Topic Four-Theory of Games
Topic Four-Theory of Games
TOPIC FOUR
THEORY OF GAMES
RS DAUDA
CONTENTS
Introduction
Description of a Game
Some Important Concepts in Games Theory
Assumptions Made in Games Theory
Methods for or steps in solving game problems
Description and Types of Games
Two-Person Zero-Sum Game:
Pure Strategies
Dominating Strategies
Mixed Strategies
Game Theory using decision tree
References
INTRODUCTION
Life is full of conflict and competition, which cut across households,
firms and government.
Because players are rational, so each will try to maximize her profit function
(utility or payoff) given her conjectures or beliefs on how the other players
are going to play.
The outcome of the game will depend on the acts of all the players.
A fundamental characteristic of non-cooperative games is that it is not
possible to sign contracts between players.
von Neumann and Morgenstern were the first to employ games approach
systematically solve oligopoly problem in their book titled: “Theory of Games
and Economic Behaviour”, published in 1944.
DESCRIPTION OF A GAME
Our focus here is on competition between two firms, which has more earning
competitive situations.
2. A play is played when each player chooses one of his courses of actions. The
choices are made simultaneously, so that no player knows his opponent's choice
until he has decided his own course of action.
Zero sum game (ZSG): This is a game in which the gains of one player are the
losses of other player or the algebraic sum of gains of both players is equal to
zero).
Thus, in a zero sum game, the algebraic sum of the gains of all players after play
is bound to be zero.
A non zero-sum game: This is a game in which the sum of gains and/or losses is
not equal to zero.
DESCRIPTION OF A GAME…
In game theory, the resulting gains can easily be represented
in the form of a matrix called pay–off matrix or gain matrix.
It is assumed that the players are aware of the rules of the game governing their decision
alternatives (or strategies).
The outcome resulting from a particular strategy is also known to the players in advance and
is expressed in terms of numerical values (e.g. money, per cent of market share or utility).
The particular strategy that optimizes a player‟s gains or losses, without knowing the
competitor‟s strategies, is called optimal strategy.
The expected outcome when players use their optimal strategy, is called value of the game.
Generally, the following two types of strategies are followed by players in a game:
(a) Pure Strategy: A particular strategy that a player chooses to play again and again
regardless of other player‟s strategy is referred as pure strategy. The objective of the players
is to maximize their gains or minimize their losses.
(b) Mixed Strategy: A set of strategies that a player chooses on a particular move of the game
with some fixed probabilities.
Thus, there is a probabilistic situation and objective of the each player is to maximize
expected gain or to minimize expected loss by making the choice among pure strategies with
fixed probabilities.
SOME IMPORTANT DEFINITIONS IN GAMES THEORY…
8)Decision: The forceful imposition of a constraint on a set of initially possible
alternatives.
9) Conflict: A condition in which two or more parties claim possession of
something they cannot all have simultaneously.
11) Zero-sum game: A game is said to be zero sum if the sum of player‟s payoff is
zero. The zero value is obtained by treating losses as negatives and adding up the
wins and the losses in the game.
12) Payoffs: This is the numerical return received by a player at the end of a
game and this return is associated with each combination of action taken by the
player.
The payoff of a strategy is the same as the 'net gain' it will bring to the firm for
any given counterstrategy of the competitor(s). This gain is measured in terms of
the goal(s) of the firm.
For example, if the goal of the firm is to maximise its profit, the payoffs of a
strategy will be measured in terms of profit levels that it yields; if the goal is
maximisation of the market share, the payoffs will be measured as the actual
shares that the strategy will secure to the firm adopting it.
Firm I has to choose among five strategies (A1.A2 ,•••,A5) and Firm II
can react by adopting any one of six strategies open to it (B1,B2 ,•••,B6).
Let us denote each payoff as Gij, where i refers to the strategy adopted by
Firm I and j to the counter-strategy adopted by Firm II. Thus for the
above example the payoff matrix for Firm I will be of the general form of
Table 4.1.
