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Title: MATH 1020 Chapter 1: Introduction to Game theory


1
MATH 1020Chapter 1 Introduction to Game theory
  • Dr. Tsang

2
Why do we like games?
  • amusement, thrill and the hope to win
  • uncertainty course and result of a game

3
Reasons for uncertainty
  • randomness
  • combinatorial multiplicity
  • imperfect information

4
Three types of games
bridge
5
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6
Game Theory ???
  • Game theory is the study of how people interact
    and make decisions.
  • This broad definition applies to most of the
    social sciences, but game theory applies
    mathematical models to this interaction under the
    assumption that each person's behavior impacts
    the well-being of all other participants in the
    game. These models are often quite simplified
    abstractions of real-world interactions.

7
A cultural comment
  • The Chinese translation ??? may be a bit
    misleading.
  • Games are serious stuffs in western culture.
  • The Great Game the strategic rivalry and
    conflict between the British Empire and the
    Russian Empire for supremacy in Central Asia
    (1813-1907).
  • Wargaming informal name for military
    simulations, in which theories/tactics of warfare
    can be tested and refined without the need for
    actual hostilities.

8
What does game mean?
  • an activity engaged in for diversion or amusement
  • a procedure or strategy for gaining an end
  • a physical or mental competition conducted
    according to rules with the participants in
    direct opposition to each other
  • a division of a larger contest
  • any activity undertaken or regarded as a contest
    involving rivalry, strategy, or struggle ltthe
    dating gamegt ltthe game of politicsgt
  • animals under pursuit or taken in hunting

9
The Great Game
Political cartoon depicting the Afghan Emir Sher
Ali with his "friends" the Russian Bear and
British Lion (1878)
10
What is Game Theory?
  • Game theory is a study of how to mathematically
    determine the best strategy for given conditions
    in order to optimize the outcome
  • how rational individuals make decisions when
    they are aware that their actions affect each
    other and when each individual takes this into
    account

11
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12
Brief History of Game Theory
  • Game theoretic notions go back thousands of years
    (Sun Tzus writings????)
  • 1913 - E. Zermelo provides the first theorem of
    game theory asserts that chess is strictly
    determined
  • 1928 - John von Neumann proves the minimax
    theorem
  • 1944 - John von Neumann Oskar Morgenstern write
    "Theory of Games and Economic Behavior
  • 1950-1953 - John Nash describes Nash equilibrium
    (Nobel price 1994)

13
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14
Rationality
  • Assumptions
  • humans are rational beings
  • humans always seek the best alternative in a set
    of possible choices
  • Why assume rationality?
  • narrow down the range of possibilities
  • predictability

15
Utility Theory
  • Utility Theory based on
  • rationality
  • maximization of utility
  • may not be a linear function of income or wealth

Utility is a quantification of a person's
preferences with respect to certain behavior as
oppose to other possible ones.
16
Game Theory in the Real World
  • Economists
  • innovated antitrust policy
  • auctions of radio spectrum licenses for cell
    phone
  • program that matches medical residents to
    hospitals.
  • Computer scientists
  • new software algorithms and routing protocols
  • Game AI
  • Military strategists
  • nuclear policy and notions of strategic
    deterrence.
  • Sports coaching staffs
  • run versus pass or pitch fast balls versus
    sliders.
  • Biologists
  • what species have the greatest likelihood of
    extinction.

17
What are the Games in Game Theory?
  • For Game Theory, our focus is on games where
  • There are 2 or more players.
  • There is some choice of action where strategy
    matters.
  • The game has one or more outcomes, e.g. someone
    wins, someone loses.
  • The outcome depends on the strategies chosen by
    all players there is strategic interaction.
  • What does this rule out?
  • Games of pure chance, e.g. lotteries, slot
    machines. (Strategies don't matter).
  • Games without strategic interaction between
    players, e.g. Solitaire.

18
Game Theory
  • Finding acceptable, if not optimal, strategies in
    conflict situations.
  • An abstraction of real complex situation
  • Assumes all human interactions can be understood
    and navigated by presumptions
  • players are interdependent
  • uncertainty opponents actions are not entirely
    predictable
  • players take actions to maximize their
    gain/utilities

19
Types of games
  • zero-sum or non-zero-sum if the total payoff of
    the players is always 0
  • cooperative or non-cooperative if players can
    communicate with each other
  • complete or incomplete information if all the
    players know the same information
  • two-person or n-person
  • Sequential vs. Simultaneous moves
  • Single Play vs. Iterated

20
Essential Elements of a Game
  • The players
  • how many players are there?
  • does nature/chance play a role?
  • A complete description of what the players can do
    the set of all possible actions.
  • The information that players have available when
    choosing their actions
  • A description of the payoff consequences for each
    player for every possible combination of actions
    chosen by all players playing the game.
  • A description of all players preferences over
    payoffs.

