Alternate Move Games First, we will take a look at games played by two players who move one at a time. Such games are called Alternate Move Games. This includes games of chance where we consider chance or nature to be the second player. Tic-Tac-toe This is a game where two players, X and O, take turns at placing their symbol, x and o respectively, in a square of a 3 × 3 array as shown below. x x → x → → o → o x x o x → o x o x x → o x x o o o x x → x x o o o x The first player to get three marks in a row, horizontally, vertically or diagonally wins the game. If neither player has three marks in a row by the time all 9 squares are full, the game is declared a draw. Game Trees A Move in a game is a single choice made by one of the players. A Game Tree is a tree diagram showing all possible sequences of moves for a game. Tic-tac-toe To make a game tree analysis of the game, we need notation for the different moves. We number the squares on the tic-tac-toe grid as shown below. 1 2 3 4 5 6 7 8 9 We let X3 denote the move where player X puts the mark x in square 3 and we let O9 denote the move where player O puts the mark o in square 9 etc..... . We will consider a game in progress where the moves X1, O4, X9, O5, X6 have been made as shown below. x o o x x Part of the tree diagram showing all possible moves for the rest of the game is shown below. Exercise: Remainder of the game above (a) Draw a sequence of 3 × 3 array’s as shown above to demonstrate what happens if the path followed by both players is O2 → X8 → O3 → X7. (b) Fill in the remaining part of this tree diagram starting at the node O8 on the path “Start → O8 →”. 1 O X O X Outcome X wins X3 O23 X7 O3 zz zz z z zz X8 Draw O8 33 33 33 33 O3 33 z 33 zz z 33 zz zz X8 O7 O7 X2DD DD DD DD O8 O2 z zz z zz zz X7 O3 O8 FFFF FF FF O2 X8DD DD D DD D O wins X7 X wins X3 X wins O wins X7 Draw X8 X wins X2 Draw X7 X wins O7 Start %. %% .. %% .. %% .. %% ... X2DD O3 DD %% .. D DD %% .. D .. %% .. O8 %% .. %% .. %% . %% O7 FF X3 %% FF %% FF FF %% %% X8DD O2 %% DD %% DD DD %% %% O3 %% %% %% %% %% %% %% %% % O8? O wins O wins X3 X wins X wins X3 X wins X2 Draw 2 We follow the following rules when constructing game trees: • As above, each node is labelled by the player who made the choice at that node. • Each branch emanating from a node represents a possible choice made by the next player at that node. • Each final node is labelled by the outcome or pay-off to the players. A complete game tree for Tic-tac-toe would be very large, starting with 9 choices for Player X and 8 subsequent choices for Player O, 7 subsequent choices for Player X, 6 subsequent choices for Player O, 5 subsequent choices for Player X, etc.. . The first five moves alone would generate 9 · 8 · 7 · 6 · 5 = 15, 120 different possible paths for those moves. One can compress such a tree using symmetry or consider a partial game tree as we have done above. A Partial Game Tree is a game tree showing only some of the possible sequences of moves for a game. Example Football teams often replace certain players in special situations. One instance is near the goal line, where the team with the ball may have its regular offense and a goal line offense. Similarly, the team without the ball may have its regular defense and a goal line defense. The defense generally has an opportunity to replace its players after the offense has. Therefore, we will assume that the offensive coach first chooses regular or goal line offense and then the defensive coach selects regular or goal line defense. Construct a game tree for the coaches’ choices. The game of Nim involves two players who alternately remove objects, which we call pebbles, from one or more piles according to some prescribed rules. Example: Nim with 6 pebbles Consider a game of Nim where two players, Player A and Player B, alternate removing either one or two pebbles from a single pile. The game starts with a pile of six pebbles and the last player to take a pebble wins. A partial game tree is shown below where each node is labelled by the number of pebbles left in the pile