TABLE 4.1: PAYOFF MATRIX OF FIRM I
Firm II's strategies
Firm I's B1 B2 B3 B4 B5 B6
strategies
A1 G11 G12 G13 G14 G15 G16
A2 G21 G22 G23 G24 G25 G26
A3 G31 G32 G33 G34 G35 G36
A4 G41 G42 G43 G44 G45 G46
A5 G51 G52 G53 G54 G55 G56
From the Table, if Firm I adopts strategy A1 and its rival reacts by adopting
among the strategies open to it like B5, the payoff (gain) of Firm I will be G15 . If
Firm I chooses strategy A4 and its rival reacts with strategy B6, the payoff of
Firm I will be G46, and so on.
In the theory of games the firms in say oligopolistic markets are treated as
players in a chess game: to each movement by one player the other may choose
among several counter-movements.
The counter-movements of rivals are probable but not certain. Yet it is possible
to choose a strategy which (under certain conditions) will maximise the firm's
expected 'gain', after making due allowance for the effects of rivals' probable
reactions.
ASSUMPTIONS MADE IN GAMES THEORY
The following are assumptions made in games theory.
1)Each player (decision-maker) has available to him two or more clearly specified
choices or sequence of choices (plays).
2)A game usually leads to a well-defined end-state that terminates the game. The
end state could be a win, a loss or a draw.
4) A specified payoff for each player is associated with an end state (eg sum of
payoffs for zero sum-games is zero in every end-state).
6) Each decision-maker (player) has perfect knowledge of the game and of his
opposition, i.e. he knows the rules of the game in details and also the payoffs of
all other players.
7) All decision-makers are rational and will therefore always select among
alternatives, the alternative that gives him the greater payoff.
METHODS FOR OR STEPS IN SOLVING GAME PROBLEMS
Step 1. Find the Saddle point: If saddle point exists, then the
game can be solved. All you need to do is to write the optimal
strategies and the value of the game.
Step 3. You can use the algebraic method to get the solution.
Whatever player one wins player two loses and vice versa.
Each player seeks to select a strategy that will maximise his payoffs although he does
not know what his intelligent opponent will do.
A two-person zero-sum game with one move for each player is called a rectangular
game.
Row 1 1 2 3 -1
Row 2 2 1 -2 0
Thus any gain of one rival is offset by the loss of the other,
and the net gain sums up to zero. Hence the name 'zero-sum
game'.
TWO-PERSON ZERO-SUM GAME (DUOPOLISTS)…
Assumptions
1. The firms (players) have a given, well-defined goal.
4. The actions chosen by the duopolists do not affect the total size of
the market.
5. Each firm chooses its strategy 'expecting the worst from its rival„
(this means that each firm acts in the most conservative way),
expecting that the rival will choose the best possible counter-strategy
open to him. This behaviour is defined as 'rational'.
The element at the intersection of their pure strategies is known as saddle point,
which is the value of the game.
As the players use the pure optimal strategies, the game is known as strictly
determined game.
The saddle point is always the smallest element in the row and the greatest
element in the column.
Not all the rectangular games will have saddle point, but if the game has saddle point,
then the pure strategies corresponding to the saddle point are the best strategies and
the number at the point of intersection of pure strategies is the value of the game.
Once the game has the saddle point the game is solved.
The rules for finding the saddle point are:
1. Select the minimums of each row and encircle them.
2. Select the maximums of each column and square them.
3. A point where both circle and square appears in the matrix at the same point is the
saddle point.
Another name given to saddle point is equilibrium point of the game and the
corresponding strategies form the equilibrium pair of strategies.
TABLE 4.4: A GAME WITH A SADDLE POINT
Row Player’s Strategy Column Player’s Strategy
Column 1 Column 2 Column 3 Ro w Minimum
Row 1 4 4 10 4
Row 2 2 3 1 1
Row 3 6 5 7 5
Column Maximum 6 5 10
How should the row player play this game? If he chooses row 1, then (the
assumption implies that) the column player will choose column 1 or column 2
and hold the row player to a reward of four units (the smallest number in row 1
of the game matrix).
