hence, players are obedient at these
recommendations.
INFORMATION DESIGN IN MULTI-STAGE GAMES 51
To complete the proof, we repeat the same steps as in the proof of Theorem
1, that is, the additional messages are the recommendations, the kernels
(ξ1 , . . . , ξT ) are the recommendation kernels (µ1 , . . . , µT ), and the conditional
probability system is the one on HΩA defined above. Since we consider
the restriction to recommendations with positive probabilities, the recom-
mendations are consistent with the mediation ranges and players have an
incentive to play according to their signals.
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