Game Theory: The Mathematics of Competition 6th Edition = Chapter 16 5th Edition = Chapter 15 Game Theory - definitions • Strategies – courses of action a player might choose – Pure Strategy – a course of action which does not involve randomized choices – pick a strategy and stay with it – Mixed Strategy – randomizes the strategies to get the best outcome • Outcomes – the consequences of the course of action Game Theory • Game Theory – using mathematical tools to study situations involving conflict and co-operation • Game Theory - analyzes the rational choice of strategies How players select strategies to obtain preferred outcomes • Game Theory – analyzing situations in which there are at least 2 players in conflict because of different goals Applications of Game Theory • • • • Labor – Management Disputes Resource Allocation Decisions Military Choices in international conflict Threats by animals Definitions - Continued • Saddlepoint – When MaxMin and MiniMax Values are the same (=), Same Result(outcome) – Complex Games have saddlepoints e.g. Chess just don’t know where it is. – No Saddlepoint Games - Poker • Value of the Game Where the two strategies intersect • Zero Sum Game – payoff to one player is the negative payoff to the other player Definitions - continued • Conflict between players – Total – One player WINS while the other loses. – Partial – Players can benefit from some kind or form of co-operation Henry and Lisa- Strategy • MaxMin Strategy – the Maximum value of the minimum choices • MiniMax Strategy– the minimum value of the maximum choices • Both – Worst Case analysis • Each player is guaranteed at Least the value of their MaxMin and MiniMax strategies Two Person – Total Conflict – Mixed Strategy • Baseball !!! Pitcher Fast Batter Fast Curve Curve Two Person – Total Conflict – Mixed Strategy Batter Fast Curve EF=(.300)(1-P)+.200P = .300-.300P + .200P = .300-.100P EC = .100(1-P) + .500P = .100 -.100P + .500P = .100 + .400P Pitcher Fast 0.300 0.100 1-P Curve 0.200 0.500 P 1-Q Q EF = EC .300 - .100P = .100 + .400P .300 - .100 = .400P + 100P .200 = .500P P = .200/.500 P=2/5 1-P = 3/5 Two Person – Total Conflict – Mixed Strategy Batter Fast Curve EF=(.300)(1-Q)+.100Q = .300-.300Q + .100Q = .300-.200Q EC = .200(1-Q) + .500Q = .200 -.200Q + .500Q = .200 + .300Q Pitcher Fast 0.300 0.100 1-P Curve 0.200 0.500 P 1-Q Q EF = EC .300 - .200Q = .200 + .300Q .300 - .200 = .300Q + 200Q .100 = .500Q Q = .100/.500 Q=1/5 1-Q = 4/5 Partial Conflict Games • Partial Conflict – Variable Sum Games. Different payoffs as the outcome changes • Non-Cooperative – No binding agreement is possible or can be enforced • Ordinal Games – Players rank the outcomes from best to worst Prisoner’s Dilemma • 2 people accused of a crime – both held incommunicado (Harry and Joe) • Each have two choices: – Stay quiet – Tell on your partner Prisoner’s Dilemma – cont. • Harry needs to rank the possible outcomes from low to high 4. Harry tells on Joe and Joe stays quiet – Harry might get to go home!! (Joe’s going to Jail) 3. Harry remains quiet and so does Joe – possible both get off 2. Harry tells on Joe and Joe tells on Harry – both going to Jail 1. Harry is quiet and Joe tells on him – Joe gets off and Harry goes to jail for a long time Prisoner’s Dilemma Harry JOE Confess Silent Confess (2,2) (4,1) Silent (1,4) (3,3) John Nash • Nash Equilibrium – When no player can benefit by departing unilaterally from the strategy associated with an outcome John Nash • Nash Equilibrium – When no player can benefit by departing unilaterally from the strategy associated with an outcome Chicken – Partial Conflict • Each Player has 2 choices: 1. Keep going 2. Swerve out of the way Chicken - continued • • Frank