INFORMATION Overview Context: You want to reward good performance - - PowerPoint PPT Presentation

information overview
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INFORMATION Overview Context: You want to reward good performance - - PowerPoint PPT Presentation

INFORMATION Overview Context: You want to reward good performance by a subordinate, but he has a better idea of what that performance is than you do. What should you do? Concepts: principals and agents, incentives, asymmetric


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SLIDE 1

INFORMATION

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SLIDE 2

Overview

  • Context: You want to reward good performance by a subordinate,

but he has a better idea of what that performance is than you do. What should you do?

  • Concepts: principals and agents, incentives, asymmetric

information, adverse selection, moral hazard, signalling, reputation.

  • Economic principle: when people have superior information,

expect them to use it to their advantage

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SLIDE 3

Games with uncertainty

  • Consider an additional, non-strategic player: Nature
  • If a certain variable can take several values, let Nature “decide”

which value it will be (according to underlying probabilities)

  • Asymmetric information: a player who moves before Nature does

not know the value. A player who moves after Nature and

  • bserves Nature’s move, knows the value
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SLIDE 4

The E.T. “chocolate wars”

In the movie E.T., a trail of Reese’s Pieces, one of Hershey’s chocolate brands, is used to lure the little alien into the house (Video link on book’s website) As a result of the publicity created by this scene, sales of Reese’s Pieces tripled, allowing Hershey to catch up with rival Mars

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SLIDE 5

Chocolate wars

  • Universal Studio’s original plan was to use a trail of Mars’s M&Ms
  • Mars turned down the offer
  • The producers of E.T. then turned to Hershey, who accepted the

deal (for $1m), which turned out to be very favorable to them (and unfavorable to Mars)

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SLIDE 6

Chocolate wars

  • Publicity from the product placement increases Mars’ profits by

$800,000, decreases Hershey’s by $100,000

  • Hershey’s increase in market share costs Mars $500,000
  • Benefit to Hershey from having its brand featured is given by b
  • Hershey knows the value of b. Mars knows only that

b = $1, 200, 000 or b = $700, 000 with equal probability

  • No product placement by any of the two implies “business as

usual”

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SLIDE 7

Chocolate wars

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

not buy

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buy M

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

b = 1200 (50%)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

b = 700 (50%) N

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

buy

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not buy H

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buy

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not buy H 0, 0

  • 500, -300

0, 0

  • 500, 200
  • 200, -100
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SLIDE 8

Chocolate wars

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

not buy

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buy M

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

b = 1200 (50%)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

b = 700 (50%) N

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

buy

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not buy H

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buy

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not buy H 0, 0

  • 500, -300

0, 0

  • 500, 200
  • 200, -100
  • 500
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SLIDE 9

Chocolate wars

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

not buy

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buy M

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

b = 1200 (50%)

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

b = 700 (50%) N

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

buy

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not buy H

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

buy

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not buy H 0, 0

  • 500, -300

0, 0

  • 500, 200
  • 200, -100
  • 500

−500 × 50% + 0 × 50% = = −250

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SLIDE 10

Typical scenarios

  • Agency problem: a principal (e.g., employer) wants to contract

with an agent, but the former cannot observe the latter’s actions (moral hazard)

  • Lemons problem (or adverse selection): one party (e.g., car

seller) has better information than the other

  • Signalling problem. A player chooses its actions strategically so

as to influence others’ beliefs (e.g., reputation)

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SLIDE 11

Typical scenarios

  • Agency problem: a principal (e.g., employer) wants to contract

with an agent, but the former cannot observe the latter’s actions (moral hazard)

  • Lemons problem (or adverse selection): one party (e.g., car

seller) has better information than the other

  • Signalling problem. A player chooses its actions strategically so

as to influence others’ beliefs (e.g., reputation)

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SLIDE 12

Agency and incentives

  • Terminology: We refer to the payer as the principal, the payee as

the agent, and the analysis as principal-agent or agency theory.

