This study develops a war-of-attrition model with the asymmetric feature that one player can be defeated by the other but not vice versa; that is, only one player has an exogenous probability of being forced to capitulate. With complete information, the equilibria are almost identical to the canonical war-of-attrition model. On the other hand, with incomplete information on a player’s robustness, a war where both players fight for some duration emerges. Moreover, a player who is never defeated may capitulate in equilibrium, and this player will give in earlier if the other player’s fighting costs are greater.
This study expands upon Maynard Smith’s (1974) war-of-attrition model by introducing a new feature where one player can be defeated by the other but not vice versa. To be precise, only one player has an exogenous probability of being forced to capitulate and never fighting again (i.e. of being defeated).
The war-of-attrition model has been applied to many topics, such as price wars and exits (Kreps and Wilson, 1982; Ghemawat and Nalebuff, 1985; Fudenberg and Tirole, 1986), patent races (Fudenberg et al. 1983), public goods provisions (Bliss and Nalebuff, 1984), labor strikes (Kennan and Wilson, 1989), and real wars (Langlois and Langlois, 2009). However, these studies fail to account for a situation in which only one player may be defeated.
A fitting example is a war against terrorism. In this conflict, only the terrorist group faces the possibility of being defeated because the targeted state has a far stronger military and substantially more resources. However, despite the possibility of defeat, the terrorist group may still decide to attack, which, in turn, may lead the targeted state to compromise with them.[1] Another possible example is a price war (or patent race) between a large firm and a small store. In such a competition, the small store faces the possibility that financial institutions may not lend them additional money, whereas a large firm usually has many channels for funding.
This study analyzes two-player models with both complete and incomplete information. Both players are at war, and their strategic variable is the timing of their capitulation. The war continues until one of the players either concedes or is defeated. Suppose that player 2 may be defeated by player 1, but not vice versa. With complete information, the equilibria are almost identical to the canonical war-of-attrition model: either player gives in immediately or a war endures as long as the players choose mixed strategies. Unlike in the standard model, there is a unique equilibrium where player 2 immediately surrenders when player 1 has a sufficiently greater benefit and lower cost.
In the incomplete information model, player 2 knows his/her robustness, but player 1 does not. A class of equilibria then emerge where both players fight for some duration, so an enduring war that lasts for an indeterminate amount of time can emerge. Our innovation lies in player 1’s Bayesian learning of his/her adversary’s robustness. As the war wages on, player 1 updates his/her belief regarding player 2’s robustness. A prolonged war, thus, indicates to player 1 that player 2 is harder to defeat than originally anticipated. Thus, player 1 prefers to fight in the early periods but gives in when the war is prolonged, and player 2 has an incentive to wait until player 1 gives in. Thus, even in one-sided games, an invincible player may concede in equilibrium. Moreover, player 1 may capitulate earlier if player 2’s fighting cost is greater and benefit from winning is lower. This is because, under these circumstances, a weaker player 2 would avoid fighting; therefore, by doing so any way, player 1 would be led to believe that he/she was fighting against a stronger opponent.
The war-of-attrition model with complete information was generalized by Bishop and Cannings (1978) and Hendricks et al. (1988). Various versions of the model with incomplete information were developed by Bishop et al. (1978), Riley (1980), Milgrom and Weber (1985), Nalebuff and Riley (1985), Ponsati and Sákovics (1995), Bulow and Klemperer (1999), and Hörner and Sahuguet (2011), just to name a few. However, these studies do not consider the possibility that a player could be defeated, and thus, only deem the wars over when one player concedes.
Some studies suppose that the war has an exogenous (and possibly random) end period (Ordover and Rubinstein, 1986; Kim and Xu Lee, 2014). In this scenario, though, both players may be able to obtain positive benefits at the end of the war, which does not imply that one of the players is defeated. The possibility of defeat is explored by Langlois and Langlois (2009). In their model, players’ resources decrease over time, and if a player’s resources reach zero, they are defeated; consequently, both players can be defeated. Thus, to the best of my knowledge, this study is the first that analyzes one-sided games in a war of attrition where one player can be defeated by the other, but not vice versa.
