Eponine Lupo May 3, 2011 MAT 5900 Seminar paper Game Theory and the Nash Equilibrium Game Theory is a mathematical theory that deals with models of conflict and cooperation. It can be applied to many social sciences, evolutionary biology, and has many applications in economics. In economics Game Theory can be applied to oligopolies, market equilibriums, choosing the location of firms, bargaining, public goods and more. (Nash 164). It is a precise and logical description of a strategic setting. It considers how one should make decisions and, to an extent, how one makes them. Game Theory is often used in more complex situations and is also used as a decision-making tool in circumstances where chance and a player’s choice are not the only factors that are contributing to the outcome. (Davis 4). A major aspect of Game Theory is the Nash Equilibrium. A set of strategies is a Nash Equilibrium if no player can do better by unilaterally changing his strategy. This paper looks to briefly explain the basics of Game Theory and the Nash Equilibrium and then to look at various games and the Nash Equilibrium in the statistical software package R. In Game Theory, a “game” is a situation where the outcome is determined by the strategy of each person involved. In a game, there are players and each player has a strategy to make a decision. The result of each game is a payoff. A “player” is a participant in the game, and is not necessarily a single person. It can be a corporation, a country, or a team with all members having the same goals and strategies. (Davis 6). Each game can have two or more players. It can never have only one player. If a “game” only has one player, it is not a game because there is no strategy involved. A “strategy” is a complete contingent plan outlining all the actions a player will do under all possible circumstances. (Watson 24). All decisions are merged into one to form Lupo 2 a single strategy for a game. A “game” cannot be a true game if there is no strategy. For instance, if there is only one decision, to turn right or to turn right, there is no strategy, the player turns right; this is not a game. In Game Theory, there are a few key assumptions each player undertakes. Each player knows how many players are in the game, has complete information, knows the goals of the other players are to maximize their payoffs, and assumes each player is a rational decision maker. This last assumption implies that players are constantly in pursuit of their own objectives, to maximize their payoffs. In addition, an assumption is made that players are rational because if players are irrational, there would be no way to make sense of a game or to solve it with any degree of certainty. There would be no point to Game Theory if players were irrational because nothing would make sense; it would just be a jumble of one player after another player making a decision without rhyme or reason. The assumption of complete information means that each player knows the strategies of the other players and knows how they will act in order to maximize their payoffs. Each player knows the other players’ payoffs for each strategy they can take. In other words, in a two player game, player one knows everything there is to know about player two and vice versa. When a game theorist analyzes a game, he says “a player in the game is intelligent if he knows everything [the game theorist] knows about the game and can make any inferences about the situation.” (Myerson 4). A game can be modeled in two forms: a normal, or matrix, form or an extensive form. The normal form is good when players move simultaneously. However, when one player acts before another and his act is observed by the other players, the normal form is incapable of completely conveying this strategically crucial piece of information. It is better to model this Lupo 3 game in the extensive form. (Heap 45). An example of a two player game is the classical game of prisoner’s dilemma, shown here. Figure 1. Prisoner’s dilemma is one of the most well-known classical games. The story goes as