  • S. Kerr, “On the folly or rewarding A, while hoping for B.”

Performance is hard to measure. Any measurement system can be gamed; incentives work; expect to get exactly what you pay for

  • Relation to psychology theories of motivation (e.g., intrinsic v

extrinsic)

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SLIDE 13

Incentives matter

  • Medicare’s reimbursement’s policy: fees cover
  • verhead, not just marginal cost; doctor’s time vs

medical equipment

  • Patent office: contrast US and EU
  • Auditing firms are paid by the firms they audit;

moreover, they often make far more from consulting relationships than auditing

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SLIDE 14

Agency: rewarding employees

  • Outcome depends on effort by employee (agent) and on other

factors beyond his control

  • Employer (principal) cannot distinguish between different factors

causing observable outcome

  • Incentive scheme: a system determining agent’s compensation as

a function of outcome

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Agent’s effort

. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .

Outcome Agent’s reward Other factors

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SLIDE 15

Agency: power incentives

  • Types of incentive scheme:

− High-powered: compensation depends a great deal on

  • utcome

− Low-powered: compensation is fairly flat

  • Suppose principal is risk neutral, agent risk averse.

Then high-powered incentives trade-off:

− More effort (good from the principal’s perspective) − Greater risk on employee (compensation depends on effort and on random events)

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SLIDE 16

Agency: examples

  • Salesperson compensation
  • CEO compensation
  • Utility regulation
slide-17
SLIDE 17

Typical scenarios

  • Agency problem: a principal (e.g., employer) wants to contract

with an agent, but the former cannot observe the latter’s actions (moral hazard)

  • Lemons problem (or adverse selection): one party (e.g., car

seller) has better information than the other

  • Signalling problem. A player chooses its actions strategically so

as to influence others’ beliefs (e.g., reputation)

slide-18
SLIDE 18

The lemons problem

  • When the uninformed player moves first, she must

think about how informed players will use their information:

− Examples: product quality, insurance, credit

  • General result: Tendency for low-quality products (or

high-risk customers) to flood the market

  • Solutions: warranties, reputation and branding, credit

rationing, verification (medical examinations)

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SLIDE 19

The market for lemons

  • Sellers knows quality of his or her car
  • Buyer only knows distribution of qualities
  • For a given price, only worse cars will be offered for sale
  • Buyers update beliefs and willingness to pay
  • This process may unravel to the point there is no market
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SLIDE 20

Adverse selection in health markets

po pe qe qo

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p q A D

MC AC

slide-21
SLIDE 21

Adverse selection

  • Consumer type: θ ∼ U[0, 1]
  • Willingness to pay: θ
  • Cost of serving type θ: C = c0 + c1 θ
  • Price p implies q = 1 − p (types with θ > p)
  • Cost of marginal type: c0 + c1 θ, where θ = p and p = 1 − q

MC = c0 + c1 (1 − q)

  • Cost of average type served: average between types θ = p, θ = 1

AC = c0 + c1

  • 1 − 1

2 q

  • Note that AC > MC
slide-22
SLIDE 22

Adverse selection

  • Equilibrium level of q (p = AC):

qe = 1 − c0 − c1 1 − c1

2

  • Optimal level of q (p = MC):

qo = 1 − c0 − c1 1 − c1

  • Hence qe < qo
slide-23
SLIDE 23

Adverse selection in health markets

po pe qe qo

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p q A D

MC AC

slide-24
SLIDE 24

Please accept my resignation. I don’t care to belong to any club that will have me as a member. — Groucho Marx.

