AN ITERATIVE METHOD FOR FINDING A SOLUTION To A ZERO-SUM TWO PERSON RECTANGULAR GAME by ROBERT JAMES JIRKA A THESIS submitted to OREGON STATE COLLEGE partial fulfillment of the requirement for the degree of in MASTER OF SCIENCE June 1959 APPROVED Associate Professor of Mathematics in Charge of Major Chairman of Department of Mathematics Chairman of School of Science Graduate Committee Dean of Graduate School Date thesis is presented Typed by Jolan Eross May l2. 1959 TABLE OF CONTENTS Page I. INTRODWTION THE ITERATIVE CHAPTER II. III. CHAPTER IV. CHAPTER CHAPTER i PREDE PROOF OF CONVERGENCE OTHER METHODS FOEL 7 18 SOLVING GAMES CHAPTER V. NUMERICAL EXAMPLES 34 BIBLIOGRAPHY 39 AN ITERATIVE METHOD FR FINDING A SOLUTION TO A ZERO-SUM TWo PERSON RECTANGULAR GAME CHAPTER I INTROD UGT ION Game theory is a branch of mathematics which deals with problems where various persons with conflicting in- terests interact with each öther and the outcome of their interaction is partially controlled by each of the various participants. games of strategy, The theory restricts itself to i.e., games where the various players can use their ingenuity to affect the outcome. Games of strategy, as a subject for mathematical study, had its beginning in comparatively recent times. The first formalization of the subject was by Von Neumann (9, Ps 295-320) in 1928. The theory did not stimulate much interest and very little was done until 1944, when Von Neumann and Morgenstern on the (io) came out with a subject titled Theory of Games and Economic Be- havior. This book was the stimulus that the theory needed. It made available of book interests was a to many fields, fundamental assumption, approach to many of their problems. present time game theory has become where conflict a systematic From 1944 up to the a tool highly 2 applicable to fields which were here-to-fore considered completely separated from mathematical analysis (business, etc.). sociology, Before defining the special type of game with which this paper is concerned we shall define some terms which apply to the theory in general. If a person has available to him a set of alter- natives from which he picks out one, then the one chosen is defined to be a choice. The point of time at which he is given the set from which he makes called a move. a choice is A game is then defined to be a set of rules which defines the number of players and materials defines for each player to be used; a class of sets of alternatives, the order of the moves, and finally after the last choice, if there is a last one, what will be the reward (payoff) to each player (money, prestige, death, etc.). A realization of the rules is defined to be play nf the game. A strategy is a a preconceived plan which tells the player what choice to make at every move. If the sum of all the payoffs to all the players for every conceivable play of the game is zero, then the game Is zero-sum. This paper is concerned with game called a a special type of zero-sum two person rectangular game. game is defined as follows. Two people which we will The 3 denote by (a1) matrix of real numbers j , 1, = chooses P1 e, and rn) number from a a amount ai m P1 simultaneously P2 Then pays P2 from the payoff matrix, where and P1 P2. was the choice of j i mean htgamett or "rectangular Xj x1, > O, , was the The game game" will be used to i = is an rn-vector P1 such that XmH 1, , such vectors by Smi m. each member of the set P1 the zero-sum two person rectangular game. a A strategy for x = P1 From now on consists of just one move for each player. the words is given the set P2 his set and number from his set. chooses