after the given player’s move. Complete this game tree. 3 Start :6 eeeWWWWWWW e e e e e WWWWW eeeee WWWWW eeeeee WWWWW eeeeee WWW A: E5 yE yy EEE EE yy y E yy B: 4 yy yy y y yy A: 3 A: E2 EE EE EE E B: 2 B: 1 B: 1 A: 1 A: 0 B: 0 B: E3 EE EE EE E A: E2 A: E1 E E EE EE EE EE EE EE B: 1 B Wins A: 0 A: 0 A Wins A Wins A Wins B: 0 B: 0 B Wins B Wins A: 0 A Wins B: 0 B Wins Strategies A strategy is a player’s planned choices of moves throughout the game. In the case of an alternative move game it includes (planned) responses to all of the opponents possible moves. Example In Tic-tac-toe, Player X might decide on the strategy “ on each move, choose the first available spot on the list 1, 2, 3, 4, 5, 6, 7, 8, 9”, where the spots are labelled as below Try playing a few games of tic-tac-toe with Player X using this strategy against Player O who is attempting to win. You will find that this is not an effective strategy. 1 2 3 4 5 6 7 8 9 An Optimal Strategy is a strategy that produces the best possible results against the most skillful opponents. It may have a compact one line description or a move-by-move description of the form “If . . . then . . . , and then if . . . then . . . etc...” or something in between. It may be that if the opponent plays (skillfully) to win that a player is guaranteed to lose and an optimal strategy does not exist. (later we will look at games where chance is involved and neither player is guaranteed to win.) Example Let us consider the example of Tic-Tac-Toe shown above. We will use the partial game tree developed above to figure out an optimal strategy for O assuming that X plays to win. (a) What happens if O uses the strategy given in the previous example “on each move, choose the first available spot on the list 1, 2, 3, 4, 5, 6, 7, 8, 9” and X plays skillfully? Recall that the partial game tree started after the sequence of plays X1, O4, X9, O5, X6 had been made as shown below. x o o x x Highlight the path(s) resulting from the above strategy on the graph below. 4 O X O X X3 O3 w ww w w ww ww O2 X7 O8 22 22 22 22 O3 22 w 22 ww w w 22 ww ww X8 O7 X2 O7 GG GG GG GG G O8 O2 w ww w w ww ww O3 O8 X7 DDDD DD DD X8 O2 GG GG GG GG G Start O7 $$,, $$ ,, $$ ,, $$ ,, X2 O3 GGGG $$ ,, G , GG $$ , GG $$ ,, , O8 $$ ,, $$ ,, $$ , $$ O7 D X3 DD $$ DD $$ DD D $$ O2 X8 $$ GG GG $$ GG GG $$ G $$ O3 $$ $$ $$ O3 X2 $$ GGGG $$ GG GG $$ G $$ O7 $$ $$ O8 D X3 X wins DD DD DD D X7 O2 GG GG GG GG G O3 (b) To find an optimal strategy for O, we should start at the ends of the paths and work backwards. We should eliminate paths leading directly to a win by X. We trace these paths back to the last choice made by O leading to the win and eradicate that choice as an option for O. For example the path highlighted in Green on the left shows that O2 is not a good choice for O on the first move. Highlight the other paths/(choices for O) that should be eliminated. Out. X wins X8 Draw O wins X7 X3 X wins (c) Draw the remaining paths on a tree, showing the feasible options for O which lead to a win or a draw. X wins O wins X7 Draw X8 X wins X2 Draw X7 X wins O X2 O wins Start X wins X wins X2 Draw X7 Draw X3 Xwins 5 Draw O wins O7 O7 Out. X7 Draw X2 Draw O wins (d) Use the same process to find a description of X 0 s optimal strategy if it exists. O wins X2 X We can now now see that O’s optimal strategy is to play O3 on the first move and then play O7 unless x has played X7 on their first move, in which case O should play O8 for a draw. X wins X3 O DD DDD DD D O8 O3 O8 X7 DDDD DD DD X8 DD DD DD DD O wins X3 X Chance as a player Many games involve chance which should also be used to evaluate strategies. We will elaborate on this over the next few lectures. For the moment we can get a preview by considering the example from football given above along with some extra information. Example Football teams often replace certain players in special situations. One instance is near the goal line, where the team with the ball may have its regular offense and a goal line offense. Similarly, the team without the ball may have its regular defense