follows. The authorities have captured two criminals whom they know are guilty of a certain crime. They only have enough evidence to convict them of a minor offense. If neither criminal confesses, then they will only be charged with this minor offense. The authorities separate the criminals in the hope that one of them will turn on the other. If both criminals stay quiet and collude (C) with each other, they will get a minimum sentence in jail. However, if one criminal deviates (D) from the other criminal, the criminal who deviates will get a lower sentence (a higher payoff) than if they both stayed silent. If they both deviate, they will both have a heavier sentence (lower payoff) than if they had both remained silent. The best outcome for a criminal is to deviate while the other player colludes; the next best outcome occurs when both criminals colludes; the worst payoff for a criminal occurs when that criminal colludes and the other criminal deviates. The extensive form of the prisoners’ dilemma is shown below. It is the exact same game as above but depicted in a tree form. A dotted line joining two or more of a player’s nodes indicates the players move simultaneously, player two does not know what decision player one has made. Figure 2. Lupo 4 Two player games with more than two strategies or with an unequal number of strategies, for example, player one has three strategies and player two has two strategies, are depicted in a similar fashion as the prisoners’ dilemma above. Three or more player games are also depicted in a similar manner. However, the extensive form is more conducive to portraying games with four or more players because the normal form gets too complicated if too many players are involved. A three player game in the normal form can look like this: L R Figure 3. 3 Three concepts to solve a game include dominance, efficiency, and best response. Dominance says S1 is dominated by S11 if S11 gives player one better payoffs than S1, no matter what the other players do. S1 is a strategy for player one and S11 is another strategy. The dominance concept compares two or more strategies for a single player. (Watson 52). This is exhibited in the prisoners’ dilemma game. In the prisoners’ dilemma, strategy D, deviate, dominates strategy C, collude, for player two because a payoff of 3 is greater than a payoff of 2 and a payoff of 1 is greater than a payoff of 0. The same is true for player one, 3>2 and 1>0. Therefore, for both players, D dominates C and the solution to the game is (D,D). Efficiency compares two strategy combinations involving all the players of a game. It says S is more efficient than S1 if every player prefers S to S1 or is indifferent between the two. S is said to be efficient if there is nothing that is more efficient than S. (Watson 55). Efficiency is clearly seen in the classical game of pareto coordination. Lupo 5 Figure 4. Here, (A,A) is more efficient than all the other strategy combinations because both player one and player two prefer (A,A) to (A,B), (B,A,) or (B,B). Therefore, (A,A) is efficient and the solution to the game. The best response concept dictates that a player will select the strategy that gives him the greatest expected payoff knowing what his opponants’ strategies are. In other terms, S1 is a best response to S2 if S1 gives player one the highest payoff given player two is playing S2. Looking at the above game of pareto coordination, if player one chooses to play B and player two knows this, player two’s best response is to play B as well. Players in games have pure strategies and, additionally, can have mixed strategies. In the prisoners’ dilemma, player one is said to have two pure strategies, C and D. According to Heap, “If a player has N available pure strategies (S1,S2,…,SN), a mixed stategy M is defined by the probabilities (p1,p2,…,pN) with which each of his pure strategies will be selected.” All of the probabilities must be between zero and one and must sum to one. A mixed strategy is a probability distribution over the pure strategies of a player. There are an infinite