Similarly, if the row player chooses row 2, then (the assumption implies that) the
column player will choose column 3 and hold the row player‟s reward to one unit
(the smallest or minimum number in the second row of the game matrix).
If the row player chooses row 3, then he will be held to the smallest number in
the third row (5). Thus, the assumption implies that the row player should
choose the row having the largest minimum. Because max (4, 1, 5) is 5, the row
player should choose row 3. By choosing row 3, the row player can ensure that he
will win at least max (row minimum) of five units.
A GAME WITH A SADDLE POINT…
From the column player‟s viewpoint, if he chooses column 1,
then the row player will choose the strategy that makes the
column player‟s losses as large as possible (and the row
player‟s winnings as large as possible).
Thus, the column player can hold his losses to min (column
maximum) min (6, 5, 10), 5 by choosing column 2.
A GAME WITH A SADDLE POINT…
We have established that the row player can ensure that he will win at
least five units and the column player can hold the row player‟s
winnings to at most five units.
Thus, the only rational outcome of this game is for the row player to
win exactly five units.
He cannot expect to win more than five units because the column
player (by choosing column 2) can hold the row player‟s winnings to
five units.
The game matrix we have just analyzed has the property of satisfying
the saddle point condition:
If a two person zero-sum game has a saddle point, then the row player
should choose any strategy (row) attaining the maximum on the left
side of (1).
A GAME WITH A SADDLE POINT…
The column player should choose any strategy (column) attaining the minimum
on the right side of (1).
Thus, for the game we have just analyzed, a saddle point occurred where the row
player chose row 3 and the column player chose column 2.
The row player could make sure of receiving a reward of at least five units (by
choosing the optimal strategy of row 3), and the column player could ensure that
the row player would receive a reward of at most five units (by choosing the
optimal strategy of column 2).
If a game has a saddle point, then we call the common value of both sides of (1)
the value (v) of the game to the row player.
An easy way to spot a saddle point is to observe that the reward for a saddle
point must be the smallest number in its row and the largest number in its
column.
Thus, like the center point of a horse‟s saddle, a saddle point for a two-person
zero-sum game is a local minimum in one direction (looking across the row) and a
local maximum in another direction (looking up and down the column).
A GAME WITH A SADDLE POINT…
A saddle point can also be thought of as an equilibrium point in that neither
player can benefit from a unilateral change in strategy.
For example, if the row player were to change from the optimal strategy of row 3
(to either row 1 or row 2), his reward would decrease, while if the column player
changed from his optimal strategy of column 2 (to either column 1 or column 3),
the row player‟s reward (and the column player‟s losses) would increase.
Thus, a saddle point is stable in that neither player has an incentive to move
away from it.
Another easiest way of spotting saddle point is to follow these three steps:
Step 1: Select the minimum (lowest) element in each row of the payoff matrix
and write them under „row minima‟ heading. Then, select the largest element
among these elements and enclose it in a rectangle.
Step 2: Select the maximum (largest) element in each column of the payoff
matrix and write them under „column maxima‟ heading. Then select the lowest
element among these elements and enclose it in a circle.
Step 3: Find out the element(s) that is (are the) same in the circle as well as
rectangle and mark the position of such element(s) in the matrix. This element
represents the value of the game and is called the saddle (or equilibrium) point.
Table 4.5 presents saddle point using the three steps above. From the table,
determine the optimal strategies for players A and B. Also determine the value of
game. Is this game (i) fair? (ii) strictly determinable?
TABLE 4.5: A GAME WITH A SADDLE (OR EQUILIBRIUM) POINT
Player B
Player A B1 B2 B3
A1 -1 2 -2
A2 6 4 -6
SOLUTION
From the table, gains to player A(losses to player B) are represented by the positive
quantities, whereas, losses to A (gains to B) are represented by negative quantities.
