| Game Theory
Game theory is a branch of applied mathematics that uses models
to study interactions with formalised incentive structures ("games").
Unlike decision theory, which also studies formalized incentive
structures, game theory encompasses decisions that are made in an
environment where various players interact strategically. In other
words, game theory studies choice of optimal behavior when costs
and benefits of each option are not fixed, but depend upon the future
choices of other individuals. It has applications in a variety of
fields, including economics, international relations, evolutionary
biology, political science, and military strategy. Game theorists
study the predicted and actual behaviour of individuals in games,
as well as optimal strategies. Seemingly different types of interactions
can exhibit similar incentive structures, thus all exemplifying
one particular game.
John von Neumann and Oskar Morgenstern first formalised the subject
in 1944 in their book Theory of Games and Economic Behavior. Game
theory has important applications in fields like operations research,
economics, collective action, political science, psychology, and
biology. It has close links with economics in that it seeks to find
rational strategies in situations where the outcome depends not
only on one's own strategy and "market conditions", but
upon the strategies chosen by other players with possibly different
or overlapping goals. Applications in military strategy drove some
of the early development of game theory.
Game theory has come to play an increasingly important role in
logic and in computer science. Several logical theories have a basis
in game semantics. And computer scientists have used games to model
interactive computations. Computability logic attempts to develop
a comprehensive formal theory (logic) of interactive computational
tasks and resources, formalising these entities as games between
a computing agent and its environment.
Game theoretic analysis can apply to simple games of entertainment
or to more significant aspects of life and society. The prisoner's
dilemma, as popularized by mathematician Albert W. Tucker, furnishes
an example of the application of game theory to real life; it has
many implications for the nature of human co-operation, and has
even been used as the basis of a game show called Friend or Foe?.
Biologists have used game theory to understand and predict certain
outcomes of evolution, such as the concept of evolutionarily stable
strategy introduced by John Maynard Smith and George R. Price in
a 1973 paper in Nature (See also Maynard Smith 1982). See also evolutionary
game theory and behavioral ecology.
Analysts of games commonly use other branches of mathematics, in
particular probability, statistics and linear programming, in conjunction
with game theory.
Mathematical definitions
There are a few alternative definitions of the notion of a 'game'.
Normal form game design
A game in normal or strategic form combines the set of possible
strategies for each player and records the payoffs for each outcome.
Let N be a set of players. For each player there is given a set
of strategies
. The game is then a function:

So that, if one knows the tuple of strategies that were chosen by
the players, one is given the allocation payments, a real number
assignment. A further generalization can be achieved by splitting
the game into two functions: the normal form game, describing the
way in which strategies define outcomes, and a second function depicting
player's preferences on the set of outcomes. Hence:

Where is the outcome set of the game. And for each player there
is a preference function
. 
A reduced normal form exists as well. The reduced normal form combines
strategies for which are associated with the same payoffs.
Extensive form game
The normal form gives the mathematician an easy notation for the
study of equilibria problems, because it bypasses the question of
how strategies are calculated, i.e. how the game is actually played.
The convenient notation for dealing with these questions, more relevant
to combinatorial game theory, is the extensive form of the game.
This is given by a tree, where at each vertex of the tree a different
player has the choice of choosing an edge.
Simple game
The normal form and the extensive form capture the essence of non-cooperative
games. But in some games the formation of coalitions and the way
cooperation is developed are more important. For dealing with questions
of cooperation, the notion of a simple game was developed.
Types of games and examples
Game theory classifies games into many categories that determine
which particular methods one can apply to solving them (and indeed
how one defines "solved" for a particular category). Common
categories include:
Zero-sum and non-zero-sum games
In zero-sum games the total benefit to all players in the game,
for every combination of strategies, always adds to zero (or more
informally put, a player benefits only at the expense of others).
Go, chess and poker exemplify zero-sum games, because one wins exactly
the amount one's opponents lose. Most real-world examples in business
and politics, as well as the famous prisoner's dilemma are non-zero-sum
games, because some outcomes have net results greater or less than
zero. Informally, a gain by one player does not necessarily correspond
with a loss by another. For example, a business contract ideally
involves a positive-sum outcome, where each side ends up better
off than if they did not make the deal.
Note that one can more easily analyse a zero-sum game; and it turns
out that one can transform any game into a zero-sum game by adding
an additional dummy player (often called "the board"),
whose losses compensate the players' net winnings.
A game's payoff matrix is a convenient way of representation. Consider
for example the two-player zero-sum game with the following matrix:
Player 2
Action A Action B Action C
Action 1 30 -10 20
Player 1
Action 2 10 20 -20
The
conditions of victory are as follows: each round, each player's
points total will be affected by "the payoff", the number
in one of the fields in table A. Positive payoff is good for the
first player's total points, and bad for the second player's total
points. Negative payoff is bad for the first player's total points,
but is good for the second player's total points.
The order of play proceeds as follows: The first player chooses
in secret one of the two actions 1 or 2; the second player, unaware
of the first player's choice, chooses in secret one of the three
actions A, B or C. Then, the choices are revealed and each player's
points total is affected according to the payoff for those choices.
Example: the first player chooses action 2 and the second player
chose action B. When the payoff is allocated the first player gains
20 points and the second player loses 20 points.
Now, in this example game both players know the payoff matrix and
attempt to maximize the number of their points. What should they
do?
Player 1 could reason as follows: "with action 2, I could
lose up to 20 points and can win only 20, while with action 1 I
can lose only 10 but can win up to 30, so action 1 looks a lot better."
With similar reasoning, player 2 would choose action C. If both
players take these actions, the first player will win 20 points.