number of mixed strategies for a player. A player chooses a mixed strategy over a pure strategy in order to keep one’s opponents guessing. For example, when the opponent can benefit from knowing the next move. A player also chooses a mixed strategy if a game is unsolvable using pure strategies, whether or not there are dominant or efficient strategies. In order to calculate the expected payoffs for each player, the mixed strategies of each player must be known. If s1 = (p , (1-p)) and s2 = (q , (1-q)) in the game: Lupo 6 Figure 5. then the general payoff for player one would be u1(s1 , s2) = p*q*6 + p*(1-q)*2 + (1-p)*q*1 + (1p)*(1-q)*8 and the general payoff for player two would be u2(s1 , s2) = p*q*5 + p*(1-q)*2 + (1p)*q*3 + (1-p)*(1-q)*5. In R, a game must be split up into a payoff matrix for each player. To keep matters simplified, I only looked at games with two players with each player only having two strategies. The following code was used to create the payoff matricies for prisoners’ dilemma: n<-2 m<-2 ##number of pure strategies for player 1 ##number of pure strategies for player 2 C1<-c(2,0) D1<-c(3,1) C2<-c(2,0) D2<-c(3,1) ## ## ## ## row row col col 1 2 1 2 for for for for P1 P1 P2 P2 P1<-t(matrix(cbind(C1,D1),n,m)) P2<-matrix(cbind(C2,D2),n,m) The output was: P1 [1,] [2,] [,1] [,2] 2 0 3 1 P2 [1,] [2,] [,1] [,2] 2 3 0 1 Lupo 7 In order to find the dominant strategy, a loop must be created for both players. For player one the code to find the dominant strategy is: for (i in 1:n){ if(P1[1,i]>P1[2,i]){print("P1[1,] dominates")} else if(P1[1,i]<P1[2,i]){print("P1[2,] dominates")}} If there is a dominant strategy, as is the case for prisoners’ dilemma, the output will look similar to the following: "P1[2,] dominates" "P1[2,] dominates" If "P1[2,] dominates" is not repeated in the output, and "P1[1,] dominates" is displayed with "P1[2,] dominates", then there is no dominant strategy. The 2 in the brackets indicates that the strategy corresponding to row two for player one dominantes row one. The code to find the dominant strategy for player two is as follows: for (j in 1:m){ if(P2[j,1]>P2[j,2]){print("P2[,1] dominates")} else if(P2[j,1]<P2[j,2]){print("P2[,2] dominates")}} The output is the same as player one’s except “P1” will be “P2” and the brackets will have the first space blank and the number will respresent the column corresponding to the strategy for player two. In R, I was also able to create a code to find the best response for each player given the other player’s strategy. For player one the code is: if(P1[1,1]>P1[2,1]){print("The best response for player 1 when player 2 chooses column 1 is row 1")}else {print("The best response for player 1 when player 2 chooses column 1 is row 2")} if(P1[1,2]>P1[2,2]){print("The best response for player 1 when player 2 chooses column 2 is row 1")}else {print("The best response for player 1 when player 2 chooses column 2 is row 2")} Lupo 8 The code is similar for player two. This only works for games with 2x2 dimensions. A major aspect of Game Theory is the Nash Equilibrium, named after the American mathematician John Nash. A strategy profile is a Nash Equilibrium if and only if each player’s prescribed strategy is a best response to the strategies of the others. No player can do better by unilaterally changing his strategy. (Heap 42). The Nash Equilibrium is not necessarily the best joint outcome. For instance, in the prisoners’ dilemma, if both players collude they will have a higher payoff than if they both deviate. However, both players deviating is the Nash Equilibrium because neither player can get a better payoff if he changes his strategy, taking into account that his opponent is choosing the strategy to deviate. There are pure and mixed strategy Nash Equilibriums. Some games do not have a pure strategy Nash Equilibrium, but one always exists in a mixed form. All finite games have at least one Nash Equilibrium and, in an infinitely played game, a Nash Equilibrium will be played in the last stage of the game. In a mixed strategy profile is a Nash Equilibrium if no