Citizen’s response depends on expected response of the state Examples: Stimulus Loyalty Exit Voice Increase in taxes Pay taxes, keep mouth shut Reallocate portfolio to avoid tax increase Organize tax revolt Local jursidiction outlaws hand gun Turn in guns, keep mouth shut Move to Idaho Join NRA, militia group, etc. Mangos start to taste “lousy” Eat mangos… keep mouth shut Buy kiwis Complain to store owner Government places $1,000 withdrawl limit on bank accounts Lose weight Insist on being paid in cash, keep money under mattress, use credit cards, barter, emigrate, Set fire to government buildings, throw President out of office, (?) Voice C State’s response depends on its expectation of citizen’s response Respond Loyalty Exit (State keeps benefit of new situation; Citizen opts for some substitute) (State keeps benefit of new situation; Citizen suffers loss) Exit Voice Game with Outcomes Respond (O3: State returns benefit to citizen) (State returns benefit to citizen) Loyalty S S Voice Voice Ignore C (?) C C Exit Loyalty Exit Loyalty Exit (State keeps benefit of new situation; Citizen opts for some substitute) (O1: State keeps benefit of new situation but loses support of citizen; Citizen opts for some substitute) (State keeps benefit of new situation; Citizen suffers loss) Turning outcomes into pay-offs (O2: State keeps benefit of new situation; Citizen suffers loss) (O4: State keeps benefit of new situation; Citizen suffers loss) (O5:State keeps benefit of new situation but loses support of citizen; Citizen opts for some substitute) Exit-Voice Game With Pay-offs Respond (1;S) Value assigned by Outcome Description Citizen State 1 State keeps benefit of new situation; Citizen opts for some substitute E 1 2 State keeps benefit of new situation and support of citizen; Citizen suffers loss 0 1+S 3 State returns benefit but keeps support of citizen 1-c S 4 Same as 2 0-c 1+S 5 Same as a 1 E-c 1 Loyalty S Voice Ignore C Exit (E;1) C Exit Loyalty (0;1+S) (E; 1) (0;1+S) 1 State’s response to voice when exit threats are credible (E>0) End Game Respond (1;S) Loyalty S Voice Ignore Voice Exit Loyalty Exit (E;1) Respond Loyalty S Voice Ignore (0;1+S) Eq. Strategy: Equilibrium behavior when: 1.) value citizen places on a substitute is more than what it gets from loyalty, but not so high that its better than a return the status quo ante (0<E<1) (C’s 1st action, C’s 2nd action; S’s action) (V,E;R) is a sub-game perfect equilibrium and (1-c;S) Respond 2.) State depends on support (S>1) C Loyalty (E;1) (0;1+S) Loyalty S Exit C Exit Exit (E;1) (1;S) C Loyalty Exit (0;1+S) Citizen’s choice when it has credible exit threats (E>0) and the state depends on the citizen’s support S>1 Ignore C (E;1) (0;1+S) Loyalty S C C (1;S) Respond (0;1+S) Voice (E;1) Ignore C Exit C (E;1) (0;1+S) (E;1) Definitions A strategy is a complete plan that specifies what an actor would do at any conceivable decision point (node). A Nash equilibrium is a set of strategies that are best replies to each other on the equilibrium path A subgame is a part of a game beginning at one node and including all succeeding nodes that forms a game by itself. A subgame perfect equilibrium is a set of strategies such that each player plays a Nash equilibrium in every subgame (E-c;1) Loyalty Exit (0-c;1+S) (0;1+S) Equilibrium behavior when citizen has credible exit threat (0<E<1) and state is dependent (S>1). Respond (1-c;S) (0-c;1+S) Loyalty S Voice Ignore C Exit (E;1) C Exit Loyalty (0; 1+S) (E-c; 1) (V,E;R) is subgame perfect 2 Equilibrium behavior when citizen has no credible exit threat (E<0) and state depends on citizen’s support (S>1). Respond (1-c;S) Ignore (E;1) (0-c;1+S) Exit Ignore C C (E-c; 1) Exit (E-c; 1) Loyalty Exit (L,L;I) is subgame pefect (0; 1+S) Loyalty S Voice Loyalty Exit (0-c; 1+S) C C (1-c;S) Respond Loyalty S Voice Equilibrium behavior when citizen has no credible exit threat (E<0) and state is relatively autonomous (S<1). (E;1) (L,L;I) is subgame pefect (0;1+S) Summary of subgame perfect equilibria State is: Equilibrium behavior when citizen has a credible exit threat (E>0) and state is relatively autonomous (S<1). Dependent Relatively autonomous S<1 S>1 Respond (1-c;S) Citizen has: Has credible exit threats (1>E>0) (Exit, Exit; Ignore) (Voice,Exit;Respond) (Loyalty,Loyalty;Ignore) (Loyalty,Loyalty;Ignore) (0-c;1+S) Loyalty S Voice Ignore C C Exit Loyalty Exit (E;1) Does not have credible exit threats (E-c; 1) (E,E;I) is subgame pefect (0;1+S) Equilibrium behavior when citizen prefers substitute to the benefit of state response (E>1-c) and state is dependent (S>1) Respond (E<0) Equilibrium behavior when citizen prefers substitute to the benefit of state response (E>1-c) and state is relatively autonomous (S<1) (1-c;S) Respond (1-c;S) (0-c;1+S) Voice Ignore C Exit (E;1) (0;1+S) Loyalty S Voice C Exit Loyalty (0-c;1+S) Loyalty S (E-c; 1) (E,E;R) is subgame