Chainstore paradox
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The chainstore paradox is an apparent game theory paradox involving the
chain store A chain store or retail chain is a retail outlet in which several locations share a brand, central management and standardized business practices. They have come to dominate the retail and dining markets and many service categories, in many p ...
game, where a "deterrence strategy" appears optimal instead of the
backward induction Backward induction is the process of reasoning backwards in time, from the end of a problem or situation, to determine a sequence of optimal actions. It proceeds by examining the last point at which a decision is to be made and then identifying wha ...
strategy of standard
game theory Game theory is the study of mathematical models of strategic interactions among rational agents. Myerson, Roger B. (1991). ''Game Theory: Analysis of Conflict,'' Harvard University Press, p.&nbs1 Chapter-preview links, ppvii–xi It has appli ...
reasoning.


The chain store game

A
monopolist A monopoly (from Greek el, μόνος, mónos, single, alone, label=none and el, πωλεῖν, pōleîn, to sell, label=none), as described by Irving Fisher, is a market with the "absence of competition", creating a situation where a speci ...
(Player A) has branches in 20 towns. He faces 20 potential competitors, one in each town, who will be able to choose or . They do so in sequential order and one at a time. If a potential competitor chooses , he receives a payoff of 1, while A receives a payoff of 5. If he chooses , he will receive a payoff of either 2 or 0, depending on the response of Player A to his action. Player A, in response to a choice of , must choose one of two pricing strategies, or . If he chooses , both player A and the competitor receive a payoff of 2, and if A chooses , each player receives a payoff of 0. These outcomes lead to two theories for the game, the induction (game theoretically optimal version) and the deterrence theory (weakly dominated theory):


Induction theory

Consider the decision to be made by the 20th and final competitor, of whether to choose or . He knows that if he chooses , Player A receives a higher payoff from choosing cooperate than aggressive, and being the last period of the game, there are no longer any future competitors whom Player A needs to intimidate from the market. Knowing this, the 20th competitor enters the market, and Player A will cooperate (receiving a payoff of 2 instead of 0). The outcome in the final period is set in stone, so to speak. Now consider period 19, and the potential competitor's decision. He knows that A will cooperate in the next period, regardless of what happens in period 19. Thus, if player 19 enters, an aggressive strategy will be unable to deter player 20 from entering. Player 19 knows this and chooses . Player A chooses . Of course, this process of
backward induction Backward induction is the process of reasoning backwards in time, from the end of a problem or situation, to determine a sequence of optimal actions. It proceeds by examining the last point at which a decision is to be made and then identifying wha ...
holds all the way back to the first competitor. Each potential competitor chooses , and Player A always cooperates. A receives a payoff of 40 (2×20) and each competitor receives 2.


Deterrence theory

This theory states that Player A will be able to get payoff of higher than 40. Suppose Player A finds the induction argument convincing. He will decide how many periods at the end to play such a strategy, say 3. In periods 1–17, he will decide to always be aggressive against the choice of IN. If all of the potential competitors know this, it is unlikely potential competitors 1–17 will bother the
chain store A chain store or retail chain is a retail outlet in which several locations share a brand, central management and standardized business practices. They have come to dominate the retail and dining markets and many service categories, in many p ...
, thus risking the safe payout of 1 ("A" will not retaliate if they choose ""). If a few do test the chain store early in the game, and see that they are greeted with the aggressive strategy, the rest of the competitors are likely not to test any further. Assuming all 17 are deterred, Player A receives 91 (17×5 + 2×3). Even if as many as 10 competitors enter and test Player A's will, Player A will still receive a payoff of 41 (10×0+ 7×5 + 3×2), which is better than the induction (game theoretically correct) payoff.


The chain store paradox

If Player A follows the game theory payoff matrix to achieve the optimal payoff, they will have a lower payoff than with the "deterrence" strategy. This creates an apparent game theory paradox: game theory states that induction strategy should be optimal, but it looks like "deterrence strategy" is optimal instead. The "deterrence strategy" is not a
Subgame perfect equilibrium In game theory, a subgame perfect equilibrium (or subgame perfect Nash equilibrium) is a refinement of a Nash equilibrium used in dynamic games. A strategy profile is a subgame perfect equilibrium if it represents a Nash equilibrium of every su ...
: It relies on the
non-credible threat A non-credible threat is a term used in game theory and economics to describe a threat in a sequential game that a ''rational'' player would not actually carry out, because it would not be in his best interest to do so. A threat, and its counter ...
of responding to with . A rational player will not carry out a non-credible threat, but the paradox is that it nevertheless seems to benefit Player A to carry out the threat.


