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Chapter 4 Game Theory

Game theory is a framework for analyzing strategic decision-making that was developed in 1944 by economists John Von Neumann and Oscar Morgenstern. It views human interactions as games with players, rules, payoffs, and outcomes. Some key types of games include those defined by the number of players (e.g. 2-person), payoff structure (e.g. zero-sum), and amount of information available. Equilibrium strategies like Nash equilibrium represent outcomes where no player benefits by changing strategies alone. Examples like the Prisoner's Dilemma and Battle of the Bismarck Sea illustrate game theory concepts.

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100% found this document useful (1 vote)
69 views

Chapter 4 Game Theory

Game theory is a framework for analyzing strategic decision-making that was developed in 1944 by economists John Von Neumann and Oscar Morgenstern. It views human interactions as games with players, rules, payoffs, and outcomes. Some key types of games include those defined by the number of players (e.g. 2-person), payoff structure (e.g. zero-sum), and amount of information available. Equilibrium strategies like Nash equilibrium represent outcomes where no player benefits by changing strategies alone. Examples like the Prisoner's Dilemma and Battle of the Bismarck Sea illustrate game theory concepts.

Uploaded by

Tihitna Tsegaye
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PPT, PDF, TXT or read online on Scribd
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Game Theory

 Game theory was developed by John Von


Neumann and Oscar Morgenstern in 1944 -
 Economists!
 One of the fundamental principles of game
theory, the idea of equilibrium strategies was
developed by John F. Nash, Jr. (
A Beautiful Mind), a Bluefield, WV native.
 Game theory is a way of looking at a whole
range of human behaviors as a game.

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Components of a Game
 Games have the following
characteristics:
 Players
 Rules
 Payoffs
 Based on Information
 Outcomes
 Strategies
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Types of Games
 We classify games into several types.
 By the number of players:
 By the Rules:
 By the Payoff Structure:
 By the Amount of Information Available to
the players

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Games as Defined by the
Number of Players:
 1-person (or game against nature,
game of chance)
 2-person
 n-person( 3-person & up)

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Games as Defined by the
Rules:
 These determine the number of
options/alternatives in the play of the
game.
 The payoff matrix has a structure
(independent of value) that is a function
of the rules of the game.
 Thus many games have a 2x2 structure
due to 2 alternatives for each player.
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Games as Defined by the
Payoff Structure:
 Zero-sum
 Non-zero sum
 (and occasionally Constant sum)
 Examples:
 Zero-sum
 Classic games: Chess, checkers, tennis, poker.
 Political Games: Elections, War
 Non-zero sum
 Classic games: Football (?), D&D, Video games
 Political Games: Policy Process

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Games defined by information
 In games of perfect information, each player
moves sequentially, and knows all previous
moves by the opponent.
 Chess & checkers are perfect information games
 Poker is not
 In a game of complete information, the rules are
known from the beginning, along with all possible
payoffs, but not necessarily chance moves

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Strategies
 We also classify the strategies that we
employ:
 It is natural to suppose that one player
will attempt to anticipate what the other
player will do. Hence
 Minimax - to minimize the maximum loss -
a defensive strategy
 Maximin - to maximize the minimum gain -
an offensive strategy.
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Iterated Play
 Games can also have sequential play
which lends to more complex strategies.
 (Tit-for-tat - always respond in kind.
 Tat-for-tit - always respond conflictually to
cooperation and cooperatively towards
conflict.

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Game or Nash Equilibria
 Games also often have solutions or
equilibrium points.
 These are outcomes which, owing to the
selection of particular reasonable
strategies will result in a determined
outcome.
 An equilibrium is that point where it is not
to either players advantage to unilaterally
change
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his or her mind. 10
Saddle points
 The Nash equilibrium is also called a
saddle point because of the two curves
used to construct it:
 an upward arching Maximin gain curve
 and a downward arc for minimum loss.
 Draw in 3-d, this has the general shape of a
western saddle (or the shape of the universe;
and if you prefer). .

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Some Simple Examples
 Battle of the Bismark Sea
 Prisoner’s Dilemma
 Chicken

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The Battle of the Bismarck Sea
 Simple 2x2 Game
 US WWII Battle
Japanese Options
Sail Sail
North South
Recon 2 Days 2 Days
US North
Options Recon 1 Day 3 Days
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South 13
The Battle of the Bismarck Sea
Japanese Options
Sail Sail Minima
North South of Rows
Recon 2 Days 2 Days 2
US North
Options Recon 1 Day 3 Days 1
South
Maxima of Columns 2 3
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The Battle of the Bismarck Sea
- examined
 This is an excellent example of a two-person
zero-sum game with a Nash equilibrium point.
 Each side has reason to employ a particular
strategy
 Maximin for US
 Minimax for Japanese).
 If both employ these strategies, then the
outcome will be Sail North/Watch North.

