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Game Theory, Byrne

This document provides an introduction and table of contents to a textbook on basic game theory written by Eli C.C. Byrne. The preface indicates that the textbook is intended as a resource for the author's game theory course, which introduces students to common game theory models. It aims to make complex ideas simpler rather than overcomplicating simple topics. The prerequisites section outlines the expected mathematical background of students. The textbook contains chapters on games in extensive and strategic form, algorithms for finding mixed Nash equilibria, famous examples like Prisoner's Dilemma, and applications including voting models and auctions.

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Kairat Parpiyev
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100% found this document useful (1 vote)
603 views199 pages

Game Theory, Byrne

This document provides an introduction and table of contents to a textbook on basic game theory written by Eli C.C. Byrne. The preface indicates that the textbook is intended as a resource for the author's game theory course, which introduces students to common game theory models. It aims to make complex ideas simpler rather than overcomplicating simple topics. The prerequisites section outlines the expected mathematical background of students. The textbook contains chapters on games in extensive and strategic form, algorithms for finding mixed Nash equilibria, famous examples like Prisoner's Dilemma, and applications including voting models and auctions.

Uploaded by

Kairat Parpiyev
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 199

BASIC GAME THEORY

AN INTRODUCTORY TEXT ON MATHEMATICAL


MODELING OF DECISION MAKING

ELI C.C. BYRNE












Dedicated to my wife Caryl Sue, who has always
encouraged me to do things my own way, my advisor Leon
Vaserstein, for whom the expression former advisor is as
absurd as former father, my daughters Keely, Adrienne,
and Grace, who started my teaching career almost 30 years
ago, and, last but not least, my students, who make teaching
a perennially rewarding pursuit.
i
Preface
Audience: This book is written first and foremost for my
own teaching of Math 486 at Penn State University. It is
further written for anyone who likes my organization and
presentation of basic introductory game theory material. I
undertook to write this book because no single text in
existence included the selection of topics I like to cover in
an introductory course and, perhaps in small part, to
improve the presentation of this material to the audience I
have come to expect in my class: a mixture of junior and
senior undergraduates and handful of graduate students
from a variety of majors including math, engineering,
biology, education, business, economics and operations
research.
Perspective: The perspective that guides the choice of
material and its presentation is first of all that the goals of
teaching are
i) to develop students abilities for independent
learning and critical thinking, more so than to
merely convey information
ii) to make complicated ideas seem simpler, not to
make simple ideas seem complicated
iii) in keeping with (1) and (2), to introduce students to
a sampling of the most prevalent models in game
theory in their simplest form, leaving the more
complicated refinements and extensions of these
models as topics for future study or independent
research that the students can pursue when they are
so motivated
ii
Prerequisites: The course is primarily about using math to
model applied problems, rather than about learning new
mathematical theory or machinery. Advanced mathematics
requiring specialized training is kept to a minimum.
Specifically, the most advanced topics expected of the
students background are:
i) using derivatives to find local extrema,
ii) using matrix notation to represent linear operations
and systems of equations,
iii) solving systems of linear equations,
iv) elementary probability and combinatorics (e.g.
counting choices)
This does not make the material easy it merely reduces
the specialized prerequisites to make the material
accessible to a wide variety of students. The challenging
part of this course comes from three sources:
i) thinking in abstraction and understanding the maps
between concise mathematical models and the
complicated world they represent,
ii) employing logic to understand and sometimes
produce proofs and/or solve problems that require
logical derivation more so than formulaic
computation, and
iii) combining (i) and (ii) to identify the implicit
assumptions of models; i.e. using the logic skills of
(ii) to derive properties of the real world that must
be true to make the maps of (i) valid and/or
consistent.

iii
Legend to symbols and notation
Mathematics is a language that makes use of numerous
symbols for convenience and efficiency and also for clarity
and disambiguation. The list that follows is a key of
mathematical symbols.
Symbol Meaning
{A | B} a set A of objects satisfying the qualifications B
for all
E a sum over an implicitly or explicitly indexed set
implies
- there exist(s)
such that
~ approximately
denotes scalar multiplication or vector dot product,
according to context
d/dx denotes the derivative operator
V denotes the gradient operator
denotes Cartesian product:
C denotes the empty set
e is an element of
e is not an element of
|A| cardinality of the set A (number of elements, if A is
finite)
f:XY the function f maps elements of X to elements of Y
denotes intersection
denotes union
_ denotes weak superset
denotes strict superset
_ denotes weak subset
c denotes strict subset
. not strict subset
=,=,s,>,
+,,
these symbols are used with the usual arithmetic meaning
iv
Other Notation and reference system.
Many figures in this book labeled Figure x.y.z are in fact
numerical or graphical examples of ideas discussed in the
text. References elsewhere in the text use the expression
example x.y.z in place of figure x.y.z to avoid clumsy
expressions such as the example of figure x.y.z. Some
examples requiring lengthy text have their own subsection
heading x.y.z Example, so the expression example
x.y.z in the text could refer to a subsection or a figure.
Context and the TOC easily resolve any ambiguity.
Finally, this is a draft whose important and urgent need is
to document what I am currently teaching in lectures and to
offer supplemental explanation and examples, so there are
ideas of others that I informally cite from memory, but for
which I have not yet included precise references. Dont let
that stop any reader from looking up these references for
themselves and if any citations are incorrect or missing, I
would be most grateful to have such errors and omissions
pointed out so I can correct them.