But what happens if player 2 anticipates the first player's reasoning
and choice of action 1, and deviously goes for action B, so as to
win 10 points? Or if the first player in turn anticipates this devious
trick and goes for action 2, so as to win 20 points after all?
John von Neumann had the fundamental and surprising insight that
probability provides a way out of this conundrum. Instead of deciding
on a definite action to take, the two players assign probabilities
to their respective actions, and then use a random device which,
according to these probabilities, chooses an action for them. Each
player computes the probabilities so as to minimise the maximum
expected point-loss independent of the opponent's strategy; this
leads to a linear programming problem with a unique solution for
each player. This minimax method can compute provably optimal strategies
for all two-player zero-sum games.
For the example given above, it turns out that the first player
should choose action 1 with probability 57% and action 2 with 43%,
while the second player should assign the probabilities 0%, 57%
and 43% to the three actions A, B and C. Player one will then win
2.85 points on average per game.
Co-operative games
A cooperative game is characterized by an enforceable contract.
Theory of co-operative games gives justifications of plausible contracts.
The plausibility of a contract is closely related with stability.
Axiomatic bargaining
Two players may bargain how much share they want in a contract.
The theory of axiomatic bargaining tells you how much share is reasonable
for you. For example, Nash bargaining solution demands that the
share is fair and efficient (see an advanced textbook for the complete
formal description).
However, you may not be concerned with fairness and may demand
more. How does Nash bargaining solution deal with this problem?
Actually, there is a non-cooperative game of alternating offers
(by Rubinstein) supporting Nash bargaining solution as the unique
Nash equilibrium.
Characteristic function games
Many players, instead of two players, may cooperate to get a better
outcome. Again, how much share should be given to each player of
the total output is not clear. Core gives a reasonable set of possible
shares. A combination of shares is in a core if there exists no
subcoalition in which its members may gain a higher total outcome
than the share of concern. If the share is not in a core, some members
may be frustrated and may think of leaving the whole group with
some other members and form a smaller group.
Games of complete information
In games of complete information each player has the same game-relevant
information as every other player. Chess and the prisoner's dilemma
exemplify complete-information games. Complete information games
occur only rarely in the real world, and game theorists usually
use them only as approximations of the actual game played.
Risk aversion
For the above example to work, one must assume risk-neutral participants
in the game. For example, this means that they would place an equal
value on a bet with a 50% chance of receiving 20 points and a bet
with a 100% chance of receiving 10 points. However, in reality people
often exhibit risk averse behaviour and prefer a more certain outcome
- they will only take a risk if they expect to make money on average.
Subjective expected utility theory explains how to derive a measure
of utility which will always satisfy the criterion of risk neutrality,
and hence serve as a measure for the payoff in game theory.
Game shows often provide examples of risk aversion. For example,
if a person has a 1 in 3 chance of winning $50,000, or can take
a sure $10,000, many people will take the sure $10,000.
Lotteries can show the opposite behaviour of risk seeking: for
example many people will risk $1 to buy a 1 in 14,000,000 chance
of winning $7,000,000. This illustrates the nature of people's preferences
over risk: they are risk-loving where losses are small and risk
averse where losses are high, even if potential gains are greater
- people care less about a marginal dollar than say a marginal $1000
- most people would not risk $1000 for the same chance of winning
$7,000,000,000.
Games and numbers
John Conway developed a notation for certain complete information
games and defined several operations on those games, originally
in order to study Go endgames, though much of the analysis focused
on Nim. This developed into combinatorial game theory.
In a surprising connection, he found that a certain subclass of
these games can be used as numbers as described in his book On Numbers
and Games, leading to the very general class of surreal numbers.
History
Though touched on by earlier mathematical results, modern game theory
became a prominent branch of mathematics in the 1940s, especially
after the 1944 publication of The Theory of Games and Economic Behavior
by John von Neumann and Oskar Morgenstern. This profound work contained
the method -- alluded to above -- for finding optimal solutions
for two-person zero-sum games.
Around 1950, John Nash developed a definition of an "optimum"
strategy for multi-player games where no such optimum was previously
defined, known as Nash equilibrium. Reinhard Selten with his ideas
of trembling hand perfect and subgame perfect equilibria further
refined this concept. These men won The Bank of Sweden Prize in
Economic Sciences in Memory of Alfred Nobel (also known as The Nobel
Prize in Economics) in 1994 for their work on game theory, along
with John Harsanyi who developed the analysis of games of incomplete
information.
Research into game theory continues, and there remain games which
produce counter-intuitive optimal strategies even under advanced
analytical techniques like trembling hand equilibrium. One example
of this occurs in the Centipede Game, where at every decision players
have the option of increasing their opponents' payoff at some cost
to their own.
Some experimental tests of games indicate that in many situations
people respond instinctively by picking a 'reasonable' solution
or a 'social norm' rather than adopting the strategy indicated by
a rational analytic concept.
The finding of Conway's number-game connection occurred in the
early 1970s.
Applications in gambling games
The mathematics of game theory have found their way back from the
academic world into the strategic setting on which they were originally
modelled. It is now very common, for the top Poker players to resort
to a mixed strategy (calculated as a Nash equilibrium against all
possible opposing strategies) as a defense against a more 'intuitive'
opponent. This approach was first advocated by David Sklansky in
"Theory of Poker", which drew very heavily from the work
of game theorists in economics. In order to blunt the advantage
in "reading" a player which a world champion card player
might use against him, Sklansky advocated an optimal mixed strategy
(using natural randomness) for various strategic decisions in gambling
such as:
- Bluffing & Semi-bluffing in seven card stud.
- Occasionally folding a weak hand for a final bet in limit texas
holdem.
- Backgammon doubling strategy.
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