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Signalling Game


Definition

A signalling game is a two-player dynamic Bayesian game with the following timing:

  1. Nature draws the sender's type θ∈Θ\theta\in\Theta according to a common prior p(θ)p(\theta).
  2. The sender observes θ\theta and chooses a message (signal) m∈Mm\in M.
  3. The receiver observes mm but not θ\theta, and chooses an action a∈Aa\in A.

Payoffs are vS(θ,m,a)v_S(\theta,m,a) and vR(θ,m,a)v_R(\theta,m,a). A sender strategy is a type-contingent message m(θ)m(\theta); a receiver strategy is a response a(m)a(m) to each message; the receiver's beliefs are posteriors μ(θ∣m)\mu(\theta\mid m), one distribution for each message.


Interpretation

As an extensive-form game, the receiver has one information set per message, and each contains one node per type. The natural solution concept is therefore perfect Bayesian equilibrium: the receiver needs beliefs after every message, including messages that no type sends.

Signalling game tree: Nature draws type H with probability 0.4 or L with 0.6, each type sends m = 0 or m = 1, and the receiver's two nodes after each m form one dashed information set.

The figure draws the example below in the usual signalling layout. Nature moves in the centre, the sender knows her type and sends m=0m=0 (left) or m=1m=1 (right), and the receiver observes only mm: her two nodes after the same mm form one information set, at which she holds the belief μ(m)=P(H∣m)\mu(m)=\mathbb{P}(H\mid m) and chooses AA or RR. The payoffs at the ends, sender first, show why the message m=1m=1 can separate the types: it costs only 11 for HH but 33 for LL.

Different message distributions across types of positive prior probability make the message informative. In a separating equilibrium, each type must weakly prefer its own message to every alternative message, given the receiver's responses; strict preference is not required. In the example below, m=1m=1 is less costly for type HH, which makes these incentives strict. Equal or zero signalling costs do not by themselves preclude separation: different preferences over the receiver's action can also deter imitation, and indifferent types can choose different messages.

Equilibria are classified by how much the message reveals: in a separating equilibrium each type sends a different message and the receiver learns the type; in a pooling equilibrium all types send the same message and the receiver learns nothing beyond the prior. Other applications include an entrant whose entry decision signals whether it is competitive or weak, and a research institute sending a message to influence a politician's policy choice.


Key Results

  • A sender strategy maps types to messages; a receiver strategy maps messages (not types) to actions.
  • On-path beliefs follow from the sender's strategy by Bayes' rule; beliefs after unsent messages are free in a PBE and determine which deviations are deterred.
  • A signalling game typically has several PBEs, both separating and pooling, supported by different off-path beliefs.
  • With at least two types of positive probability, a signalling game has no proper subgames, because each receiver information set spans several types; subgame perfection alone therefore has no bite.

Examples

A two-type signalling game. The sender is type HH with prior probability p=0.4p=0.4 or type LL with probability 0.60.6. She sends m=0m=0, which is free, or m=1m=1, which costs cH=1c_H=1 to type HH and cL=3c_L=3 to type LL. The receiver sees mm and accepts (AA) or rejects (RR). Accepting gives the receiver 11 if the type is HH and −1-1 if it is LL; rejecting gives her 00. The sender gets 22 if accepted and 00 if rejected, minus her cost of mm. With belief μ(m)=P(H∣m)\mu(m)=\mathbb{P}(H\mid m), accepting is worth μ(m)−(1−μ(m))=2μ(m)−1\mu(m)-(1-\mu(m))=2\mu(m)-1 to the receiver, so she accepts if μ(m)>12\mu(m)>\tfrac{1}{2} and rejects if μ(m)<12\mu(m)<\tfrac{1}{2}.

  • Separating (HH sends m=1m=1, LL sends m=0m=0): μ(1)=1\mu(1)=1 and μ(0)=0\mu(0)=0, so the receiver accepts after m=1m=1 and rejects after m=0m=0. HH gets 2−1=1>02-1=1>0; LL gets 0>2−3=−10>2-3=-1. Neither deviates: a PBE.
  • Pooling on m=0m=0: μ(0)=0.4<12\mu(0)=0.4<\tfrac{1}{2}, so the receiver rejects and both types get 00. With off-path belief μ(1)=0\mu(1)=0 she also rejects after m=1m=1, so deviating gives HH only −1<0-1<0 and LL only −3<0-3<0: a PBE.
  • Pooling on m=1m=1: μ(1)=0.4\mu(1)=0.4, so the receiver rejects, and LL gets −3-3, less than the 00 or more she gets from m=0m=0 under any belief: not a PBE.

Prerequisites



Sources

Aliases: Signaling Game, sender-receiver game Keywords: sender and receiver, message, costly signal Symbols: element of, mu, theta

Last updated: 27 October 2026 11:52