v
Table of Contents
PREFACE ........................................................................... I
LEGEND TO SYMBOLS AND NOTATION .............. III
TABLE OF CONTENTS ................................................ V
LIST OF FIGURES ......................................................... X
1 INTRODUCTION..................................................... 1
1.1 BASICS OF MATHEMATICAL MODELING ................. 3
1.2 DEFINITION AND CATEGORIES OF GAMES ............. 7
1.3 HISTORY OF GAME THEORY ..................................... 14
1.4 APPLICATIONS OF GAME THEORY ............... ERROR!
BOOKMARK NOT DEFINED.
2 GAMES IN EXTENSIVE FORM ......................... 16
2.1 POSITIONS, MOVES, INFORMATION AND RECALL
16
2.1.2.....................................................MODELING SIMULTANEITY
20
2.1.3.......................................................MODELING RANDOMNESS
21
2.2 STRATEGIES AND STRATEGY PROFILES ................ 23
2.3 NASH EQUILIBRIUM .................................................... 26
2.4 BACKWARD INDUCTION ............................................ 28
2.4.2SUB-GAME PERFECTION ..................................................... 30
3 GAMES IN STRATEGIC FORM ......................... 33
vi
3.1 STRATEGIC FORM PROS AND CONS ..................... 33
3.2 PURE STRATEGY EQUILIBRIA IN STRATEGIC
FORM ........................................................................................ 35
3.2.2EXERCISES (EXTRACTED TO ANGEL) ................................. 38
3.3 DOMINATION OF STRATEGIES ................................. 38
3.3.1EXERCISES (EXTRACTED TO ANGEL) ................................. 41
3.4 MORE ON MIXED STRATEGIES ................................. 41
3.5 MIXED STRATEGIES IN STRATEGIC FORM GAMES
42
3.6 MIXED NASH EQUILIBRIA IN STRATEGIC FORM
GAMES ..................................................................................... 43
3.7 ALGORITHM TO FIND MIXED NASH EQUILIBRIA 49
3.8 TWO-PERSON ZERO-SUM GAMES ............................ 61
3.8.2THE VALUE OF A GAME ........................................................ 66
3.8.3LINEAR PROGRAMMING AND GAMES ................................ 66
3.8.4...........GRAPHICAL METHOD FOR 2 X N AND M X 2 GAMES
71
3.8.5EXERCISES (EXTRACTED TO ANGEL) ................................. 74
3.9 FAMOUS STRATEGIC FORM GAMES ....................... 74
3.9.1PRISONERS DILEMMA .......................................................... 74
3.9.2BATTLE OF THE SEXES (COORDINATION) ......................... 76
3.9.3HAWK DOVE ........................................................................... 78
3.9.4ROCK SCISSORS PAPER ........................................................ 79
3.9.5STOP SIGN GAME ................................................................... 80
3.9.6CHICKEN ................................................................................. 80
3.9.7MATCHING PENNIES ............................................................. 81
3.9.8EXERCISES .............................................................................. 82
vii
4 GAMES WITH A CONTINUUM OF
STRATEGIES ................................................................. 83
4.1 FINDING NASH EQUILIBRIA IN POLYNOMIAL
GAMES ..................................................................................... 84
4.2 POLYNOMIAL GAME NASH EQUILIBRIUM
EXAMPLE ................................................................................ 89
4.3 COURNOT DUOPOLY MODEL .................................... 93
4.4 HOTELLING DUOPOLY MODEL ................................ 94
4.5 HIDE AND SEEK (A.K.A. SEARCH AND DESTROY) 97
4.6 GAMES OF TIMING ....................................................... 98
4.6.1DUEL ........................................................................................ 98
4.6.2MARKET PREEMPTION ......................................................... 99
4.6.3WAR OF ATTRITION ............................................................... 99
4.7 A SIMPLE VOTING GAME ........................................... 99
4.8 AUCTIONS ...................................................................... 99
4.8.11
ST
PRICE AUCTION ............................................................... 99
4.8.22
ND
PRICE AUCTION ............................................................... 99
5 REPEATED GAMES AND ADAPTIVE
LEARNING ................................................................... 100
5.1 BACKWARD INDUCTION .......................................... 100
5.1.1CHAIN STORE PARADOX ..................................................... 100
5.2 INFINITELY REPEATED GAMES AND DISCOUNT
FACTOR ................................................................................. 100
5.2.1FOLK THEOREMS ................................................................. 100
5.3 REPEATED PRISONERS DILEMMA ........................ 100
5.3.1AXELRODS TOURNAMENTS AND TIT-FOR-TAT.............. 100
viii
5.4 ADAPTIVE AND REINFORCEMENT LEARNING ... 100
5.4.1BROWNS METHOD OF FICTITIOUS PLAY ....................... 100
5.4.2LOCAL INTERACTION MODELS AND IMITATION ............ 100
6 COOPERATIVE GAME THEORY ................... 101
6.1 JOINT STRATEGIES .................................................... 101
6.2 IMPUTATIONS ............................................................. 102
6.3 CHARACTERISTIC FUNCTIONS AND
SUPERADDITIVITY ............................................................. 103
6.3.2EXERCISES ............................................................................ 109
6.4 CHARACTERISTIC FUNCTION FORM GAMES ...... 110
6.5 ESSENTIAL AND INESSENTIAL GAMES ................ 111
6.6 DOMINANCE, COALITIONAL RATIONALITY, THE
CORE ...................................................................................... 112
6.6.1EXAMPLE OF AN EMPTY CORE ......................................... 115
6.6.2EXAMPLE OF AN ALL ENCOMPASSING CORE ................. 115
6.6.3EXAMPLE OF A 0-DIMENSIONAL CORE ........................... 116
6.6.4EXAMPLE OF A 1-DIMENSIONAL CORE ........................... 117
6.6.5EXAMPLE OF A NON-TRIVIAL 2-DIMENSIONAL CORE... 118
6.7 STRATEGIC EQUIVALENCE AND NORMALIZATION
119
6.7.1EXAMPLE OF NORMALIZING A GAME .............................. 121
6.8 SHAPLEY VALUES ...................................................... 122
6.8.1EXAMPLE OF SHAPLEY VALUE COMPUTATION ............. 124
6.9 SIMPLE GAMES, COMPOUND GAMES, ELECTIONS
126
6.9.1LAKE WOBEGONE LOCAL GOVERNMENT ....................... 127
ix
6.10 NASH ARBITRATION ................................................. 129
6.10.1THEOREM (NASH ARBITRATION) ..................................... 132
6.10.2EXAMPLE OF NASH ARBITRATION .................................. 133
6.10.3SHAPLEY PROCEDURE ..................................................... 134
6.10.4EXERCISES .......................................................................... 135
7 EVOLUTIONARY GAME MODELS ................ 136
7.1 ONE-POPULATION MODELS WITHOUT MUTATION
139
7.1.1HAWK-DOVE EVOLUTION DYNAMICS .............................. 141
7.2 EVOLUTIONARY GAMES AS DYNAMICAL
SYSTEMS ............................................................................... 148
7.2.1DYNAMIC EQUILIBRIA ........................................................ 149
7.2.2STABLE AND UNSTABLE EQUILIBRIA ............................... 150
7.2.3ATTRACTORS AND BASINS OF ATTRACTION ................... 153
7.2.4REPEATED PRISONERS DILEMMA EVOLUTION ............ 155
7.2.5QUASI-MUTATION ................................................................ 159
7.2.6ROCKSCISSORSPAPER EVOLUTION DYNAMICS ......... 161
7.2.7..........FINDING ONE-POPULATION DYNAMIC EQUILIBRIA
163
7.3 TWO-POPULATION EVOLUTION MODELS ........... 164
7.3.1TWO POPULATION NUMERICAL EXAMPLE ..................... 167
7.3.2..........FINDING TWO-POPULATION DYNAMIC EQUILIBRIA
169
7.3.3TWO POPULATION PREDATOR PREY EXAMPLE .......... 171
7.4 COMPARING NASH AND EVOLUTIONARY
EQUILIBRIA .......................................................................... 171
x
List of Figures
FIGURE 2.1 EXTENSIVE FORM COMPLETE INFORMATION
GAME 18
FIGURE 2.2 EXTENSIVE FORM INCOMPLETE INFORMATION
GAME 19
FIGURE 2.3 EXTENSIVE FORM INCOMPLETE RECALL GAME
20
FIGURE 2.4 SIMULTANEOUS MOVE GAME IN EXTENSIVE
FORM 21
FIGURE 2.5 EXTENSIVE FORM GAME WITH RANDOM
MOVES 22
FIGURE 2.6 BRANCHING IN BACKWARD INDUCTION ............ 29
FIGURE 2.7 NON-SUBGAME PERFECT NASH EQUILIBRIUM.. 31
FIGURE 3.1 STRATEGIC FORM OF EXAMPLE 2.4 ...................... 34
FIGURE 3.2 BEST RESPONSES IN STRATEGIC FORM OF 2.7 ... 35
FIGURE 3.3 NON-UNIQUENESS OF STRATEGIC FORM ............ 37
FIGURE 3.4 3-PLAYER GAME IN STRATEGIC FORM ................ 38
FIGURE 3.5 WEAK DOMINATION AND MIXED STRATEGIES . 44
FIGURE 3.6 COMBINATORIAL POSSIBILITIES FOR MIXED
EQUILIBRIA 47
FIGURE 3.7 STRATEGIC FORM GAME WITH MANY MIXED
EQUILIBRIA 54
FIGURE 3.8 TABLE ANALYSIS OF EXAMPLE 3.7 ....................... 55
FIGURE 3.9 CODES IN EXAMPLE 3.7 3.8 ................................... 55
FIGURE 3.10 MORE MULTIPLE MIXED EQUILIBRIA ................ 58
FIGURE 3.11 TABLE ANALYSIS OF THE GAME IN FIGURE 3.10
58
FIGURE 3.16 PLAYER 1S LINEAR PROGRAM (LP) ................... 68
xi
FIGURE 3.17 PLAYER 2S LINEAR PROGRAM (LP) ................... 68
FIGURE 3.18 GAME 1.2.1 REVISITED ............................................ 69
FIGURE 3.19 PLAYER 1S LP FOR GAME 1.2.1 / 1.2.3 ................. 69
FIGURE 3.20 PLAYER 2S LP FOR GAME 1.2.1/1.2.3 ................... 69
FIGURE 3.21 2 X N ZERO SUM GAME .......................................... 71
FIGURE 3.22 GRAPHICAL SOLUTION FOR X* AND V .............. 72
FIGURE 3.25 TRADITIONAL BATTLE OF THE SEXES GAME .. 76
FIGURE 3.26 ALTERNATE BATTLE OF THE SEXES GAME ...... 77
FIGURE 3.27 SYMMETRIC HAWK DOVE GAME ........................ 79
FIGURE 3.28 ROCK SCISSORS PAPER GAME ............................. 79
FIGURE 3.29 STOP SIGN GAME ..................................................... 80
FIGURE 3.30 CHICKEN .................................................................... 81
FIGURE 3.31 MATCHING PENNIES ............................................... 81
FIGURE 6.1 STRATEGIC FORM COOPERATIVE GAME ........... 105
FIGURE 6.2 TWO-PLAYER ZERO-SUM GAME DETERMINING
v({2,3}) 106
FIGURE 6.3 GRAPHICAL SOLUTION FOR v({2,3}) ................... 106
FIGURE 6.4 TWO-PLAYER ZERO-SUM GAME DETERMINING
V({1}) 107
FIGURE 6.5 GRAPHICAL SOLUTION FOR v({1}) ...................... 107
FIGURE 6.6 ZERO-SUM GAMES YIELDING CHARACTERISTIC
VALUES 108
FIGURE 6.7 CHARACTERISTIC VALUES FROM FIGURE 6.1/6.6
GAME 109
FIGURE 7.1 HAWK-DOVE NUMERICAL EXAMPLE ................. 142
FIGURE 7.2 HAWK-DOVE EVOLUTION
(V=2,C=3,W=1,H
0
=3/4,D
0
=1/4) ........................................................ 144
FIGURE 7.3 HAWK-DOVE EVOLUTION
(V=2,C=3,W=1,H
0
=1/5,D
0
=4/5) ........................................................ 145
xii
FIGURE 7.4 HAWK-DOVE EVOLUTION
(V=2,C=3,W=5,H
0
=1/5,D
0
=4/5) ........................................................ 145
FIGURE 7.5 HAWK-DOVE EVOLUTION
(V=2,C=4,W=5,H
0
=1/5,D
0
=4/5) ........................................................ 146
FIGURE 7.6 HAWK-DOVE EVOLUTION
(V=2,C=8,W=5,H
0
=1/5,D
0
=4/5) ........................................................ 146
FIGURE 7.7 PURE ESS IN A SINGLE POPULATION MODEL ... 153
FIGURE 7.8 FOSTER & YOUNG 10-ROUND PRISONERS
DILEMMA 156
FIGURE 7.10 ROCK SCISSORS PAPER AS A GENERATION
GAME 162
FIGURE 7.11 ROCK SCISSORS PAPER EVOLUTION DYNAMICS
163
FIGURE 7.12 EQUILIBRIUM POSSIBILITIES FOR EXAMPLE
7.3.1 170
1
1 Introduction
This chapter offers a brief overview of the mental and
cultural landscape in which game theory originally took
root and continues to grow. Growth is driven partly by
applications, as researchers in a variety of fields see
mathematical commonalities with their problems but a need
to adjust the modeling assumptions to improve the fit, and
partly by the inevitable desire to remove the limitations of
assumptions that provided necessary focus to achieve
strong results in the earlier development of the theory.
Young students should realize as fast as possible that
mathematics is not a set of dogma created before the dawn
of time and handed down faithfully through the ages.
Rather, it is a language for describing ideas and logical
relationships between ideas. The language has been
invented gradually over time with contributions by
thousands of thinkers. The existence of a common,
international language of mathematics has enabled the
development and documentation of a body of ideas and
results regarding relationships between ideas that are
known to be logically valid because the language of
mathematics is capable of clearly representing rigorous
logical thought.
The special quality of mathematics as a language is that it
enforces unambiguous description. Young students are no
doubt familiar with the expression not well-defined. In
plain English or any other vernacular, people are free to do
their best at describing any topic of interest, and the
potential for multiple, incomplete, or paradoxically
inconsistent interpretations is sometimes tolerated as a
routine occupational hazard and sometimes embraced as an
art form, the latter especially in humor and also poetry and
2
song. In mathematics, one is not at liberty to say absolutely
anything one can only say what can be made
unambiguous. An idea is not valid math until it is well
defined; i.e. unambiguously defined, at least at some level
