Game Theory By: Ali Farahani Rad Benjamin Ghassemi What is Game Theory? Game theory is a branch of applied mathematics that is often used in the context of economics. It studies strategic interactions between agents. In economics, an agent is an actor in a model that (generally) solves an optimization problem. In this sense, it is equivalent to the term player, which is also used in economics, but is more common in game theory. 2 What is Game Theory? In strategic games, agents choose strategies that will maximize their return, given the strategies the other agents choose. The essential feature is that it provides a formal modeling approach to social situations in which decision makers interact with other agents. Game theory extends the simpler optimization approach developed in neoclassical economics. 3 What is Game Theory? Neoclassical economics refers to a general approach in economics focusing on the determination of prices, outputs, and income distributions in markets through supply and demand. These are mediated through a hypothesized maximization of income-constrained utility by individuals and of cost-constrained profits of firms employing available information and factors of production. Antonietta Campus (1987), "marginal economics," The New Palgrave: A Dictionary of Economics, v. 3, p. 323. 4 Applications of Game Theory Mathematics Computer Science Biology Economics Political Science International Relations Psychology Law Military Strategy Management Sports Game Playing Philosophy 5 Representation of games The games studied by game theory are welldefined mathematical objects. A game consists of a set of players, a set of moves (or strategies) available to those players, and a specification of payoffs for each combination of strategies. 6 Extensive form Games here are often presented as trees. Here each vertex (or node) represents a point of choice for a player. The player is specified by a number listed by the vertex. The lines out of the vertex represent a possible action for that player. The payoffs are specified at the bottom of the tree. 7 Extensive form 8 Normal form The normal (or strategic form) game is usually represented by a matrix which shows the players, strategies, and payoffs. More generally it can be represented by any function that associates a payoff for each player with every possible combination of actions. Player 2 chooses Left Player 2 chooses Right Player 1 chooses Up 4, 3 –1, –1 Player 1 chooses Down 0, 0 3, 4 Normal form or payoff matrix of a 2-player, 2strategy game 9 Normal form When a game is presented in normal form, it is presumed that each player acts simultaneously or, at least, without knowing the actions of the other. If players have some information about the choices of other players, the game is usually presented in extensive form. 10 Types of games Cooperative or non-cooperative Symmetric and asymmetric Zero sum and non-zero sum Simultaneous and sequential Perfect information and imperfect information Infinitely long games Discrete and continuous games Meta games 11 Cooperative or non-cooperative A game is cooperative if the players are able to form binding commitments. For instance the legal system requires them to adhere to their promises. In non-cooperative games this is not possible. Often it is assumed that communication among players is allowed in cooperative games, but not in non-cooperative ones. This classification on two binary criteria has been rejected (Harsanyi 1974). Of the two types of games, non-cooperative games are able to model situations to the finest details, producing accurate results. Cooperative games focus on the game at large. Considerable efforts have been made to link the two approaches. The so-called Nash-program has already established many of the cooperative solutions as noncooperative equilibrium. 12 Symmetric and asymmetric A symmetric game is a game where the payoffs for playing a particular strategy depend only on the other strategies employed, not on who is playing them. If the identities of the players can be changed without changing the payoff to the strategies, then a game is symmetric. 13 Zero sum and non-zero sum Zero sum games are a special case of constant sum games, in which choices by players can neither increase nor decrease the available resources. In zero-sum games the total benefit to all players in the game, for every combination of strategies, always adds to zero (more informally, a player benefits only at the expense of others). 