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Decision Tree
Decision Tree Version of Battle of Bismark Sea

Search
North
2

Sail North

Search
South
1

Japanese

Search
North
2

Sail South

Search
South
3
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The Prisoners Dilemma
 The Prisoner’s dilemma is also 2-person
game but not a zero-sum game.
 It also has an equilibrium point, and
that is what makes it interesting.
 The Prisoner's dilemma is best
interpreted via a “story.”

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A Simple Prisoner’s Dilemma
Prisoner A
~ Confess Confess

~ Confess -1 0
-1 -10
Prisoner B
Confess -10 -5
0 -5

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Alternate Prisoner’s Dilemma
Language
Uses Cooperate instead of Confess to denote player cooperation with
each other instead of with prosecutor.

Prisoner A
Cooperate Defect

Cooperate -1 0
-1 -10
Prisoner B
Defect -10 -5
0 -5

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What Characterizes a
Prisoner’s Dilemma
Uses Cooperate instead of Confess to denote player cooperation with
each other instead of with prosecutor.

Prisoner A
Cooperate Defect

Cooperate Reward Tempt


Reward Sucker
Prisoner B
Defect Sucker Punish
Tempt Punish

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What makes a Game a
Prisoner’s Dilemma?
 We can characterize the set of choices in a
PD as:
 Temptation (desire to double-cross other player)
 Reward (cooperate with other player)
 Punishment (play it safe)
 Sucker (the player who is double-crossed)
 A game is a Prisoner’s Dilemma whenever:
 T>R>P>S
 Or Temptation > Reward > Punishment > Sucker
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What is the Outcome of a PD?
 The saddle point is where both Confess
 This is the result of using a Minimax
strategy.
 Two aspects of the game can make a
difference.
 The game assumes no communication
 The strategies can be altered if there is
sufficient trust between the players.

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Solutions to PD?
 The Reward option is the joint optimal
payoff.
 Can Prisoner’s reach this?
 Minimax strategies make this impossible
 Are there other strategies?

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Iterated Play
 The PD is a single decision game in
which the Nash equilibrium results from
a dominant strategy.
 In iterated play (a series of PDs),
conditional strategies can be selected

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The Theory of Metagames
 Metagames step back from the game and look
at the other players strategy
 Strategic choice is based upon opponents
choice.
 For instance, we could adopt the following
strategies:
 Tit-for-tat
 Tat-for-tit
 Choose Confess regardless
 Choose ~Confess regardless

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A Prisoner’s Dilemma
Metagame
Prisoner A
~ Confess Confess Tit-for-tat Tat-for-tit
Regardless Regardless

~ Confess -1 0 -1 0
-1 -10 -1 -10
Pris
B Confess -10 -5 -5 -10
0 -5 -5 0

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The Full PD Metagame
 See page 36 in Brahms
 Using the Metagame tit-for-tat strategy,
we get three possible equilibria
 One the original both confess
 The other two, both ~confess (a
cooperative solution)

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The Morality of tit-for-tat
 Note that the conditional strategy of
cooperate regardless is a direct manifestation
of the Golden rule, perhaps the simplest and
most ubiquitous moral maxim we have.
 Tit-for-tat invokes a rough system of justice
(or equality in any event)
 Because tit-for-tat always results in equal
payoff to both players, it is a very equitable
strategy.
 It also teaches its morality, by encouraging
mutual benefit through reciprocity.
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Chicken
 The game that we call chicken is widely
played in everyday life
 bicycles
 Cars
 Interpersonal relations
 And more…

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The Game of Chicken
Driver A
~ Swerve Swerve

~ Swerve 1 2
1 4
Driver B
Swerve 4 3
2 3

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Chicken is an Unstable game
 There is no saddle point in the game.
 No matter what the players choose, at
least one player can unilaterally change
for some advantage.
 Chicken is therefore unstable.
 We cannot predict the outcome

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Chicken is Nuclear Deterrence

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National Missile Defense
 Let’s pick a current problem
 National Missile Defense
 Structure this as a game

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The Game of National Missile
Defense
US
Build ~ Build

