Part 09
Part 09
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Game Theory Pioneers
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Game Theory Pioneers
Oskar Morgenstern (1902–1977)
Ph.D. (Political Science), University of
Vienna, 1925.
Taught at Princeton University and the
Institute for Advanced Study at Princeton.
Many contributions to Economics and
Mathematics.
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Game Theory – Introduction
Game Theory: Useful in analyzing situations where outcomes depend
on a person’s decisions as well as the choices made by others interacting
with the person.
Some Applications:
Analysis:
1 Both A and B prepare for the presentation.
Each gets 100 for the presentation.
Each gets 80 for the exam.
Average score for each = 90.
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Game Example (continued)
Analysis: (continued)
2 Both A and B study for the exam.
Each gets 92 for the exam.
Each gets 84 for the presentation.
Average score for each = 88.
3 A studies for the exam and B prepares for the presentation.
A gets 92 for the exam and 92 for the presentation.
So, average score for A = 92.
B gets 80 for the exam and 92 for the presentation.
So, average score for B = 86.
4 A prepares for the presentation and B studies for the exam.
A gets 80 for the exam and 92 for the presentation.
So, average score for A = 86.
B gets 92 for the exam and 92 for the presentation.
So, average score for B = 92.
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Game Example (continued)
Summary of the Analysis – Payoff matrix:
B
Table shows the actions for A and B.
P E
The payoff value (x, y ) means that A’s
(average) score is x and B’s
P (90,90) (86,92)
A
(average) score is y .
E (92,86) (88,88) Note: A’s payoff depends on B’s
actions as well.
Basic ingredients of a game:
Consider the reasoning from A’s point of view. (B’s point of view is
similar because of symmetry.)
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Reasoning in the Exam-Presentation Game
B
Case 1: Suppose B chooses E.
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Exam-Presentation Game (continued)
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Exam-Presentation Game (continued)
Rational play (i.e., both players choose
E) leads to a payoff of 88 for each.
B
If they both choose P, note that each
P E of them can get a better payoff
P (90,90) (86,92) (namely, 90).
A
Based on the rationality assumption,
E (92,86) (88,88)
that choice cannot happen. (If A
agrees to choose P, B will choose E
to get a better payoff of 92.)
Prisoner’s Dilemma:
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Prisoner’s Dilemma (continued)
Payoff Matrix for Prisoner’s Dilemma
P2
Payoff value “−4” means a 4 year
C NC
jail term.
C (−4,−4) (0,−10)
P1
Maximizing payoff implies less
NC (−10,0) (−1,−1) jail time.
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Prisoner’s Dilemma (continued)
Consequences:
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Prisoner’s Dilemma (continued)
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Prisoner’s Dilemma (continued)
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Some Formal Definitions
Best Response:
Represents the best choice for a player, given the other player’s
choice.
P E
Notation:
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Some Formal Definitions (continued)
Additional Definitions:
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Some Formal Definitions (continued)
Additional Definitions (continued):
A dominant strategy for P1 is a strategy that is a best response
to every strategy of P2.
A strictly dominant strategy for P1 is a strategy that is a strict
best response to every strategy of P2.
Example:
P E
Here, P is a strictly dominant
P (98,98) (94,96)
A
strategy for both players.
E (96,94) (92,92)
Note: When a player has a strictly dominant strategy, the player should
be expected to use it (due to rationality).
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Strict Dominant Strategies
There are two versions, namely low cost (L) and upscale (U), of a
product X. (Strategies: L and U.)
There are two firms F1 and F2 (the players).
Market segment: 60% of the population will buy L
and 40% will buy U.
F1 and F2 capture 80% and 20% of the market respectively.
If only one firm manufactures L (or U), it will capture 100%
of the corresponding market.
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Market/Manufacturing Game (continued)
Computing Payoff Matrix:
Both F1 and F2 manufacture L.
Market segment is 60%.
F1 captures 80% of the market (i.e., 48% overall) and
F2 captures 12%.
So, the payoff for this case is (48, 12).
Other combinations can be computed similarly.
F2
L U
L (48,12) (60,40)
F1
U (40,60) (32,8)
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Market/Manufacturing Game (continued)
Analysis by F1:
F2
Case 1: F2 chooses L. Here, F1’s
L U
strict best response is L.
L (48,12) (60,40)
F1 Case 2: F2 chooses U. Again, F1’s
U (40,60) (32,8) strict best response is L.
Analysis by F2:
Both players know that each player knows all the rules
and will act rationally.
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The Concept of Equilibrium
Motivation:
F2
A
In this game, no player has a
B C
strictly dominant strategy.
