Section 14.2 Solution to Problem 10(b): From Problem 9, probability of pass = (a-b)/(a+d-b-c). We want to show that an increase in c decreases the probability that the offense will pass. The partial derivative of (probability of pass) with respect to c = (a-b)(a+d-b-c)-2<0, so improving your pass performance against run defense causes you to pass less. This is because improving pass performance against run defense causes defense to choose pass defense more often, forcing offense to pass less! Section 14.3 Solution to Problem 2: Row 3 is dominated by row 1 or row 2 and column 4 is dominated by column 1. So we may deal with the following reward matrix: ----------4 5 1 ___________ 2 1 6 ----------The row and column player's LP's are as follows: Row LP Column LP max v min w st v4x1 + 2x2 st w4y1 + 5y2 + y3 v5x1 + x2 w2y1 + y2 + 6y3 vx1 + 6x2 y1 + y2 + y3 = 1 x1 + x2 = 1 y1, y2, y30 x1 , x20 Substituting x2 = 1 - x1 and y3 = 1 - y1 - y2 we obtain Row LP Column LP max v min w st (1) v2 + 2x1 st (4) w1 + 3y1 + 4y2 (2) v1 + 4x1 (5) w6 - 4y1 - 5y2 (3) v6 - 5x1 All variables 0 All Variables 0 Assume that (1) and (2) hold with no slack. This yields x1 = x2 = 1/2, v = 3, which satisfies (3) with slack. If this is to be optimal, complementary slackness implies that y3 = 0(or y1 + y2 = 1) and both (4) and (5) hold with no slack. This yields w = 3, y1 = 2, y2 = -1, which is infeasible. Now assume that (1) and (3) hold with no slack. This yields v = 22/7, x1 = 4/7, x2 = 3/7. This satisfies (2) with slack. If this solution is optimal, then complementary slackness implies that y2 = 0 and (4) and (5) hold with no slack. This yields w = 22/7, y1 = 5/7, y2 = 0, y3 = 2/7. This solution is feasible for the column player so we have found the value of the game and optimal strategies for each player: Value to row player = 22/7 Row's optimal strategy: x1 = 4/7, x2 = 3/7, x3 = 0 Column's optimal strategy: y1 = 5/7, y2 = 0, y3 = 2/7, y4 = 0 Section 14.3 Solution to Problem 4: Let strategy (i, j) mean a player sends i regiments to city 1 and j regiments to city 2. The appropriate reward matrix is as follows: Custard Peabody (3, 0) (0, 3) (2, 1) (1,2) ----------------------------------(4, 0) 4 0 2 1 ----------------------------------(0, 4) 0 4 1 2 ----------------------------------(3, 1) 1 -1 3 0 ----------------------------------(1, 3) -1 1 0 3 ----------------------------------(2, 2) -2 -2 2 2 ----------------------------------Let xi = probability that Custard chooses strategy specified by row i and yj = probability that Peabody chooses strategy specified by column j. Since there is no difference between the two cities we conjecture that x1 = x2, x3 = x4, y1 = y2, and y3 = y4 will hold for each player's optimal strategies. We therefore define x1 = x2 = a, x3 = x4 = b x5 = c , y1 = y2 = d, y3 = y4 = e Then 2a + 2b + c = 1 and 2d +2e = 1. The row and column problems are as follows: Row player’s LP: max v st v4a -2(1 - 2a - 2b) = 8a + 4b - 2 v4a -2 (1 - 2a - 2b) = 8a + 4b - 2 v3a + 3b + 2(1 - 2a - 2b) = -a - b + 2 v3a + 3b + 2(1 - 2a - 2b) = -a - b + 2 a, b0 Column player’s LP: min w st (1) w4d + 3(1/2 - d) = 3/2 + d (2) w4d + 3(1/2 - d) = 3/2 + d (3) w3(1/2 - d) = 3/2 - 3d (4) w3(1/2 - d) = 3/2 - 3d (5) w-4d + 4(1/2 - d) = 2 - 8d d0 If we try (1) and (5) with no slack we obtain d = 1/18, e = 4/9, w = 14/9. This satisfies (3) and (4) with slack and (2) with no slack. For this solution to be optimal for column player, b = 0 must hold and all row player constraints must hold with equality. This yields a = 4/9, b = 0, c = 1/9, v = 14/9. This is a feasible strategy for the row player. Thus by the dual theorem we have found optimal strategies. Peabody should play mixed strategy (1/18, 1/18, 4/9, 4/9) while Custard should play (4/9, 4/9, 0, 0, 1/9). Value to Custard = 14/9. Observe that the stronger player (Custard) gambles more often in that he usually sends all his forces to one city while the weaker player (Peabody) usually splits his forces between the two cities.