of precision.
One could say that mathematics is the only field in which
anything can be absolutely proven that all other sciences
merely amass compelling experimental evidence but never
escape the possibility of a counterexample. This is because
mathematical results are not theorems about the state of the
world, the state of the universe, or the state of reality at any
level. Mathematical results tell you that if one thing is true,
then something else is also true. The one thing is
referred to as the hypothesis and the something else is
referred to as the conclusion. It is up to those who apply
mathematics in the world to worry about whether and when
a hypothesis is true and, therefore, a corresponding
conclusion is guaranteed.
It is precisely because of the formal system of definitions in
mathematics that it is possible to state results with absolute
certitude. An object or process in the physical world exists
whether we can define it correctly or not, and has
properties whether we can detect or understand them or not.
The objects or processes discussed in mathematics and the
words and symbols used to define them have absolutely no
meaning except that meaning given to them by their
definitions. This feature is what enables the mathematician
to know that he or she has, literally, thought of
everything: because the scope of relevant information has
been kept manageable by limiting the definition to a short
list of considerations. That is to say, mathematical objects
are ideas they are structured imaginings. Exercise your
imagination is a common exhortation to children. In
3
mathematics the expression becomes a rigorous challenge
to imagine objects or processes with sometimes layered,
complicated and seemingly impossible or paradoxical
properties which are only successfully imagined after
tenacious focus, arduous logical thought and sometimes
luck conspire to evoke realizations and visualizations that
exactly satisfy a predefined goal. The common metaphor
mental gymnastics is an apt description of the controlled
imagination that constitutes mathematical thought.
Mathematics majors probably know this already, but to my
readers with limited experience with mathematics, it will
help you digest this book as well as any other math text if
you remember that everything hinges on definitions.
Whenever you feel stuck, whether trying to solve an
exercise or trying to understand the statement or proof of a
theorem, my advice is to elaborate the definitions of all the
terminology in use. Every mathematical noun more specific
than entity, can be replaced with a less specific noun
along with specific set of criteria that must be satisfied.
Elaborating these definitions is very helpful in tracking the
layered meanings and, by repetition, making the required
imaginations more salient, as a psychologist or
neuroscientist might say.
1.1 Mathematical Modeling as an Approach
to Analyze the World
The essence of mathematical modeling is to create a
surrogate for something in the real world by using
mathematical assumptions to describe it, thereby defining a
model. We analyze the model as a proxy for the real
subject of interest, with the approach that so long as our
assumptions are an accurate description of the real subject,
4
the logical implications derived from our model will hold
true for our real subject as well.
In practice, the assumptions of a model never capture all
the details of the subject under study, and this is no more a
flaw of the approach than it is the whole point. It has been
said that all models are wrong, but some are more useful
than others.
Two important ways to approximate reality with a model
are by choice of scope and by choice of fidelity. Consider a
model that uses variables to describe dynamic system
properties (i.e., properties that can change). Variables
whose values are computed by the model are called
endogenous to the model, and variables whose values are
injected into the model as inputs are called exogenous to
the model. System properties that are left out of a model
entirely are externalities. For example, a transportation
model might consider the costs of vehicle purchase and
maintenance, gas and oil, insurance and manpower for
loading and unloading trucks and a company might use
such a model to minimize costs by choosing the routes for
its trucks to minimize mileage. The available routes and
associated distances, vehicle prices, gas and oil prices,
vehicle fuel efficiency, average maintenance cost per mile,
labor and insurance rates are all exogenous because their
values must be supplied and cannot be computed from
knowing the routes. Gas, oil and maintenance costs are
endogenous and can be computed from the distance
traveled, which is chosen within the model. The cost of
maintaining the roads is an externality if it is not include
impact, as is often the case. If all roads had variable tolls
that accurately paid for the impact on maintenance of every
vehicle, then these toll rates would be exogenous and the
portion of road maintenance costs paid for using each road
5
would be endogenous. Externalities can be intentional to
deemphasize or even mask costs that an enterprise or
activity is creating. A possible motive for such masking
would be to avoid complaints from the person, people or
enterprise that will have to pay the costs if nobody notices.
This is quite often the case with industrial activities that
generate air and water pollution requiring either expensive
mitigation or increased health care costs or both, decrease
property values, impact food and entire associated supply a
chains including restaurants, intra city transportation,
entertainment, and quality of life impacts that are difficult
to quantify in dollars and cents. The 2010 British
Petroleum (BP) offshore spill in the Mississippi river delta
had a enormous costs to a wide range of commercial and
governmental enterprises in New Orleans and the
surrounding area. Where there is lost commercial revenue,
there are lost tax revenue, in addition to other direct and
indirect government costs for cleanup, healthcare,
environmental mitigation and so on. BP had a strong profit
motive to leave as many costs out of any damage models as
possible, but this is not to say that this motive governed any
decisions. The mere existence of this motive and similar
motives in countless business situations creates the need for
analysts who understand mathematical modeling and how
to identify externalities and their impact on model results.
Externalities are not always wrong, but rather a modeling
choice that might or might not be appropriate. If a model is
being used to optimize variable costs of a short time
horizon decision, then whether or not fixed costs are
included as exogenous or excluded as externalities is
essentially irrelevant to the application at hand.
The other important modeling concept discussed in this
introduction is fidelity, which means the level of detail
6
captured (i.e., described) by a model. A high-fidelity
model captures a deep level of detail and a low-fidelity
model captures only the very general features of the subject
of study. In an applied setting, the most useful model is
that which captures the details critical to answering the
questions at hand while ignoring all details not relevant to
the questions at hand. The ideal model could be described
as an optimal simplification of the problem at hand: as
simple as possible without ignoring anything important.
For example, Newtonian mechanics is a famous model of
the physical world. By studying Newtons model of the
physical world, people have designed steam engines, air
travel and numerous other technologies. Yet, Newtonian
mechanics does not model the weak force or the nuclear
force or the extremes of the relation between time and
speed. If one is aiming an artillery shell, Newtons model
produces a result which is highly accurate in the context of
the application and any details about the nuclear forces or
speed effects on time would excessively complicate the
model with no worthwhile improvement in the accuracy of
the result. If one is considering the behavior of atomic
particles in an accelerator, Newtons model is not useful
because it does not address details that are critical to the
questions under study.
An important distinction is that precision and accuracy are
not synonyms in the domain specific jargon of modeling.
Precision is a synonym for fidelity and refers to the level of
detail specified. Accuracy refers to correctness or truth
relative to some external standard. If the true time is
12:00:01 PM and somebody asks, what time is it?, then
midday is a rather imprecise but highly accurate answer,
while the answer 4:37:04.987344456 AM is both extremely
precise and extremely inaccurate. In some signal
7
processing applications it is common to model the echo of a
pure tone off a reflective object at a great distance from a
receiver as a returning pure tone from a single location but
at a closer distance to the receiver to model the echo as a
temporally distributed collection of returning tones from
spatially distributed locations on the object.
In practice, whether or not to invest in extra precision is a
question of whether increased precision will change the
bottom line answer to a question being asked.
Automobiles typically have a low fidelity odometer to
display the approximate life of the car in miles traveled and
a higher fidelity trip odometer in tenths of miles to enable
the driver to distinguish between multiple opportunities to
turn that are all within a one mile stretch of road.
Fidelity can also be related to the earlier discussion of cost
models and externalities. In a cost minimization
application, there can be costs that are truly variable but
whose variation is miniscule compared to the variation of
other costs. Regarding the almost-fixed costs as fixed
could be thought of as treating their variations as
externalities, but could also be regarded as a choice of
fidelity.
These concepts should be kept in mind when studying
game theory, which is the study of mathematical models of
decision scenarios.
1.2 Definition of Games and Scope of Game
Theory
To keep this introduction free of formal mathematical
notation, a definition in English of games is given here
which is consistent with symbolic definitions given later in
the text, and general enough to include the different
8
varieties of models studied as games. A decision scenario
is defined as a non-empty set of decision makers, called
players, each of whom has a non-empty set of decisions to
make, along with a set of outcomes which affect all players.
A mathematical game is a model of a decision scenario
which represents outcomes as numerical payoffs. The
numbers might or might not have meaning in an absolute
way, but the inequalities between the payoffs always model
the valuations of the players. That is, a higher payoff from
one outcome over another models that a player prefers the
one outcome to the other. In a natural way, the relative
magnitude of a payoff difference can model the strength of
a players preference for one outcome over another.
As discussed in the preceding remarks on modeling, there
are many assumptions that go into defining a particular
decision scenario and corresponding game. The set of
players is often finite, though in principle it could be
countably or uncountably infinite. The costs of
implementing different alternatives or the probability of
implementation error is often assumed away as a choice of
fidelity by the modeler, though these issues are dealt with
by some models.
The decision algorithm(s) of the players are not necessarily
a part of the game, but they are necessary to predict the
outcome of a game, which is often a key goal of analysis.
Mathematician and Nobel laureate John Nash, one of the
founders of the modern theory, has argued that the
boundaries of what we call game theory should be defined
by the game and not the players, and investigations of the
consequences of different player models interacting with a
game is an integration of game theory and psychology.
Nashs founding work assumed pure optimization of
payoffs which provides a fixed lens, so to speak, through
9
which to examine all games. Psychologist and Nobel
laureate Herb Simon introduced the concept of bounded
rationality, arguing that humans were not capable of the
memory capacity and computational speed implicit in the
assumption of optimization. Simon noted the widespread
use of rules of thumb, or heuristics, for decision making,
especially in limited information situations, but also
including situations where more information and
processing would be possible for an additional investment
of time, effort, and other information and processing costs.
Nashs perspective truly emphasizes analysis of the game
itself as a puzzle or math problem, as it were, in terms of
the strategic opportunities that the game presents, whereas
Simons perspective emphasizes the realism of predictions
derived in an applied setting.
The applied predictive value of game theory can be
improved even more by recognizing that an implicit
assumption of the 1-dimensional numerical payoff for each
player is that each players preferences over outcomes are
well-ordered. This means that for any two outcomes, each
player strictly prefers one to the other or is indifferent, and,
