Book Reviews
Book Reviews
Imagine that all possible strategies of all players have been cata-
logued. Then player k can tell his secretary that he wishes to play
strategy r^. When she looks up this strategy she finds a complete
prescription determining every move for every possible eventuality.
Thus the secretaries could get together and determine the outcome
of the game if they could only find an equitable method of accounting
for the moves of chance. But chance enters into the game very much
as one of the players. Thus we can imagine a cataloguing of the
possible strategies of chance. Suppose for the moment that the
strategy T 0 of chance has been decided upon and that the players
have chosen respectively the strategies Ti, T2, • • • , r n . Then the
strategies determine the moves. Hence fÇ^Ccri, CT2, • • • , <rv) is a function
®fc(ro, TI, • • • , r») of the strategies and the outcome of the game is de-
termined. But how should To be selected? Instead of selecting r 0 the
secretaries could assign to each player k the amount $fc(ri, T2, • • • , r n )
which he would receive on the average if strategies n , T2, • • • , rn of the
players were chosen. The amount $£h is the mathematical expectation
of ®fc. I t is computed in terms of the probabilities of the various
strategies r 0 and these probabilities are in turn computed in terms of
the probabilities of the moves of chance.
The game has now been reduced to one in which each player makes
just one move—the selection of a strategy. Each player makes his move
in complete ignorance of the moves of the other players. The authors
have accomplished this simplification of the game with complete
rigor and with complete adherence to the rules laid down by the
postulates.
A 1-player game corresponds to the economy of a man on a desert
island. I t is the Robinson Crusoe economy or a strictly regimented
communism. If the player is wise, he will choose his strategy n so
that Jpi(ri) is a maximum. This is the only case where a game is
settled by simple maximum considerations.
An w-player zero-sum game is one for which the sum of the $kS is
zero for all choices of <ri, 0*2, • • • , <r„ and hence one for which the
sum of the ^p&'s is zero for all choices of n , T2, • • • , r n . Social games
are zero-sum but the game of economics is decidedly not zero-sum
since society as a whole can improve its status if all members behave
properly. However an arbitrary n-player game can be reduced to a zero-
sum (n+l)-player game by introducing a fictitious player n+1 who
receives the amount ^pn+i(Ti, T2, • • • , TW) which is the negative of the
total received by the remaining n players. Note that the functions fQk
do not contain the variable rw+i, that is, the fictitious player is not
permitted to choose a strategy. It will appear later that further re-
500 BOOK REVIEWS (July
and 2 will receive —»i. Next consider a third game T2 which is the
same as V except that 2 moves first and 1 knows 2's move. If both
players of T2 are skillful, then 1 will receive the amount
V2 = min m a x ^ ( n , r 2 )
T2 n
and 2 will receive — z>2. In the original game T if both players are
skillful, 1 will receive at least V\ and at most V2 whereas 2 will receive
at least —vi and at most —Vi. Hence Vi^vz and these quantities are
bounds f or the outcome of the game. If Vi — v*, the game is determined
but in general this is not the case.
Note that T reduces to Y\ if 2 discovers l's strategy whereas T
becomes T2 if 1 discovers 2's strategy. Hence it is advisable for the
players to conceal their strategies. The concealment is accomplished
by using probabilities. Thus 1 chooses T\ with probability £T1 and 2
chooses T2 with probability rjTi. The average outcome J£(£, 77) for player
1 is the mathematical expectation of § ( r i , T2) with respect to the prob-
abilities £T1 and rjT^ where £ is the vector with components £1, £2, • • •
and rj is the vector with components 771, 772, • • • . The introduction of
these probabilities modifies V and consequently modifies Ti, I \ and
the bounds vi, V2. The new bounds become
v( = min max 2£(£, rf)
and
vi = min max ÜT(£, tj).
19451 BOOK REVIEWS 501
It is easily shown that Vi^v{ ^vi ^%, that is, that each player is at
least as well off as before the probabilities were introduced. Moreover
it can be shown that
v( = vi = v
and hence that the game is determined. The proof of the latter result
depends on the fact that the numbers #T2= ]CTI§( T I» r*)%n a r e com-
ponents of a vector % which depends on £ and that the tips of the
vectors x for all possible £*s constitute a convex set of points.