Attack $60B $1Tr


$5B+G $5B+G
Rogue State
~ Attack $60B 0
0 0

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Calculating Expected Utility of
NMD
 E(Build)=pA(B-C)+p~A(B-C)
 E(~Build)=pA(B-C)+p~A(B-C)

 E(Build)=pA(0-60)+p~A(0-60)
 E(~Build)=pA(0-1000)+p~A(0-0)

 Build NMD if E(Build)>E(~Build)


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Spreadsheet
 Open Excel table

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Utility Curves

p1
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Adding Complexity
 More players
 Information differences
 If players do not know the payoffs then
they have very incomplete information
 Nested Games
 The

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Tragedy of the Commons
 First observed during the British
Enclosure movement
 Describes the problem of the
unregulated use of a public good
 Take a commons – e.g. a common
pasture for grazing of cattle in a village

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An example
 Take a village with 10 families
 Each family has 10 cows which just
exactly provide the food they need.
 The village commons has a carrying
capacity of 100 cows

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Cow Carrying Capacity
 Each cow produces 500 lbs of meat & dairy
per year up to or at carrying capacity of the
pasture.
 10 families X 10 Cows X 500 lbs =
50,000 lbs of food at carrying capacity

 …and then Farmer Symthe’s wife has triplets…

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One more cow
 So Farmer Smythe decides he really needs
one more cow.
 And there is no one to tell him no because
the commons is an unregulated public good
 Like
 Air
 Water
 Security ?

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Reduced Capacity
 With the overgrazing, each cow will now
produce only 490 lbs of food.
 10 families X 10 Cows X 490 lbs =
49,000 lbs of food at carrying capacity
 Each family gets 4900 lbs of meat & dairy,
instead of 5000.
 Except Farmer Smythe, who gets 5390 lbs
 Even with the reduced carrying capacity, it is
still to his advantage to add the extra cow

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Look Familiar?
 Look at the situation
 N players
 Equilibrium solution is to ~ cooperate
 Joint optimal outcome is to cooperate,
 This is an n-person Prisoner’s dilemma

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Thinking Strategically
10 Tales of Strategy
 Dixit and Nalebuff offer 10 simple
concepts that are strategic in nature.
 They are worth reviewing, as they all
demonstrate some particular strategic
choice.

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The Hot Hand
 Are ‘hot hands’ just random sequences in a long
series of trials?
 Probabilistic analysis suggests that what sports
observers claim as periods of exceptional
performance are not statistically excessive
 But hot hands may be masked by team responses.
 Take tennis:
 If your backhand is weak, your opponent will play to it.
 Improve your backhand, and you get to use your better
forehand more

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To Lead or not to Lead
 Front-runner strategy
 The leading sailboat copies the strategy
of the trailing boat.
 Doesn’t work in 3 boat races
 Applicable to election?
 When to go negative?

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Go Directly to Jail
 Just the Prisoner’s Dilemma

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Here I stand
 Taking an irrevocable stand may change
your opponent’s strategies.
 A public statement makes a commitment
(and thereby changes payoffs) in ways
that may dictate an outcome.
 Opponent has to “take it or leave it.
 May be costly next time!

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Belling the Cat
 Is the individual willing to assume the risks of
the group
 This is a “Hostages Dilemma”
 Note the reference to plane full of passengers
powerless before a hijacker with a gun.
 Is this likely to be the case after 9/11?
 What does this say about this strategic decision?

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The Thin End of the Wedge
 Special interests get attention due to a
one-at-time strategy
 We approve special provisions for a
single request, when if we looked at the
aggregate impact of many such
requests, we might not…
 Line item veto is strategy for dealing
with it.

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Look before you leap
 Look at long term
consequences/commitments prior to
decision
 E.g heroin

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Mix your plays
 Rely on your best strategy – strongest
asset
 But not exclusively
 If you run the football every play, the
defensive backfield will pull in and you
will be less effective.
 The pass sets up the run.

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Never give a sucker an even bet
 When someone offers to bet you, they
often know the odds – don’t bet.
 Such as appliance warranties

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Game theory can be
dangerous to your health
 Check your bargaining position before
you negotiate.
 Do you negotiate first or afterwards?
 Does your physical setting influence
strategy?

12/11/22 55
Other Games
 Battle of the Sexes

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Battle of the Sexes
M
Football Ballet

Football 2 0
1 0
F
Ballet 0 1
0 2

12/11/22 57
Battle of the sexes

12/11/22 58

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