choice of (i, a from which they are to make their choices. n) ', '', 1, i called the payoff matrix. n, the set rf numbers (i, There is given play the game. P2 and P1 is (1, a P1 will choose and vector which assigns to .., uses in making his choice; ity that = 1 will denote the set of all e X x. i. n) a probability which i.e., x1 In essence is the P1 probabilis letting Some chance device determine which number he will pick from the set egy for , (1, In an analogus manner in). is an n-vector P2 and = i y. 4 > y O, Y = ({ = 1, j , n. S. the set of all such n-vectors by such that will denote e A strategy for X such that one of the components is one and all the rest P1 are zero is called pure strategy and all others are a A similar definiticn holds for called mixed strategies. the strategies of payoff matrix, and P2. 1=1, ',m, j=i, ',rì (a1) If uses the strategy P1 Y = uses the strategy P2 expectation to payoff matrix of strategy = ii y, X 'e', = i = a II , then the m i, game, x, yff , 1=1 in, j = 1, n is the solution to the game consists of a ', for x1 y.. a l=]_ (a11), XII, fix1, yJ' y1, E (X, Y) = If X isany is defined to be P1 n a y, .., yJJ strat- a xII P2, for and a P1, a strategy real number y such 5 In that a1 x > y for i = 1, i = 1, , m. , and n n a1y y < for is called an i=l * optimal strategy for for The number P2. y is an optimal strategy Y and P1 called the value of the game. The existence of a solution for any rectangular game is guaranteed by the fundamental theorem of rectangular games, known as the minimax theorem. (a) that for any payoff matrix j = 1, max XeS .. , min YeS we always have n E(X,Y) min YeS i n = 1, max XeS existing and equal. It ', states m, E(X,Y) and m The minirnax theorem can be shown to he equivalent to the existence of a solution to the game whose payoff matrix is ( ajj), i = 1, ., m, j 1, s'', n. Several excellent treatments of the equivalent definitions for a solution to a rectangular game arid proofs of the minimax theorem ara available in the literature. A good and complete treatment with historical remarks on the subject can be found in Games and Decisions (6). Since we see that any rectangular game has at least one solution, the question arises as how to find the solutions. It is quite easily shown that the set of optimal strategies for P2. ly for P1 is a convex set and similar- The value of the game is of course unique. The purpose of this paper is to present an iterative method which gives of points in m point determines and n + + a i a sequence, finite or infinite, dimensional vector space. strategy for real number approximation a P1, a Each strategy for P2 to the value of the game. If the seouence is infinite, it will be shown to converge to a point which gives an optimal strategy for optimal strategy for P2 P1, an and the value of the game. The sequence will be finite if any point determines a solution to the game. The method is fundamentally Each it point determined is a by a relaxation method. the method is checked to see if solution by forming a set of scalar products and checking this set to see if any of the products are negative. If one or more of the products are negative, then the new point is determined so as to make the next set of products have negative terms which are less negative or all positive. 7 CHAPTER II THE ITERATIVE PRCCEDURE In view of the definition of problem of sol 'ing matrix (a11), wish to find = i game becomes: a 1, vector a 11y, = x and II , m, ', solution the a given the payoff = j , xI I(x, .., real number a m we n , a , vector such that y n a x > for y = 1, j , n a1 , 1=1 < y y j=l * for i for jl,,n, = 1, x1 > O m, ', for = i ' m , m y n * * ç. )x l y.