Cooperative bargaining is a process in which two people decide how to share a surplus that they can jointly generate. In many cases, the surplus created by the two players can be shared in many ways, forcing the players to negotiate which division of payoffs to choose. Such surplus-sharing problems (also called bargaining problem) are faced by management and labor in the division of a firm's profit, by trade partners in the specification of the terms of trade, and more.
The present article focuses on the normative approach to bargaining. It studies how the surplus should be shared, by formulating appealing axioms that the solution to a bargaining problem should satisfy. It is useful when both parties are willing to cooperate in implementing the fair solution. Such solutions, particularly the Nash solution, were used to solve concrete economic problems, such as management–labor conflicts, on numerous occasions. [1]
An alternative approach to bargaining is the positive approach. It studies how the surplus is actually shared. Under the positive approach, the bargaining procedure is modeled as a non-cooperative game. The most common form of such game is called sequential bargaining .
A two-person bargain problem consists of:
The problem is nontrivial if agreements in are better for both parties than the disagreement point. A solution to the bargaining problem selects an agreement in .
The feasible agreements typically include all possible joint actions, leading to a feasibility set that includes all possible payoffs. Often, the feasible set is restricted to include only payoffs that have a possibility of being better than the disagreement point for both agents. [2]
The disagreement point is the value the players can expect to receive if negotiations break down. This could be some focal equilibrium that both players could expect to play, or zero if no agreement is reached. This point directly affects the bargaining solution, however, so it stands to reason that each player should attempt to choose his disagreement point in order to maximize his bargaining position. Towards this objective, it is often advantageous to increase one's own disagreement payoff while harming the opponent's disagreement payoff (hence the interpretation of the disagreement as a threat). If threats are viewed as actions, then one can construct a separate game wherein each player chooses a threat and receives a payoff according to the outcome of bargaining. It is known as Nash's variable threat game.
John Forbes Nash Jr. came up with the Nash bargaining solution. It is the unique solution to a two-person bargaining problem that satisfies the axioms of scale invariance, symmetry, efficiency, and independence of irrelevant alternatives. According to Paul Walker, [3] Nash's bargaining solution was shown by John Harsanyi to be the same as Zeuthen's solution [4] of the bargaining problem.
The Nash bargaining game is a simple two-player game used to model bargaining interactions. In the Nash bargaining game, two players demand a portion of some good (usually some amount of money). If the total amount requested by the players is less than that available, both players get their request. If their total request is greater than that available, neither player gets their request.
Nash (1953) presents a non-cooperative demand game with two players who are uncertain about which payoff pairs are feasible. In the limit as the uncertainty vanishes, equilibrium payoffs converge to those predicted by the Nash bargaining solution. [2]
Strategies are represented in the Nash demand game by a pair (x, y). x and y are selected from the interval [d, z], where d is the disagreement outcome and z is the total amount of good. If x + y is equal to or less than z, the first player receives x and the second y. Otherwise both get d; often .
There are many Nash equilibria in the Nash demand game. Any x and y such that x + y = z is a Nash equilibrium. If either player increases their demand, both players receive nothing. If either reduces their demand they will receive less than if they had demanded x or y. There is also a Nash equilibrium where both players demand the entire good. Here both players receive nothing, but neither player can increase their return by unilaterally changing their strategy.
In Rubinstein's alternating offers bargaining game, [5] players take turns acting as the proposer for splitting some surplus. The division of the surplus in the unique subgame perfect equilibrium depends upon how strongly players prefer current over future payoffs. In particular, let d be the discount factor, which refers to the rate at which players discount future earnings. That is, after each step the surplus is worth d times what it was worth previously. Rubinstein showed that if the surplus is normalized to 1, the payoff for player 1 in equilibrium is 1/(1+d), while the payoff for player 2 is d/(1+d). In the limit as players become perfectly patient, the equilibrium division converges to the Nash bargaining solution.
Various solutions have been proposed based on slightly different assumptions about what properties are desired for the final agreement point.
John Forbes Nash Jr. proposed that a solution should satisfy certain axioms: [6]
Nash proved that the solutions satisfying these axioms are exactly the points in which maximize the following expression:
where u and v are the utility functions of Player 1 and Player 2, respectively, and d is a disagreement outcome. That is, players act as if they seek to maximize , where and , are the status quo utilities (the utility obtained if one decides not to bargain with the other player). The product of the two excess utilities is generally referred to as the Nash product. Intuitively, the solution consists of each player getting their status quo payoff (i.e. noncooperative payoff) in addition to a share of the benefits occurring from cooperation. [7] : 15–16
Independence of irrelevant alternatives can be substituted with a resource monotonicity axiom, as suggested by Ehud Kalai and Meir Smorodinsky. [8] This leads to the Kalai–Smorodinsky rule, which selects the point which maintains the ratio of maximal gains. In other words, if we normalize the disagreement point to (0,0) and player 1 can receive a maximum of with player 2's help (and vice versa for ), then the Kalai–Smorodinsky bargaining solution would yield the point on the Pareto frontier such that .