On the other hand, some studies analyze wars of attrition between asymmetric players who have different benefits, costs, or discount factors (Kambe, 1999; Abreu and Gul, 2000; Myatt, 2005). One can infer that a player who has a higher benefit, lower cost, or higher discount factor is stronger than the other since such a player has a higher incentive to fight. My model provides a different description of asymmetric robustness; that is, only one player can be defeated by the other.
The rest of the paper proceeds as follows: Section 2 develops a model with complete information. Section 3 further extends the model to include player 1’s asymmetric information regarding player 2’s robustness, and Section 5 concludes.
The game involves two players, 1 and 2, who are at war. The model assumes that time is continuous,
Player 2 faces a risk of defeat, where he/she is not strong enough to overcome player 1. Player 2 is defeated when
If player 1 concedes before player 2 gives in or is defeated (
The players’ expected payoffs at the game’s onset can be obtained as follows:
where
Following the standard war-of-attrition model, we assume that the players are risk-neutral and that there is no time discounting. Even if risk aversion and time discounting were to be introduced, the main implications of our model would not change, though the duration of the war would be shorter.
The following proposition summarizes the Nash equilibria of the model with complete information.[4]
The game has Nash equilibria with the following properties:
If
If
Player 1 immediately gives in (
Player 2 immediately gives in (
Both players back down probabilistically such that
See Appendix A.1. ■
Player 1’s rational choice of
These results suggest that the war can only be maintained in the mixed-strategy equilibrium in which player 1 has a higher probability of conceding earlier when
Next, I introduce incomplete information about player 2’s robustness into the model. Suppose that player 1 is uncertain about player 2’s robustness,
In order to rule out uninteresting cases that resemble that with complete information (Proposition 1), I impose the following restrictions:
If
This section shows an equilibrium where player 1 chooses a pure strategy to fight until a certain period (i.e.
When player 1 chooses a pure strategy,
Player 1’s expected payoff at the game’s onset is expressed as follows:
Player 1’s rational decision (not) to give in is based on his/her estimate of player 2’s robustness, r, in each period.[9] By Bayes’ rule, player 1’s belief regarding the group's type of weakness in period t can be shown as follows:
which decreases with t. This formula suggests that longer periods of fighting drive player 1 to revise his/her estimate of player 2’s robustness (or lower the expected value of r), expressed as
The following lemma summarizes player 1’s incentive to fight.
Suppose Assumption 1 holds. If
If
Suppose
If the marginal benefit of extending the fight (
Hereafter, suppose that player 1 concedes at
Note that there is still a possibility that players may choose mixed strategies after
Moreover, there is a possibility that player 1 will choose a pure strategy,
When player 1 chooses a pure strategy,
Therefore, player 2, no matter his/her type, will be willing to wage war if
Suppose that player 1 chooses a pure strategy,
See Appendix A.2. ■
Lemma 2 assures that a strong type of player 2 will fight just as often as a weak type. Therefore, there are three possible equilibria (except
However,
Suppose Assumption 1 holds. Then, the following two types of equilibria exist:
Equilibrium I (Pooling equilibrium): If and only if
Equilibrium II (Semi-separating equilibrium): (a) If and only if
Additionally,
See Appendix A.3. ■
First, if
On the other hand, if
In these equilibria, player 1 and a strong player 2 fight for a certain period. Thus, the war may continue until
My equilibrium results imply the following.
(i) Player 1 capitulates earlier if the cost of fighting is higher for player 2 and the benefit lower; that is,
(i) As
Contrary to what one might think, Proposition 3 implies that as player 2’s fighting costs rise and the benefit falls, player 1 may concede earlier rather than later. If fighting poses a heavy burden, a larger fraction of the weak types will avoid fighting (or
Suppose Assumption 1 holds. The following two types of equilibria also exist.
Equilibrium III: Player 2 immediately gives in (
Equilibrium IV: A weak player 2 immediately gives in. Player 1 and a strong player 2 back down probabilistically such that
(i) If player 1 fights long enough (such that
These equilibria are the same as those in the model with complete information (Proposition 1 (ii-b) and (ii-c)) and the standard war-of-attrition model.
Suppose Assumption 1 holds. There does not exist any equilibrium other than Equilibria I, II, III, and IV.