A (4,4) (0,2) (0,2)
Reason: If F2 chooses A, F1’s
F1 B (0,0) (1,1) (0,2)
best response is A; however, if F2
C (0,0) (0,2) (1,1) chooses B, F1’s best response is B.
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The Concept of Equilibrium (continued)
Definition: A pair of strategies (x, y ) is a pure Nash equilibrium
(pure NE) if x is a best response to y and vice versa.
Example:
F2
A B C
Once the players choose (A, A), there is no incentive for either
player to switch to another strategy unilaterally.
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The Concept of Equilibrium (continued)
Example (continued)
F2
Consider the strategy pair (B, B).
A B C The payoff is (1, 1).
A (4,4) (0,2) (0,2)
If F1 plays B, F2’s best response is
F1 B (0,0) (1,1) (0,2) C (with payoff = 2).
Notes:
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Remarks on the Equilibrium Concept
It is based on beliefs. (If each player believes that the other player
will use a strategy which is part of an NE, then the other player has
an incentive to use his/her part of the NE.)
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Coordination Games
Example:
Payoff matrix:
P2
For this game, both (PP, PP) and (KN, KN) are pure NEs.
An unbalanced coordination game – payoffs for the two pure NEs
are different.
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Coordination Games (continued)
Contexts for coordination games – Some examples:
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Coordination Games – Focal Point
P2
The payoff is higher for the (KN, KN)
PP KN
equilibrium.
PP (1,1) (0,0)
P1 So, if the focal point is “higher payoff”,
(2,2)
KN (0,0) players will prefer (KN, KN).
A B
Strategies: L or R.
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Coordination Games – Focal Point (continued)
Example 2 (continued):
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Coordination Games – Focal Point (continued)
P2
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Anti-Coordination Games
Hawk-Dove Game:
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Anti-Coordination Games (continued)
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Games Without Pure Nash Equilibria
When games have one or more pure NE, we have some information
about the outcome (i.e., the players are likely to choose the
strategies corresponding to one of the equilibria).
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A Game Without any Pure Nash Equilibrium
Matching Pennies:
P2
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A Game Without any Pure Nash Equilibrium
Matching Pennies (continued):
P2
Reason:
For each pair of strategies, there is a player with a payoff of −1.
That player has an incentive to switch.
What should the players do?
If P1 knows what P2 is going to do, then P1 can always get a
payoff of +1.
So, P2 should make it difficult for P1 to guess what P2 will do;
that is, employ randomization.
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Mixed Strategies & Expected Payoff
Basic Ideas:
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Mixed Strategies & Expected Payoff (continued)
Notation:
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A Mixed Nash Equilibrium for Matching Pennies
Lemma 1: No pure strategy can be part of a mixed NE for the
Matching Pennies game.
Proof sketch:
We already know that there is no pure NE for the game; that is,
both P1 and P2 cannot use pure strategies in an equilibrium.
P2
H T
P2 plays H with probability q
H (−1, +1) (+1, −1)
(and T with probability 1 − q).
P1
T (+1, −1) (−1, +1)
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Mixed Strategies & Expected Payoff (continued)
Computing expected payoff (continued):
P2
H T
P2 plays H with probability q
H (−1, +1) (+1, −1)
(and T with probability 1 − q).
P1
T (+1, −1) (−1, +1)
Summary:
P1’s expected payoff when using pure strategy H = 1 − 2q.
P1’s expected payoff when using pure strategy T = 2q − 1.
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Mixed Strategies & Expected Payoff (continued)
Lemma 2 (Generalization): Suppose P1 and P2 use strategies p and q
respectively. Then
The expected payoff for P1 = (2p − 1)(1 − 2q).
The expected payoff for P2 = (1 − 2p)(1 − 2q).
Reason:
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Mixed Strategies & Expected Payoff (continued)
Consequences of Lemma 4:
Additional Remarks:
If P2 chooses q < 1/2 (i.e., plays T more often than H), then P1
will use the pure strategy H to gain advantage.
If P2 chooses q > 1/2 (i.e., plays H more often than T), then P1
will use the pure strategy T to gain advantage.
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Mixed Strategies & Expected Payoff (continued)
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Mixed Strategies & Expected Payoff (continued)
Another example for Mixed NE Computation: Consider the
following game.
P2
A B
Exercise: Does this game have one or
A (90, 10) (20, 80)
P1
more pure NE?
B (30, 70) (60, 40)
P2
A B
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Mixed Strategies & Expected Payoff (continued)
P2
A B
A similar calculation shows that P1 must
A (90, 10) (20, 80)
choose p = 0.3.
P1
B (30, 70) (60, 40)
So (0.3, 0.4) is a mixed NE for this game.