moreover, these preferences are transitive; i.e. if A is
preferred over B which is preferred over C, then A is
preferred over C. This assumption precludes modeling
scenarios in which outcomes can affect us in a variety of
contradictory ways.
Evolutionary psychology suggests that different functions
of our brain have evolved to respond to different
environmental stimuli. For example, part of our brain
responds to our need for food and environmental
opportunities for food while another part may respond to
threats to our physical safety and a third may respond to
opportunities to mate [Minsky 1989]. Consider a situation
10
in which, given a binary choice between food and safety,
one prefers safety, a mating is preferred over opportunity
physical safety, but food is preferred over a mating
opportunity. This could occur if the response to a mating
opportunity induced a feeling of invincibility, but hunger
suppressed the response to a mating opportunity. The
classical theory cannot model any scenario in which
outcome A is preferred over outcome B, B is preferred over
outcome C, and C is preferred over A.
Some researchers are beginning to extend models to enable
non-well-ordered (multi-dimensional) preferences [Byrne
1995, Byrne & Kurland 2001, Achampong 2009, Byrne
Achampong & Haney 2009] and also dynamic preferences,
which are the next natural extension and also consistent
with evolutionary psychology and the adaptive learning
literature. Research in agent systems, swarms, finite state
automata and neural networks all focus on the emergent
dynamics resulting from local neighborhood interactions of
distributed agents with (possibly) multidimensional
preferences. Much of this research has been created and
published by computer scientists working independently
from the game theory community and both research efforts
could be greatly enhanced by cross-pollination of ideas and
the emphasis on multidisciplinary research in grant
programs can help realize this potential.
The technical material covered in this text is limited to the
historical models with 1-dimensional (real valued) payoffs
and fixed preferences and readers should not consider these
wrong or useless. They are very valuable for situations
where these assumptions are valid. Readers are encouraged
to ask of every model presented: what are some realistic
scenarios in which this model makes sense?, what are
some realistic scenarios in which this model does not make
11
sense?, how could violation of each assumption alter the
prediction of the model?, and how could the model be
altered to make the assumptions better fit a scenario?.
1.3 Categories of Games
Games can be distinguished by several characteristics, so
there is not a single strict hierarchy of games, but rather
several categories of games, some of which are
overlapping.
Finite games are finite in very way: number of players,
number of decisions, number of alternatives.
Infinite games can be infinite due to infinitely many
alternatives for one or more decisions, or due to infinitely
many decisions for one or more players, or even due to
infinitely many players. Infinite games are often created
from finite games by allowing repetition.
Strategic form games refers to concept of strategy to reduce
multiple decisions by all players into a single decision by
each player, made by all players simultaneously, enabling
representation of the entire games by a payoff function
mapping strategy choices into payoffs. For a discrete set of
players this payoff function is typically represented by a
matrix for with one dimension for each player, indexed by
the strategies of that player, with payoffs given in each cell
as a vector.
Extensive form games are directed graphs in which each
node with successors represents a decision point and each
node with no successors represents an outcome and has a
payoff vector. Extensive form games explicitly show the
sequencing of decisions (moves).
12
Static games are those which, when played, are played just
once. Dynamic games are those which extend in time,
although this notion can sometimes be a matter of scale.
Strategic form games can be regarded as the only truly
static games. Any extensive form game explicitly models
sequencing of moves and therefore has a dynamic aspect to
the game, but some extensive form games are only a few
moves long and are usually treated as static games. In
multi-stage dynamic games, each sequential stage of the
game is referred to as a period or a stage and the subgame
that occurs in a period is called the stage game. A period
could be simply a move by any player and the subgame is
thus a one player game. A period could be a longer
sequence of moves or a set of simultaneous moves by some
or all of the players.
Repeated games are dynamic games made from static (e.g.
strategic form) games by repeating the static game in each
period. Total payoffs are computed as a function of stage
game payoffs, typically an average or weighted sum.
These games are also called supergames and are the usual
context in which reputation effects are studied.
Evolutionary games are dynamic models in which a stage
game is played by one or more populations of strategies
and the populations adjust based on the relative success of
the member strategies. Evolutionary games are used to
model Darwinian evolution and are also used by analogy to
model cultural inheritance; e.g., adoption of technology
such as cell phones, smart phones, or social network
providers. Evolutionary games also used as computer
learning algorithms; e.g., genetic algorithms.
13
Cooperative vs non-cooperative games distinguish between
whether communication, commitments, and side payments
are allowed of the players.
Signaling games put severe restrictions on communication
and do not include side payments.
Constant sum, including zero-sum, distinguish games in
which aggregate payoff is constant across all outcomes, so
some player(s) must receive less for any player(s) to
receive more.
Two-player zero-sum is a special category in which the
players interests are always diametrically opposed. These
games are called strictly competitive for this reason.
General sum games have no restrictions on the relation of
payoffs across the players. Within these broad categories
there are sub categories, such as coordination games, where
players try to coordinate their actions without the benefit of
communication.
Complete information and incomplete information refer to
whether players always know their exact position when
choosing their move. Chess has complete information, but
Black Jack does not.
Incomplete recall is a special case of incomplete
information where players fail to retain information that
they possessed earlier in the game.
Imperfect information refers to the possibility of players
receiving incorrect information, usually with some
probability of being correct or incorrect.
14
1.4 History of Game Theory
The earliest examples of game theory usually cited are
models of capitalist competition by Cournot and Bertrand
in the 19
th
century, and Hotelling in the early 20
th
century.
Zermelos 1913 paper on chess is also an early example.
Many of the ideas of game theory are as ancient as war and
business, two major applications of the theory. John Von
Neumann and Oskar Morgenstern first declared its
existence as a theory with their 1944 book The Theory of
Games and Economic Behavior in which the theory of two-
person zero-sum games was treated thoroughly, including
the definition of optimal mixed strategies and the value of a
game and the proof that these always existed for every such
game.
Von Neumann and Morgensterns book, combined with the
military interest in operations research driven by World
War II, sparked a concerted effort to develop the theory.
Luce and Raiffa, John Nash, Kuhn and Tucker and many
other works followed quickly. The theory includes
contributions from biologists including John Maynard-
Smith, Richard Dawkins, Robert Trivers, and Amotz
Zahavi, psychologists, notably Herbert Simon, Tversky and
Kahneman who all won Nobel prizes in economics for their
contributions. Computer scientists have made important
contributions, such as Tim Roughgardens analysis of the
cost of chaos. Robert Axelrod and other political scientists
have used game theory to study the emergence of
cooperation in competitive environments. Architecture
faces game theory in how the design of a building affects
the actions of people using it. Civil and industrial
engineers address game theory problems in how the layout
of a city or a factory affects the actions of occupants.
15
Public policy, from energy to transportation to welfare, all
pose game theory problems.
Anyone whose work focuses on or is affected by human or
animal behavior or automated decision making can use
game theory, at least now and then, if not as a primary
approach. Indeed, as humans who must make dozens if not
hundreds of small and sometimes big decisions every day
of our lives, we can all relate to the objective of game
theory, if not its methods. The biggest limitation to the
application of game theory is that imposed by the
assumptions, which, once you understand the principles,
can be adjusted and the variant model reanalyzed.
The interdisciplinary nature of the subject has led to the
formation of the Game Theory Society (GTS). For
decades, game theorists were a sparse minority in every
academic department and therefore at every traditional
subject based conference, such as math or political science.
At GTS conferences, everyone is studying game theory, as
a research method if not a primary focus of inquiry, and
nearly every academic discipline is represented. Those
interested in further study will find their website very
helpful: www.gts.org.
16
2 Finite Games in Extensive Form
2.1 Positions, Moves, Information and
Recall
A finite extensive form game G=(I,I ) is a finite set I =
{1,,n} of players and a directed graph I satisfying
1) I has exactly one start node with no
predecessors,
2) every node in I can be reached by traversing
edges from the start node,
3) every node with no successors has an associated
vector of real numbers, one for each player,
4) every node with successors is labeled to
reference exactly one player ieI.
The start node denotes the starting position of the game.
The nodes with no successors are called terminal nodes and
represent final outcomes of the game and therefore have
payoff vectors associated with them. The labels denoting
players indicate which player moves at each non-terminal
node; that is , which player chooses amongst the successor
nodes.
Texts differ on whether cycles are allowed or even whether
any node can be reached by more than one path. This text
will allow both of these phenomena but point out the
modeling implications. A node represents all the
information a player has about his or her position, so
reaching a node by more than one path indicates that the
full history of play is not available to the deciding player at
that node or any subsequent nodes reached from that node.
17
Reaching the same node by multiple paths models that a
player does not know by which path the node was reached.
This is called incomplete information. If history lost
includes one or more of a players own moves, this is called
incomplete recall. Two different but related concepts are
imperfect information and imperfect recall. Incomplete
information means the players always have correct
information, but not all information, and incomplete recall
means players can correctly recall some of the history of
play but not all of it. Imperfect information means players
receive information about their position that is incorrect
with some positive probability and imperfect recall means
players make mistakes in recalling the history of play.
Multiple paths to a given node are one type of incomplete
information, specifically, the history of play being the
missing information. There can be other types of
incomplete information, as well, such as the payoffs or
which player moves next. The general method of
representing incomplete information is to group sets of
nodes into information sets. The meaning of an
information set is that if the true position is at any node in
the set, the player whose move it is knows the position is a
node in the set but does not know which node in the set.
The case discussed above, of incomplete information
regarding the history of play, could be modeled by showing
distinct positions for the distinct histories and grouping the
distinct positions into a single information set, but
sometimes using a single node yields a clearer
representation. Of course, there are logical limitations to
what nodes can be grouped into an information set. The
nodes must be positions at which the same player makes
the move and that player must at the very least have the
same number of choices at that node, because the set of
18
move choices is always known so two nodes with differing
choices can always be distinguished even under
incomplete information so long as the information is not
imperfect (Figures 2.1, 2.2).
Cycles in an extensive form game model incomplete recall,
and also admit the possibility of infinite play via cycling.
In an infinite game it is necessary to specify payoffs when
no terminal node is reached, and the convention is to set
them to zero.
Figure 1.1Figure 2.1 Extensive Form Complete Information
Game