See Appendix A.4. ■
One important difference between my model and the standard war-of-attrition model is that there is no equilibrium in which player 1 concedes immediately. Both strong and weak types of player 2 would have an incentive to fight because they could get
Note that these equilibria (in Propositions 2 and 4) satisfy the conditions of a perfect Bayesian equilibrium. This is because the model assumes continuous and infinite periods, thus, all periods are identical except in regards to the revised beliefs, which are the same as those in the Bayesian–Nash equilibrium.[14] I employ Bayesian–Nash equilibria to facilitate comparisons between my model and the standard war-of-attrition model, which uses them as well.
There are two significant differences between my model’s implications and those of the classical war-of-attrition model. First, my model allows for a unique equilibrium in which player 2, who can be defeated by player 1, concedes immediately. This occurs when the probability of defeat is sufficiently high (
Second, and more importantly, an ongoing war can occur in equilibrium. In Equilibria I and II, player 1 and player 2 (strong types and some weak types) choose to fight for a certain period (
In this article, I present a war-of-attrition model with a one-sided game: one player (player 2) can be defeated by the other (player 1) but not vice versa. The model with complete information has the same implications as the standard war-of-attrition model if the probability that player 1 defeats player 2 is sufficiently low: the war will either (i) end immediately because one of the players gives in at the outset, or (ii) endure so long as the players capitulate probabilistically. However, if the probability that player 1 defeats player 2 is sufficiently high, there exists a unique type of equilibria where player 2 immediately surrenders.
On the other hand, in the model where player 1 is uncertain about player 2’s robustness, there exists an equilibrium in which players fight for a period of time. In this model, player 1 would prefer to fight in the early periods but not in the long run, because he/she would start to believe that player 2 was strong and difficult to defeat. Thus, even though player 1 can never be defeated, he/she will give in. Player 2 will expect this, so even if he/she is weak, he/she may prefer to fight and may even benefit from player 1’s concession. In addition, player 1 may capitulate earlier if player 2’s fighting costs are higher and benefit from winning lower. This is because a weak player 2 tends to avoid wars with high costs and low benefits, implying that, once the fighting has begun, player 1 has a higher probability of facing a strong opponent, to whom he/she would prefer to concede.
I believe that there are many potential applications for this model (as mentioned in the introduction). However, the implications described above must be investigated in greater detail in order to pursue these applications. It may be useful for future studies to endogenize the probability of player 2’s defeat. This paper assumes an exogenous and identical probability in every period; however, it is possible that this probability will change overtime or that player 2 (or other players) may be able to increase or decrease it.
The author is deeply grateful to two anonymous referees, Scott Gehlbach, Andrew Kydd, Keisuke Nakao, and William Sandholm for their helpful discussions. The author would also like to acknowledge comments from Swati Dhingra, Ching-Yang Lin, John Morrow, and Mian Zhu. This paper was presented at Keio University, Osaka University, Sophia University, the University of Wisconsin-Madison, the American Political Science Association, and the Workshop on the Frontiers of Statistical Analysis and Formal Theory of Political Science.
(i) The marginal benefit of an infinitesimal extension of the war is:
On the other hand, the marginal cost is
If
(ii) If
The mixed strategies are derived from the two differential equations. ■
The proof focuses on the sign of
whose sign coincides with that of
which is negative unless
By Lemma 1,
(a) By Lemma 1,
In Section 3.2, I showed that, aside from Equilibria I, II, and III, there are no other equilibria in which player 1 will choose a pure strategy,
First, player 1 never choose a discrete mixed strategy before
Player 1 never choose a mixed strategy such that there is a positive probability that he/she will give in at
Suppose that
Second, if the probability that player 2 concedes is positive in
Suppose that
The model considers time to be continuous, so there is such an
Suppose player 1 chooses a continuous mixed strategy. To make player 1 indifferent between fighting and not fighting in any period, player 2 must also choose a continuous mixed strategy. Note that player 1 not giving in until
As described in Lemma 2, when the weak type chooses a mixed strategy or fights continually, the strong type has an incentive to fight continually. Thus, there are two possible cases.
A strong type and player 1 choose a mixed strategy and a weak type concedes at period 0 (Equilibrium IV).
A strong type fights continually (
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