=l. and J i=l i=l Before continuing let us introduce some new notation which will be more convenient later on. Let n-components A. a11, = s, rn-components Aol = 1r j I ami, P s.. P O, , n-components r- i 'O A se. , oil -1 > O for i = ', 1, and n let rn-components '' A1 = Ito 'S. -a1_,l O, , '', J O, i=n+1, for A - = 0, 1, * Z * = JJx Y a game is then equivalent m + n + i - vector y x1, X * * , 0 1, m+n , The problem of solving to finding an ', n-components rn-components A0 II * "' * Y1 * , y,V II such that (2.1) A1Z (2.2) x (2.3) Yq * for O > i = 1, * > O for p = 1, O for q = Lp i and * ', ', m + n m n , m (2.4) = x p=1 n (2.5) V * Yq' q=1 The method begins with any in + n + i - vector y, IIx(1), and (2.4) vii and follows the procedure described (2.5) below for getting the = (k+l)-s.t j; xW, (2.3), (2.4) A1Z, i for all i, = (k) (k) and then The value , m+n) 1, , (1, i = A. k is de- such that m+n and if there must necessarily be negative. (k+1) j1(k+1), (k+1), (k+1) _(k+i) _(k+i) Xm a k' -(k+i) -(k+i) ... p p p new vector = j; p For is from the set Knowing this value of n). , V ; formed by the formula (2.6) o one such subscript, choose any one of them. i, xl > then the subscript If not, convenience let us assume that k If solution to the game and is a for is more than are formed. m+n, 1, < (2.2), (2.5), the scalar products termined from the set .(k) a which satisfies ji we are finished. A. iterant from the k-th Assuming that we have arrìved at iterant. (2.3), (2.2), satisfying (k+i) 1(k) a B. 3k + p where o -1 = - z(1d.B. i [. b0 = - + L c0s2 e. - a J BJ.B0 A. i b0 = )Th A (A B (A k = Ojk °k )1/i A. 3k 3k A. Ojk = (A Ojk A Ojk and cos 8 = k A Ojk )1/2 A k (A0.A0) 1/2 1/2 (Aj k In (2.6) is no more than R. A. normalized 3k similarly and B0. A0. is normalized. By defini- k tion cos is the cosine of the angle between O. two vectors A A and space and is by definition (A0 'A k ) / (A0. k Schwarz's inequality ecivai to (A. 3k A. )1/2 A0 k (7, m + n + In . p. 189) i )1/2 3k we have the dimensional Using 11 I (A0.Aj) < (A0j )h/'2 A0j (A.A)1/2 and hence -1 that is a cos2 e. < i The expression . 1 1. - cos2 O. J factor which is introduced to increase the rate of convergence; cos 1 O A0. multiple of a we have for the components of (2.6) From since A1 is not m b (2.7) (k+1) (2.9) m(1- + icos2ej (k) = Yq (k+1) = q = for , where - i b k unchanged. cos2 o. n (-b. )(B. k 3k (k) i In p= i p=i, -(k+i) Yq b _______________ p for (2.8) (k) (B. .z(k) 3k (B. .z(k) 3k 3k . (2.8) (A. 3k )1[2 A k we see that the y-components are left This is because we assumed which gave us vectors B. and B0. 3k 3k < n + i whose components 12 corresponding to the y-components of -(k+i) Therefore we have immediately that and (2.5). (2.3) are zero. If we had had k > n + x-components would have been unchanged and have immediately satisfied (2.2) satisfies Z then the i -(k+i) Z (2.4). and would From (2.7) we have m m (B. .z(k) 3k m (k1) V ,(ic) Lp p=i p=l m m(Bj.Z (k))( b) since z k + (k) xp p=1 (k+i) Therefore p=1 m 20) - b l-cos2S - p1 m(1 L satisfies (2.3), (2.4) and (2.5) did. Geometrically, we have taken the point and determined on which side of the linear surfaces A1'Z A. = O Z = O the point lies. we had a was farthest from it on its such that negative side. Thus we chose the surface If there was no such surface we knew that solution. If was not passed along the normal to the surface a solution, we A. 3k Z O a 13 was from the sur- distance determined by how far face and by the cosine nf the angle between the surfaces A.Z and = O = i Then we passed along the . normal to the surface (k+i) the point = until we arrived at 1 on the surface = 1 Returning to the analytic discussion, one of two things can happen; satisfy it does not (k+i) then let using . then apply give us a either (2.2). = If satisfies Z (k+ If satisfies (2.2), and continue the iteration k+i) does not satisfy satisfying (2.3), (2.2), (2.2), we which will different procedure to Z+1) or (2.2) (2.4) and (2.5). Vith the vector -(k+i) Z procedure which satisfies not (2.2) (k+i) (2.3, obtained from the above (2.4) we begin by placing the and (2.5) but x-comporìents of which correspond to the negative x-components 14 All of them cannot be nega- equal to zero. of in Uve y' _(k+i) since x Y For convenience let us = 1. p=l ;(k+1), Suppose r < m, were the negative r 1. (k+i) components of Now determine all of the sums r (k+i) -(ki) xi i + i=l m - for r = r + i such that the sum is negative let For all m i (k+1) x1 -- O If none of the sums are negative, we could now form the rest of (k+i) Let us assume that some ef the sums were negative and for convenience let us assume that they were for i = r + 1, '', r + Again determine the S r+s (k+i) : sums (k+i) J. + 1=1 m-(r+s) for i If none of the sums are negative, the rest of the components of Z = r + s + i m we could now determine (k+1) If some are negative, we would keep on repeating the above procedure until non? of the sums were negative and each time 15 Çk+1),5 putting the corresponding equal to zero when the sum was negative. Let us assume that for either -(k+i) < O x i = 1, _(k+1) X1 or that we have t , was such that one of the sums defined above was negative and all the other (k+i) (k+1) terms were such that mt + i t + i Then form Z (2.10) x (k+i) > , m 1, as follows (k+i) - - x (k+i) 2 3. = (k+1) =Xt -0 t -(k+i) V bXi -(k+1) (k+1) (2.11) _Xi i i = t + 1, satisfies (2.10) and (2.12) (2.3) for ", m for j = 1, ", n (k+i) (k+1) From i=l fflt -k+i (k+i) (2.12) + and (2.11) we have immediately that (2.5) since we see that (k+i) did. From 16 t m 41)= (m-t) m -(k+i) V' Lxi In k+i), i=l (k+') (m-t) i=l i=t+l 1=1 (k+') Since satisfies satisfied (2.4). z+1) then some one of the we have that (2.4) evidently satisfies i.oreover we can conclude that i m t (2.2). for if it were k+1) x-components of would have been the last one to be removed by the sum process defined above, let us say it was . (k+1) Now in- i (k+1) was made zero because -k+1 Xm cannot be, since satisfies value of f 1. = (2.2), 1(k+') 1=1 + (2.3), (2.4) < O. i) But this Therefore and (2.5). With this go back to the beginning of the iterative procedure and start over again. Geometrically, we cannot say much about this part of the method. be a We know that a solution to the game must point which lies in the positive orthant as far as the first m + n components of the point are concerned. 17 j) The point does not satisfy this condition. negative components (considering only the first components) are made zero, which gives a The m + n point that does. But now this point does not lie on the surface X1 = 1. hence we go along the normal until is determined on X1 i above over x = 1 arid point But this may take us out of the positive orthant (as far as the first components are concerned). a m + n Essentially we repeat the over until we come to a point on which is in the positive orthant. IIj CHAPTER III CONVERGENCE PRflOF OF of Chapter If for any iteration of the method we get which is a and nothing more needs to be said. then we wish If not, IZ(IdJ to show that the sequence method converges to then we are through solution, a generated by the solution of the game, i.e., the a limit of the sequence gives an optimal strategy for an optimal strategy for and the P2 X, If II y Ux, = value of the gaine. r;;;, , ' P1, V are any two vectors in and m + n + * space, then the distance between by * Z - ¿ (k' [(x_x)2 Z and is defined to be the real ...