perfect Ignore C Exit (E;1) C Exit Loyalty (0;1+S) (E-c; 1) (E,E;I) is subgame perfect 3 Summary of subgame perfect equilibria State is: Relatively autonomous S<1 Dependent When voice is intrinsically beneficial to the citizen (c<0), the citizen has not credible exit threat (E<0), and the state is relatively autonomous (S<1) S>1 Preference for substitute Citizen has: Has credible exit threats Does not have credible exit threats Respond (E>1-c) (-C;1+S) (1>E>0) (Voice,Exit;Respond) (Exit, Exit; Ignore) (E<0) (Loyalty,Loyalty;Ignore) Voice Ignore C (0;1+S) State is: Relatively autonomous S<1 Dependent (E>1) (Voice,Exit; Ignore) (Voice,Exit; Respond) (1>E>0) (Voice,Exit; Ignore) (Voice,Exit;Respond) (Voice,Loyalty;Ignore) (Voice,Loyalty;Ignore) S>1 Preference for substitute Loyalty C Citizen has: Exit Loyalty (E-C; 1) Summary of subgame perfect equilibria when voice is intrinsically beneficial c<0 (-C;1+S) Voice Exit (1-C;S) S C Loyalty Exit Respond Ignore C (Loyalty,Loyalty;Ignore) When voice is intrinsically beneficial to the citizen (c<0), the citizen has a credible exit threat (E>0), and the state is relatively autonomous (S<1) (E;1) Loyalty S (E;1) Exit (1-C;S) (Exit,Exit; Respond) (Exit,Exit; Ignore) (E-C; 1) Has credible exit threats Does not have credible exit threats (E<0) (0;1+S) Conclusions • Influence is relevant only when perfect substitues are not available (I.e. when exit is costly) • When voice is likely to be effective states have an incentive to prevent bad shocks • Voice is effective only when it is costly Conclusions – when voice is costly • Voice is used only when exit threats are credible and the state depends on citizen’s support • Loyalty is used when exit threats are not credible • Exit is used when state is relatively autonomuous and exist threats are credible – Thus, when the state observes the use of voice, it can learn something about the citizen 4 Conclusions – when voice is intrinsically beneficial Life in the state of nature is like a prisoner’s dilemma (Hobbes, Rousseau) • Voice is used all the time – So the state can not learn anything about the citizen by observing voice (D;d) is a Dominant Strategy Equilibrium in Prisoner’s Dilemma – A strategy is a list of actions that states what a player will do at every point in a game when that player can act. – A strategy (Si) is a dominant strategy for actor i if i’s pay-off is higher when playing that strategy than it would be if i played any other strategy (~Si) no matter what all the other players do. That is, a dominants strategy is a “best response” to all the strategies that all the other actors in the game. – A Dominant strategy equilibrium is strategy combination such that all players play a dominant strategy. Pareto Optimality in Prisoner’s dilemma • An outcome is Pareto optimal if no other outcome exists such that at least one player would be made better off, and no player is made worse of. • An outcome is Pareto inferior if there exisotherwise. • Pareto optimal outcomes are said to Pareto dominate Pareto inferior outcomes • C,C is the pareto optimal outcome in singleshot PD C D C (3,3) (1,4) D (4,1) (2,2) Nash equilibrium in Prisoner’s dilemma • A set of strategies form a Nash Equilibrium when each player’s strategy is a best response to what the other players are conjectured (by the equilibrium) to do. • Thus, a Nash equilibrium is a “self-enforcing” agreement. It is “self-enforcing” in that if the players share a common conjecture about what the others will do, no player has an incentive to unilaterally depart from the conjectured behavior. Life in Civil Society: If the state punishes, cooperation between citizens is possible C D C (3-t,3-t) (1-t,4-p-t) D (4-p-t,1-t) (2-p-t,2-p-t) 5 And if the state doesn’t charge too much tax (3-t>2, or 1>t), life is better in civil society Without the state With the state C D C (3,3) (1,4) D (4,1) (2,2) C D C (3-t,3-t) (1-t,4-p-t) D (4-p-t,1-t) (2-p-t,2-p-t) What states do: 1.War making: Eliminating or neutralizing their own rivals outside the territories in which they have clear and continuous priority as wielders of force. 2. State making: Eliminating or neutralizing their rivals inside those territories. 3.Protection: Eliminating or neutralizing the enemies of their clients 4. Extraction: Acquiring the means of carrying out the first three activities. Conclusion In so doing, the approach it: This “predatory state” approach is instructive because it: 1. gives view of rulers as egoistic maximizing rational actors 2. shows how goal oriented behavior leads to changes in institutional environment 3. shows how changes in institutional environment might change behavior 1. explains why units grew larger over time increasing economies of scale in violence And 2. has potential of explaining why rulers would share power and/or limit extraction 6
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