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Blu¢ng Beyond Poker
Johannes Hörner
Nicolas Sahuguet
Northwestern University
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Université Libre de Bruxelles
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February 6, 2002
Abstract
This paper introduces a model for blu¢ng that is relevant when bets are
sunk and only actions -not valuations- determine the winner. Predictions from
poker are invalid in such nonzero-sum games. Blu¢ng (respectively Sandbagging)
occurs when a weak (respectively strong) player seeks to deceive his opponent
into thinking that he is strong (respectively weak). A player with a moderate
valuation should blu¤ by making a high bet and dropping out if his blu¤ is
called. A player with a high valuation should vary his bets and should sometimes
sandbag by bidding low, to induce lower bets by his rival.
“Designers who put chess-men on the dust jackets of books about strategy are
presumably thinking of the intellectual structure of the game, not its payo¤ structure;
and one hopes that it is chess they do not understand, not war, in supposing that a
zero-sum parlor game catches the spirit of a non-zero-sum diplomatic phenomenon.” -
Thomas Schelling
Kellogg School of Management, Department of Managerial Economics and Decision Sciences, 2001
Sheridan Road, Evanston, IL 60208, USA e-mail: j-horner@kellogg.nwu.edu
y
ECARES, 50 Av.
Fr.
Roosevelt, CP114, 1040 - Brussels Belgium.
Email:
Nicolas.Sahuguet@ulb.ac.be. Web page: http://www.ssc.upenn.edu/~nicolas2
¤
1. Introduction
Deception and misdirection are common practice in human a¤airs. They are widely
used and generally expected in politics, business and even in sports. In each of these
activities the resources an actor invests in a contest will depend on the way he perceives
his opponent’s strength. Manipulating this perception can, therefore, have an impor-
tant e¤ect on the outcome. As Rosen (1986) has put it, “There are private incentives
for a contestant to invest in signals aimed at misleading opponents’ assessments. It is
in the interest of a strong player to make rivals think his strength is greater than it
truly is, to induce a rival to put in less e¤ort. The same is true of a weak player in a
weak …eld.” During preliminary hearings in a legal battle, for instance, lawyers can use
con…dently presented expert reports to mislead the other side as to the strength of their
client’s arguments, encouraging a favorable settlement and avoiding costly litigation.
In political lobbying, heavy initial investment by one side can discourage others from
entering the contest at all.
Despite its importance, the use of deceptive strategies has been largely neglected
by the economic literature, where formal analysis has largely relied on analogies with
the game of poker. Von Neumann and Morgenstern (1944), for example, demonstrated
that it is rational for poker players to manipulate their opponents’ beliefs: players with
strong hands have an interest in appearing weak, thereby inducing other players to
raise the stakes. Conversely players with weak hands aim to create an appearance of
strength, increasing the probability that their opponents will fold. Experienced players
commonly use both strategies, known in the trade as “sandbagging” and “blu¢ng”.
Although poker is undoubtedly a good source of intuitions about human a¤airs, we
argue in this paper that the analogy can also be misleading. There are important
features of the game of poker which many real-life contests do not share. First, poker
has a particular payo¤ structure: all bets go into a pot which is taken by the winner.
This means that poker is a zero-sum game: one player’s gain is the other’s loss. A
second peculiarity of poker is the way the winner is decided. A game of poker ends
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either when everyone except the winner abandons the game, or when players show
their cards, in which case the winner is the player with the strongest hand. As a model
of business or war this is incorrect. First, as Schelling points out in the introductory
quotation, most real life contests are not zero-sum. Resources expanded in battle are
never recovered, for instance. Second, real life contests are rarely “beauty” contests
in which the outcome is directly determined by an eventual comparison between some
privately known attributes of the players. While the rules deciding contests may be
complex they tend to depend, not so much on private information as on the public
actions of the contestants.
In short, poker is an inaccurate representation of real-life contests, whether in busi-
ness or in war. And these di¤erences matter. Because poker is zero-sum, one player
wins what his opponent loses; bets in early rounds change not only the players’ beliefs
but also the stakes. In business, what one player spends is lost for everybody; early
bids may a¤ect players beliefs but do not enter the stakes. In poker, a player with
an unbeatable hand will always win back his bets and his opponent will lose his. In
business, where winning has a cost, there is another option, namely a pyrrhic victory.
In this setting the motivations and mechanisms underlying blu¢ng and sandbagging
turn out to be very di¤erent from those we expect to see in poker.
