The intuitive criterion is a technique for equilibrium refinement in signaling games. It aims to reduce possible outcome scenarios by restricting the possible sender types to types who could obtain higher utility levels by deviating to off-the-equilibrium messages, and to types for which the off-the-equilibrium message is not equilibrium dominated.[1]
A signaling game is a game in which one player ("sender") has private information regarding his type. He sends a signal ("message") to the other player ("receiver") to indicate his type. The receiver then takes an action. Both the signal and the receiver action can affect both players' utilities. A Perfect Bayesian equilibrium (PBE) in such a game consists of three elements.
The definition of PBE does, however, not require anything about signals that the sender never sends, since Bayes' rule is not applicable for events that occur with probability zero. Therefore, it is possible to have a PBE with the following properties.
While this satisfies the definition of PBE, the receiver belief might be "unreasonable". The intuitive criterion, like most refinement techniques, is based on restricting the beliefs off the equilibrium path. The intuitive criterion was presented by In-Koo Cho and David M. Kreps in a 1987 article.[2] Their idea was to try to reduce the set of equilibria by requiring off-equilibrium receiver beliefs to be reasonable in some sense.
Intuitively, we can eliminate a PBE if there exists a sender type who wants to deviate, assuming that the receiver has a reasonable belief. It is reasonable to believe that the deviating sender is of a type who would benefit from the deviation in at least the best-case scenario. If a type of sender could not benefit from the deviation even if the receiver changed his belief in the best possible way for the sender, then the receiver should reasonably put zero probability on the sender being of that type. The deviating sender type
\theta'
m'
I am sending the message
m'
m'
Formally, given any set of types
\Theta'\subseteq\Theta
A*(\Theta',m')
\Theta'
m'
us(m,a,\theta)
\theta
m
a
m*
a*
\theta
*(\theta) | |
u | |
s |
=
*(\theta),a | |
u | |
s(m |
*(m*(\theta)),\theta)
m'
\Theta**(m')=\{\theta\in\Theta|
*(\theta) | |
u | |
s |
\leq
max | |
a\inA*(\Theta,m') |
us(m',a,\theta)\}.
For types outside of this set, the signal
m'
A particular PBE is eliminated by the intuitive criterion if there exists a sender type
\theta'
m'
m'
min | |
a\inA*(\Theta**(m'),m') |
\left[us(m',a,\theta')\right]>
*(\theta'). | |
u | |
s |
Other game theorists have criticized the intuitive criterion and suggested alternative refinements such as Universal Divinity.
In the standard Spence signaling game, with two types of senders, a continuum of pooling equilibrium persist under solution concepts such as sequential equilibrium and perfect bayesian equilibrium. But the Cho-Kreps intuitive criterion eliminates all pooling equilibria. In the same game, there is also a continuum of separating equilibria, but the intuitive criterion eliminates all the separating equilibria except for the most efficient one -- the one where low-ability types are exactly indifferent between acquiring the amount of education that high-ability types do and not acquiring any education at all.
A sketch of a typical model shows why (this model is worked out more fully in signalling games). Suppose the abilities of low and high types of worker are 0 and 10, with equal probability, that in equilibrium the employer will pay the worker his expected ability, and that the cost of education
s
s
2s
s*\in[5,10]
s*\in[0,2.5]
s*=6
s=0
s=5.1
s=6
s*=5.1
s*>5
The intuitive criterion also rules out all pooling equilibria. Consider the equilibrium in which both types choose
s*=0
s=4