It is assumed that A wants to maximize his minimum gains from B.
A is concerned with the quantities of the payoffs that represent the row minimums. Now A
can do no worse than receive one of these values. The best of these values occurs when he
chooses strategy A1. This choice provides a payoff of – 2 to A when B chooses strategy B3.
This refers to A‟s choice of A1 as his maximum payoff strategy because this row contains
the maximum of A‟s minimum possible payoffs from his competitor B.
A GAME WITH A SADDLE POINT…
Similarly, it is assumed that B wants to minimize his losses and wishes that his
losses to A be as small as possible.
The column maximums also represent the greatest payments B might have to
make to A.
The smallest of these losses is – 2, which occurs when A chooses his course of
action, A1 and B chooses his course of action, B3.
This choice of B3 by B is his minimax loss strategy because the amount of this
column is the minimum of the maximum possible losses.
In the solution, the quantity – 2 in row A1 and column B3 is enclosed both in
the box and the circle.
That is, it is both the minimum of the column maxima and the maximum of the
row minima. This value is the saddle point.
The payoff amount in the saddle-point position is also called value of the game.
Firm I examines the outcomes of each strategy open to it. So, it will examine each
row of its payoff matrix and find the most favourable outcome of the
corresponding strategy because it expects the rival to adopt the most
advantageous action open to it. This is the behavioural rule implied by
assumption 5 of this model.
Thus, if Firm I adopts strategy A1, the worst outcome that it may expect is a
share of 0·10 (which will be realised if the rival Firm II adopts its most favourable
strategy B1).
If Firm I adopts strategy A2 , the worst outcome will be a share of 0-30 (if the
rival adopts the best action for him, B2).
If Firm I adopts strategy A3 , the worst outcome will be a share of 0·20 (if Firm II
chooses the best open alternative, B3).
If Firm I adopts strategy A4 , the worst outcome will be a share of 0·15 (which
would be realised by action B2 of Firm II).
Among all these minima (that is, among the above worst outcomes), Firm I
chooses the maximum, the 'best of the worst„ (called a maximin strategy) because
the firm chooses the maximum among the minima.
In Table 4.6, maximin strategy of Firm I is A2, that is, the strategy which yields a
share of 0·30.
A GAME WITH A SADDLE POINT…
Choice of strategy by Firm II
Firm II behaves in exactly the same way as Firm I. The only difference is that
Firm II examines the columns of its payoff table, because these columns include
the results-payoffs of each of the strategies open to Firm II.
For each strategy (that is, for each column), Firm II finds the worst outcome (on
the assumption that the rival will choose the best), and among these worst
outcomes Firm II chooses the best.
Thus, if Firm II uses its own payoff table, its behaviour is a maximin behaviour
identical to the behaviour of Firm I.
However, in the zero-sum game only one payoff matrix is adequate for the
equilibrium solution.
So, Firm II examines the columns of the (first) payoff matrix because these
columns contain the information about the payoffs of its strategies.
For each column-strategy, Firm II finds the maximum payoff (of Firm I) because
this is the worst situation the firm (II) will face if it adopts the strategy
correponding to that column.
Thus, for strategy B1 the worst outcome (for Firm II) is 0·40; for strategy B2 the
worst outcome is 0·30; for strategy B3 the worst outcome is 0·50; for strategy B4
the worst result is 0·60; for strategy B5 the worst result is 0·50.
Among these maxima of each column-strategy Firm II will choose the strategy
with minimum value. Thus the strategy of Firm II is a minimax strategy, since it
involves the choice of a minimum among the maxima payoffs. (Table 4.6.)