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SLIDE 25

Winner’s curse

  • Common value auction: the object is worth the same for every

bidder, each bidder gets an unbiased signal of value

  • Examples: oil field, penny jar
  • Expected valuation given signal: unconditional and conditional on

being the highest bid

  • Optimal strategy is to bid much less than signal estimate;

discount should be greater the greater the number of bidders or the closer to common value is the auction

slide-26
SLIDE 26

Typical scenarios

  • Agency problem: a principal (e.g., employer) wants to contract

with an agent, but the former cannot observe the latter’s actions (moral hazard)

  • Lemons problem (or adverse selection): one party (e.g., car

seller) has better information than the other

  • Signalling problem. A player chooses its actions strategically so

as to influence others’ beliefs (e.g., reputation)

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SLIDE 27

Signalling

  • When the informed player moves first, she must think about the

information conveyed by her actions to uninformed players (the signal):

− Does a low price suggest low quality? − Advertising as a signal − Job market signaling − Incumbent firm’s reaction to entry

slide-28
SLIDE 28

Price as a signal of quality

  • One seller of stereo equipment, many buyers. Seller sets price,

buyers decide whether or not to buy (at most one unit each). Seller knows quality of stereo, buyers do not.

  • Demand:

− 80% of customers willing to pay at most $200 regardless of quality − 20% of customers willing to pay $400 for high-quality product, only $200 for low quality one

  • High quality product costs $300; Low quality product costs $100
slide-29
SLIDE 29

Price as a signal of quality

  • Claim: It is an equilibrium for seller to set p = 400 if quality is

high and p = 200 if quality is low.

  • In this equilibrium, price conveys information about quality:

consumers know that a high price implies high quality.

  • Why wouldn’t a low-quality seller want to “masquerade” as a

high-quality seller by setting a high price? Because it loses too much of the market. (Numbers are profit per customer.) p = 400 ⇒ Profit = (400 − 100) × 20% = 60 p = 200 ⇒ Profit = (200 − 100) × 100% = 100

slide-30
SLIDE 30

Signalling equilibria

  • In the previous game, we have a separating equilibrium: different

types of seller choose different strategies.

  • High quality seller chooses different strategy so as to ensure buyer

knows she’s buying from a high quality seller. In order for this to work, it must be the case that imitation is costly.

  • If imitation costs are not very high, we have a pooling equilibrium.

In this case, the “bad” type imitates the “good” type so as to acquire a reputation for being good.

  • In a multi-period situation, pooling may become attractive: the

cost of imitating early on pays off in terms of future payoffs: reputation building.

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SLIDE 31

Reputation for toughness

What is the equilibrium of the following one shot entry game?

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stay out

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enter E

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fight entry

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accommodate entry I 1, 1

  • 1, -1

0, 4

slide-32
SLIDE 32

Reputation for toughness

  • What if Monopolist faces a potential entrant in each of a series of

local markets? (Cf American Tobacco example)

  • By “teaching entrant a lesson” in first markets, Monopolist might

be able to discourage entrants in other markets

  • Key: Assume that there is some chance monopolist is a “Rambo,”

a monopolist whose payoff to cooperation is less than −1

slide-33
SLIDE 33

Reputation for toughness

  • Entrants believe Monopolist is “tough” with probability α
  • Suppose Monopolist fights entry even if it is not “tough”
  • A second entrant still believes Monopolist is tough with

probability α; expected value from entry is α × (1) + (1 − α) × 1

  • If α > 1/2, then entrant stays out
  • For a normal Monopolist, fighting the first entrant is an

investment in reputation

  • (Advanced note: in this case, equilibrium would require mixed

strategies, similar to rock-paper-scissors)

slide-34
SLIDE 34

Reputation for toughness

  • Watch video clips from The Maltese Falcon, Casino.
  • What game is being played?
  • Why may it be rational to appear to be irrational?
slide-35
SLIDE 35

Repetition, trust and product quality

  • Previously, we saw how repetition improves cooperation between

firms

  • Same is true for relation between seller and buyer when there is

asmmetric information

  • Examples:

− Restaurants − Auto repairs

slide-36
SLIDE 36

Takeaways

  • Think about how your rival will:

− use its information advantage − react to your information advantage

  • You will get what you reward
  • Beware of the Groucho Marx problem: low-quality products or

customers flood the market (or: If this is such a good deal, why are you offering it to me?)

  • Your actions convey information and create reputations