and a goal line defense. The defense generally has an opportunity to replace its players after the offense has. Therefore, we will assume that the offensive coach first chooses regular or goal line offense and then the defensive coach selects regular or goal line defense. Let’s also assume that we have the following information about the offense’s success rate (percentage of time offense scores a touchdown) in each of the four possible scenarios. Regular Offense Goal Line Offense Regular Defense Goal Line Defense 50% 40% 60% 50% (a) What strategy should the offensive coach choose here? (b) What counterstrategy should the defensive coach choose? 6 A player has a A Winning Strategy if there is a strategy for that player, which guarantees a win for the player no matter what the other player does. Note there can only be a winning strategy for one player, but a winning strategy does not always exist. Example Let us consider the game of Nim described above. Is there a winning strategy for Player A or Player B. Start :6 eeeYYYYYYYYY eeeeee YYYYYY e e e e e YYYYYY eee e e e e YYYY e eee A: E4 A: E5 y EE yy EEE y EE EE yy yy E y y EE EE y y yy yy B: 4 >> >> >> >> A: 3 A: >2 > >> >> >> > B: 2 B: 1 B: 1 A: 1 A: 0 B: 0 A: 0 A: 0 >> >> >> >> >> >> > > B: 1 B: 0 B: E2 EE EE EE E A: 2 A: 1 A: 1 A: >2 A: >1 > > B Wins A Wins A Wins A Wins B: 3 B: >3 B: 0 B: 1 B Wins B Wins B: 0 A: 0 A Wins B: 0 B: 0 B Wins B Wins B Wins A: 0 A: 0 A Wins A Wins B: 0 B Wins Show that if the players start with a pile of n stones in a game of nim with the same rules as above, then the second player has a winning strategy if n is a multiple of 3 and the first player has a winning strategy otherwise. 7 Football Draft [Straffin] In Football, basketball and other professional sports, teams choose new players by a draft system which involves sequential choices. From the pool of available players, the team with the worst win-loss record in the previous season gets first choice. The second worst team gets second choice, and so on until all teams have chosen. The procedure is then repeated for as many rounds as needed until all teams have exhausted their choices. This system is designed with the goal of maintaining competitive balance in the sport, thus maintaining the interest of the general public. The system however is open to strategic play and in some cases leads to an example of a game similar to The Prisoner’s Dilemma (see later), where all teams are worse off if every team pursues its self interest. Example Let us consider the situation where we have two teams, the Penguins and the Polar Bears and 4 players Albert(A), Brian(B), Colin(C), David(D). Suppose the teams’ preferences are given in the following table: Penguins Polar Bears A B B C C D D A Here the Penguins most want Player A and least want Player D, while the Polar Bears most want Player B and least want Player A. It is not unreasonable to assume that teams have different preferences, since the Penguins may want a good quarterback, whereas the Polar Bears may have a good quarterback and may need a strong linebacker. Assuming that the Penguins have first choice, the game tree on the next page shows the possible choices for both teams with the choices of the Penguins shown in red and those of the Polar Bears shown in blue If both teams follow a sincere drafting strategy the resulting choices will be: Penguins A, Polar Bears B, Penguins C, Polar Bears D. We might assign a payoff for each team to the game tree in the following way; We assign a value to the players for each team by assigning 4 to their highest ranked player and 1 to their lowest ranked player, Penguins Polar Bears A (4) B (4) B (3) C (3) C (2) D (2) D (1) A (1) (In reality, the weighting or value of the players to each team may be different.) The payoff for each team is then the sum of the values they attach to the players they have drafted. We have written the outcome or payoff for each path of the game tree as a pair of numbers with the Penguins’ payoff listed first and the Polar Bears’ payoff listed second. 