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Type


Definition

In a Bayesian game, a game of incomplete information, player ii's type θi\theta_i is everything payoff-relevant that ii knows privately and the others do not, such as her cost, valuation, quality or preferences. It is drawn from a type space Θi\Theta_i and observed only by ii. A profile of types is θ=(θ1,…,θn)\theta=(\theta_1,\dots,\theta_n), an element of the Cartesian product Θ=Θ1×⋯×Θn\Theta=\Theta_1\times\cdots\times\Theta_n, and payoffs vi(a;θ)v_i(a;\theta) may depend on the whole profile. From the others' point of view, θi\theta_i is a random variable whose distribution is part of the description of the game.


Interpretation

In a normal-form game every player's payoff function is common knowledge. Types relax exactly this: the structure of the game (players, actions, the type spaces and the distribution of types) remains common knowledge, but the realized type of each player is private. Uncertainty about another player's payoffs becomes uncertainty about which type she is.

Four small diagrams, one for each pure strategy, each mapping the two cost types 1/4 and 2 to the actions C and D; they are labelled (C,C), (C,D), (D,C) and (D,D).

In the figure (the private-costs example below), each panel is one pure strategy of neighbour ii: arrows assign an action, CC or DD, to each cost type θi∈{14,2}\theta_i\in\{\tfrac{1}{4},2\}. Two types with two possible actions each give 22=42^2=4 such maps, the four pure strategies (C,C)(C,C), (C,D)(C,D), (D,C)(D,C) and (D,D)(D,D), although only one type is realized and only one action is taken.

A type also fixes the player's beliefs. Given a common prior pp over Θ\Theta, type θi\theta_i believes the others' types are distributed as p(θ−i∣θi)p(\theta_{-i}\mid\theta_i); with independent types this belief does not depend on θi\theta_i.

The key consequence for strategies: because the other players do not see θi\theta_i, they must predict what every type of ii would do. A strategy is therefore a type-contingent plan si ⁣:Θi→Ais_i\colon\Theta_i\to A_i, not a single action, even though only one type is realized. Treating each type as a separate "player" who maximizes her own expected payoff is a useful way to think about this.


Key Results

  • With finite Θi\Theta_i and AiA_i, player ii has ∣Ai∣∣Θi∣|A_i|^{|\Theta_i|} pure strategies.
  • A player with a single possible type (∣Θi∣=1|\Theta_i|=1) has no private information; if all players do, the game reduces to a game of complete information.
  • Types are the moves of Nature in the Harsanyi transformation: Nature draws θ\theta, and each player observes only her own component.
  • A type can encode information about the state of the world (for example, a signal about a common value), not only preferences.

Examples

Private costs. Two neighbours decide whether to contribute to a shared good worth 1 to each if at least one contributes. Contributing costs θi∈Θi={14,2}\theta_i\in\Theta_i=\{\tfrac{1}{4},2\}, known only to ii. With actions CC (contribute) and DD (decline), a strategy for ii lists an action for each cost: (C,C)(C,C), (C,D)(C,D), (D,C)(D,C) or (D,D)(D,D), where the first entry is the action of the low-cost type. That is 22=42^2=4 pure strategies, although each neighbour takes only one action.

Quality. A used-car seller's type is the car's quality θ∈{L,H}\theta\in\{L,H\}. The buyer does not observe it and must form beliefs about it; this is the setting of the market for lemons.


Prerequisites



Sources

Aliases: player type, type of a player, private type Keywords: theta_i, type space, private information, incomplete information, type-contingent strategy Symbols: element of, theta

Last updated: 17 October 2026 21:53