Selten's response

Reinhard Selten Reinhard Justus Reginald Selten (; 5 October 1930 – 23 August 2016) was a German economist, who won the 1994 Nobel Memorial Prize in Economic Sciences (shared with John Harsanyi and John Nash). He is also well known for his work in bou ...
's response to this apparent
paradox A paradox is a logically self-contradictory statement or a statement that runs contrary to one's expectation. It is a statement that, despite apparently valid reasoning from true premises, leads to a seemingly self-contradictory or a logically u ...
is to argue that the idea of "deterrence", while
irrational Irrationality is cognition, thinking, talking, or acting without inclusion of rationality. It is more specifically described as an action or opinion given through inadequate use of reason, or through emotional distress or cognitive deficiency. T ...
by the standards of
Game Theory Game theory is the study of mathematical models of strategic interactions among rational agents. Myerson, Roger B. (1991). ''Game Theory: Analysis of Conflict,'' Harvard University Press, p.&nbs1 Chapter-preview links, ppvii–xi It has appli ...
, is in fact an acceptable idea by the rationality that individuals actually employ. Selten argues that individuals can make decisions of three levels: Routine, Imagination, and Reasoning.


Complete information?

Game theory is based on the idea that each matrix is modeled with the assumption of
complete information In economics and game theory, complete information is an economic situation or game in which knowledge about other market participants or players is available to all participants. The utility functions (including risk aversion), payoffs, strategies ...
: that "every player knows the payoffs and strategies available to other players," where the word "payoff" is descriptive of behavior—what the player is trying to maximize. If, in the first town, the competitor enters and the monopolist is aggressive, the second competitor has observed that the monopolist is not, from the standpoint of common knowledge of payoffs and strategies, maximizing the assumed payoffs; expecting the monopolist to do so in this town seems dubious. If competitors place even a very small probability on the possibility that the monopolist is spiteful, and places intrinsic value on being (or appearing) aggressive, and the monopolist knows this, then even if the monopolist has payoffs as described above, responding to entry in an early town with aggression will be optimal if it increases the probability that later competitors place on the monopolist's being spiteful.


Selten's levels of decision making


The routine level

The individuals use their past experience of the results of decisions to guide their response to choices in the present. "The underlying criteria of similarity between decision situations are crude and sometimes inadequate". (Selten)


The imagination level

The individual tries to visualize how the selection of different alternatives may influence the probable course of future events. This level employs the routine level within the procedural decisions. This method is similar to a computer simulation.


The reasoning level

The individual makes a conscious effort to analyze the situation in a rational way, using both past experience and logical thinking. This mode of decision uses simplified models whose assumptions are products of imagination, and is the only method of reasoning permitted and expected by game theory.


Decision-making process


The predecision

One chooses which method (routine, imagination or reasoning) to use for the problem, and this decision itself is made on the routine level.


The final decision

Depending on which level is selected, the individual begins the decision procedure. The individual then arrives at a (possibly different) decision for each level available (if we have chosen imagination, we would arrive at a routine decision and possible and imagination decision). Selten argues that individuals can always reach a routine decision, but perhaps not the higher levels. Once the individuals have all their levels of decision, they can decide which answer to use...the Final Decision. The final decision is made on the routine level and governs actual behavior.


See also

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Repeated game In game theory, a repeated game is an extensive form game that consists of a number of repetitions of some base game (called a stage game). The stage game is usually one of the well-studied 2-person games. Repeated games capture the idea that a p ...
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Traveler's dilemma In game theory, the traveler's dilemma (sometimes abbreviated TD) is a non-zero-sum game in which each player proposes a payoff. The lower of the two proposals wins; the lowball player receives the lowball payoff plus a small bonus, and the highball ...
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Unexpected hanging paradox The unexpected hanging paradox or surprise test paradox is a paradox about a person's expectations about the timing of a future event which they are told will occur at an unexpected time. The paradox is variously applied to a prisoner's hanging or ...


References

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Further reading


Relation of Chain Store Paradox to Constitutional Politics in Canada
{{Decision theory paradoxes Game theory Decision-making paradoxes