Game Theory (2016, Notes)
Game Theory (2016, Notes)
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exists a jointly preferred outcome. In other words, in
a zero-game or a constant-sum game the sum of gains
and losses of the game is zero. As opposed to this, if
the sum of gains or losses is not equal to zero, we call
it a non-zero-sum game. When the best strategy for
each player is to play one particular strategy
throughout the game, it is known as a pure strategy
game. In case the optimum plan for each player is to
employ different strategies at different times, it is
called a mixed strategy game. When there is
communication between the participants they may
reach agreement and increase their pay-off through
some forms of co-operative game, otherwise it is a
non-co-operative game.
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affect the sales and profits of the first firm, which
will again have to develop a counter-strategy to meet
the challenge from the second firm. The game will
thus go on. Game theory helps to determine the best
course of action for a firm in view of the expected
counter moves from the competitors. Game theory
deals with competitive situations of decision-making
under uncertainty.
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Basic Terminology
1. Strategy
A strategy for a player has been defined as a set
of rules or alternative courses of action available
to him in advance, by which player decides the
courses of action that he should adopt. There are
two types:
a. Pure Strategy
If the player selects the same strategy each
time, then it is a pure strategy. In this case
each player knows exactly what the other
is going to do, i.e. there is a deterministic
situation and the objective of the players
is to maximize gains or to minimize
losses.
b. Mixed Strategy
When the players use a combination of
strategies and each player is always kept
guessing as to which course of action is to
be selected by the other, then it is known
as a mixed strategy. Thus, there is a
probabilistic situation and the objective of
the player is to maximize expected gains
or to minimize losses. Thus, mixed
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strategy is a selection among pure
strategies with fixed possibilities.
2. Optimal Strategy
A course of action which puts the player in the
most preferred position irrespective of the
strategy of his competitors. Any deviation
from this strategy results in a decreased pay-
off for the player.
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5. Pay-off matrix
Player B Player B
B1 B2 Bn B1 B2 Bn
A1 a11 a12 a1n A1 -a11 -a12 -a1n
Player A A2 a21 a22 a2n Player A A2 -a21 -a22 -a2n
. . . . . . . .
. . . . . . . .
. . . . . . . .
Am am1 am2 amn Am -am1 -am2 -amn
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Pure strategies (games with a saddle point)
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noted that if player A adopts minimax criterion, then
player B has adopted maximin criterion, as it is a
two-person zero-sum game.
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Rules of (Principles) Dominance
Rule 1
Rule 2
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rth strategy or in other words, the rth strategy is
dominated by the sth strategy.
Rule 3
Arithmetic Method
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A1 and if q1 is the probability that B plays strategy
B1, the pay-off matrix for player A is given by
B1 B2
a 22 - a 12
q1 q 2 1 - q1
(a 11 a 22 ) - (a 21 a 12 )
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Graphical Method for 2xn or mx2 games
Player B Probability
B1 B2 … Bn
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Player A has two strategies, A1 and A2 with
probabilities of their selection p1 and p2 respectively,
such that p p 1 and p , p 0 . Now, for each of the
1 2 1 2
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off of player A and hence the optimum value of p1.
The two optimal strategies for B are then given by
the two lines which pass through this maximum
point. Thus, the 2xn game is reduced to a 2x2 game
which can easily be solved by any of the methods
described earlier.
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Since player A is the gaining player and expects at
least V, we must have
a11 p1 a 21 p 2 ... a m1 p m V
a12 p1 a 22 p 2 ... a m2 p m V
a1n p1 a 2n p2 ... a mn pm V
am1q1 a m2 q2 ... a mn qn V
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a11 x1 a 21 x2 ... a m1 xm 1
a12 x1 a 22 x2 ... a m2 xm 1
a1n x1 a 2n x2 ... a mn xm 1
pi
Where xi
V
0; x 1 , x 2 , ..., x m 0
Subject to constraints
a11 y1 a 12 y 2 ... a 1n y n 1
a 21 y1 a 22 y 2 ... a 2n y n 1
am1 y1 a m2 y 2 ... a mn y n 1
qj
Where yj
V
0; y1 , y 2 , ..., y n 0
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Since the value of the objective function for both the
players is the same, i.e. zp = zq, the expected gain to
player A in the game will be exactly equal to the
expected loss of player B.
Examples
Example 1
Company strategy
i ii iii iv
i 20 15 12 35
Union strategy ii 25 14 8 10
iii 40 2 10 5
iv 5 4 11 0
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Solution 1
maximin = minimax = V = 12
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Example 2
Manufacturer B
c1 c2 c3
s1 60% 56% 34%
Manufacturer A s2 63% 60% 55%
s3 83% 72% 60%
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Solution 2
c1 c2 c3 Minima
s1 60 56 34 34
s2 63 60 55 55
s3 83 72 60 60
Maxima 83 72 60
Example 3
5 3 1 20
5 5 4 6
4 2 0 5
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Example 4
8 10 9 14
10 11 8 12
14 15 14 13
Example 5
6 3 7
3 0 4
Solution 5
B1 B2 B3
A1 6 -3 7
A2 -3 0 4
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When A chooses strategy A1 or A2, B will never go to
strategy B3. Hence, strategy B3 is redundant.
B1 B2
A1 6 -3 -3
A2 -3 0 -3
6 0
Minimax = 0 Maximin = -3
Hence, this is not a pure strategy with a saddle point.
For player A
0 - (-3) 1 3
p1 and p 2 1 - p1
(6 0) - (-3 - 3) 4 4
For player B
0 - (-3) 1 3
q1 and q 2 1 - q1
(6 0) - (-3 - 3) 4 4
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The Graphical Method
Example 6
Solution 6
A A2
SA 1 against player B, p 2 1 - p1
p1 p 2
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column represented as points on two vertical axes 1
and 2 unit distance apart.
B2 B3
A1 3 11
A2 5 2
a 11a 22 - a 21a12 3 2 - 11 5 49
V
(a 11 a 22 ) - (a 21 a 12 ) (3 2) - (11 5) 11
n x n Games
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the 2nd column is obtained by subtracting A‟s
3rd column from the 2nd and so on till the last
column of A has been taken care of. This C is
an n x (n-1) matrix.
2. Obtain a new matrix R, from A by subtracting
its successive rows from preceding ones, in
exactly the same manner as was done for
columns in step 1. Thus, R is an (n-1) x n
matrix.
3. Determine the magnitude of oddments
corresponding to each row and each column of
A. the oddment to the ith row of A is defined as
the determinant |Ci|, where Ci is obtained from
C by deleting the ith row. Similarly, oddment
(jth column of A) = |Rj|, where Rj is obtained
by deleting its jth column.
4. Write the magnitude of oddments (after
ignoring negative signs, if any), against their
respective rows and columns.
5. Check whether the sum of row oddments is
equal to the sum of column oddments. If so,
the oddment expresses as functions of the
grand total yield the optimum strategies. If not,
the method fails.
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Example 7
0 1 2
2 0 1
1 2 0
Solution 7
- 1 - 1
- 2 1 1
C 2 1; R
1 2 1 2 1
1 1 -2 1 -2 1
R1 3 R2 -3 R3 3
-2 1 1 1 1 -2
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The augmented matrix is
Row oddments
0 1 2 3
2 0 1 3
1 2 0 3
Column oddments 3 3 3 9
1 1 1
Row player: , ,
3 3 3
1 1 1
Column player: , ,
3 3 3
1 1 1
The value of the game = 0 2 1 1
3 3 3
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