+ + dimensional i Z (k) denoted number (x*_x 1/2 (_k)) 2 ( \ J game, i.e., Z * * * Let j X , is an Y , y J optimal be any solution strategy for P1, to the Y i. 19 game. is the value of the y We know that one always exists as [Z(1d} vergence of consequence of a The method of proof of the con- the minimax theorem. k and P2 an optimal strategy for will be to first show that for all we have (k)1 - < um this fact to show that the and then using exists and is a ksolution to the game. Now from * (3.1) ¡Z we have (2.6) * 2 -(k+i) -Z I = (x -x 1 (k) + 1 1 - cos2 - m (B. .z(k rn(1 b +'+ * (x- . (k)+ m cos2 .z(k)» 3k - cos2 C )\2 3k 1 e z(k) (B. mjk - b m(l k - cos2 C I ) k )(. (b k i i n ( which when the first rn \ .zk) / \ 3k 1-cog2 terms and the last term on 2 20 the right are expanded and collected becomes z)2 (B. * (3.2) Iz - * -(k+i )12= 2 (k) ¡ + + i (1-cos2O. .z(kB. z*) 2(B. 2(B. (B. 3k 'z)2 cos2 e. - i m Z (k2 'j b) 2 p1 . i-cos2O m (i e - m (b jk0jk combining terms, Iz - z k+1)1 cos2 O. m (3.2) lz*_ = , by 3k becomes 2 * (3.3) =i 2 Since )2 l2_ (B. 3k i-cos2O 2(B. i - .z(k)B. c0s2 * 'z 21 Since and we have that cos2 8. B. we < 1 B. < O, Z * -> O (3.3) can conclude from that * (3.4) - -k+i z' (2.10), From * < ' - Lz (2.11) (k z ' and (2.12) we have (3.5) * Iz -z ( k+1)12 = * * (x)2+''+ * (xt)2+ t (xt+i -(k+) xt+i (k+') 2 m-t t * +...+ (, -(k+i) mxm 1=1 * * _(k+1h2 +...+ _(k+i) (ya- ''n y i 2 i + (y - _(k+i))2 V which when 2 (k+i) added and subtracted from the (_(k+i))2 right side is and terms 22 are expanded becomes t (3.6) Iz*_ 7(k+i)12_ Iz*_ (k+i)2 *_(k+1) x1x1 + 2 1=1 t t r-m -2L L1=t+l i _(k+1) (x.-x1 )j * ' m-t + m-t t * L i=l i=l m Since ((k+1))2 k+1) -(k+1) (x1- x * -(k) - x1), v ) we (x1 = 1=1 i=t+l get when we substitute this into and (3.6) collect terms that t (k+))2 ( Iz*_ z(11)i2= I7) (k+1)12 i=l t t 2 \ -(k+1) x 2 t ((k+1))2 i *_(k.) 1=1 x1x1 , m 1=1 Recall that m-t 1=1 (k+i) = O, x1 i = 1, - they were made zero for one of two reasons, t -' * Lxi i=l t t and that either 23 -(k+i) Lx k+') < i=l -(k+1) or O + x m-s < O for some > O for s < t (k+i) xi and furthermore Let us assume give a x i-1 k4i) that negative t, < sum and hence that t. it was the largest negative sum such as de- c'f Furthermore let us assume that the were made zero in Hence subscripts. > i the last component to was the positive terms to give a scribed above. - m - t for some s the same order as = t - p < p + their we have t-p v -(k+i) xi 1=1 m Since -(k+i) m - < O -t+p t + p > O for m and i = t - - > O l,', we have for that __ t-p (k+i) -(k+i) m-t which gives Xt + m-t+p t. <O i = t t-p (m - t) -(k+i) Lxl -(k+i) + (k+i) SÇ' +pXt Xt 1=1 <o m-t -(k+i) Since Xt -(k+i) > for - i = i + t, t we have (p - i) -(k+i) x _(k+i) x. > or i=t-p+1 t px .-(k+i) > L t (k+i) -(k+i)> x1 +Xt (k+) it-p+1 i=t-p+1 Hence we have t-p .(k+i) t (m-t) (k+i) .(k+') + + it-p+1 1=1 m-t t ' t-p (iz+i) -k+i Lx1 pXt i=i _________- m-t Therefore, since we have -(k+i) Xt -(k+i) xt + Lx j=1 < o m-t ._(k+i) x for i i ' , '-, 25 t (k+1) (k+i) 1=1 m-t Finally since x for < O > O, = i u.. = i i , 1, we have t t -(k+i) y' Lx 2 * _(k+1) Lxii V1 term of (3.8) (3.7). m-t Hence we can conclude from (3.7) that Iz*_ (k+i)1 Iz*_ < Therefore from (3.4) From z+1)j z* (3.9) (3.9) which is the last O, ) we have < a Iz*_ and we have (3.8) (k+i)1 z < Ê monotonic decreasing sequence Hence the of non-negative real numbers. sequence (3.9) [jz*_z(1d1} converges as k we obviously have the sequence Then from . (k+i)1 [Iz* converging and its limit is the same as the limit of the sequence {Iz* 2(k)j}, Therefore, from we can (3.3) conclude 4 Z ) -'k . (3.10) * .z(k)B 2(B 3k hm o [_ l-cos2 ê i - cos2 I 26 Since each term in the souare brackets of negative we must have kco , the set (i, of a member the From that y ¡ B. .z(1d 3k 11m a max j where = O is k one can see immediately y The . ¡ is m+n). of definition (3.10) set of all L,j Z = X, Y, if y such II that m n = 1, x x1 > O, = 1, i 1=1 and m y,=1,yj n, , dimensional vector space. Hence by the theorem we can extract from (k.) convergent subsequence a (k.) 1 Z have 11m = z 1*co i- 11m k' 1= B = B satisfies Let 0, we must also -'k for any p, But (k1) (k.) p B.Z sequence . J Z' B (k1) = O. [ (k.) we have Z Since Z B. subset of is a closed and bounded la1l < max i,j ivi Weierstrass's 11m j=l,', j=1 + n + 1 11m 0, > > p O (2.2) Z and, since 'Z B. k for and p = 1, ", (2.3). < B p 'Z i m + n. Since Obviously for each k1 we n 27 m n k. and i have k Therefore 1. Yq Z is a so- i: q=l p=l lution to the game. Since (k.) i um such N there exists an Z - z for an arbitrary = Z, s > that (k.) 1 k1 > N. for all * Then from by replacing (3.9) I Therefore we Z - z(k)i can conclude converges to the is a solution to the game. by Z for all we have Z k k1 that the entire sequence value Z which we have shown O CHAPTER IV OTHER METHODS FCR SOLVING GAMES. There are several methods already available for solving rectangular games. Some are of finite algo- a rithm character which give all solutions to the game The while others are of the infinite iterative type. following is an explanation of several of them. Brown's method and Bellman's method will be used for comparison purposes. SIMPLEX METHOD. The method most used today is the simplex method which is (3, p. a computational technique devised by Dantzig 339-347) for solving linear programming problems. Since any rectangular game can be made into programming problem (4, p. method can be used t, solve all solutions to the game in a linear 330-338), the simplex game. The method gives a a finite number of steps. STATISTICAL METHOD OF BROWN. The most simple of the methods is method by Brown (8, p. 296-301). It is a statistical based on the idea of making present decisions dependent on past 29 history. .., = 1, j Given i = plays the pure strategy P n, (a1) a payoff matrix ', 1, X1 denotes tining a (1, ', A ( i one and the rest zero and a1' ( ' ( = matrix. row of the such that where A ( i-th Y. 2 is a member of the set j is the ' vector now uses the pure strategy P (i, minimum elements in is one of the aÇ H con- is from the set i now starts an accumulated sum P in). a', ) i-th component strategy with the a where X1 i m, , n) such A(i). 2 J i starts an accumulative sum vector P now uses the pure strategy of the set (1, ', m) X1 where such that maximums of the components of the adds the h(i)..,b(i) j1-th column vector of the matrix. is the where U is one is o:e of the i vector now -th row of the matrix to his accumulative i 2 makes his choice by the same criterion as sum and P before. Hence at the k-th step we have the accumulative 30 sum vectors A (k) (k) (k) ' II = (I btd, where X, strategy bfI .S., and now uses the pure P1 . I n i member of the set a 1k+i k+i (i, i.., such that m) of the components of the is B(1<). A(11) where such that aÇY1) P2 a 3k+i. formed by adding of the payoff matrix to jk+ith row vector component by component. y. 3k+x one of the maximums b A(k) now uses the pure strategy member of the set (1, '., n) is one of the minimums