Solving Cordial Minuet: A Sketch of A Game Theory Solution
Solving Cordial Minuet: A Sketch of A Game Theory Solution
Cordial Minuet is a gambling game played on a magic square of order 6 with two
players, with no random elements beyond the creation of the game board. In this
paper, I find an approximate solution to a version of the game played on a magic
square of order 4 using game theory techniques and fictitious play solution
approximation. The smaller version of the game likely has a value very close to
zero, and optimal strategies usually involve trying to guarantee at least a tie.
Curtis Miller
MATH 5750
September 8, y
Project
squares of order 6 are surely finite and less than 36!, though I do not know
the method being used to generate the magic squares and how many magic
squares are possible with it. The only method I am aware of for generating
magic squares is the medjig method [3], but I do not know the number of
magic squares this method could generate.)
As the game is still in development, the rules of the game may change,
but I will use the rules described in [1] and [2]. The game has a minimum
pay-in of $2. The game was designed so that the player sees himself as the
column player, but I will stick with game theory convention and treat the row
player as player one (PI) and the column player as player two (PII). Players
do not make specific bets but instead wager a percentage of their pay-in.
The players start by betting 1% of their pay-in. (Opponents are paired at
random and anonymously, with opponents having similar pay-ins being more
likely to be paired, though they are not guaranteed to have the same pay-in;
this is not revealed to the players.)
The game is played in three rounds. In each round, PI will select a row
for himself and a row for his opponent. He can choose any combination of
rows so long as neither row was selected for either himself or his opponent in
a previous round. PII will do the same for the columns. The value of the
square where the row PI picked for himself and the column PII assigned to
him intersect will be added to PI's score. The value of the square where the
column PII picked for herself and the row PI assigned to her intersect will
likewise be added to PII's score. At the end of each round, the row (column)
that PI (PII) assigned to PII (PI) will be revealed to PII (PI), so both players will
know their own scores. However, they will not know what the other player's
score is; the other column (or row) that the opponent selected is not
revealed. At the end of each round the players may wager any additional
percentage of their initial pay-in they desire. Betting rules are similar to the
rules of poker, where a player makes a bet, and the other player may call,
raise or fold.
At the very end of the game, after all rows and columns have been
assigned to PI or PII, both players will reveal one of the squares
corresponding to their own payoff to their opponent. A round of betting
follows. Finally each player's score is revealed. The winner at the end of the
game is the one with the highest cumulative score, and he earns the pot. If
there is a tie, each player receives the amount he or she bet (i.e. neither
player profits). (To see examples, both [1] and [2] demonstrate play.)
An important property of the game is that at the end, every row will
have been assigned to either PI or PII, with three rows being assigned to PI
and three rows assigned to PII. The same is true of the columns. So each
player's score will be the sum of three squares on the game board, with no
two squares sharing a row or column. If the row and column of a square is
represented as an ordered pair
( x , y ) , with
a row and
or the same
a column, no
y .
6!
ways
for a player to assign his rows or columns, and decisions are made in three
iPr , jPr
to describe a strategy.
is the
is the player
P
i r , is the row (or column) player
P
j r , is the row (or column) player
i , j instead of
iPr , jPr
(i Ir , j IIr )
and column
( x , y ) to
II
( j r ,i r )
is a tie.
We will let PI move first (the game tree will be designed so that it does
not matter who moves first). What choices are available to him? He needs to
select a row for himself and a row for PII, and there are
4 3=12
ways to do
so. We will label each of these pure strategies in round one with unique
i , j , each corresponding to the unique way to pick a row for PI and a row
for PII (PI's information set consists only of the top node).
PI selects his strategy, and now it is PII's turn. PII does not know what PI
did in round one yet, so she will have only one information set consisting of
all the nodes corresponding to PI's choice in round one. In round one, PII also
has the choice of 12 pure strategies of the form
spawning from PI's choice, PII will have 12 branches, each labeled with a
unique
combination of
iI1 , j1I
and
iII1 , j1II
PII selects a strategy and each player sees the j that was selected by
their opponent. Now it is PI's turn again. What are his information sets? Both
players have perfect recall, so their information sets will be limited to the
branch of the tree corresponding to the
what
II
j1
iP1 , jP1
is, his information set will be further reduced to those nodes with
iI1 , j1I
II
j 1 . So in each branch of the tree corresponding to
a common
i I1
or
are equal
After PI makes his choice, PII now selects her round two strategy. What
are her information sets? PII has perfect recall, so all information sets are
limited to nodes with a common label representing PII's chosen strategy in
round one; in other words, all nodes in an information set have the same
iII1 , j1II
. PII also knows the row PI picked for her in round one,
I
j 1I , so only
j1
not know what strategy PI chose in round two, all nodes that PI could have
taken in round two subject to the above restrictions will be included in an
information set. All told, there will be 48 information sets for PII, each
containing six nodes. Like PI, PII will have only two pure strategies available,
with labels subject to similar constraints PI's round two labels faced.