21
Normal Form Representation of Games
  • A common way of representing games, especially
    simultaneous games, is the normal form
    representation, which uses a table structure
    called a payoff matrix to represent the available
    strategies (or actions) and the payoffs.

22
A payoff matrix to Ad or not to Ad
PLAYERS
Philip Morris Philip Morris
No Ad Ad
Reynolds No Ad 50 , 50 20 , 60
Reynolds Ad 60 , 20 30 , 30
STRATEGIES
PAYOFFS
23
The Prisoners' Dilemma????
  • Two players, prisoners 1, 2.
  • Each prisoner has two possible actions.
  • Prisoner 1 Don't Confess, Confess
  • Prisoner 2 Don't Confess, Confess
  • Players choose actions simultaneously without
    knowing the action chosen by the other.
  • Payoff consequences quantified in prison years.
  • If neither confesses, each gets 3 year
  • If both confess, each gets 5 years
  • If 1 confesses, he goes free and other gets 10
    years
  • Prisoner 1 payoff first, followed by prisoner 2
    payoff
  • Payoffs are negative, it is the years of loss of
    freedom

24
Prisoners Dilemma payoff matrix
Confess Dont Confess
Confess -5, -5 0, -10
Dont Confess -10, 0 -3, -3
2
1
25
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26
Prisoners Dilemma Example of Non-Zero Sum Game
  • A zero-sum game is one in which the players'
    interests are in direct conflict, e.g. in
    football, one team wins and the other loses
    payoffs sum to zero.
  • A game is non-zero-sum, if players interests are
    not always in direct conflict, so that there are
    opportunities for both to gain.
  • For example, when both players choose Don't
    Confess in the Prisoners' Dilemma

27
Zero-Sum Games
  • The sum of the payoffs remains constant during
    the course of the game.
  • Two sides in conflict
  • Being well informed always helps a player

28
Non-zero Sum Game
  • The sum of payoffs is not constant during the
    course of game play.
  • Some nonzero-sum games are positive sum and some
    are negative sum
  • Players may co-operate or compete.

29
Information
  • Players have perfect information if they know
    exactly what has happened every time a decision
    needs to be made, e.g. in Chess.
  • Otherwise, the game is one of imperfect
    information.

30
Imperfect Information
  • Partial or no information concerning the opponent
    is given in advance to the players decision,
    e.g. Prisoners Dilemma.
  • Imperfect information may be diminished over time
    if the same game with the same opponent is to be
    repeated.

31
Games of Perfect Information
  • The information concerning an opponents move is
    well known in advance, e.g. chess.
  • All sequential move games are of this type.

32
Games of Co-operation
  • Players may improve payoff through
  • communicating
  • forming binding coalitions agreements
  • do not apply to zero-sum games
  • Prisoners Dilemma
  • with Cooperation

33
Games of Conflict
  • Two sides competing against each other
  • Usually caused by complete lack of information
    about the opponent or the game
  • Characteristic of zero-sum games

34
Example of zero-sum game
Matching Pennies
matcher
Mis-matcher
35
Rock-Paper-Scissors
36
Zero-sum game matrices are sometimes expressed
with only one number in each box, in which case
each entry is interpreted as a gain for
row-player and a loss for column-player.
37
Strategies
  • A strategy is a complete plan of action that
    fully determines the player's behavior, a
    decision rule or set of instructions about which
    actions a player should take following all
    possible histories up to that stage.
  • The strategy concept is sometimes (wrongly)
    confused with that of a move. A move is an action
    taken by a player at some point during the play
    of a game (e.g., in chess, moving white's Bishop
    a2 to b3).
  • A strategy on the other hand is a complete
    algorithm for playing the game, telling a player
    what to do for every possible situation
    throughout the game.

38
Dominant or dominated strategy
  • A strategy S for a player A is dominant if it is
    always the best strategies for player A no matter
    what strategies other players will take.
  • A strategy S for a player A is dominated if it is
    always one of the worst strategies for player A
    no matter what strategies other players will take.