19
Example 2.1 above shows a game with 3 players, one of
whom could have more than one move, depending on the
moves of the other players.
Figure 1.2 Extensive Form Incomplete Information Game

In example 2.2, the positions are the same, but player II
does not know whether player I or player III has passed her
the move, and player III does not know whether player I or
player II has passed her the move.

20
Figure 1.3Extensive Form Incomplete Recall Game

In Example 2.3 if player I gets a second move, she does not
know whether player II or player III has passed her the
move. This demonstrates incomplete recall in that player I
does not remember her own past choice of a or b that
would otherwise enable her to derive which player passed
the move.
21
Figure 1.4Simultaneous move game in extensive form

i. Modeling Simultaneity
Incomplete information is used to model simultaneous
move games in extensive form. The extensive form
structure forces a sequential picture of a game, but if the
players do not know each others moves, then it is
equivalent to simultaneous moves from a tactical or
strategic point of view (Figure 2.4).
I
II
II
4
-3
-1
2
-3
4
2
-1
B
C D
C D
A
I
II
II
4
-3
-1
2
-3
4
2
-1
B
C D
C D
A
22
Figure 1.5Extensive Form Game with Random Moves

ii. Modeling Randomness
Randomness such as shuffle of a deck of cards or a roll of
dice can also be modeled in extensive form by making an
extra player called Nature which makes a move
corresponding to each possible outcome with a
corresponding probability. In example 2.5, the first player
to move is chosen randomly.
N
I
I
II
II II II
0
-1
3
1
0
1
1
1
3
-3
3
1
0
2
3
-1
2/3
L R
L
R
L1
R1 L2
R2 L3 R3 L4 R4
1/3
N
I
I
II
II II II
0
-1
3
1
0
1
1
1
3
-3
3
1
0
2
3
-1
2/3
L R
L
R
L1
R1 L2
R2 L3 R3 L4 R4
1/3
23
The two differences between Nature and other players are
that
1) Nature always moves according to a fixed
probability distribution whereas other players can
choose any available move, so Natures move is not
included in strategy profiles
2) Nature does not receive a payoff.
The shuffling of the deck at the beginning of a hand of
poker or other card games is a common example of random
moves. There are 52! shuffles so drawing the extensive
form is not practical, but symmetry and other properties can
be used to break down the analysis so a computer can be
used to navigate the extensive form [Hundal].
1.5 Strategies and Strategy Profiles
Definition 2.1 Strategy
Given an extensive form game, a strategy for a player is a
choice of a move at every information set where the player
must make a move, including those which are impossible to
reach due to earlier moves.
A strategy is a contingency plan specifying what move will
be made in each and every possibility of what the other
players do. A strategy can be likened to a set of
instructions that can be handed off to a representative, who
could then play the game by looking up each position at
each turn and making the move specified for its
information set.
It is generally the case that some positions of a game will
never be reached in any given play of the game, but to
completely define a strategy for a player, decisions must be
24
specified for every node in the tree where that player makes
a move.
In example 2.1 above, agg, agh, ahg, ahh, bgg, bgh, bhg,
bhh are strategies for player I, cc, cd, dc, dd are strategies
for player II, and ee, ef, fe, ff are strategies for player III.
What these strategies have in common is that they are
deterministic; that is, there is no randomization. A strategy
could specify a random decision at a node; e.g. n example
2.2, (c), (d) s a strategy for player II.
Definition 2.2 Pure Strategy
A pure strategy is a strategy that dictates a definite move
choice at each information set.
Definition 2.2 Behavioral Strategy
A behavioral strategy is a strategy that specifies a
probability distribution at each information set, rather than
a definite choice.
In examples 2.1 and 2.2, a behavioral strategy for player I
is 1/2(a),1/2(b) | 2/3(g),1/3(h) | 1/4(g),3/4(h), meaning
player I randomizes 1/2,1/2 for the choice of whether to
move a or b, 2/3,1/3 for the choice of whether to move g or
h after a (implicitly treated this as the 2
nd
decision point),
and 1/4,3/4 for the choice of whether to move g or h
(implicitly treated as the 3
nd
decision point). Any particular
set of moves specified for Nature to model exogenous
randomization constitute a behavioral strategy.
A third type of strategy is a mixed strategy,
Definition 2.3 Mixed Strategy
A mixed strategy is a probability distribution over the set of
pure strategies.
25
It is easily verified by the reader that this definition indeed
satisfies the definition of a strategy by specifying a decision
for a player at every node where the player ever makes a
decision. The distribution 1/3agg, 2/3 bhg is an example of
a mixed strategy for player I in example 2.2. The
difference between behavioral strategies and mixed
strategies is subtle: the probability distributions at each
information set in a behavioral strategy are independent. In
particular, they do not depend on the previous choices by
the player. Mixed strategies are placing probabilities on
entire sets of choices together, and therefore the probability
distributions that are induced, or realized, at each
information set can be dependent on the previous choices
by the player.
In a game with complete recall, there is a unique history of
a players own moves that make reaching any given
information set possible, and therefore the question of a
randomization at the information set depending on the
players own previous choices taken to get there is moot.
In this case, the set of all behavioral strategies for each
player and the set of all mixed strategies for a player are
equivalent, in the sense that any mixed strategy induces a
behavioral strategy, and any behavioral strategy can be
induced by one or more mixed strategies.
In a game with incomplete recall, there can be multiple sets
of previous choices leading up to an information set, and a
player cannot use mixed strategies that induce probabilities
dependent on information the player cannot recall. In
example 2.3, ag and bh are legitimate pure strategies,
because player I is moving always left (g) or always
right (h); however, the mixed strategy 1/3ag, 2/3bh is not
possible. This is because the induced behavioral strategy
would not only dictate moving g 1/3 of the time and h 2/3
26
of the time (which is a feasible behavior), but would further
dictate always moving g when a was player Is earlier
choice and always moving h when b was player Is earlier
choice, and this behavior is rendered infeasible by the lack
of memory modeled by the information set. Remember
that in this small example game tree such poor memory
might seem like clinical amnesia, but it is a high level with
no indication of time duration. Can you remember what
you had for lunch exactly 3 weeks ago today? One year ago
today?
Definition
A strategy profile for a game specifies a strategy for each
player, and is usually notated with a vector; e.g. (ajk, cm,
eg) denotes a strategy profile of pure strategies for example
2.5. In general, if o
i
denotes a mixed strategy for player i, i
= 1,n, then o = (o
1
,,o
n
) denotes a strategy profile.
Given a strategy profile, one can determine the outcome
and corresponding payoffs of a game by tracing the path
through the game graph that the decisions in the players
strategies lead to. The nodes that are reached by a given
strategy are called on path and the nodes that are not
reached are called off path.
1.6 Nash Equilibrium
Having defined a strategy profile, one of the central
concepts of game theory can now be described: Nash
equilibrium, named for John Nash, one of the seminal
contributors to game theory. A Nash equilibrium is a
strategy profile in which no single player can increase its
payoff by unilaterally changing strategies, that is, by
changing its strategy while all other players strategies
remain fixed. Another way to phrase this property is that
27
each players strategy is a best response to the strategies of
the other players.
Nash equilibrium has become the backbone of modern
economic theory and plays a key role in evolutionary
biology and sociology and every other discipline where
game theory is applied. A Nash equilibrium is called a
pure strategy (respectively, mixed, behavioral) Nash
equilibrium, if it specifies a pure strategy (respectively
mixed, behavioral) for every player. Note that pure
strategies can be regarded as special cases of mixed
strategies and also as special cases of behavioral strategies.
A few key concepts will be formalized for future reference.
Definition 2.1 E
i
will denote player is set of strategies.
Whether this includes pure strategies only or also mixed or
behavioral strategies will depend on context and will be
specified as needed. E = E
1
x x E
n
is the set of strategy
profiles, i.e., o e E if o = (o
1
,,o
n
) where o
i
e E
i
is a
strategy for the i
th
player. The fact that a strategy profile
determines an outcome payoff is represented by a payoff
function
t: E R
n

where t(o) = (t
1
(o),t
n
(o))
and t
i
(o) is the payoff to player i given that the players
follow o, that is, player i plays o
i
. It will also be useful to
let ~i denote all the players except the i
th
player, o
~i
denote
a strategy profile for all players except the i
th
player, and
E
~i
denote the set of all such profiles. Using this notation, a
Nash equilibrium can be defined as a strategy profile o-
with the property that
I, t
i
(o*
i
,o*
~i
) t
i
(o
i
,o*
~i
) o
i
e E
i

28
1.7 Backward Induction
Given a strategy profile, one can verify whether it is a Nash
Equilibrium simply by testing, one player at a time,
whether any player can improve its payoff by switching
strategies. Finding a Nash equilibrium in a game generally
requires some analysis. Backward induction is an
algorithm that will find pure strategy Nash equilibrium in
any finite extensive form game of complete information.
Backward induction begins at penultimate nodes; i.e.
nodes at which the players move ends the game. The
algorithm assumes that the players at these nodes move to
maximize payoff. The move choices are noted and the
penultimate nodes are replaced with terminal nodes using
the payoffs from the moves that were assumed. The game
is now one move shorter and the procedure repeats.
29
Figure 1.6Branching in backward induction