TABLE 4.6: PAYOFF MATRIX FOR DUOPOLISTIC FIRMS I & II
Firm II's strategies (minimax behaviour)
Firm I's strategies B1 B2 B3 B4 B5
(maximin behaviour)
A1 0·10 0·20 0·15 0·30 0·25
A2 0·40 0·30 0·50 0·55 0·45
A3 0·35 0·25 0·20 0·40 0·50
A4 0·25 0·15 0·35 0·60 0·20
Although different terms are used for the choice of the two firms (maximin
behaviour of Firm I, minimax behaviour of Firm II), the behavioural rule for
both firms is the same: each firm expects the worst from its rival.
From the Table, the equilibrium solution is strategy A2 for Firm I and B2 for
Firm II.
This solution yields shares 0·30 which is the equilibrium solution (saddle
point) because it is the preferred one by both firms while the preferred
strategies A2 and B2 are called 'dominant strategies'.
There will be no such equilibrium (saddle) solution if there is no payoff which
is preferred by both firms simultaneously.
TABLE 4.7: GAME WITH NO SADDLE POINT
Column Player’s Strategy
Row Player’s Column 1 Column 2 Row
Strategy Minimum
Row 1 -1 +1 -1
Row 2 +1 -1 -1
Column +1 +1
Maximum
This involves reduction of the given matrices as the case may be.
2. If all the elements of rth row are less than or equal to the corresponding
elements of any other row, say sth row, then rth row is dominated by sth row.
To discuss the principle of dominance, let us consider the matrix given in Table
4.8.
TABLE 4.8: GAMES WITH NO SADDLE POINT-DOMINATING STRATEGIES…
Because these values are probabilities, they would need to be nonnegative and
add to 1.
Similarly, the plan for player 2 would be described by the values she assigns to
her decision variables y1, y2, . . . , yn.
These plans (x1, x2, . . . , xm) and (y1, y2, . . . , yn) are usually referred to as
mixed strategies, and the original strategies are then called pure strategies.
When the game is actually played, it is necessary for each player to use one of
her pure strategies.
However, this pure strategy would be chosen by using some random device to
obtain a random observation from the probability distribution specified by the
mixed strategy, where this observation would indicate which particular pure
strategy to use.
GAMES WITH NO SADDLE- MIXED STRATEGIES…
When probabilities are assigned, the game can the be
played and analysed using the expected payoff.
To find the value of x1, x2 and y1, y2 we have to solve the above
given inequalities.
For convenience, let us consider them as equations to find the
values of x1, x2 and y1, y2. Therefore, we have:
a11 x1 + a21 x2 = v
a12 x1 + a22 x2 = v and
a11 y1 + a12 y2 = v
a21 y1 + a22 y2 = v
GAMES WITH NO SADDLE POINT-DOMINATING STRATEGIES…
Always we workout a solution of a 2 × 2 game by considering
the above inequalities as strict equalities.
Now we can write the above as:
a11x1 + a21x2 = v = a12x1 + a22x2
This can be written as x1(a 11 – a 12 ) = x2( a 22 – a 21 ) or
(x1/x2 ) = (a22 – a21)/(a11 – a12)
For y1 which comes in the first column, we have to take the difference of second
column elements from bottom to top.
For y2, which comes in second column, we have to take the difference of the
elements of first column from top to bottom.
For value of the game, the numerator is given by products of the elements in
denominator in the first bracket minus the product of the elements in the second
bracket.
When the game does not have saddle point, the two largest elements of its payoff
matrix must constitute one of the diagonals.