There are now 576 terminal nodes. In this game, a player can only win,
lose, or tie, and we can represent this with payoffs of
1 ,
1 , and
0 ,
respectively (we are ignoring betting). Recall that PI's final score is
S I ( i 1I , j II1 ) +(i 2I , j II2 ) , and
S I < S II
S I > S II
and loses if
(in other words, PI wins if his score is higher than PII's, and loses if
his score is less than PII's). Otherwise, there is a tie. Using indicator
functions, I represent the payoff function as:
1
{( i , j )+( i , j ) >( j ,i ) +( j , i )}
I
1
II
1
I
2
II
2
I
1
II
1
I
2
II
2
{( i , j ) +( i , j ) <( j ,i ) +( j , i )}
I
1
II
1
I
2
II
2
I
1
II
1
I
2
II
2
II
II
player has 49 information sets total. The procedure for converting a game
from extensive form to strategic form is to represent a pure strategy in
strategic form with a choice of a strategy from each of a player's information
sets. In this context, however, this procedure would result in dominated
strategies through strict equality. This results from the players' perfect recall
ability. Information sets in round two condition on a player's strategy chosen
in round one and what is known about the strategy the opponent chose in
round one. Since a player knows what strategy he or she chose in round one,
including rules of play that condition on that player choosing a different
strategy in round one from what that player actually chose (according to that
strategy) only result in redundant pure strategies. Therefore, I can simplify
the matrix by representing a pure strategy in strategic form by a choice of
strategy in row one, and a choice of strategy from each of the four
information sets following that choice of strategy. This makes intuitive sense
since it says a pure strategy is a combination of two rows (or columns, in the
case of PII) in round one, and then for each column (row) that PII (PI) could
assign to PI (PII) in round one, a response of a combination of the two
remaining rows (columns) is assigned. This results in a square matrix with
192 rows and 192 columns.
I wrote an R script that can process a game, create a game matrix
representing it in strategic form, and can find an approximate solution. In
practice, the resulting payoff matrix is singular due to rows or columns being
linearly dependent through equality, and the only way to solve this linear
matrix, so neither player has a pure strategy that will guarantee at least a
tie), make ties very likely when an opponent plays optimally.
Much more can be said about Cordial Minuet. I did not solve the full six
by six game, and I do believe a solution is possible. I believe the procedure I
used to analyze the simpler version of the game could be adapted to analyze
the full game. Cordial Minuet's third round of play will be the most difficult to
translate to strategic form, but I believe that doing so is possible, given a
good notation scheme.
Betting strategies would also be interesting to analyze. It may seem that
since the value of the game is zero, the best betting strategy would be to
match your opponent but not raise by more than what is necessary to
continue play (in practice, however, an aggressive player might assume that
his opponent is not playing optimally and therefore his expected payoff when
playing optimally is positive, so he will want to encourage his opponent to
invest as much of her pay-in as he can).
The exception to this is the final round of betting, when players begin to
reveal the squares they got. At this phase of the game, a player may decide
that winning is highly unlikely, and therefore fold. Perhaps the best way to
analyze this phase of the game is to imagine it being an entirely separate
game (similar to how insight is drawn from endgame poker).
For example, suppose two players are playing a card game where the
player holding the hand with the larger sum wins (all card have a numeric
value). There is a probability
10
probability
1 pq
that the hands are of equal value. The players see their own hands but not
their opponents hand. When the players receive their hands, there is a
round of betting. After this round of betting, each player reveals one card of
their choice from their hands. Another round of betting ensues, then the
players reveal their entire hands, with the winner taking the pot.
There are a number of questions for how this game is played. How do
the players decide to reveal their first card? Do they select their best, worst,
or middle card? How does a player react to the card his opponent revealed?
How do the players bet? Answering these questions may be enlightening to
playing the final round of Cordial Minuet, since the problem is similar.
Cordial Minuet has strategic depth. Game theory analysis could provide
answers to how to play, though probably not before the game is released.
Hopefully they are found after release, though; otherwise, interest in the
game might fade and it may never be released.
References
[1] Rohrer, S.C. Cordial Minuet: How to Play in Three Minutes. Retrieved
April 4th, 2015 from https://www.youtube.com/watch?
v=wZcmUGMj30k
[2] Totilo, S. A Mildly Satanic New Video Game That You Can Only Play
Online With Money. Retrieved April 4th, 2015 from
http://kotaku.com/a-mildly-satanic-new-video-game-that-you-mustplay-onli-1638083439
[3] Wikipedia. Magic Square. Retrieved April 4th, 2015 from
http://en.wikipedia.org/wiki/Magic_square
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