39
If you have a dominant strategy, use it!
Opponent
Strategy 2
Strategy 1
150
1000
Strategy 1
You
25
Strategy 2
- 10
40
Dominance Solvable
  • If each player has a dominant strategy, the game
    is dominance solvable

COMMANDMENT If you have a dominant strategy, use
it. Expect your opponent to use his/her dominant
strategy if he/she has one.
41
Only one player has a Dominant Strategy
The Economist The Economist
G S
Time S 100 , 100 0 , 90
Time G 95 , 100 95 , 90
  • For The Economist
  • G dominant, S dominated
  • Dominated Strategy
  • There exists another strategy which always does
    better regardless of opponents actions

42
How to recognize a Dominant Strategy
  • To determine if the row player has any dominant
    strategy
  • Underline the maximum payoff in each column
  • If the underlined numbers all appear in a row,
    then it is the dominant strategy for the row
    player

No dominant strategy for the row player in this
example.
43
How to recognize a Dominant Strategy
  • To determine if the column player has any
    dominant strategy
  • Underline the maximum payoff in each row
  • If the underlined numbers all appear in a column,
    then it is the dominant strategy for the column
    player

There is a dominant strategy for the column
player in this example.
44
If there is no dominant strategy
  • Does any player have a dominant strategy?
  • If there is none, ask Does any player have a
    dominated strategy?
  • If yes, then
  • Eliminate the dominated strategies
  • Reduce the normal-form game
  • Iterate the above procedure

45
Eliminate any dominated strategy
Opponent
Strategy 2
Strategy 1
150
1000
Strategy 1
You
Strategy 2
25
- 10
-15
160
Strategy 3
46
Successive Elimination of Dominated Strategies
  • If a strategy is dominated, eliminate it
  • The size and complexity of the game is reduced
  • Eliminate any dominant strategies from the
    reduced game
  • Continue doing so successively

47
Example Two competing Bars
  • Two bars (bar 1, bar 2) compete
  • Can charge price of 2, 4, or 5 for a drink
  • 6000 tourists pick a bar randomly
  • 4000 natives select the lowest price bar

No dominant strategy for the both players.
Bar 2
2 4 5
Bar 1 2 10 , 10 14 , 12 14 , 15
Bar 1 4 12 , 14 20 , 20 28 , 15
Bar 1 5 15 , 14 15 , 28 25 , 25
48
Successive Elimination of Dominated Strategies
Bar 2
5
4
2
2
14
,
15
14
,
12
10
,
10
,
,
,
4
Bar 1
Bar 1
28
,
15
20
,
20
12
,
14
,
,
,
5
25
,
25
15
,
28
15
,
14
,
,
,
4 5
Bar 1 4 20 , 20 28 , 15
Bar 1 5 15 , 28 25 , 25
49
An example for Successive Elimination of strictly
dominated strategies, or the process of iterated
dominance
50
Equilibrium
  • The interaction of all players' strategies
    results in an outcome that we call "equilibrium."
  • Traditional applications of game theory attempt
    to find equilibria in games.
  • In an equilibrium, each player is playing the
    strategy that is a "best response" to the
    strategies of the other players. No one is likely
    to change his strategy given the strategic
    choices of the others.
  • Equilibrium is not
  • The best possible outcome. Equilibrium in the
    one-shot prisoners' dilemma is for both players
    to confess.
  • A situation where players always choose the same
    action. Sometimes equilibrium will involve
    changing action choices (known as a mixed
    strategy equilibrium).

51
Definition Nash Equilibrium
  • If there is a set of strategies with the
    property that no player can benefit by changing
    his/her strategy while the other players keep
    their strategies unchanged, then that set of
    strategies and the corresponding payoffs
    constitute the Nash Equilibrium.
  • Source http//www.lebow.drexel.edu/economics/mcca
    in/game/game.html

52
Nash equilibrium
  • If each player has chosen a strategy and no
    player can benefit by changing his/her strategy
    while the other players keep theirs unchanged,
    then the current set of strategy choices and the
    corresponding payoffs constitute a Nash
    equilibrium.

53
No strictly dominant strategies and no strictly
dominated strategies.
54
Finding Nash equilibria (a) with strike-outs
(b) with underlinings
55
Prisoners Dilemma finding Dominated Strategies
Which is a Nash Equilibrium?
56
Prisoners Dilemma Applications
  • Relevant to
  • Nuclear arms races.
  • Dispute Resolution and the decision to hire a
    lawyer.
  • Corruption/political contributions between
    contractors and politicians.
  • How do players escape this dilemma?
  • Play repeatedly
  • Find a way to guarantee cooperation
  • Change payoff structure