Using the information in Table 4.10, which was arrived at after reducing Table
4.8
GAMES WITH NO SADDLE POINT-DOMINATING STRATEGIES…
Player B’s Strategies
Player A’s ( y1) B2 (y2) B3 Row Minimum
Strategies
(x1) A1 -4 -3 -4
(x2) A2 -3 -4 -4
Column -3 -3
Maximum
From the Table, our probabilities and the value of the game are computed as:
x1 = (a22 – a21) / (a11 + a22) – (a12 + a21) or = 1 – x2
x1 = (–4 – [–3]) / (–4 + [–4]) – (–3 + [–3]) = (–4 + 3) / ( –4 – 4) – (–3 –3) = –1 / (–
8) – (–6) = –1 / –8 + 6 = –1 / –2 = 1/2 = 0.5.
x2 = 1 – x1 = 1 – 0.5 = 0.5.
y1 = (a22 – a12) / (a11 + a22) – (a12 + a21) or = 1 – y2 = [–4 + (–3)] / [–4 + ( –3)]
– [–3 + (–3)] = (–4 + 3) / (–4 – 3) – (–3 –3) = –1 / (–7 + 6) = 1 (i.e. pure strategy).
Value of the game = v = (a11 a22 – a12 a 21) / (a11 + a22) – (a12 + a21)
[12 – 12) / [`–4 – 3] – [–3 – 3] = 0
PRACTICE QUESTIONS
QUESTION 1 Player B’s Strategies
If Airtel advertises on the Internet and MTN advertises in newspapers, MTN will
increase its market share by 3% at the expense of Airtel.
If MTN runs a big promo and Airtel advertises on the Internet, Airtel will lose
2% of the market share.
If Airtel advertises in mass media only and MTN advertises in newspapers,
Airtel will lose 4%.
However, if Airtel advertises in mass media only and MTN runs a big promo,
Airtel will gain 5% of the market share.
a) present this information on a payoff table
b) What is the best policy that each of the two companies should take?
GAME THEORY USING DECISION TREE
Basic notions
There are two ways of representing a game: the extensive form and the
strategic form.
1) The players.
3) The choices available to each player at each turn of play (at each decision
node).
4) The information held by each player at each turn of play (at each decision
node).
Players: B and A.
Actions: E (to enter), NE (not to enter), Ac. (to accommodate), P.W. (price
war).
Decision nodes: α.
Terminal nodes: β.
(x, y): vector of payoffs. x: payoff of player B; y: payoff of player A.
At each terminal node we have to specify the payoffs of each player (even
though some of them have not actually managed to play).
GAME THEORY USING DECISION TREE…
Assumptions:
(i) All players have the same perception of how the game
is like.
In game 1, player 2 has different information at each one of her decision nodes. At node A, if
she is called upon to play she knows that player 1 has played I and at B she knows that
player 1 has played D.
We say that these information sets are singleton sets consisting of only one decision node.
Perfect information game: a game where all the information sets are singleton sets or, in
other words, a game where all the players know everything that has happened previously in
the game.
In game 2, the player 2 has the same information at both her decision nodes. That is, the
information set is composed of two decision nodes. Put differently, player 2 does not know
which of those nodes she is at.
A game in which there are information sets with two or more decision nodes is called an
imperfect information game: at least one player does not observe the behaviour of the
other(s) at one or more of her decision nodes.
The fact that players know the game that they are playing and the perfect recall assumption
restrict the situations where we can find information sets with two or more nodes.
GAME THEORY USING DECISION TREE…
Assuming that player 2 knows the game, if she is called on to move and
faces three alternatives he/she would immediately deduce that the
player 1 has played I.
So the police offer each of them separately the following deal: each is asked to
implicate his partner.
Each prisoner can “confess” (C) or “not confess” (NC).
If neither confesses then each player goes to jail for two months.
If both players confess each prisoner goes to jail for one month.
If one prisoner confesses and the other does not confess, the first player goes
free while the second goes to jail for three months.
GAME THEORY USING DECISION TREE…
Each suspect has two 'strategies' open to himself, to confess or not to
confess.
He faces is faced with the dilemma: to confess (and go free if the other does not
confess while the second goes to jail for six months.
Or get two months jail term if neither confesses. Or get a month jail if both confess.
Or confess and goes free if the other prisoner did not confess.
Simultaneous case: each player takes her decision with no knowledge of the decision
of the other.
This is an information set with two decision nodes. This is an imperfect information
game. There is a subgame which coincides with the proper game.
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