player can increase his payoff by switching to any other strategy, given the other players’ strategies. (Watson 124). In a two person game, each player chooses his mixed strategy such that his opponent has no advantage in playing any pure strategy. In the game displayed in Figure 5, player one wants to have a mixed strategy (p, 1-p) that forces player two to be indifferent between playing pure strategy L and pure strategy R. To find p, the following calculation is performed: u2((p, 1-p),L) = u2((p, 1-p),R) 5p+3(1-p) = 2p+5(1-p) 2p+3 = (-3)p+5 5p = 2 p=2/5. Thus, S1 = (2/5, 3/5). Likewise, player two wants a mixed strategy (q, 1-q) such that player one is indifferent between playing pure strategy U and pure strategy D. The same calculation is performed: u1(U,(q, 1-q)) = u1(D,(q, 1-q))6q+2(1-q) = 1q+8(1-q) 4q+2 = (-7)q+8 11q = 6 q=6/11. Lupo 9 Thus, S2 = (6/11, 5/11) and the mixed strategies Nash Equilibrium for the game in Figure 5 is ((2/5, 3/5), (6/11, 5/11)). This mixed strategy ensures that neither player will be able to “exploit” the other player. If player one attempts to change the value of p, his payoff will not be changed, but player two’s payoff will be affected. Therefore, in order to not help out his opponent, player one will not change his mixed strategy. The same is true for player two. In R the pure strategy Nash Equilibrium for a 2x2 is found using the following code: for (i in 1:n){ for (j in 1:m){ if (P1[i,j]==max(P1[,j])&&P2[i,j]==max(P2[i,])){print(c(i,j))}}} The output will be the coordinates corresponding to the pure strategies of each player that constitute a Nash Equilibrium. For example, in prisoners’ dilemma, the ouput will be “2 2” indicating that the strategy for player one corresponding to the second row and the strategy for player two corresponding to the second column yields a pure strategy Nash Equilibrium. If found analytically, the mixed strategy Nash Equilibrium is stable, otherwise it is difficult to find and unstable. For some games, if it does not randomly begin at the mixed strategy Nash Equilibrium, it is impossible to stochastically find it. Theoretically, the game will end up at a pure strategy of the form ((p, 1-p), (q, 1-q)) equalling one of the following: ((0,1), (0,1)), ((0,1), (1,0)), ((1,0), (0,1)), or ((1,0), (1,0)). I theorized that if a random p and q were chosen for players one and two, each player would take turns adjusting his probaility in response to his opponent’s probability in order to maximize his payoff. This back and forth interaction will continue until both players can no longer change their strategies to increase their payoffs. Eventually, this would lead to a pure strategy Nash Equilibrium. I attempted to create a code in R to find the mixed strategy Nash Equilibrium for 2x2 games. The code I wrote, with explanatory comments is as follows. (The code is in red, the comments are in black.) Lupo 10 nruns<-10000 ##number of times the code is run mixedNE1<-double(nruns) ##vector holding all the p values found mixedNE2<-double(nruns) ##vector holding all the q values found for(run in 1:nruns){ p<-runif(1,0,1) ##a random p value is initially generated q<-runif(1,0,1) ##a random q value is initially generated payoffold<-double(2)##vector holding the p and q values found payoffnew<-double(2)##vector holding the new p and q values found difference<-c(1,1) ##difference between new and old payoff vectors PQ<-double(2) ##vector holding the p and q values ##the while loop below causes the players to change their values of p and q as long as p and q are between 0 and 1 and the change in the payoffs is minimal while(p>0.01 && p<.99 && q>0.01 && q<.99 && (difference[1]>0.00000001 || difference[2]>0.00000001)){ payoff1<-((p*q*P1[1,1])+(p*(1-q)*P1[1,2])+((1-p)*q*P1[2,1])+((1-p)*(1q)*P1[2,2])) ##payoff1 holds the payoff for player 1 using the original p and q values payoff1a<-(((p+.01)*q*P1[1,1])+((p+.01)*(1-q)*P1[1,2])+((1(p+.01))*q*P1[2,1])+((1-(p+.01))*(1-q)*P1[2,2])) ##payoff1a holds the payoff for player 1 using the original q value and p+.01 