Professional Documents
Culture Documents
Haijun Li
Department of Mathematics
Washington State University
Spring 2013
Game Theory
Common Features:
1 There is a set of at least two players (or entities);
2 all players follow a same set of rules;
3 interests of different players are different and selfish.
Game Theory
Once we defined the set of players we may distinguish between two types of m
Types of Games
- primitives are the sets of possible actions of individual players;
Non-cooperative Game: actions of individual players
- primitives areGame:
Cooperative the setsjoint
of possible
actionsjoint actions
of groups ofofplayers
groups of players.
Game Theory
Noncooperative GT Cooperative GT
(models of type I) (models of type II)
Basic ingredients:
• N = {1, . . . , n}, n ≥ 2, is a set of players.
• Si is a nonempty set of possible strategies (or pure
strategies) of player i. Each player i must choose some
si ∈ Si .
• S = {(s1 , . . . , sn ) : si ∈ Si }, the set of all possible outcomes
(or pure strategy profiles).
• ui : S → R, a utility function of player i; that is, ui (s) = payoff
of player i if the outcome is s ∈ S.
Definition
A strategic-form game is Γ = (N, {Si }, {ui }).
John Nash Equilibrium (1950)
• Observe that a player’s utility depends not just on his/her
action, but on actions of other players.
• For player i, finding the best action involves deliberating
about what others would do.
Definition
1 All players in N are happy to find such an outcome s∗ ∈ S
such that
ui (s) ≤ ui (s∗ ), ∀ i ∈ N, s ∈ S.
2 An outcome s∗ = (s∗1 , . . . , s∗n ) ∈ S is a Nash equilibrium if for
all i ∈ N,
y1 … ym
x1 (a11,b11) … (a1m,b 1m)
… …
xn (an1,bn1) … (anm,b nm)
dove hawk
dove 3,3 1,4
hawk 4,1 0,0
Example: Matching Pennies
e has no Nash
• Each of twoequilibria.
people chooses either Head or Tail.
• If the choices differ, person 1 pays person 2 $1; if they are
the same, person 2 pays person 1 $1.
• Each person cares only about the amount of money that
he receives.
• The game has no Nash equilibrium.
head tail
head 1,-1 -1,1
tail -1,1 1,-1
Definition
A strategic game Γ = ({1, 2}, {S1 , S2 }, {u1 , u2 }) is strictly
competitive if for any outcome (s1 , s2 ) ∈ S, we have
u2 (s1 , s2 ) = −u1 (s1 , s2 ) (Zero-Sum).
Remark
1 If u1 (s1 , s2 ) = gain for player 1, then u1 (s1 , s2 ) = loss for
player 2.
2 If an outcome (s∗1 , s∗2 ) is a Nash equilibrium, then
max min u1 (x, y) ≤ min u1 (x∗ , y) ≤ max u1 (x, y∗ ) ≤ min max u1 (x, y).
x∈S1 y∈S2 y∈S2 x∈S1 y∈S2 x∈S1
MiniMax Theorem (Borel, 1921; von Neumann, 1928)
An outcome (s∗1 , s∗2 ) is a Nash equilibrium in a strictly
competitive game Γ = ({1, 2}, {S1 , S2 }, {u1 , −u1 }) if and only if
max min u1 (x, y) = u1 (s∗1 , s∗2 ) = min max u1 (x, y) =: game value,
x∈S1 y∈S2 y∈S2 x∈S1
a11 a12 ... a1m → min
a21 a22 ... a2m → min
max
.. .. .. .. .. .. =⇒ m
. . . . . .
an1 an2 ... anm → min
↓ ↓ ... ↓
max max . . . max
| {z }
⇓ min
M
Two-Player Constant-Sum Games
• There are two players: player 1 is called the row player and
player 2 is called the column player.
• The row player must choose 1 of n strategies, and the
column player must choose 1 of m strategies.
• If the row player chooses the i-th strategy and the column
player chooses the j-th strategy, then the row player
receives a reward of aij and the column player receives a
reward of c − aij .
• If c = 0, then we have a two-player zero-sum game.
Example: Completing Networks
• Network 1 and Network 2 are competing for an audience of
100 million viewers at certain time slot.
• The networks must simultaneously announce the type of
show they will air in that time slot: Western, soap opera, or
comedy.
• If network 1 has aij million viewers, then network 2 will
have 100 − aij million viewers.
Game of Odds and Evens (or Matching
Pennies, again)
• Two players (Odd and Even) simultaneously choose the
number of fingers (1 or 2) to put out.
• If the sum of the fingers is odd, then Odd wins $1 from
Even.
• If the sum of the fingers is even, then Even wins $1 from
Odd.
• This game has no saddle point.
We Need More Strategies!
To analyze the games without saddle point, we introduce
randomized strategies by choosing a strategy according to a
probability distribution.
• x1 = probability that Odd puts out one finger
• x2 = probability that Odd puts out two finger
• y1 = probability that Even puts out one finger
• y2 = probability that Even puts out two finger
where x1 + x2 = 1 and y1 + y2 = 1, x1 ≥ 0, x2 ≥ 0, y1 ≥ 0, y2 ≥ 0.
Definition
For any i ∈ N, the expected utility of player i given that player j,
j 6= i, chooses strategy sj ∈ Sj is given by
X
E(Pi ) := ui (s1 , . . . , si−1 , si , si+1 , . . . , sn )Pi (si ).
si ∈Si
Randomized Strategy Nash Equilibrium
Remark
For two-player matrix games this result was obtained by von
Neumann in 1928.
Example: Stone, Paper, and Scissors
• The two players (row and column players) must choose 1
of three strategies: Stone, Paper, and Scissors.
• If both players use the same strategy, the game is a draw.
• Otherwise, one player wins $1 from the other according to
the following rule:
scissors cut paper, paper covers stone, stone breaks scissors.
Randomized Strategies
where x1 + x2 + x3 = 1 and y1 + y2 + y3 = 1, x1 , x2 , x3 , y1 , y2 , y3
are all non-negative.
max z = v
v ≤ x2 − x3
v ≤ −x1 + x3
v ≤ x1 − x2
x1 + x2 + x3 = 1
x1 , x2 , x3 ≥ 0, v urs.
Column Player’s LP for Min. Loss w
min z = w
w ≥ −y2 + y3
w ≥ y1 − y3
w ≥ −y1 + y2
y1 + y2 + y3 = 1
y1 , y2 , y3 ≥ 0, w urs.
Dual of Row’s LP = Column LP
max z = v
v ≤ min Es2 (P1 ), v urs.
s2 ∈S2
Dual LP
min z = w
w ≥ max Es1 (P2 ), w urs.
s1 ∈S1
Duality, Again