Next consider an w-player game in which the players divide into
two hostile groups called S and — 5. This can be interpreted as a
2-player game between the players S and —5. If probabilities are
employed in the manner described above, then 5 will receive
v(S) = v{ = vi = v
and —5 will receive
, ( - S) « - v(S).
If I is the set of all players, then z/(J) = 0, that is, the game is zero-
sum. Finally
v(S + T) £ v(S) + v(T)
if S and T are mutually exclusive groups. That is, the players of
S+T can obtain at least as much by cooperating as they can by
splitting up into two groups S and T. The function v(S) satisfying the
above relations is called a characteristic function. Corresponding to
any function satisfying these relations there exists a game having
this v(S) as its characteristic function. The construction of such a
game involves partitions of I into subsets called rings and solo sets.
If the equality v(S+T)=v(S)+v(T) always holds, that is, if v(S)
is additive, then the coalitions will be ineffective and the game will
be determined. This is the case for n = 2. Moreover two characteristic
functions (whether additive or not) which differ by an additive func-
tion will produce the same strategies of coalitions. If v(S) is not addi-
tive, it can be modified by a suitable additive function and a suitable
scale factor so that v(S)~ —1 for all 1-element sets. Thus for n = 3,
v(S) is given by the following table
0 10-element set (— I or the complement of I)
—1 ) 1-element sets
v(S) for the \
+ 1 / 2-element sets (complements of Vêlement sets)
0 ^S-element set (/).
502 BOOK REVIEWS [July
When « = 3 w e have
a — («i, «2, 0:3) with a i + «2 + «3 = 0,
t h a t is, the game is zero-sum. Thus the tip of a lies in a plane which
passes through the origin and is equally inclined to the coordinate
axes. This plane is divided into six congruent sectors by the traces of
the coordinate planes. Next a^ — 1 (for k = 1, 2, 3) since each player
can obtain at least — 1 without the benefit of any coalition (see the
above table). These inequalities require the tip of a to lie within an
equilateral triangle whose center is at the common intersection of the
traces of the coordinate planes and whose sides are parallel to these
traces. An imputation a dominates those imputations which are rep-
resented by points interior to three parallelograms each of which has
two sides in common with the above equilateral triangle and one
vertex a t the tip of a. On the basis of these geometrical considerations
it is easy to find solutions V, We first look for a V whose imputations
do not all lie on a line a& = a constant (that is, a line parallel to a
trace). There is only one such solution, namely,
V: (1/2, 1/2, 0), (1/2, 0, 1/2), (0, 1/2, 1/2).
We next look for a V whose imputations do lie on a line, say, <xz~c.
The corresponding solutions are
Vc: (a, — a — c, c)
where a and c are required to satisfy certain inequalities. Thus Vc
contains a continuum of solutions corresponding to values of the
parameter a. This exhausts the possible solutions. The first solution
V seems quite reasonable whereas Vc seems unnatural and difficult to
interpret b u t let us return to this question later.
Let us consider the following non-zero-sum 2-player game. Each
player (1 or 2) chooses either the number 1 or the number 2. If both
players choose 1, then each receives the stake 1/2. Otherwise each
receives — 1 . If we reduce this game to a zero-sum 3-player game by
the introduction of a fictitious player 3, then the characteristic func-
tion becomes the one given in the above table. Now if we take the
first solution F, we discover t h a t the fictitious player may play an
active part in the formation of coalitions. Hence if we wish to retain
the 2-player character of the game, we must choose the solution Vc
and it is reasonable to assign to c the value — 1 .
The authors apply this theory of games to the analysis of a market
consisting of one buyer and one seller and also of a market consisting
of two buyers and one seller.
504 BOOK REVIEWS [July
The book leaves much to be done but this fact only enhances its
interest. I t should be productive of many extensions along the lines
of economic interpretation as well as of mathematical research. In
fact the authors suggest a number of directions in which research
might profitably be pursued.
ARTHUR H. COPELAND