3.1. Environments
Our goal here is to build off the logic in the above example and work with a set of environments that is rich enough to include models well suited for studying a range of questions. Of, course one can conceive of natural models that fall outside these classes, but we hope the basic intuition contained here will help guide others to see the potential for these kinds of connections even if the direct result does not apply to the relevant model. We focus only on connections between conflict and buyer-seller models and do not directly solve or analyze any games. We close by drawing on extant findings from more concrete analysis of particular games in these classes. We begin by defining two classes of models. As mentioned our goal is not to define the largest possible classes, but rather to specify sets large enough to allow for a variety of different contexts. Each is a two player infinite horizon game in discrete time. The first, a bargaining while fighting game involves two disputants, state 0 and state 1 and begins with a conflict. While fighting each player receives flow payoff
which depends on the types
and
. We assume that the joint distribution
is common knowledge. At the beginning of the game each player learns her own type. A bargaining protocol
P is a random recognition rule determining which player can make a proposal at every possible period
t if the game does not terminate prior to period
t. Formally it is a joint distribution on the set of sequences of 0’s and 1’s. We let
denote the realized identity of the proposer in period
t. Accordingly, we are agnostic about dependencies of the identity of the proposer across periods. If player
i is recognized at period
t she may make an offer
x from the set
. Player
then may either accept or reject the offer. If the offer is accepted the game ends and the terminal history is described by the pair
. If the offer is rejected then the game continues to period
and player
is the new proposer. If the game ends at terminal history
, each player’s flow payoff in period
t and all subsequent periods is given by
. We assume that each player has time value
. Thus, payoffs from
are of the form
To capture the idea of bargaining over an efficient frontier we assume that is increasing and is decreasing. For example x could be the share of territory that 0 keeps and the share that 1 keeps after a settlement and we might assume that and . Alternatively, we might think of x and set the status quo at 0 with nation 0 preferring an increase in policy and nation 1 preferring a decrease in policy, and .
The second class of modes represents a generalization of those in Fudenberg, Levine and Tirole (1985) [
2]. For lack of a better term we call it a buyer-seller game. Two players, seller, 0, and buyer, 1 negotiate over the possible trade of an indivisible item from seller to buyer. For every period in which
i owns the item he derives flow payoff
with
. We assume that the joint distribution
is common knowledge. At the beginning of the game each player learns her own type. With no loss of generality we normalize the flow payoff to not owning the item to 0 for both players. A bargaining protocol
P is random recognition rule determining which player can make a proposal at every possible period
t if the game does not terminate prior to period
t. Formally it is a joint distribution on the set of sequences of 0’s and 1’s. We let
denote the realized identity of the proposer in period
t. Accordingly, we are agnostic about dependencies of the identity of the proposer across periods. If player
i is recognized at period
t she may make an offer
y from the set
. Following this offer player
may either accept or reject the offer. If the offer is accepted the game ends and the terminal history is described by the pair
. If the offer is rejected then the game continues to period
and player
is the new proposer. If the game ends at terminal history
the flow payoffs in period
t and in all future periods are given by
for the buyer, 1, and
for the seller, 0. Note that the offers’s
y are interpreted as annuities that yield flow payoffs of
. One could rescale to capture the case of a one-time payment. We assume that each player has time value
. Thus the payoffs from
are
To capture the idea of bargaining over an efficient frontier we assume that is increasing and is decreasing. So for example we could think of y as the price paid once and and as the stream of value associated with receiving/making this payment in the current period.
In order to define a bargaining game in either the first or second class we need only to augment our current concepts with an informational environment. Let denote a signal space from which player i in the first class of games observes a signal in any possible period and let denote the space in the second class of games. By and denote realizations of these signals. We require that these signals include any information players may observe about their own payoffs. So in particular if player i observes the value of at period t then this information is contained in .
An informational environment is then a pair of joint distribution on the types and sequences of signals, in the first class and in the second class. Given an informational environment in the first class the conditional probability over given a finite list of signals, and as is well-defined. Similarly, given an informational environment in the second class, is well-defined.