Because the game is finite, the algorithm will end in
finitely many steps. If a player is ever faced with equal
payoffs form one or more choices at a node, the algorithm
branches and must be completed over again for each
alternate move of each player at each node where the player
is ambivalent. In the game of Figure 2.6, backward
induction branches once, leading to the two strategy
profiles (aik,dm,eg) and (ajk,cm,eg).
The move choices noted at each step of the algorithm,
when taken as a set for each player, define a strategy profile
[Figure 2.6]. In fact, the strategy profile produced by the
algorithm is a Nash equilibrium. To see this, consider two
ways in which a player could change his or her strategy:
on-path or off-path. If a player changes a choice at a node
that is off-path, i.e., a node that is not reached given the
I
II
III
II I I III
0
-1
2
3
1
-2
0
1
-2
1
1
2
3
-3
1
3
1
0
0
2
-2
3
-1
3
a b
c d e f
g h i j k l m n
I
II
III
II I I III
0
-1
2
3
1
-2
0
1
-2
1
1
2
3
-3
1
3
1
0
0
2
-2
3
-1
3
a b
c d e f
g h i j k l m n
30
strategy profile, then no payoffs are changed. If a choice is
changed on-path, i.e. at a node that is reached given the
strategy profile, then the player who changes cannot raise
their payoff, because the choices made already assumed
payoff maximizing decisions.
Zermelo (1913) observed that backward induction implies
that chess has a pure strategy Nash equilibrium with a
definite outcome, namely white wins, black wins, or a
draw. That is, either one player can always force a win or,
like tic-tac-toe, either player can force a draw. We will
revisit this result when zero-sum games are studied.
Even with complete information, backward is not
guaranteed to find all Nash equilibria in an extensive form
game, because backward induction has players maximize at
every node. Because Nash equilibrium is defined for a
strategy profile as a whole, it is not necessary that every
players strategy maximize at every node. It is only
necessary for Nash equilibrium that players maximize on-
path. The Nash equilibria in which all players strategies
dictate maximization on and off path i.e. the equilibria
found by backward induction are called subgame perfect.
i. Sub-game perfection
Reinhart Selten, who shared the Nobel prize in economics
with John Nash and John Harsanyi in 1994, defined the
property of subgame perfection to distinguish between
equilibria that relied on pure maximization(on and off path)
and equilibria that relied on off-path sub-optimal moves by
some players. Selten observed that a strategy can threaten
to make a sub-optimal move because it leads to a bad
payoff for another player as well, creating an incentive for
the other player to avoid that node, choosing instead a path
31
that benefits the player threatening sub-optimal play.
Despite the incentive created by the threat, Selten reasoned
that if the other player(s) called the bluff, it would not be in
the threatening players best interest to carry out the threat,
so he called such threats incredible; that is, the literal
meaning of not credible. He said Nash equilibria relying
on such incredible threats should be taken with a grain of
salt.
Figure 1.7Non-subgame perfect Nash equilibrium

Mathematically, subgame perfection is defined in what
follows. First, a subgame of an extensive form game is any
subgraph of the extensive form graph that is also an
extensive form game by itself; that is, a subgraph starting
with a particular node in the original graph and including
all successors along any branches. A strategy profile of the
original game can be said to induce a strategy profile on
any subgame in a natural way, simply by restricting the
strategy profile to only those decisions at nodes in the
subgame. A Nash equilibrium is subgame perfect if the
induced strategy profile in any subgame is a Nash
I
II
II
10
1
-5
-5
1
10
-5
-5
B
C D
E F
A
I
II
II
10
1
-5
-5
1
10
-5
-5
B
C D
E F
A
32
equilibrium. In the one-player one-move games at
penultimate leaf nodes of a game, a Nash equilibrium
means the player is maximizing.
In example 2.7, (A,DE), marked in red, is a Nash
equilibrium but is not subgame perfect.

33
3 Games in Strategic Form
As discussed earlier in the text, the payoff vector t of an
extensive form game is completely determined by a
strategy profile o. Formally speaking, the payoff of the
game is a function of the strategy profile t(o). If
E = E
1
xxE
n
is the strategy space of the game, then
t: E > R
n
denotes the payoff function of the game. If E is
finite, for example when only pure strategies are considered
in an extensive form game, then the payoff function t can
be represented in a table, or matrix, where the indices
i
1
,,i
n
represent pure strategy choices for the n players and
the i
1
,,i
n
matrix entry is t(i
1
,,i
n
). This matrix
representation is called the strategic form of a game. The
strategic form is used for games with finitely many players
and pure strategies, and also for finitely many players with
countable infinities of pure strategies, in which case the
strategic form is an infinite matrix of finite dimension.
Strategic form can even be used for a countable infinity of
players, though in practice this is rarely considered.
Strategic form cannot be used for games in which players
have a continuum of pure strategies, such as hide and seek,
where a submarine can hide anywhere along a continuous
stretch of ocean, or duel, where each player can wait any
duration of time before pulling the trigger. These games
with a continuum of pure strategies will be considered later
in the book. The strategic form of the game in Figure 2.4 is
given below in Figure 3.1.
1.8 Strategic Form Pros and Cons
The strategic form is efficient for finding mixed strategy
Nash equilibria, and indeed the strategic form is a better
34
model than the extensive form for games in which all
players have a single decision that is simultaneously made
by all players because that is exactly how the strategic
form models every game.
Figure 1.8Figure 2.8 Strategic Form of Example 2.4

But, for games that are actually sequential and not
simultaneous, all time-sequencing of moves has been
abstracted away in the strategic form. The assumption of
strategic form is that players choose their entire strategy up
front before any players have any information about what
other players are doing and, once chosen, players are
committed to carrying out their strategy. Extensive form is
a higher fidelity model (more detail) and includes the
sequencing of moves. This information can have important
implications for how the game is played. For example, a
player who moves earlier than another in an extensive form
can use her move to signal her intentions about future
moves. This cannot be analyzed with strategic form.
Consider non-subgame perfect equilibria that rely on
threats: what if the threatened player moves first, thus
calling the bluff of the threatening player? Would the
threatening player still carry out the threat after it has failed
to have its desired effect as a deterrent? In real life, the
answer is sometimes. For the purposes of math models,
one must use extensive form to analyze such situations,
because subgame perfection cannot even be identified in
the strategic form. All that can be seen in the strategic
4,-3 -1,2 B
-3,4 2, -1 A
D C
4,-3 -1,2 B
-3,4 2, -1 A
D C
35
form is the highest level choices of strategies and the final
consequences of using all players strategy choices together
chosen simultaneously and implemented without
opportunity for change.
What can be done with the strategic form is the quick
identification of all pure strategy and even mixed strategy
Nash equilibria. The hard part of finding Nash equilibria in
extensive form games is all the tracing of the graph that
must be done to evaluate all the what if questions implicit
in verifying an equilibrium: what if player i made this
change? What if player i made that change? The strategic
form represents the results of all those traces in a matrix
which is easy to read by humans when small and low-
dimensional and easy to index by computer even when
large or high dimensional.
Figure 1.9Figure 2.9 Best Responses in Strategic Form of 2.7

1.9 Pure Nash Equilibria in Strategic Form
In strategic form, pure strategy Nash equilibria can be
found by underlining the best response payoff for each
player, while systematically fixing the strategies of the
other player(s). In example 2.9, this means for row (fixed
strategy for player I), underline the best payoff for player
10,1
1,10
DF
10,1
-5,-5
CF
-5,-5 -5,-5 B
1,10 -5,-5 A
DE CE
10,1
1,10
DF
10,1
-5,-5
CF
-5,-5 -5,-5 B
1,10 -5,-5 A
DE CE
36
II, as many times as it occurs, for these are all best response
strategies. For each column (fixed strategy of player II),
underline the best payoff for player I, as many times as it
occurs. Any cell in which all players payoffs are
underlined indicates that the corresponding strategy profile
is a Nash equilibrium (highlighted with red or blue font).
Referring back to the extensive form in Figure 2.7, it can be
seen that only the profile (B,DF) is subgame perfect
(highlighted in blue). This is because DF is the only
strategy in which player II is maximizing in all one player
subgames.
Having established the meaning of the strategic form
representation, one can imagine that any 2-dimensional
matrix with entries in R
2
is the strategic form of some two-
player extensive form game. Because the strategic form
does not represent the sequencing information of the
extensive form, there are necessarily multiple extensive
form games that have the same strategic form. For
example, the extensive form game below has the same
strategic form as the game of Figure 2.7, namely that given
in Figure 3.2 above.
37
Figure 1.10Strategic form(extensive form) is not 1-to-1

The extensive form game of figure 3.3 is better represented
by the strategic form of figure 3.2 than is the game of
figure 2.7 because the information structure of 3.3 is
equivalent to the simultaneous move game implicit in the
strategic form. Noting this ambiguity, one can nonetheless
analyze any n-dimensional matrix with entries in R
n
as an
n-player simultaneous move game.
The algorithm for finding pure strategy Nash equilibria
demonstrated above for a two-player game works in
analogous fashion for higher numbers of players. For
example, consider a three-player game in which player I
has pure strategies A and B, player II has pure strategies C
and D, and player III has pure strategies E and F (Figure
2.11).
A B
CE
DE
CF DF
-5
-5
1
10
-5
-5
1
10
-5
-5
-5
-5
10
1
10
1
CE
DE
CF DF
A B
CE
DE
CF DF
-5
-5
1
10
-5
-5
1
10
-5
-5
-5
-5
10
1
10
1
CE
DE
CF DF
38
Figure 1.113-Player Game in Strategic Form