of the corn- 3k+i. ponents of A(1(41'). it can The procedure then repeats. k xi be shown that the seouence n n=1 either conk verges to an optimal strategy for P or has a sub- Yj sequence which does. Similarly the sequence either converges to an optimal strategy for a subsequence which does. It can k P or has also be shown that the 31 value of the garne as the greatest lower bound of y (k) min a. i ) k = k max OWN - ,m iE(1. bound of 1, 2, '', , k k and the least upper 1, 2, s VON NEUMANN METHOD. This method as well as the one following require that the payoff matrix be which case the game skew-symmetric matrix in called symmetric. is easy to show that for a It quite symmetric game the value of the a game is zero and an optimal strategy for P. optimal strategy for is is also an P This apparent limitation presents no problem since every rectangular game can be enlarged into an equivalent symmetric game The Brown sets up is a - Von Neuman technicue (5, (2, p. p. 81-88). 73-79) set of differential equations whose solution a solution of the game. Let matrix of x1 > O, (ajj). a u i, j = 1, e.., n, be the payoff symmetric game and let = a11 x (u1) = max [o, uJ for 32 i = , 1, n. Furthermore let i= p(u1). ç(x) = Then the system to yield equations to be used dt x1(0) = and i differential of a solution is -p(x)x. p(ui) - = i x with c n c1O, 1c i= = i s i It can then be shown that as t - x1(t) has cluster points which furnish solution to the game. METHOD OF BELLMAN. The method of Bellman Brown - (i) Von Neumann procedure devised to vergence. The set of dx. = variant of the speed differential equations with takes the form where is a f(u) - up con- he ends up 33 f(u) = i if > =0 if u1O, 0, and (x) = f(u) For computinq purposes the differentiai ecuation is replaced by the difference eouation x1(n+l) where is choosen h goes negative. formed, x1(n) (l-h a 4s (x(n))+ hf(u(n)) small enough to insure that no x1 After one step of the iteration is per- linear interpolation process can be used to skip several iterations. There are several other methods for solving games. For a good exposition of all the methods up to the present see (6, p. 424-446). In the next chapter the method described paper, for convenience called method I, in this will be compared with Bellman's method and Brown's method. 34 CHAPTER V NUERICAL EXAMPLES Example 1. Let us consider the skew-symmetric payoff matrix O -1 -2 0 0 2 1 1 0 0 4 0 0 -1 2 0 0 -1 1 0 -1 o -4 1 0 0 -1 1 0 0 -1 0 0 -3 1 -2 0 0 1 3 0 -1 -1 1 1 -1 -1 1 0 which, since the game is symmetric, has y = O. be shown to have the unicue solution = x2 = .1111, x6 .0556, x It can .1111, x5 = .1667, x3 = .1667, x4 = = .3333. The following pages contain x-,, .0556, a comparison of the results obtained by the method of this paper, called method Bellman's method. I, Brown's statistical method and cc P4W X X X Lx ) I 6PF0 0000.0 6L7T0 0000.0 0000.0 617F0 6tF0 6tF0 6tiF0 6t'F0 0000.0 6tI'0 6t7T'0 0000.0 6t?F0 6tiV0 0000'T 6CQT'O QtF0 OTEFO ÇEt7TO 0000.0 0000.0 0U1'O ÇtT'0 000YO 800'0 £88F0 t7T0 PT.0 0TT'0 PI0 0000.0 0000.0 0000.0 0PT0 Çt7TO O000 ET600 61t71'O 0000.0 6CtT0 00000 L9990 6t'.T0 6i7I'0 6?tF0 00000 = ST'O 8F0 6I0 176800 611710 t6ÇF0 6ItVO 6i7TO 6t7T'0 0000.0 0000.0 00000 36 k k = = For 90 0.1105 0.0926 0.1555 0.1195 0.1808 0.1111 0.1608 0.1808 0.1889 0.0556 0.0926 0.0444 0.1663 0.0926 0.1222 0.0555 0.1808 0.0778 0.3318 0.1803 0.3000 0.1106 0.0721 0.1129 0.1116 0.2367 0.1371 0.1626 0.1503 0.1452 0.0558 0.0702 0.0564 0.1670 0.0702 0.1613 0.0563 0.1589 0.0564 O.3"±S 0.2416 0.3306 125 k = 125 for Method I, we have two place accuracy in all components nearly two place accuracy for Brown's Method, and very little accuracy in Bellman's Method. However as mentioned before, Bellman's Method allows for a linear interpolation process by which many of the iterations can be jumped. Example 2. Method I is dependent on the initial choice. for the same payoff matrix as example I If we had made the initial choice as indicated below, the process would have converged faster. 