3.2. Result
Our main result establishes an equivalence between games in the two classes. While the notion of equivalence between games involves subtleties (see for example Battigali, Leonetti and Maccheroni (2020) [
7] and the cites within) our usage is rather direct. We show that for a model of conflict in the class described above there is an equivalent model of trade in the class described above and the mapping connecting one model to its equivalent involves only re-labeling of actions, signals and types and affine transformations of the the Bernoulli utility functions. As, such all we rely on is Von Neumann and Morgenstern’s Theorem. This notion of equivalence goes in both directions and so for any model of trade the inverse of the mapping obtains an equivalent model of conflict. Because our mapping involves an affine transformation of Bernoulli utility functions the best responses of one model coincide with those of its equivalent model in the other class. In particular for any bargaining while fighting game defined above there is some buyer-seller game in which the best responses at each information set and equilibrium sets coincide and conversely for every buyer-seller game defined above there is a bargaining while fighting game in which the equilibrium sets as well as best responses at each information set coincide. To establish the result we identify a simple mapping that converts the primitives of a game in one class to primitives in the other class while preserving every possible comparison of lotteries over terminal histories at all information sets. Our exposition is slightly tedious but the analysis involves only making the appropriate connections to capture the intuition from the above exercise.
Theorem 1. For any bargaining while fighting game (as defined above) there is some buyer-seller game which is strategically equivalent. For any buyer seller game (as defined above) there is some bargaining while fighting game which is strategically equivalent. Moreover, the following transformation works. Set , identify, and equate the informational environments. Proof. Take as given some bargaining while fighting game as decribed above: A terminal history of a bargaining while fighting game is defined by and a terminal history of a buyer-seller game is defined by . We will construct a buyer seller game with .
Step 1 is to define an affine translation of player 0’s payoffs (in the bargaining while fighting game) that make her the seller, 0, in the buyer-seller game. Player 0’s payoffs in the bargaining while fighting game are
In order to convert these payoffs to the form of player 0 (seller) in the buyer seller game,
it is sufficient to set
.
Step 2 is to define the translation for player 1. Player 1’s payoffs in the bargaining while fighting game are of the form.
Consider now a fictional player 1’ with type who’s payoffs are the following affine transformation of player 1’s. Player 1’ Bernoulli utility function is less than player 1’s at every period.
This is identical to the structure of 1’s payoffs in the buyer seller game. Since sequential rationality for player 1 and player 1’ are satisfied at exactly the same choices (at every informational environment and belief) it is sufficient to set , .
Finally, with equivalent informational environments the first result obtains. To move in the other direction it is sufficient to use the same translation and observe the identities above.
□
Remark 1. A natural interpretation of the transformation to player 1’s payoffs is that in the equivalent buyer seller game the buyer is buying an item that provides her value equal to the difference between her payoff from the settlement and her payoff from fighting. That is, she is buying a stream of value equal to the gains from settling the conflict at terms x. The seller’s least preferred type in the buyer seller game has the lowest valuation to owning the good. This type corresponds to the type of player 1 with the highest war payoff.
Remark 2. Equating the informational environments is not innocuous. In particular, for non private values cases this result will show that equivalent buyer-seller games can be difficult to interpret. If in the bargaining while fighting game players observe their war payoffs while fighting then in an equivalent buyer seller game the buyer needs to observe a signal of what her payoffs from consumption would be. If in the bargaining while fighting case, learning one’s own war payoff provides information about the other player’s war payoff then in an equivalent buyer-seller game when the seller consumes the item for one more period she learns more about the buyer’s valuation. Similarly, if the buyer learns about her potential valuation prior to trade then she would also be learning about the seller’s valuation. These connections can be justified, but we recognize they are not innocuous. With independent private values this is far less demanding as there is no informational value to learning one’s own payoff given that one knows her own type. It is important to note that our treatment is innocuous as to whether information leakage occurs, the classes considered certainly allow for it. In concrete terms, learning only about your own payoffs from fighting from experience on the battlefield corresponds to learning only about your own valuation of the item for sale. Learning about the other player’s payoffs corresponds to learning about the other player’s valuations. Some conflict studies papers, (like Powell 2004 [5]) involve an equivalence between learning about power and observing hard signals about both players war payoffs.