14 Simultaneous and sequential Simultaneous games are games where both players move simultaneously, or if they do not move simultaneously, the later players are unaware of the earlier players' actions (making them effectively simultaneous). Sequential games (or dynamic games) are games where later players have some knowledge about earlier actions. This need not be perfect information about every action of earlier players; it might be very little knowledge. For instance, a player may know that an earlier player did not perform one particular action, while he does not know which of the other available actions the first player actually performed. The difference between simultaneous and sequential games is captured in the different representations discussed above. Normal form is used to represent simultaneous games, and extensive form is used to represent sequential ones. 15 Perfect information and imperfect information An important subset of sequential games consists of games of perfect information. A game is one of perfect information if all players know the moves previously made by all other players. Thus, only sequential games can be games of perfect information, since in simultaneous games not every player knows the actions of the others. Perfect information is often confused with complete information, which is a similar concept. Complete information requires that every player know the strategies and payoffs of the other players but not necessarily the actions. 16 Infinitely long games Games, as studied by economists and real-world game players, are generally finished in a finite number of moves. Pure mathematicians are not so constrained, and set theorists in particular study games that last for infinitely many moves, with the winner (or other payoff) not known until after all those moves are completed. 17 Discrete and continuous games Most of the objects treated in most branches of game theory are discrete, with a finite number of players, moves, events, outcomes, etc. However, the concepts can be extended into the realm of real numbers. This branch has sometimes been called differential games, because they map to a real line, usually time, although the behaviors may be mathematically discontinuous. Much of this is discussed under such subjects as optimization theory and extends into many fields of engineering and physics. 18 Meta games These are games the play of which is the development of the rules for another game, the target or subject game. Meta games seek to maximize the utility value of the rule set developed. The theory of meta games is related to mechanism design theory. 19 Key Elements of a Game Players: Who is interacting? Strategies: What are their options? Payoffs: What are their incentives? Information: What do they know? Rationality: How do they think? 20 Cigarette Advertising on TV All US tobacco companies advertised heavily on television Surgeon General issues official warning •Cigarette smoking may be hazardous Cigarette companies’ reaction •Fear of potential liability lawsuits Companies strike agreement •Carry the warning label and cease TV advertising in exchange for immunity from federal lawsuits. 21 Strategic Interactions Players: Reynolds and Philip Morris Strategies: Payoffs: Each firm earns $50 million from its customers Advertising costs a firm $20 million Advertising captures $30 million from competitor How to represent this game? { Advertise , Do Not Advertise} Companies’ Profits 22 Payoff Table 23 Best responses Best response for Reynolds: •If Philip Morris advertises: •If Philip Morris does not advertise: advertise advertise Advertise is dominant strategy! This is another Prisoners’ Dilemma 24 What Happened? After the 1970 agreement, cigarette advertising decreased by $63 million Profits rose by $91 million Why/how were the firms able to escape from the Prisoner’s Dilemma? 25 Changing the Game through Government-Enforced Collusion The agreement with the government forced the firms not to advertise. The preferred outcome (No Ad, No Ad) then was all that remained feasible 26 Rationality? Most economic analysis assumes “rationality” of decision-makers, that you make decisions by 1.forming a belief about the world 2.choosing an action that maximizes your welfare given that belief 27 And Common Knowledge of Rationality?? Most game-theoretic analysis makes the further assumption that players’ rationality is common knowledge; •Each player is rational •Each player knows that each player is rational •Each player knows that each player knows that each player is rational •Each player knows that each player knows that each player knows thateach player is rational •Each player knows that each player knows that each player knows that each player knows that each player is rational •Etc. etc. etc. 28 And Correct Beliefs?!? Nash equilibrium assumes that each player has correct beliefs about what strategies others will follow Implicitly this is