vs Mustang Sally Frank’s ordinal Choices 4. Frank keeps going – Sally swerves – Sally is the chicken – Frank “wins” 3. Frank swerves - Sally Swerves – both chicken – both alive 2. Frank swerves – Sally keeps going – Frank is the chicken and Sally “wins” 1. Frank keeps going – Sally keeps going (disaster – both dead) Chicken - continued Frank Swerve Don't Sally Swerve (3,3) (4,2) Don't (2,4) (1,1) Chicken - continued • Nash Equilibrium at (4,2) and (2,4) • There is no dominate strategy in Chicken making it a very dangerous game – can’t tell what you opponent will do • “Best” outcome at (3,3) but no way to get there – until T.O.M. Partial Conflict – important Points • Dominant Strategy – the strategy that will give the highest average result • (x,y) = x+y = value of the game • (1,1) = disaster • (3,3) = compromise • (4,x) = best for row player – won’t change • (1,x) = worst for row player – nash equilibrium not possible TOM – Theory of Moves • John Neumann • Based on Game Theory • Postulate – players will think AHEAD • Elucidates on different kinds of Power Tom - Continued • Oskar Morgenstern • Games in extended form – sequential choice for players. • Many games only depend on the final state reached • Payoffs only if you stay TOM • Backward induction – reasoning process in which players working backward from the last possible move in a game, anticipate each other’s rational choices • Survivor – payoff selected at each state as a result of backward induction • Block(age) – when it is not rational to move beyond this point in a game TOM - Outcomes • Non-myopic Equilibria (NME) regardless of who moves first the same outcome is reached. The consequence of both players looking ahead and anticipating where the move – countermove process will end up • Indeterminate – the result of the game depends on who moves first – the outcome is different depending on who goes first Samson • Great Warrior 4. Samson Don’t tell – Delilah Don’t nag (party all the time) 3. Samson Tell – Delilah Nag 2. Samson Tell – Delilah Don’t Nag 1. Samson Don’t Tell – Delilah Nag Delilah • Paid for Info 4. Delilah Don’t Nag - Samson Tells (no work involved) 3. Delilah Nag – Samson Tells (have to work but get results) 2. Delilah Don’t Nag - Samson Don’t Tell 1. Delilah Nag – Sampson Don’t Tell (disaster) Samson vs Delilah Delilah Samson Don't Tell Don't Nag (2,4) Nag (1,1) Tell (4,2) (3,3) Samson vs Delilah Delilah Samson Don't Tell Don't Nag (2,4) Nag (1,1) Tell (4,2) (3,3) Delilah Starts (4,2)->(3,3)->(1,1)->(2,4)->(4,2) Samson Starts (4,2)->(2,4)->(1,1)->(3,3)->(4,2) Larger Games • • • Truel – Duel with Three People Each Player has a gun with One bullet – everyone is a perfect shot – no communications between players Goals 1. Survive 2. Survive with as few opponents left as possible Larger Games with TOM • Modify Rules 1. Take Turns firing – One Player at a time “moves” • Now must “think ahead” • Two choices 1. Shot 2. Don’t shot Order Power • A player has order power – if that player can force the other player to move first • Only beneficial when the outcome is indeterminate Samson vs Delilah Delilah Samson Don't Tell Don't Nag (2,4) Nag (1,1) Tell (4,2) (3,3) Delilah Starts (1,1)->(2,4)->(4,2)->(3,3)->(1,1) Samson Starts (1,1)->(3,3)->(4,2)->(2,4)->(1,1) Cycling • TOM Rule changes 5’ If at any state a player whoes turn it is to move has received his best payoff (4) that player will not move! – Moving Power – one player has the ability to force the other player to STOP! Then 6’ at some point in cycling the player must stop Row vs Column Row S1 S2 Column S1 (2,4) (1,2) S2 (4,1) (3,3) Rows turn (2,4)->(1,2)->(3,3)->(4,1)->(2,4) Column has moving power!! Tell Row has to stop!!
© Copyright 2026 Paperzz