payoff1b<-(((p-.01)*q*P1[1,1])+((p-.01)*(1-q)*P1[1,2])+((1-(p.01))*q*P1[2,1])+((1-(p-.01))*(1-q)*P1[2,2])) ##payoff1b holds the payoff for player 1 using the original q value and p.01 payoffnew[1]<-max(payoff1,payoff1a,payoff1b) ##payoffnew[1] holds the maximum payoff for player 1 just found above if(payoff1>payoff1a && payoff1>payoff1b){PQ[1]=p}else if(payoff1a>payoff1 && payoff1a>payoff1b){PQ[1]=(p+.01)}else{PQ[1]=(p-.01)} ##the above if statement determines whether p, p+.01, or p-.01 generated the highest payoff for player 1 and, along with the line below, makes it the new p value p<-PQ[1] payoff2<-((q*p*P2[1,1])+(q*(1-p)*P2[2,1])+((1-q)*p*P2[1,2])+((1-q)*(1p)*P2[2,2])) Lupo 11 ##payoff2 holds the payoff for player 2 using the original q and the new p value payoff2a<-(((q+.01)*p*P2[1,1])+((q+.01)*(1-p)*P2[2,1])+((1(q+.01))*p*P2[1,2])+((1-(q+.01))*(1-p)*P2[2,2])) ##payoff2a holds the payoff for player 2 using q+.01 and the new p value payoff2b<-(((q-.01)*p*P2[1,1])+((q-.01)*(1-p)*P2[2,1])+((1-(q.01))*p*P2[1,2])+((1-(q-.01))*(1-p)*P2[2,2])) ##payoff2b holds the payoff for player 2 using q-,01 and the new p value payoffnew[2]<-max(payoff2,payoff2a,payoff2b) ##payoffnew[2] holds the maximum payoff for player 2 just found above if(payoff2>payoff2a && payoff2>payoff2b){PQ[2]=q}else if(payoff2a>payoff2 && payoff2a>payoff2b){PQ[2]=(q+.01)}else{PQ[2]=(q-.01)} ##the above if statement determines whether q, q+.01, or q-.01 generated the highest payoff for player 2 and, along with the line below “q<-PQ[2]”, makes it the new q value difference<-payoffnew-payoffold ##difference between the old and new payoffs payoffold<-payoffnew ##the old payoff disappears and the new payoff becomes the old payoff q<-PQ[2]} ##The following sequence of code is only or 0 and q is still between 1 and 0. The here. It is executed assuming that since strategy to improve his payoff, player 2 his payoff is maximized. executed if the value for p is 1 same procedure above happens player 1 can no longer change his will continue to alter his until if(p>.99||p<.01){ while((q<.99&&q>.01)){ payoff2<-((q*p*P2[1,1])+(q*(1-p)*P2[2,1])+((1-q)*p*P2[1,2])+((1-q)*(1p)*P2[2,2])) payoff2a<-(((q+.01)*p*P2[1,1])+((q+.01)*(1-p)*P2[2,1])+((1(q+.01))*p*P2[1,2])+((1-(q+.01))*(1-p)*P2[2,2])) payoff2b<-(((q-.01)*p*P2[1,1])+((q-.01)*(1-p)*P2[2,1])+((1-(q.01))*p*P2[1,2])+((1-(q-.01))*(1-p)*P2[2,2])) payoffnew[2]<-max(payoff2,payoff2a,payoff2b) if(payoff2>payoff2a && payoff2>payoff2b){PQ[2]=q}else if(payoff2a>payoff2 && payoff2a>payoff2b){PQ[2]=(q+.01)}else{PQ[2]=(q-.01)} Lupo 12 payoffold[2]<-payoffnew[2] q<-PQ[2]}} q ##The following sequence of code is only or 0 and p is still between 1 and 0. The here. It is executed assuming that since strategy to improve his payoff, player 1 his payoff is maximized. executed if the value for q is 1 same procedure above happens player 2 can no longer change his will continue to alter his until if(q>.99||q<.01){ while((p<.99&&p>.01)){ payoff1<-((p*q*P1[1,1])+(p*(1-q)*P1[1,2])+((1-p)*q*P1[2,1])+((1-p)*(1q)*P1[2,2])) payoff1a<-(((p+.01)*q*P1[1,1])+((p+.01)*(1-q)*P1[1,2])+((1(p+.01))*q*P1[2,1])+((1-(p+.01))*(1-q)*P1[2,2])) payoff1b<-(((p-.01)*q*P1[1,1])+((p-.01)*(1-q)*P1[1,2])+((1-(p.01))*q*P1[2,1])+((1-(p-.01))*(1-q)*P1[2,2])) payoffnew[1]<-max(payoff1,payoff1a,payoff1b) if(payoff1>payoff1a && payoff1>payoff1b){PQ[1]=p}else if(payoff1a>payoff1 && payoff1a>payoff1b){PQ[1]=(p+.01)}else{PQ[1]=(p-.01)} payoffold[1]<-payoffnew[1] p<-PQ[1]}} p ##below the 2 matrices that were set up to store the p and q values found have the final values stored in them. mixedNE1[run]<-p mixedNE2[run]<-q} I attempted to find the mixed strategy Nash Equilibrium, that did not work. Then I attempted to show that if the probability distribution over the strategies was not orignially at the mixed strategy Nash Equilibrium, the mixed strategies ended up being pure strategies, in one of the Lupo 13 corners of a unit square ((p,q)=(0,0), (0,1), (1,0), or (1,1)). I created code to show how often the strategies ended up in the corners and graphed the results. ZeroZero<-0 ZeroOne<-0 OneZero<-0 OneOne<-0 ##Each of the