The egalitarian bargaining solution, introduced by Ehud Kalai, is a third solution which drops the condition of scale invariance while including both the axiom of independence of irrelevant alternatives, and the axiom of resource monotonicity. It is the solution which attempts to grant equal gain to both parties. In other words, it is the point which maximizes the minimum payoff among players. Kalai notes that this solution is closely related to the egalitarian ideas of John Rawls. [9]
Name | Pareto-optimality | Symmetry | Scale-invariance | Irrelevant-independence | Resource-monotonicity | Principle |
---|---|---|---|---|---|---|
Proportional-fair rule | Maximizing the product of surplus utilities | |||||
Kalai–Smorodinsky rule | Equalizing the ratios of maximal gains | |||||
Egalitarian rule | Maximizing the minimum of surplus utilities |
A series of experimental studies [10] found no consistent support for any of the bargaining models. Although some participants reached results similar to those of the models, others did not, focusing instead on conceptually easy solutions beneficial to both parties. The Nash equilibrium was the most common agreement (mode), but the average (mean) agreement was closer to a point based on expected utility. [11] In real-world negotiations, participants often first search for a general bargaining formula, and then only work out the details of such an arrangement, thus precluding the disagreement point and instead moving the focal point to the worst possible agreement.
Kenneth Binmore has used the Nash bargaining game to explain the emergence of human attitudes toward distributive justice. [12] [13] He primarily uses evolutionary game theory to explain how individuals come to believe that proposing a 50–50 split is the only just solution to the Nash bargaining game. Herbert Gintis supports a similar theory, holding that humans have evolved to a predisposition for strong reciprocity but do not necessarily make decisions based on direct consideration of utility. [14]
Some economists have studied the effects of risk aversion on the bargaining solution. Compare two similar bargaining problems A and B, where the feasible space and the utility of player 1 remain fixed, but the utility of player 2 is different: player 2 is more risk-averse in A than in B. Then, the payoff of player 2 in the Nash bargaining solution is smaller in A than in B. [15] : 303–304 However, this is true only if the outcome itself is certain; if the outcome is risky, then a risk-averse player may get a better deal as proved by Alvin E. Roth and Uriel Rothblum. [16]
In game theory, the Nash equilibrium is the most commonly-used solution concept for non-cooperative games. A Nash equilibrium is a situation where no player could gain by changing their own strategy. The idea of Nash equilibrium dates back to the time of Cournot, who in 1838 applied it to his model of competition in an oligopoly.
In game theory, a cooperative game is a game with groups of players who form binding “coalitions” with external enforcement of cooperative behavior. This is different from non-cooperative games in which there is either no possibility to forge alliances or all agreements need to be self-enforcing.
Mechanism design, sometimes called implementation theory or institutiondesign, is a branch of economics, social choice, and game theory that deals with designing game forms to implement a given social choice function. Because it starts with the end of the game and then works backwards to find a game that implements it, it is sometimes described as reverse game theory.
In game theory, the centipede game, first introduced by Robert Rosenthal in 1981, is an extensive form game in which two players take turns choosing either to take a slightly larger share of an increasing pot, or to pass the pot to the other player. The payoffs are arranged so that if one passes the pot to one's opponent and the opponent takes the pot on the next round, one receives slightly less than if one had taken the pot on this round, but after an additional switch the potential payoff will be higher. Therefore, although at each round a player has an incentive to take the pot, it would be better for them to wait. Although the traditional centipede game had a limit of 100 rounds, any game with this structure but a different number of rounds is called a centipede game.
In game theory, an extensive-form game is a specification of a game allowing for the explicit representation of a number of key aspects, like the sequencing of players' possible moves, their choices at every decision point, the information each player has about the other player's moves when they make a decision, and their payoffs for all possible game outcomes. Extensive-form games also allow for the representation of incomplete information in the form of chance events modeled as "moves by nature". Extensive-form representations differ from normal-form in that they provide a more complete description of the game in question, whereas normal-form simply boils down the game into a payoff matrix.
Rationalizability is a solution concept in game theory. It is the most permissive possible solution concept that still requires both players to be at least somewhat rational and know the other players are also somewhat rational, i.e. that they do not play dominated strategies. A strategy is rationalizable if there exists some possible set of beliefs both players could have about each other's actions, that would still result in the strategy being played.
In game theory, folk theorems are a class of theorems describing an abundance of Nash equilibrium payoff profiles in repeated games. The original Folk Theorem concerned the payoffs of all the Nash equilibria of an infinitely repeated game. This result was called the Folk Theorem because it was widely known among game theorists in the 1950s, even though no one had published it. Friedman's (1971) Theorem concerns the payoffs of certain subgame-perfect Nash equilibria (SPE) of an infinitely repeated game, and so strengthens the original Folk Theorem by using a stronger equilibrium concept: subgame-perfect Nash equilibria rather than Nash equilibria.