P2
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Games with Pure and Mixed NE
The class PPAD contains problems for which we know at least one
solution exists but finding a solution is difficult (“needle in a
haystack”).
It is believed that the class PPAD is different from the class NP.
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Pareto and Social Optimality
Presentation-Exam Game (discussed earlier):
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Pareto Optimality (continued)
Suppose we add one more vector (88, 90) to the set to get:
(90, 90), (86, 92), (92, 86), (88, 88), (88, 90)
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Pareto Optimality (continued)
Definition: A payoff vector (x1 , y1 ) dominates another payoff vector
(x2 , y2 ) if all the following conditions hold:
1 x1 ≥ x2 ,
2 y1 ≥ y2 and
3 at least one of these inequalities is strict (i.e., ‘>’ instead of ‘≥’).
Examples:
The vector (88, 90) dominates (88, 88).
The vector (86, 92) does not dominate (88, 88).
A vector (x, y ) does not dominate itself.
Representation:
(x1, y1)
X = {(90, 90), (86, 92), (92, 86), (88, 88), (88, 90)}.
(88, 88)
Example:
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Social Optimality
Some Pareto optimal strategies provide outcomes that are good for
both players (“good for society”).
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Pareto Optimality vs Social Optimality
Proof:
Part 1: Suppose a payoff vector (x, y ) is a social optimum but not
Pareto optimal.
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Nash Equilibrium vs Social Welfare Maximizer
Note: We consider pure Nash equilibria.
Note: We will consider two contexts where we can quantify how the
total value of a pure NE compares with the social optimum.
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Applying Game Theory to Network Problems
Example – Traffic in transportation networks:
C
x/100 45 4000 players (Drivers)
A B
Strategies: {A-C-B, A-D-B}
45
x/100
Payoff for each player: Travel time
D
Notes:
There is no dominant strategy for any player; the travel time for a
route depends on the number of players using that route.
There are many pure Nash equilibria for this game.
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Applying Game Theory ... (continued)
Theorem:
2 In every pure NE, each route has the same number of cars.
0
Surprise: There is a unique pure NE
A
45
B where every player uses the route
x/100
A-C-D-B.
D
C
45
Consider the flow pattern with 2000
x/100
players using A-C-B and 2000 using
0
A B A-D-B.
45
x/100
D Travel time for each player = 65.
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Braess’s Paradox (continued)
Braess’s Paradox:
Travel time in a pure NE increases even though resources were
added to the system.
Named after Dietrich Braess (1938–), a Mathematician from
Germany.
Result published in 1969.
For the pure NE, travel time for each player = 80.
So, total time (cost) for this pure NE = 4000 × 80 = 320, 000.
For the social optimum, travel time for each player = 65.
So, cost of social optimum = 4000 × 65 = 260, 000.
This example shows that cost of pure NE can be larger than that of
social optimum.
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A General Model for the Problem
Ref: [Roughgarden & Tardos, 2002]
Notes:
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A Model for Multicast in Computer Networks
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A Model for Multicast ... (continued)
Example:
s
Two players P1 and P2 .
5
Choices for P1 : s → t1 or s → v → t1 .
4 8
v Choices for P2 : s → t2 or s → v → t2 .
1 1
Initial choice: P1 uses the edge
t1 t2 s → t1 and P2 uses the edge s → t1 .
Moves:
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A Model for Multicast ... (continued)
s Equilibrium:
5 P1 uses s → v → t1 and
4 8
v P2 uses s → v → t2 .
1 1
Now, neither player has an incentive to
t1 t2 switch.
s
Equilibrium 1: P1 uses s → x → v → t1 and
1.1 2
P2 uses s → x → v → t2 . (Cost for each player
x y
= 1.1/2 = 0.55.)
0 0
v Equilibrium 2: P1 uses s → y → v → t1 and
0 0 P2 uses s → y → v → t2 . (Cost for each player
= 2/2 = 1.0.)
t1 t2
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A Model for Multicast ... (continued)
Example – Social optimum need not be an equilibrium:
s
Social optimum: P1 uses s → v → t1 and
5 5
P2 uses s → v → t2 .
3
v
Total cost = 7. (Cost for each player = 3.5.)
1 1
t1 t2
This is not an equilibrium.
Moves:
P1 has an incentive to switch to s → t1 (since the cost decreases
from 3.5 to 3).
Once P1 switches, P2 has an incentive to switch to s → t2 (since
the cost decreases from 6 to 5).
The situation where
P1 uses s → t1 and
P2 uses s → t2 is an equilibrium.
Social cost at this equilibrium = 8.
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A Model for Multicast ... (continued)
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