above hold the number of times (adding up to nruns) the game ended up with a pure strategy (p,q)=(0,0), (0,1), (1,0), or (1,1) for (i in 1:nruns){ if(mixedNE1[i]<.01 && mixedNE2[i]<.01){ZeroZero<-ZeroZero +1} else if(mixedNE1[i]<.01 && mixedNE2[i]>.99){ZeroOne<-ZeroOne +1} else if (mixedNE1[i]>.99 && mixedNE2[i]<.01){OneZero<-OneZero +1} else if (mixedNE1[i]>.99 && mixedNE2[i]>.99){OneOne<-OneOne +1}} ##The above loop determines whether a pure strategy occurred and then placed it in the appropriate holder corners<-c(ZeroZero,ZeroOne,OneZero,OneOne) ##corners holds all the values together in one vector barplot(corners, ylab="Frequency",names.arg=c("ZeroZero","ZeroOne","OneZero","OneOne"),main ="Frequency of Corner Probabilities") ##the above is a barplot of the frequency of each pure strategy outcome (sum(corners)/nruns)*100 ##the above is the percentage of the total runs that the game ended with a pure strategy The results I found were confusing. When prisoners’ dilemma was entered into the program, the following barplot was the outcome. Only 8.22% of the time did the game end at a pure strategy. Lupo 14 300 100 200 Frequency 400 500 600 Frequency of Corner Probabilities 0 Figure 6. ZeroZero ZeroOne OneZero OneOne I also printed out a scatter plot of all the mixed strategies my R code generated for the prisoners’ 0.6 0.4 0.2 mixedNE2 0.8 1.0 dilemma. The code for the scatter plot is: plot(mixedNE1,mixedNE2) It is pictured below. 0.0 Figure 7. 0.0 0.2 0.4 0.6 0.8 1.0 mixedNE1 The x-axis, mixedNE1, is the p value and the y-axis, mixedNE2, is the q value for every mixed strategy combination found. Clearly there is a wide variety of mixed strategies found using this R Lupo 15 code, including the four pure strategies. However, this should not happen because the prisoners’ dilemma only has one Nash Equilibrium, and that is to deviate all the time. With the above code and graphs, that is represented by (0,0): S1=(0,1) and S2=(0,1). However, the Nash Equilibrium I was expecting to find, I did not find. Next I entered another classical game, battle of the sexes, into my code. The normal form of this game is pictured here: Figure 8. The outcome I found was different than the outcome I found trying to analyze the prinsoners’ dilemma game. At first, when a random p and q value were chosen, 69.11% of the time the game ended with a pure strategy and 69.05% of the time the game ended on a pure strategy Nash Equilibrium with both p and q equalling one or both p and q equalling zero. The bar plot is pictured here. 2000 1500 1000 500 Figure 9. 0 Frequency 2500 3000 Frequency of Corner Probabilities ZeroZero ZeroOne OneZero OneOne Lupo 16 When compared to the analysis of prisoners’ dilemma, the results of battle of the sexes is better, 0.6 0.4 Mixed Strategy Nash Equilibrium of ((2/3, 1/3), (1/3, 2/3)) 0.0 0.2 mixedNE2 0.8 1.0 but it should still be much different. The scatter plot of all the mixed strategies is: Figure 10. 0.0 0.2 0.4 0.6 0.8 1.0 mixedNE1 As stated earlier, roughly 69% of the final strategies ended at a pure strategy Nash Equilibrium, on this scatter plot the points (0,0) and (1,1) correspond to those strategies. A few end at the mixed strategy Nash Equilibrium of ((2/3, 1/3), (1/3, 2/3)) which is represented at the bottom right corner of the triangle in the scatter plot. There is a high concentration of mixed strategies along the x=y line and between that line and the marked mixed strategy Nash Equilibrium. This concentration along the x=y line must be another kind of equilibrium that I did not expect to find, but would have explored further if time had permitted. At the time of writing this paper, I do not know how to explain this equilibrium or why it was found with the code I wrote for R. A third game I looked at with my R code was the game depicted in Figure 5. This game has two pure strategy Nash Equilibriums, ((1,0), (1,0)) and ((0,1) (0,1)), and the mixed strategy Nash Equilibrium found earlier in this paper of ((2/5, 3/5), (6/11, 5/11)). When I analyzed it with Lupo 17 my code I found that the game ended in one of the pure strategies 96.87% of the time, a significant improvement from the prisoners’ dilemma and battle of the sexes games. A pure strategy Nash Equilibrium was the result 96.86% of the time. The bar chart showing this result is: 3000 2000 1000 Frequency 4000 5000 Frequency of Corner Probabilities 0 Figure 11. ZeroZero ZeroOne OneZero OneOne The resulting scatter plot was even more astounding than the percentage of pure strategy 0.6 0.2 0.4 Mixed Strategy Nash Equilibrium! 