In this paper, we present a model of blu¢ng and sandbagging in a stylized non-
zero-sum contest. In our game two players compete for a prize. Each player knows
how much the prize is worth to him. This “valuation” is private information. A player
can use his early behavior to manipulate his opponent’s beliefs about his valuation.
The purpose of this paper is to understand the ways in which this can occur. More
speci…cally, we consider a two period model. One player opens the game with an initial
bid. His opponent can then either pass or cover the bid. If he passes, the game is over.
If he covers, both players bid a second time, this time simultaneously. The prize is
awarded to the highest bidder. All bids are sunk. This game form -but not its payo¤s-
closely mirrors the one of the standard poker models, facilitating a comparison carried
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out in Section 5.
When he makes his initial bid the …rst player can bid either high or low. Bidding
high has two e¤ects. It may deter the other player from continuing the contest, allowing
the …rst player to win with no further bidding. This is the deterrence e¤ect. But if the
bid is covered it can also lead to an escalation e¤ect. If the initial bid is interpreted as
a sign of strength, the second player correctly infers that to have a chance of winning
he has to bid aggressively in the second round. While the deterrence e¤ect bene…ts the
…rst player, escalation makes it more expensive for him to win.
Bidding low, the alternative option, has a sandbagging e¤ect. This kind of bid
certainly does not deter the second player. Interpreted as a sign of weakness it can,
nonetheless, induce him to weaken his bid in the second round, so as not to waste
resources. This reduces the costs of winning and makes sandbagging an attractive
option for players with a high valuation.
In standard signalling games, the sender always tries to convince the receiver that
he is strong - in our terms that he has a high valuation. This does not represent well
the usual idea of deceptive tactics. McAfee and Hendricks (2001) analyze misdirection
tactics in a military context. Generals choose how to allocate their forces and where to
attack. Imperfect observability of actions generates inverted signalling. The allocation
of forces is used to deceive the opponent about the location of the attack. As in poker,
a player always wants to convince his opponent of the opposite of what he plans to do.
In our game, however, the incentives to signal are more sophisticated. In particular
a player with a high valuation can bene…t both from being perceived as very strong
and from being perceived as very weak. This leads to complex equilibrium behavior
where both direct signalling and inverted signalling are present. Players with a weak
valuation will make low opening bids; those with intermediate level valuations will
“blu¤” making high opening bids to achieve deterrence but withdraw from the contest
if their bid is called - thereby avoiding escalation. Players with high valuations will
choose randomly between high and low opening bids, enjoying both the deterrence
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e¤ect of a high bid, and the sandbagging e¤ect of a low one. The second player’s
decision whether or not to cover is less interesting. If the prize is worth enough to him
he covers; if not he will pass.
These results shed a new light on deception strategies. In sports for instance, it
explains the tactics adopted by long distance runners and cyclists. It provides insight
into business strategies such as Airbus Industries and Boeing’s use of delaying tactics
and press announcements in their race to develop a “super” jumbo jet. Besides, de-
ception is not con…ned to human a¤airs. In fact, the modelling paradigm for dynamic
con‡icts, the war of attrition, has …rst been developed by biologists (Maynard Smith
(1974), Bishop & Cannings (1978)) to study animal behavior. The war of attrition
allows for very limited information transfer. A large body of data, collected mainly by
ethologists, shows that such transfer occurs during animal contests and that blu¤ plays
a role (Maynard Smith (1982)). But as John Maynard Smith puts it (1982, p. 147),
“The process is not well understood from a game theoretic point of view”. Our model
may be viewed as an extension of the war of attrition allowing for costly signalling. A
player gets the opportunity to make a costly display, and if this display is not deterrent,
a simultaneous all-pay auction takes the place of the ensuing war of attrition. Indeed,
one of the most intriguing phenomena described in this paper corresponds exactly to
Riechert’s …nding (1978) that winning spiders Agelenopsis aperta show a more varied
behavior than losing ones.
In each of these cases players’ tactics di¤er substantially from those they would
adopt in poker. In poker, the purpose of sandbagging is to induce one’s opponent to
raise the stakes. Here, on the other hand, the goal is that he should make a lower bid.
This is what psychologists would predict (See Gibson and Sachau (2000)), and agrees
with informal observations of the ways players behave in a number of competitive
settings. As for blu¢ng the goal - deterrence - is the same as in poker. But though
players blu¤ for the same reasons, they should not blu¤ in the same way. In poker
it is always rational to blu¤ with the worst possible hand (see, for instance, Newman
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