57
Nuclear arms racesprisoner's dilemma in disguise
Is there a Nash Equilibrium?
58
Cigarette Advertisingprisoner's dilemma in
disguise
Philip Morris Philip Morris
No Ad Ad
Reynolds No Ad 50 , 50 20 , 60
Reynolds Ad 60 , 20 30 , 30
59
Environmental policyprisoner's dilemma in
disguise
Factory C Factory C
pollution No pollution
Factory R pollution 50 , 50 60 , 20
Factory R No pollution 20 , 60 20 , 20
Two factories producing same chemical can choose
to pollute (lower production cost) or not to
pollute (higher production cost).
60
Another Example Big Little Pigs
Cost to press button 2 units
When button is pressed, food given 10 units
61
Decisions, decisions...
Whats the best strategy for the little pig? Does
he have a dominant strategy?
Little Pig
Press
Wait
5 , 1
Press
4 , 4
Big Pig
Wait
9 , -1
0 , 0
Does the big pig have a dominant strategy?
62
Research in industriesBig Little Pigs in
disguise
Small Company Small Company
research No research
Big Company research 5 , 1 4 , 4
Big Company No research 9 , -1 0 , 0
63
Maximin Minimax Equilibrium in a zero-sum game
  • Minimax - minimizing the maximum loss
    (loss-ceiling, defensive)
  • Maximin - maximizing the minimum gain
    (gain-floor, offensive)
  • Minimax Maximin

64
Maximin, Minimax Equilibrium Strategies
Opponent
Strategy 2
Strategy 1
Row Min
150
150
1000
Strategy 1
Strategy 2
25
- 10
- 10
You
Strategy 3
-15
-15
160
160
Col. Max
1000
65
Saddle point
Row Min
Is this a Nash Equilibrium?
1
3
MaxiMin
4
3
Col. Max
MiniMax
A zero-sum game with a saddle point.
66
The Minimax Theorem
Every finite, two-person, zero-sum game has a
rational solution in the form of a pure or mixed
strategy.
John Von Neumann, 1926
For every two-person, zero-sum game with finite
strategies, there exists a value V and a mixed
strategy for each player, such that (a) Given
player 2's strategy, the best payoff possible for
player 1 is V, and (b) Given player 1's strategy,
the best payoff possible for player 2 is -V.
67
Two-Person, Zero-Sum Games Summary
  • Represent outcomes as payoffs to row player
  • Find any dominating equilibrium
  • Evaluate row minima and column maxima
  • If maximinminimax, players adopt pure strategy
    corresponding to saddle point choices are in
    stable equilibrium -- secrecy not required
  • If maximin minimax, find optimal mixed
    strategy secrecy essential

68
Summary Look for any equilibrium
  • Dominating Equilibrium
  • Minimax Equilibrium
  • Nash Equilibrium

69
Pure mixed strategies
A pure strategy provides a complete definition of
how a player will play a game. It determines the
move a player will make for any situation they
could face. A mixed strategy is an assignment of
a probability to each pure strategy. This allows
for a player to randomly select a pure
strategy. In a pure strategy a player chooses an
action for sure, whereas in a mixed strategy, he
chooses a probability distribution over the set
of actions available to him.
70
All you need to know about Probability
  • If E is an outcome of action, then P(E) denotes
    the probability that E will occur, with the
    following properties
  • 0 ? P(E) ? 1 such that
  • If E can never occur, then P(E) 0
  • If E is certain to occur, then P(E) 1
  • The probabilities of all the possible outcomes
    must sum to 1