0.0 mixedNE2 0.8 1.0 outcomes. Figure 12. 0.0 0.2 0.4 0.6 mixedNE1 0.8 1.0 Lupo 18 The remaining 3.13% of the time the game ended on or around the mixed strategy Nash Equilibrium of ((2/5, 3/5), (6/11, 5/11))! In one respect, my code worked, but only for this game. I cannot explain why my code works for this game, but not for the other games I explored. A truly efficient code would work for any game, not just one, and the payoffs inside each game should have no baring on the outcome. Unfortunately, after a few runs with other games, I discovered my code is sensitive to the payoffs within each game. My code is, therefore, inefficient for stochastically finding the Nash Equilibrium of a 2x2 game. From this instability found through simulations, I have deduced several implications about equilibriums in life. In life, everyone reacts to other people’s choices in order to increase his own utility or happiness. For example, if a sibling is being irritating, a person can either choose to ignore him or say something. Rationally speaking, the person would choose the response that will give him the best payoff, make him the happiest or most content. Also, once this person reacts, the irritating sibling will react to his reaction and an endless cycle will persist until they decide to put an end to their “game.” It is also very rare that people are in a Nash Equilibrium in any area of their lives. Even if two people have a stable equilibrium between themselves, outside forces and circumstances can very quickly and easily cause the two people to be out of equilibrium. In addition, there are almost always choices that can be made to better a person’s current utility. In conclusion, Game Theory is an important tool in life when making controlled, strategic decsions and can be applied to many aspects in life. As a large part of Game Theory, the Nash Equilibrium seeks to solve a game such that, given a strategy set, not one of the players can Lupo 19 increase his payoff by unilaterally changing his strategy. A mixed strategy Nash Equilibrium can be found rather quickly and easily using an analytic method, by solving a simple equation. However, when attempting to find a mixed strategy Nash Equilibrium through simulation, stochastically, it is less easy and less simple. In fact, I was unable to find the mixed strategy Nash Equilibrium in R for the majority of the games I researched, the game in Figure 5 being the exception. However, this project was not completely fruitless. I was able to enter a 2x2 game and find the dominant strategy, if one existed, and find the pure strategy Nash Equilibrium, if one existed. I was able to look at Game Theory from a different perspective and to further explore some specific games. This project also showed the instability of life scenarios and the fact that not very often are we in equilibrium in our lives. Even though I was unable to find a mixed strategy Nash Equilibrium stochastically, the Nash Equilibrium is an interesting, important feature of Game Theory that should be continued to be studied until no further discoveries can be made. Lupo 20 Works Cited Davis, Morton D. Game Theory: A Nontechnical Introduction. New York: Basic Books, Inc., Publishers, 1983. Heap, Shaun P. Hargreaves, and Yanis Varoutakis. Game Theory: A Critical Text. London: Routledge, 2004. Myerson, Roger B. Game Theory: Analysis of Conflict. Cambridge, Massachusetts: Harvard UP, 1991. Nash, John F. “The Work of John Nash in Game Theory.” Economic Sciences (1994): 160-190. Watson, Joel. Strategy: An Introduction to Game Theory. New York: WW Norton & Company, 2008.