In game theory, a repeated game is an extensive form game that consists of a number of repetitions of some base game. The stage game is usually one of the well-studied 2-person games. Repeated games capture the idea that a player will have to take into account the impact of their current action on the future actions of other players; this impact is sometimes called their reputation. Single stage game or single shot game are names for non-repeated games.
In game theory, a correlated equilibrium is a solution concept that is more general than the well known Nash equilibrium. It was first discussed by mathematician Robert Aumann in 1974. The idea is that each player chooses their action according to their private observation of the value of the same public signal. A strategy assigns an action to every possible observation a player can make. If no player would want to deviate from their strategy, the distribution from which the signals are drawn is called a correlated equilibrium.
In game theory, a subgame perfect 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 subgame of the original game. Informally, this means that at any point in the game, the players' behavior from that point onward should represent a Nash equilibrium of the continuation game, no matter what happened before. Every finite extensive game with perfect recall has a subgame perfect equilibrium. Perfect recall is a term introduced by Harold W. Kuhn in 1953 and "equivalent to the assertion that each player is allowed by the rules of the game to remember everything he knew at previous moves and all of his choices at those moves".
Quantal response equilibrium (QRE) is a solution concept in game theory. First introduced by Richard McKelvey and Thomas Palfrey, it provides an equilibrium notion with bounded rationality. QRE is not an equilibrium refinement, and it can give significantly different results from Nash equilibrium. QRE is only defined for games with discrete strategies, although there are continuous-strategy analogues.
In game theory, an epsilon-equilibrium, or near-Nash equilibrium, is a strategy profile that approximately satisfies the condition of Nash equilibrium. In a Nash equilibrium, no player has an incentive to change his behavior. In an approximate Nash equilibrium, this requirement is weakened to allow the possibility that a player may have a small incentive to do something different. This may still be considered an adequate solution concept, assuming for example status quo bias. This solution concept may be preferred to Nash equilibrium due to being easier to compute, or alternatively due to the possibility that in games of more than 2 players, the probabilities involved in an exact Nash equilibrium need not be rational numbers.
In fully cooperative games players will opt to form coalitions when the value of the payoff is equal to or greater than if they were to work alone. The focus of the game is to find acceptable distributions of the payoff of the grand coalition. Distributions where a player receives less than it could obtain on its own, without cooperating with anyone else, are unacceptable - a condition known as individual rationality. Imputations are distributions that are efficient and are individually rational.
Bargaining power is the relative ability of parties in an argumentative situation to exert influence over each other in order to achieve favourable terms in an agreement. This power is derived from various factors such as each party’s alternatives to the current deal, the value of what is being negotiated, and the urgency of reaching an agreement. A party's bargaining power can significantly shift the outcome of negotiations, leading to more advantageous positions for those who possess greater leverage.
Ehud Kalai is a prominent Israeli American game theorist and mathematical economist known for his contributions to the field of game theory and its interface with economics, social choice, computer science and operations research. He was the James J. O’Connor Distinguished Professor of Decision and Game Sciences at Northwestern University, 1975–2017, and currently is a Professor Emeritus of Managerial Economics and Decision Sciences.
Jean-François Mertens was a Belgian game theorist and mathematical economist.
In game theory, Mertens stability is a solution concept used to predict the outcome of a non-cooperative game. A tentative definition of stability was proposed by Elon Kohlberg and Jean-François Mertens for games with finite numbers of players and strategies. Later, Mertens proposed a stronger definition that was elaborated further by Srihari Govindan and Mertens. This solution concept is now called Mertens stability, or just stability.
Resource monotonicity is a principle of fair division. It says that, if there are more resources to share, then all agents should be weakly better off; no agent should lose from the increase in resources. The RM principle has been studied in various division problems.
The Kalai–Smorodinsky (KS) bargaining solution is a solution to the Bargaining problem. It was suggested by Ehud Kalai and Meir Smorodinsky, as an alternative to Nash's bargaining solution suggested 25 years earlier. The main difference between the two solutions is that the Nash solution satisfies independence of irrelevant alternatives, while the KS solution instead satisfies resource monotonicity.
Sequential bargaining is a structured form of bargaining between two participants, in which the participants take turns in making offers. Initially, person #1 has the right to make an offer to person #2. If person #2 accepts the offer, then an agreement is reached and the process ends. If person #2 rejects the offer, then the participants switch turns, and now it is the turn of person #2 to make an offer. The people keep switching turns until either an agreement is reached, or the process ends with a disagreement due to a certain end condition. Several end conditions are common, for example: