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      <title-group>
        <article-title>Varieties of strategic reasoning in games</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Eric Pacuit</string-name>
          <email>epacuit@umd.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Department of Philosophy University of Maryland</institution>
          ,
          <addr-line>College Park</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>A crucial assumption underlying any game-theoretic analysis is that there is common knowledge that all the players are rational. Rationality here is understood in the decision-theoretic sense: The players' choices are optimal according to some choice rule (such as maximizing subjective expected utility). Recent work in epistemic game theory has focused on developing sophisticated mathematical models to study the implications of assuming that all the players are rational and this is commonly known (or commonly believed). 1 However, if common knowledge of rationality is to have an \explanatory" role in the analysis of a game-theoretic situation, then it is not enough to simply assume that it has obtained in an informational context of a game. It is also important to describe how the players were able to arrive at this crucial state of information. 2 There is now a growing body of literature that analyzes games in terms of the \process of deliberation" that leads the players to select their component of a rational outcome (see [17] for a discussion). There is a second reason why it is important to develop formal models of the players' process of deliberation in game situations. A number of researchers have questioned the usefulness of models that make explicit assumptions about the players' higher-order beliefs in game situations. In the end, we are interested only in what (rational) players are going to do. This, in turn, depends only on what the players believe the other players are going to do. A player's belief about what her opponents are thinking is relevant only because they shape the players' rst-order beliefs about what her opponents are going to do. Kadane and Larkey explain the issue nicely: \It is true that a subjective Bayesian will have an opinion not only on his opponent's behavior, but also on his opponent's belief about his own behavior, his opponent's belief about his belief about his opponent's behavior, etc. (He also has opinions about the phase of the moon, tomorrow's weather and the winner of the next Superbowl). However, in a single-play game, all aspects of his opinion except his opinion about his 1 See, for example, [20, 9], and the references therein, for a survey of this literature. 2 This general point about common knowledge was already appreciated by David Lewis when he rst formulated his notion of common knowledge [14]. See [6] for an illuminating discussion and a reconstruction of Lewis' notion of common knowledge, with applications to game theory.</p>
      </abstract>
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      <title>-</title>
      <p>
        opponent's behavior are irrelevant, and can be ignored in the analysis by
integrating them out of the joint opinion." as [12, pg. 239, my emphasis]
A theory of rational decision making in game situations need not require
that a player considers all of her higher-order beliefs in her decision-making
process. The assumption is only that the players recognize that their opponents
are \actively reasoning" agents. Precisely \how much" higher-order information
should be taken into account in such a situation is a very interesting, open
question (cf. [
        <xref ref-type="bibr" rid="ref13">13</xref>
        ]). Part of the di culty in answering this question comes from
experimental work suggesting that humans do not necessarily take into account
even second-order beliefs (e.g., a belief about their opponents' beliefs) in game
situations (see, for example, [
        <xref ref-type="bibr" rid="ref11">11</xref>
        ] and [
        <xref ref-type="bibr" rid="ref15 ref16">16, 15</xref>
        ]). Of course, this is a descriptive
issue, and it is very much open how such observations should be incorporated
into a general theory of rational deliberation in games (cf. [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ]).
      </p>
      <p>In this paper, I will compare and contrast di erent models of rational
deliberation in games. The goal is not only to develop a comprehensive comparison
of the di erent frameworks, but also to show how explicitly representing the
players' process of deliberation can shed some light on the role that higher-order
information plays in the analysis of game situations. The main challenge is to
nd the right balance between descriptive accuracy and normative relevance.
While this is true for all theories of individual decision making and reasoning,
focusing on game situations raises a number of compelling issues. Indeed, Robert
Aumann and Jacques Dreze [1, pg. 81] note that: \[T]he fundamental insight of
game theory [is] that a rational player must take into account that the players
reason about each other in deciding how to play".</p>
      <p>
        The di erent models of rational deliberation in games that I will discuss in
this paper include:
1. John Harsanyi's \tracing procedure": The goal of the tracing procedure is
to identify a unique Nash equilibrium in any nite strategic game. Harsanyi
thought of the tracing procedure as \a mathematical formalization of the
process by which rational players coordinate their choices of strategies" [
        <xref ref-type="bibr" rid="ref10">10</xref>
        ].
2. Brian Skyrms' model of \dynamic deliberation": Players deliberate by
calculating expected utility and then use this new information to recalculate
their probabilities about what they are going to do and what they expect
their opponents are going to do [
        <xref ref-type="bibr" rid="ref21">21</xref>
        ].
3. Robin Cubitt and Robert Sugden's \reasoning-based expected utility": An
iterative procedure for solving strategic games that builds on David Lewis's
\common modes of reasoning" [
        <xref ref-type="bibr" rid="ref7 ref8">7, 8</xref>
        ].
4. Johan van Benthem et col.'s \dynamic logic of games": The goal is to
characterize di erent solution concepts as xed points of iterated \(virtual)
rationality announcements" [
        <xref ref-type="bibr" rid="ref19 ref2 ref3">2, 3, 19</xref>
        ].
      </p>
      <p>
        Although the details of these models of deliberation in games are di erent,
they share a common line of thought: The rational outcomes of a game are arrived
at through a process in which each player settles on an optimal choice given her
evolving beliefs about her own choices and the choices of her opponents. The
frameworks mentioned above di er in how they represent the players' \state of
indecision" during the deliberation process:
1. Harsanyi does not explicitly represent the players' uncertainty about their
strategy choices during his tracing procedure. Instead, the idea is to analyze
a continuum of games starting from the original game and a common prior3,
in which the payo s are replaced by expected payo s.
2. Skyrms' model represents the players' beliefs during deliberation as a
probability measure on i's set of strategies. The interpretation is that it is the
mixed strategy that the players would adopt if deliberation ended at the
current stage.
3. Cubitt and Sugden assume that the players categorize their strategies Si in
a game as a pair of sets (Si+; Si ) where elements of Si+ are the \admissible"
actions, elements of Si are deemed \irrational", and strategies such that
s 62 Si+ [ Si (if any) are not (yet) categorized.
4. van Benthem and colleagues use relational models, familiar from the
computer science and philosophy literature (see [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ] for an overview), to describe
what the players know and believe about their own choices, their opponents'
choices and their higher-order beliefs.
      </p>
      <p>Each of the above models are intended to be a \snapshot" of the players'
beliefs about their own choices and their opponents' choices during the
deliberational process. The second aspect of the models of deliberation in games are the
dynamical rules that are intended to describe how the players' beliefs evolve
during deliberation. At each stage of the deliberation, the players determine which
of their available strategies are \optimal" and which ones they ought to avoid.
Typically, it is assumed that the players are guided by some decision-theoretic
choice rule, such as maximizing expected utility or avoiding dominated
strategies. Using the information about the players' own choices and what they expect
their opponents to do, the current snapshot of the players' beliefs is transformed
according to some xed dynamical rule. Di erent types of transformations
represent how con dent the players are in their assessment of which of the available
choices are \rational". The picture to keep in mind is:</p>
      <p>What
should
I do?
M0
initial
model
!'1</p>
      <p>What
should
I do?</p>
      <p>What
should
I do?
3 Harsanyi in collaboration with Reinhard Selten o er an algorithm for constructing
a common prior given the structure of the game.</p>
      <p>Deliberation concludes when the players reach a xed point in the above
process. The goal is not to develop a formal account of the players' practical
reasoning in game situations. Rather, it is to describe deliberation in terms of a
sequence of belief changes about what the players are doing or what their
opponents may be thinking. The central question is: What are the update mechanisms
that match di erent game-theoretic analyses?</p>
      <p>The di erent frameworks mentioned above can be compared and contrasted
in terms of the speci cs of the models: How are the players' beliefs represented
during the deliberational process and what are the properties of the operations
that are used to transform the players' beliefs? The general conclusion is that
each of the frameworks o er a di erent perspective on strategic reasoning in
games. These perspectives are not competing; rather, they highlight di erent
aspects of what it means to reason strategically in interactive situations.</p>
      <p>A second dimension along which the di erent models of deliberation can be
compared is in terms of the outcomes that can be reached by the deliberational
processes and what are the properties of the paths that lead to these outcomes.
For instance, the outcomes of both Harsanyi's tracing procedure and Skryms's
model of dynamic deliberation are qualitatively similar: Both procedures lead
players to choose their component of a Nash equilibrium. However, in Skyrms's
model, the rate of convergence depends on the players' initial beliefs in an
interesting way; and this, in turn, suggests a more re ned analysis of Nash equilibrium
[21, pgs. 154 - 158].</p>
      <p>Finally, moving away from the mathematical properties of the di erent
frameworks, it is also important to focus on the underlying motivations. Here, the
tracing procedure can be singled out as it is focused on identifying a unique
rational solution to every strategic game. The other frameworks are more
\personalistic": The rational outcomes of a game depends not only on the structure
of the game, but also on the players' initial beliefs, which dynamical rule is being
used by the players (in general, di erent players may be using di erent rules),
and what exactly is commonly known about the process of deliberation.</p>
      <p>
        I will conclude the paper by carefully comparing the above general approach
to modeling strategic reasoning in interactive situations with a recent
contribution from the cognitive science literature. In [
        <xref ref-type="bibr" rid="ref22">22</xref>
        ], Stuhlmuller and Goodman
show how probabilistic programs can explicitly represent conditioning which
enables them to describe reasoning about others' reasoning using nested
conditioning. These probabilistic programs can then be used to capture the
\backand-forth" reasoning that is characteristic of many game-theoretic situations (cf.
[
        <xref ref-type="bibr" rid="ref4">4</xref>
        ] for an alternative approach).
      </p>
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