71
A zero-sum game Matching Pennies
Player 2
Player 1
Maximin minimax no saddle point No pure
Nash Equilibrium for every pure strategy in this
game, one of the players has an incentive to
deviate
72
Mixed strategies for matching pennies
Sticking to a single strategy will not lead to
any meaningful solution in matching pennies. So
we try a new type of solution mixing the two
choices together. Assume that player 1 picks
Head with probability p and Tail with
probability 1-p. If player 2 chooses H, he is
expected to gain -p (1-p) 1-2p If player 2
chooses T, he is expected to gain p - (1-p)
-12p If player 1 chooses p such that 1 - 2p
-1 2p, or p1/2, then no matter what player 2
does (choosing H or T) he gets the same
payoff. Similarly, if player 2 mixes H T
together with probabilities 1/2 1/2, then no
matter what player 1 does (choosing H or T) he
gets the same payoff.
73
A graphical explanation of Mixed strategies
Payoff for player 2
y(T)2p-1
1
0
1
p probability of choosing H for player 1
-1
y(H)1-2p
Min of the max gain of player 2 max of min loss
of player 1
74
Another Mixed strategy example
The game Rock-Paper-Scissors also do not have a
pure strategy equilibrium. In this game, if
Player 1 chooses R, Player 2 should choose p, but
if Player 2 chooses p, Player 1 should choose S.
This continues with Player 2 choosing r in
response to the choice S by Player 1, and so
forth. In games like Rock-Paper-Scissors, a
player will want to randomize over several
actions, e.g. he/she can choose R, P S in equal
probabilities.
75
Mixed strategies
xprobability to take action R
yprobability to take action S
x
y
1-x-y
1-x-yprobability to take action P
no
no
No Nash equilibrium for pure strategy
76
They have to be equal if expected payoff
independent of action of player 2
77
Two-Person, Zero-Sum Game Mixed Strategies
Column Player
Matrix of Payoffs to Row Player
Row Minima
No dominating strategy
A B
0 5 10 -2
1 2
0 -2
Row Player
10 5
Column Maxima
78
Two-Person, Zero-Sum Game Mixed Strategies
Column Player
Matrix of Payoffs to Row Player
Row Minima
A B
MaxiMin
0 5 10 -2
1 2
0 -2
Row Player
10 5
Column Maxima
MiniMax
MaxiMin
No Saddle Point!
MiniMax
79
Optimized Mixed Strategy Graphical Solution
VR
2A
10
VR lt 0x10(1-x)
1B
VR lt 5x-2(1-x) -2 7x
Optimal Solution x12/17, 1-x5/17 VRMAX50/17
50/17
1A
0
1
x
12/17
Probability of taking action 1
2B
80
Graphical Solution
y probability of taking action A
VR
2A
10
VR lt 10(1-x)
y1
y.75
1B
y0
VR lt -2 7x
y.5
Optimal Solution x12/17, 1-x5/17 VRMAX50/17
50/17
y.25
1A
0
1
x
12/17
2B
81
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82
x probability taking action 1
1-x probability taking action 2
83
Payoffs of player2
1A
2B
Optimal Solution x3/7, 1-x4/7 VRMAX44/7
2A
1B
3/7
x
0
1
Probability of player1 taking action 1
84
x probability taking action A
1-x probability taking action B
85
Payoff of pure strategy
Payoff of mixed strategy
86
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87
Pareto optimal
Nash equilibrium
88
N-person games Larger games (More than 2
players) An Example of a 3-person
non-cooperative game Truel
89
A truel is like a duel, except that three
players. Each player can either fire, or not
fire, his or her gun at either of the other two
players. The players preferences are lone
survival (the best 4), survival with another
player (the second best 3), all players
survival (the second worst2), the players own
death (worst case1).
If they have to make their choice simultaneously,
what will they do?
Ans. All of them will fire at either one of the
other two players.
If their choices are made sequentially
(AgtBgtCgtAgtBgt) and the game will continue until
only one player survives, what will they do?
Ans. They will never shoot.
90
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91
A
dont shoot
shoot C
shoot B
B
B
B
s C
s C
s
s
s C
s A
s A
s
s A
C
s
s B
s A
92
Example The paradox of the Chairs Position
Three voters ABC are electing the chairperson
among them. Voter A has 3 votes. Voters B and C
have 2 votes each. Voter As preference is (ABC).
Voter Bs preference is (BCA). Voter Cs
preference is (CAB).
  • Who will win if voters vote their first
    preference? (sincere voting)
  • Who will win if voters will consider what other
    players may do? (sophisticated voting)

93
  • If voters vote sincerely,
  • Voters A will vote for voter A, voters B will
    vote for voter B, voters C will vote for voter C.
    So, the winner is voter A.
  • Lets consider voters A and BC as follows.

A\ (BC) AB BB BC .
A A B A
B B B B
C C B C
So, the dominant strategy for voter A is voting
for A. Assuming voter A will vote for A, lets
consider voters B and C.
94
B\C A B C
A A A A
B A B A
C A A C
So, the dominant strategy for voter C is voting
for C. Assuming voters A and C will vote for A
and C respectively, lets consider voter B.
B votes for A B C
result A A C
So, the dominant strategy for voter B is voting
for C. As a result, voters A, B and C will vote
for A, C and C, respectively. So, the winner is
voter C.
95
Impact of game theory
  • Nash earned the Nobel Prize for economics in 1994
    for his pioneering analysis of equilibria in the
    theory of non-cooperative games
  • Nash equilibrium allowed economist Harsanyi to
    explain the way that market prices reflect the
    private information held by market participants
    work for which Harsanyi also earned the Nobel
    Prize for economics in 1994
  • Psychologist Kahneman earned the Nobel prize for
    economics in 2002 for his experiments showing
    how human decisions may systematically depart
    from those predicted by standard economic theory

96
Fields affected by Game Theory
  • Economics and business
  • Philosophy and Ethics
  • Political and military sciences
  • Social science
  • Computer science
  • Biology
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