The strategic form is a 3-dimensional matrix shown in 2
dimensions by showing the slices corresponding to player
IIIs strategies next to each other instead of stacked. Fixing
the strategy of player I means fixing a row, fixing the
strategy of player II means fixing a column, and fixing a
strategy of player III means fixing a slice. Thus, the
algorithm underlines player Is best payoff in each column
of each slice, player IIs best payoff in each row of each
slice, and player IIIs best payoff in each row-column cell,
comparing entries across slices. The single pure-strategy
Nash equilibrium is highlighted in blue.
In principle, this can be done in any dimension, but it
naturally gets more cumbersome to visualize the more
dimensions are added.
i. Exercises (extracted to separate
doc on Angel)
1.10 Domination of Strategies
One strategy is said to strictly dominate another if the
payoff is always better using that strategy, no matter what
-3,2,0 2,2,2 B
3,-2,0 -1,3,2 A
D C
-3,2,0 2,2,2 B
3,-2,0 -1,3,2 A
D C
2,0,0 0,1,1 B
-2,4,1 4,-1,-2 A
D C
2,0,0 0,1,1 B
-2,4,1 4,-1,-2 A
D C
E F
39
the other players do. One strategy is said to weakly
dominate another if it always pays at least as well, and pays
strictly better at least some of the time. These definitions
are expressed in terms of the payoff function in what
follows.
Let o,| e E
I
be particular strategies for player i and let e
E
~i
denote any strategy profile for all players except player
i. Then o strictly dominates | if
t
i
(o,) > t
i
(|,) e E
~i

o weakly dominates | if
t
i
(o,) t
i
(|,) e E
~i

and
t
i
(o,) > t
i
(|,) for at least one e E
~i
.
Domination is a useful property for finding Nash equilibria
especially mixed strategy equilibria. A strictly dominated
strategy o is never used in a Nash equilibrium, as it is never
a best response. A weakly dominated strategy o might be
part of a Nash equilibrium because the definition allows for
equal payoff against some strategy profiles of the other
players, so it can happen that (o,) is a Nash equilibrium.
Iterated elimination of weakly (respectively strictly)
dominated strategies is an algorithm that starts with any
player and eliminates any weakly (resp., strictly) dominated
strategies from the strategic form matrix. That is, rows or
columns are completely removed if the row (resp. column)
player would never use them because they are dominated.
The remaining matrix can be examined, and weakly (resp.
strictly) dominated strategies for another player can be
removed. This procedure is then iterated until no players
40
have any remaining dominated strategies. If the algorithm
terminates leaving only a single cell in the matrix, then that
cell is a Nash equilibrium. The algorithm does not require
a particular order regarding which players strategies are
eliminated first, second, third and so on. It turns out that if
there are multiple pure strategy Nash equilibria in a matrix,
then the order of elimination can determine which
equilibria are left at the end of the algorithm.
41
i. Exercises (extracted to Angel)

1.11 More on Mixed Strategies
Mixed strategies were defined in section 2.2 as probability
distributions over pure strategies. There has been much
debate over how these probability distributions should be
interpreted in modeling terms. If a game is played only
once, one must ask how a mixed strategy could be
implemented. If a game is played many times, one might
imagine a mixed strategy being realized over time. John
Harsanyi suggested interpreting a mixed strategy of one
player as beliefs held by others regarding how that player
will play. This explanation makes sense out of the notion
of optimizing against a mixed strategy even if the mixture
cannot be truly realized in play. While the interpretation of
mixed strategies in different contexts can be challenging,
the mathematical existence of mixed strategy equilibria in
every finite game has helped to establish them as a standard
element of game theoretic analysis. As the purpose of this
course is to survey a collection of major models and
methods, I will not undertake to improve on any of these
explanations, but rather we will focus on finding mixed
strategy Nash equilibria in games. As with other solution
concepts in game theory, they are best regarded as valuable
information about the strategic structure of each game they
address, but not necessarily a prediction of how the game
will be played.
As probability distributions, mixed strategies can exist for
games in which players have a finite, countably infinite, or
continuous choice of pure strategies. Mixed strategies are
fundamentally a non-cooperative concept, meaning players
42
do not communicate or make side agreements on how to
play the game. Therefore when computing the expected
payoff from mixed strategies, the assumption is made that
the randomizations are independent. That is, given any
combination of players pure strategies, the probability of
the resulting payoff is computed by multiplying the
probabilities each players mixed strategy puts on the
particular pure strategy involved. The total expected
payoff from the mixed strategies is the integral over all
pure strategy profiles of the resulting payoffs weighted by
their probability. In the case of a countably infinite set of
strategies, the integral reduces to an infinite sum. In the
case of finitely many combinations the computation
reduces to a finite sum.
1.12 Mixed Strategies in Strategic Form
Games
The strategic form of a game makes mixed strategies
especially easy to represent by establishing a specific order
for each players pure strategies corresponding to the j
th

position in each players dimension of the matrix (row,
column, slice, and so on.) A mixed strategy for a player
with n pure strategies can be represented by a vector in R
n
,
with non-negative components summing to unity. The
joint probability of independent randomizations is
computed by multiplying the individual probabilities, so if
G=(a
ij
,b
ij
) is an mxn bi-matrix, A=(a
ij
) is the mxn matrix of
player 1s payoffs, B=(b
ij
) is the mxn matrix of player 2s
payoffs, x =(x
1
,,x
m
) is a mixed strategy for player I and y
= (y
1
,y
n
) is a mixed strategy for player II, then player Is
expected payoff is
t
1
(x,y) = E
ij
x
i
a
ij
y
j
= xAy
t

and player IIs expected payoff is
43
t
2
(x,y) = E
ij
x
i
b
ij
y
j
= xBy
t
.
Recall that every finite game of complete information has
an equilibrium in pure strategies, but without complete
information there might not be a pure strategy equilibrium.
Nash proved that every finite game has an equilibrium
when mixed strategies are allowed. The definition of Nash
equilibrium remains the same no matter what the form of
the strategy sets E
i
. In the case of finite games, certain
properties of the structure of the mixed strategy payoffs
lead to an algorithm for systematically finding all Nash
equilibria in a game, considering pure strategies as a special
case of mixed strategies.
1.13 Mixed Nash Equilibria in Strategic
Form
To discuss mixed strategy Nash equilibria, the first step is
to carefully examine mixed strategy best responses. Two
observations are key. Given any strategy profile by the
other player(s), the following facts obtain:

Theorem 2 a mixed strategy can be a best response only
if each pure strategy given positive weight is
a best response all by itself, and
Theorem 3 any mixed strategy that puts positive weight
only on pure strategy best responses is a
best response.
These two observations can be combined into an
equivalence between all mixed strategy best responses and
all mixtures of pure strategy best responses. These
observations can be explained in terms of the mixed
44
strategy payoff computation. Fixing the strategy choices of
all players except one particular player i renders the payoff
to that player i a function of is strategy choice alone. Let
f(k) be the payoff to player i from using his/her k
th
pure
strategy. Let x = (x
1
,,x
n
) be a mixed strategy of player i
and let M = {k | x
k
> 0}. In other words, M is the set of pure
strategies given positive weight by x. Then player is
payoff from using x is
keM
x
k
f(k). Now, suppose M* is a
set of best responses; i.e., f(k) f(j) keM* and j. It
should be clear that f(k) = c keM* where c = Max
j
f(j),
where the maximum is taken over all pure strategies j..
Therefore,
keM
x
k
f(k) =
keM
x
k
c = c
keM
x
k
= c(1) = c.
Conversely, if any strategy k given positive weight by x
satisfies f(k) < c, then
keM
x
k
f(k) < c. In summary,
Min
keM
f(k)
keM
x
k
f(k) Max
keM
f(k).
If all f(k) are equal, equality holds throughout. If Min f(k)
< Max f(k), each inequality is strict.
This characterization of mixed strategy best responses
enables us to use weak domination to narrow the search for
mixed strategy Nash equilibria. Consider the game in
Figure 3.5, below.
Figure 1.12Weak domination and mixed strategies

1,-1 -1,0 0,1 x3
0,1 1,-1 -1,0 x2
-1,0 0,1 1,-1 x1
y3 y2 y1
1,-1 -1,0 0,1 x3
0,1 1,-1 -1,0 x2
-1,0 0,1 1,-1 x1
y3 y2 y1
45
Player Is pay is shown in black and player IIs pay in red.
Pure strategy best response payoffs are bolded, and it can
be seen that there is no pure strategy Nash equilibrium.
Because Nash proved this game must have a Nash
equilibrium, there must be at least one non-trivial mixed
strategy equilibrium (x*,y*), non-trivial meaning more than
one row (resp. column) must be given positive weight by
x* (resp. y*). Based on 3.5 Theorem 1, we can indeed
conclude that both x* and y* must be non-trivial mixtures.
To understand this, notice that for any pure strategy of
player II, player I has a unique pure strategy best response
and therefore cannot have mixed best response by Theorem
1. This means player II must be mixing for Player I to have
a mixed best response. Likewise, for any pure strategy of
player I, player II has a unique pure strategy best response
and so cannot have a mixed best response. Therefore
player 1 must be mixing for player II to have a mixed best
response.
Combinatorics yield the possibilities that exist for non-
trivial mixes for x* and y*. Specifically, x* (resp. y*) can
put positive weight on rows (resp. columns) 1 and 2, 1 and
3, 2 and 3, or 1, 2 and 3. For each of these possibilities, the
tricky thing to keep in mind is that whether one player can
have a mixed best response depends on what the other
player is mixing. To see this, suppose that player 2 is
mixing columns 1 and 2, that is, playing a strategy putting
positive probability on columns 1 and 2 but not 3.
Accordingly, the payoffs in column 3 do not affect Player
1s payoffs. When column 3 is ignored, row 1 weakly
dominates row 3. The implication of weak domination
relative to a set of columns, coupled with the assumption of
putting positive probability on all columns in that set, is
that the payoff from the weakly dominated row will be
46
strictly less than the payoff from the dominating row.
Without the assumption on the column mixture, weak
domination would only mean that the dominating row
sometimes pays better. But the assumption of positive
probability on all the columns under consideration means
that there is at least one column in which the dominated
row is strictly inferior and gets positive weight, thus
lowering the weighted average that is the expected payoff.
Thus, a strategy that is weakly dominated relative to a
subset of strategies is strictly dominated against any
mixture putting positive probability on all strategies in the
subset and therefore is not a best response to any such
mixture and cannot be part of a mixed best response.
Therefore the possibility can be eliminated of a Nash
equilibrium in which player II puts positive weight on
columns 1-2 but not 3 and player I puts positive weight on
row 3, ruling out the mixes for player I of 1-3, 2-3, and 1-2-
3. Thus if there is any Nash equilibrium in which player II
mixes exactly columns 1-2, then player I must be mixing
exactly rows 1-2.
Continuing with this analysis, suppose player I is mixing
exactly rows 1-2. When row 3 is not considered, then
column 1 is dominated by column 3, so player II has no
best response to any mix of rows 1-2 that uses column 1.
This rules out the possibility of any Nash equilibrium in
which player II mixes exactly columns 1-2. It also rules
out the possibility of any Nash equilibrium in which player
I mixes rows 1-2 and player II puts positive weight on
column 1. Each of the combinatorial possibilities for
different subsets of pure strategies receiving positive
weight in mixtures can be analyzed in this way as a
possibility for a Nash equilibrium and most will be ruled
out. The possibilities for Nash equilibria that are not
47
eliminated in this way will be further analyzed. Organizing
all possibilities for mixed strategies in a table facilitates a
systematic analysis (Figure 3.6).
Figure 1.13Combinatorial Possibilities for Mixed Equilibria
1 2 3 12 13 23 123
1 X X X X X X X
2 X X X X X X X
3 X X X X X X X
12 X X X X X
1
X