saying that, in novel strategic situations, each player knows what the other believes Requires all players to thoroughly understand each other 29 Nash Equilibrium Nash Equilibrium: •A set of strategies, one for each player, such that each player’s strategy is a best response to others’ strategies Best Response: •The strategy that maximizes my payoff given others’ strategies. Everybody is playing a best response •No incentive to unilaterally change my strategy 30 Dominant Strategies Recall: Cigarette Ad Game Reynolds’ best strategy is Ad regardless of what Philip Morris does Ad is “dominant strategy” 31 Dominant Strategies and Rationality If you are rational, you should play your dominant strategy. Period. No need to think about whether others are rational, etc. Rationality + dominant strategies implies Nash equilibrium •no need for common knowledge or correct beliefs 32 Dominant Strategies and Rationality Nash equilibrium is not the right concept for some strategic situations Real players make mistakes or, for other reasons, may fail to be “rational” Yet dominant strategies give a clear prescription of what to do, regardless. 33 Example: SUV Price Wars “General Motors Corp. and Ford Motor Co. slapped larger incentives on popular sportutility vehicles, escalating a discounting war in the light-truck category… Ford added a $500 rebate on SUVs, boosting cash discounts to $2,500. The Dearborn, Mich., auto maker followed GM, which earlier in the week began offering $2,500 rebates on many of its SUVs.” --Wall Street Journal, January 31, 2003 34 SUV Price Wars: The Game 35 SUV Price Wars: Outcome Each firm has a unilateral incentive to discount but neither achieves a pricing advantage. 36 Prisoners’ Dilemma SUV Price War is a “prisoners’ dilemma” game: 1. Both firms prefer to Discount regardless of what the other does. (Discount is a dominant strategy.) 2. But both firms are worse off when they both Discount than if they both Don’t. 37 Prisoners’ Dilemma Game Key features: •Both players have a dominant strategy to Confess •BUT both players better off if they both don’t 38 Prisoners’ Dilemma Game 39 Reaction Curves in Prisoners’ Dilemma 40 Evolution in Prisoners’ Dilemma (One Population) Row and Col players are drawn from the same population Those who Confess get higher payoff, so Confess dominates the population 41 Loyal Servant Game Key features: •One player (Master) has dominant strategy •Other player (Servant) wants to do the same thing as Master 42 Loyal Servant Game 43 Reaction Curves in Loyal Servant Game 44 Evolution in Loyal Servant Game (Two Populations) 45 Bluffing in Poker: Set-Up Player A will be drawing on an inside straight flush Player A will have the best hand if: •flush (another club: 9 cards total) or •straight (any 2 or 7: additional 6 cards) 46 Winning Cards 47 Bluffing Game: Rules Each player has put $100 into the pot After receiving the fifth card, player A will either Raise $100or Not If Raise, Player B then either Calls (adds $100 more) or Folds (automatically losing $100 already in pot) Player A wins the pot if either A gets winning card or B folds 48 Bluffing Game: Rules 49 Analysis of Bluffing Game You get Good Card 15/48, about 1/3 What do you do with Bad Card? If you never raise, player B will always Fold when you have a Good Card. •get +100 when Good, -100 when Bad •average payoff about –33 If you always raise, player B will always Call you on it (even worse!) •get + 200 when Good, -200 when Bad •average payoff about -67 50 How Often to Raise in Equilibrium? Need to Raise enough for Player B to be indifferent between Fold and Call B gets –100 if Folds B gets either –200 or +200 if Calls •By Call, B “risks 100 to gain 300” relative to Fold •So we need Prob(Bluff| Raise) = 25% 15 Good Cards so we Bluff on 5 Bad Cards •So, Raise with 5/33 Bad Cards •When 1/3 chance of Good Card, Bluff with prob. 1/6 51 How Often to Fold in Equilibrium? Need to Fold enough for Player A to be indifferent between Raise and Not with Bad Card A gets –100 if Not Raise A gets either –200 or +100 if Raise •By raising, A “risks 100 to gain 200” So we Fold 33% 52 Payoffs in Equilibrium Player B Folds 33% of time …& Player A indifferent to Raise or Not given a Bad Card Good Card: 33%(+100)+67%(+200), so get 167 when Good Card –100 when Bad Card Overall payoff is about –11for A much better than always/never bluffing 53 Best responses in bluffing 54 Next Step … Strategies and game theory! from to 55 References 1. David McAdams,"Game Theory for Managers", MIT openCourseWare. 2. Adam M. Brandenburger and Barry J. Nalebuff, "The Right Game: Use Game Theory to Shape Strategy", Harvard Buseness Review, July - August 1995. 3. The Internet www.wikipedia.org 56