8 B A. C . .. .. .. .. .. .. .. C D (6, 6) D C (5, 7) B D (7, 5) D B (5, 7) B C (7, 5) C B (6, 6) C D (5, 3) D C (4, 4) A D (7, 5) C D ii B >> iiii i > i i > >> iiii >> iiii i i i ii i i i i A D> iii >> iiii i i i >> iiii >> iiii i i > i iii Start C %% PPP PPP %% PPP PPP %% PPP %% PPP B PPP %% PPP %% PPP PPP %% PPP %% PPP PPP %% A D PPP %% PPP PPP %% PPP %% PP %% C) A B> %% >> )) > %% >> )) >> %% )) %% ) (4, 4) A B C D )) %% >>> ) >> %% )) >> %% )) > %% )) (3, 5) C B A %% )) %% )) %% )) A (4, 4) C (7, 5) A (5, 3) D (5, 3) B (3, 5) D (6, 6) A (3, 5) B (6, 6) A (5, 3) D B> A >> .. > .. >> >> .. .. C .. .. .. . C (5, 7) A (3, 5) C> A B (5, 7) B A (4, 4) D. >> >> >> > 9 A> D >> >> >> > B To find a good or optimal strategy for the Penguins’ first pick in the football draft, we need to think about the payoffs for both players. We should assume that both teams are seeking to maximize their payoff. We start by working backwards and eliminating those paths for which the second round choice for the Penguins leads to a less desirable outcome (smaller payoff for the penguins). The new restricted game tree is shown on the following page. Next, the Penguins must think through how the Polar Bears will react to their first choice, assuming that the Polar Bears are playing to maximize their payoff and know the preferences of the Penguins. Use the restricted diagram below to identify which of the remaining paths the Polar bears will not take on their first pick and eliminate those paths. Draw the resulting restricted diagram. Lastly, using the diagram derived above, identify which player the Penguins should pick as their first choice in order to maximize their payoff. 10 P PB P PB Payoff B }} }} } } }} AA C AA AA AA A C D (6, 6) B D (7, 5) D B C (7, 5) A C D (5, 3) C A D (7, 5) D A C (7, 5) A B D (5, 3) B AA AA AA AA A D (6, 6) D A B (6, 6) } }} } }} }} DA B AA AA AA A A B C (4, 4) A C (5, 7) C A B (5, 7) }} }} } } }} BA Start &&22 && 22 && 22 && 222 && 22 22 && 22 && 2 && C && && && && && && && && && && && & AA AA AA A }} }} } } }} 11 Tic Tac Toe Although Tic Tac Toe does not have a winning strategy, if played by two players using perfect strategy, they will always hold each other to a draw. Wikipedia has an explanation of how computers play Tic Tac Toe, with perfect strategy by searching through all possible games for the best play. It also has a guide to perfect strategy for mere mortals. http://en.wikipedia.org/wiki/Tic-tac-toe Hex Hex is played on a board marked with a hexagonal grid similar to the one shown below. Any size is possible, but the 11 × 11 grid is traditional. Each player has an allocated color, Red and Blue being conventional. Players take turns placing a stone of their color on a single cell within the overall playing board. The goal is to form a connected path of your stones linking the opposing sides of the board marked by your colors, before your opponent connects his or her sides in a similar fashion. The first player to complete his or her connection wins the game. The four corner hexagons each belong to two sides. Unlike Tic Tac Toe, Hex cannot end in a draw. There is a proof, due to John Nash, that a winning strategy exists for the first player. However a specification of that winning strategy has not been shown for boards larger than 9 × 9. You will find games of hex online, in particular you will find a link in the “Games” section of our web page. If you wish to try a game, a board has been provided. Wikipedia has an informative page devoted to the game of Hex: http://en.wikipedia.org/wiki/Hex (board game) References for Game Theory in Sports Mathematics beyond The Numbers: Gilbert, G, Hatcher, R. Game Theory and Strategy, Phillip D. Straffin, The Mathematical Association of America, New Mathematical Library. Mathletics, Wayne L. Winston, Princeton University Press. Thinking Strategically, Avinash K. Dixit, Barry J. Nalebuff, W.W.Norton and Company. Strategies and Games, Prajit K. Dutta, The MIT Press. Sports Economics, R. D. Fort, Pearson. Moneyball: The Art of Winning an Unfair Game, Michael Lewis. 12
© Copyright 2026 Paperzz