37 k=1 x k=50 k=125 k=l00 0.0000 0.1067 0.1110 0.1111 0.0000 0.1096 0.1111 0.1111 0.0000 0.1668 0.1667 0.1667 1.0000 0.0588 0.0556 0.5556 0.0000 0.1662 0.1666 0.16b7 0.0000 0.0553 0.0556 0.5556 0,0000 0,3366 0.3334 0,3333 i x 2 x 3 x4 x7 Example 3 Consider the payoff matrix 1 0 0 1 2 can be verified that It strategy x strategies + a 2 b = 1. = y , = x a, P has the unique optimal and that = y = b, y The value of the game is has the optimal P a 1. where The following computations illustrate several things about this method. k=l k=2 k=3 k=4 0.5000 0.5000 0.5000 0.5000 0.5000 0.5000 0.5000 0.5000 y1 0.0000 0.1102 0.1825 0.0000 y2 1.0000 0.7583 0.8175 0.9494 y 0.0000 0.1102 0.0000 0.0505 y 0.0000 0.1000 0.2821 0.6928 x i X 2 I. k=l0 k=20 k=30 k=31 0.5000 0.5000 0.5000 0.5000 0.5000 0.5000 0.5000 0.5000 y1 0.0914 0.0973 0.0957 0.0957 y 0.7900 0.8074 0.8086 0.8086 y 0.1185 0.0952 0.0957 0.0957 y 0.8846 0.9946 0.9999 0.9999 x 1 x 2 First of all notice that although the method started with optimal strategies for condition existed for and P P, a non-optimal on the first iteration, P this 2 being due to the fact that the approximation to the value of the game differed from the actual value and in correct- ing this, the strategy for was altered. P the optimal strategy finally obtained for P Notice that is different from the optimal strategy with which the method * started. If we let be the solution Z 1 x i 1 X 2 2 we see that y1 = 0, y - Z*I = 1, = i y = O and Iz and ¿: y = 1, -z°i= then 1.027. Therefore we can conclude that the method does not necessarily select the closest solution. 39 BIBLIOGRAPHY 1. Bellman, Richard. On an iterative algorithm for finding the solution of games and linear programmSanta Monica, Rand Corporation, ing problems. 1953. 15 numb, leaves. (Research memorandum p-473). 2. Solutions and John Von Neumann. Brown, G. W. In: Kuhn of games by differential equations. and Tucker's Contributions to the Theory of Games, Vol, I. Princeton, Princeton University Press, 1950. (Annals of Mathematics p. 73-79. Studies, Study no. 24) 3. Dantzig, G. B. Maximization of a linear function In: of variables subject to linear inequalities. T. C. Koopman's Activity Analysis of Production New York, Wiley, 1951. p. 339and Allocation. 347. (Cowles Commission Monograph 13). 4, A proof of the equivalence of the programming problem and the game problem. In: T. C. Koopman's Activity Analysis of Production New York, Wiley, 1951. p. 330and Allocation. 338. (Cowles Commission Monograph 13). 5. In: Gale, David et al. On symmetric games. Kuhn and Tucker's C0ntributions to the Theory of Games. Vol. I. Princeton, Princeton University Press, 1950. p. 81-88. (Annals of Mathematics Studies. Study no. 24) 6. Luce, R. Duncan and Howard Raiffa. Games and 509 p. decisions. New York, Wiley, 1957. 7. Natansen, I.P.. Theory of functions of real variable. New York, Frederick Ungar, 1955. 277 p. 8. Robinson, Julia. An iterative method for solving a game. Annals of Mathematics. 5:296-301. 1951. . 9. 10. Von Neumann, John. Zur theorie der Gesellschafts1928. spiele. Mathematische Annalen 100:295-320. Theory Von Neumann, John and Oskar Morgenstern. Princeton, of games and economic behavior. Princeton University Press, 1944. 625 p.