X
13 X X X X
2
X
3
X
4
X
23 X X X X
5
X
6
X
7
X
123 X X X X
8
X
9
X
10

The shaded area represents both players mixing. The black
Xs represent possibilities that have been ruled so far by the
preceding logic, including any combination of one player
mixing and one player playing a pure strategy, as well as
any possibility of player II mixing exactly columns 1-2, and
any possibility of player I mixing exactly rows 1-2 and
player II putting positive weight on column 1. The
remaining possibilities are numbered 1 through 10 in the
table. If one considers player II mixing exactly columns 1
and 3, then row 3 dominates row 2, ruling out any mixture
using row 2 (Red Xs in cells 5, and 8). If one considers
player II mixing exactly columns 2 and 3, then row 2
dominates row 1, so there are no mixed best responses
48
using row 1 (blue Xs in cells 1, 3 and 9). Now consider
Player I mixing rows 1 and 3. Column 2 dominates column
3 so any mixture of player II using column 3 can be
eliminated (brown X in cells 2 and 4). Now consider I
mixing rows 2 and 3. Column 1 dominates column 2 so all
cells representing column 2 in the mix can be eliminated
(green Xs in cells 6 and 7). One possibility remains: each
player mixing all three pure strategies. The are no
dominated rows when we consider all three columns, and
there are no dominated columns when we consider all three
rows, so this cell represents a possible Nash equilibrium.
In fact, because it is the only type of mixture that has not
been ruled out, there must be an equilibrium because every
finite game has at least one equilibrium.
To find the equilibrium, we must find the exact mixed
strategy of player II that makes player Is payoff equal from
all rows he/she is mixing and find the exact strategy of
player I that makes player IIs payoff equal from all the
columns he/she is mixing. These conditions can be
expressed as the solution to two constrained systems of
equations:
t
1
((1,0,0),y) = 1y
1
+ 0y
2
1y
3
= 1y
1
+ 1y
2
+ 0y
3
=
t
1
(0,1,0),y)
t
1
(0,1,0),y) = 1y
1
+ 1y
2
+ 0y
3
= 0y
1
1y
2
+ 1y
3
=
t
1
(0,0,1),y)
y
1
+ y
2
+ y
3
= 1
y 0
and
t
2
(x,(1,0,0)) = 1x
1
+ 0x
2
+ 1x
3
= 1x
1
1x
2
+ 0x
3
=
t
2
(x,(0,1,0))
t
2
(x,(0,1,0)) = 1x
1
1x
2
+ 0x
3
= 0x
1
+ 1x
2
1x
3
=
t
2
(x,(0,0,1))
49
x
1
+ x
2
+ x
3
= 1
x 0
The solutions, respectively, are y* = (1/3, 1/3, 1/3) and x*
= (1/3,1/3,1/3). Because the payoffs to player I from all
rows are equal given y*, any and all rows are best
responses to y* and any mixture (x1,x2,x3) is a best
response. In particular, the mixture x* is a best response.
Because the payoffs to player II from all columns are equal
given x*, any and all columns are best responses to x* and
any mixture (y1,y2,y3) is a best response. In particular, the
mixture y* is a best response. Thus (x*,y*) is a Nash
equilibrium.
The analysis just performed can be systematized in an
algorithm.
1.14 Algorithm to Find Mixed Nash
equilibria
The following algorithm will find all Nash equilibria in a
finite strategic form two-player general sum game.
Definitions: Assume an m x n bi-matrix, that is, a matrix
G = (a
ij
,b
ij
) in which each entry (a
ij
,b
ij
), a
ij
is the payoff to
the row player and b
ij
is the payoff to the column player.
Player 1 will refer to the row player and player 2 will refer to
the column player. Pure strategy for 1 is synonymous
with matrix row. Pure strategy for 2 is synonymous
with matrix column.
0) (Pre-processing)
a. Eliminate from the game matrix any row or
column which is strictly dominated. No
strictly dominated strategy can ever be given
positive weight in any Nash equilibrium
strategy profile.
50
b. Create a table with rows representing all
non-empty subsets of player 1s pure
strategies that remain after step (0.a) and
columns representing all non-empty subsets
of player 2s pure strategies that remain after
step (0.a). Each entry in this table will be
regarded as a possibility, meaning a
possibility for one or more Nash equilibria
in which each player puts positive weight on
every pure strategy in the respective subset
corresponding to the table entry. The
algorithm will methodically eliminate or
validate these equilibrium possibilities.
1) For each row of the table, eliminate from consideration
any possibilities that put positive weight on strategies of
player 2 that are dominated (weakly or strongly)
relative to the subset of player 1s strategies represented
by the table row. That is, if the table row represents a
subset I of pure strategies of player 1 and the table
column represents a subset J of pure strategies of player
2, eliminate the entry if any matrix column j e J is
dominated relative to the subset I of rows. Elaborating
yet further, eliminate the table entry if there exists any
matrix column je J and any other matrix column k (that
need not be in J) such that b
ik
b
ij
for all i e I and b
ik
>
b
ij
for at least one i e I. Note that if the set I contains
only one row index i, then the rule eliminates every
column j except those which satisfy b
ij
== Max
k
b
ik
.
2) For each column of the table, eliminate from
consideration any (remaining) possibilities that put
positive weight on strategies of player 1 that are
dominated relative to the subset of player 2s strategies
represented by the table column. That is, If the table
51
column represents a subset J of pure strategies of player
2 and the table row represents a subset I of pure
strategies of player 1, eliminate the table entry if any
matrix row i e I is dominated relative to the subset J of
matrix columns. Elaborating yet further, eliminate the
table entry if there exists ANY matrix row i e I and any
other matrix row k (that need not be in I) such that a
kj

a
ij
for all j e J and a
kj
> a
ij
for at least one j e J. Note
that if the set J contains only one column index j, then
the rule eliminates every row i except those which
satisfy a
ij
== Max
k
a
kj
.
3) For each possibility that has not been eliminated by
steps (2) and (3), use algebra to either discard the
possibility or find one or more equilibria. In so doing,
keep in mind two things:
The criterion determining Nash equilibrium is
reciprocal best response.
The purpose of the table is to organize the search for
equilibria so as to avoid missing any possibilities. The
divisions of the table are relatively unimportant once
the equilibria have been found. Specifically, each table
entry corresponds to strategies for the players that put
positive weight on every pure strategy in the subsets I
and J represented by the table entry. Therefore, a
continuous set of equilibria can be split across two or
more table entries. Do not let this confuse you. The
equilibria, once found, are of lasting importance. The
table is just a tool to find them.
a. If an entry corresponds to each player using a pure
strategy, then that strategy profile can be recognized
as a Nash equilibrium without further analysis.
b. If an entry corresponds to a set I of two or more
pure strategies for player 1 and a pure strategy j for
52
player 2, then player 1 has multiple pure best
responses to player 2s pure strategy and any
mixture of those is equally a best response.
Therefore, any mixture x for player 1 to which
player 2s pure strategy is a best response makes the
strategy profile (x,j) a Nash equilibrium. Such an
equilibrium is found by solving the system of
inequalities expressing that player 2s pure strategy
j pays as well against x as any other pure strategy k.
That is,
x(b
1j
,,b
mj
) x(b
1k
,,b
mk
) k (3.7.3.b)
c. If an entry corresponds to a set J of two or more
pure strategies for player 2 and a pure strategy i for
player 1, then player 2 has multiple pure best
responses to player 1s pure strategy and any
mixture of those is equally a best response.
Therefore, any mixture y for player 2 to which
player 1s pure strategy is a best response makes the
strategy profile (i,y) a Nash equilibrium. Such an
equilibrium is found by solving the system of
inequalities expressing that player 1s pure strategy
i pays as well against y as any other pure strategy k.
That is,
y(a
i1
,,a
in
) y(a
k1
,,a
kn
) k (3.7.3.c)
d. If an entry corresponds to a set I of two or more
pure strategies i for player 1 and a set J of two or
more strategies j for player 2, then condition
(3.7.3.b) must be met ieI and condition (3.7.3.c)
also must be met jeJ, so the possibility is
eliminated if either test is failed. These tests are
elaborated in (i) and (ii) below.
i. An equilibrium (x,y) exists only if every pure
strategy in the set I is a best response for 1 to
53
player 2s mixed strategy y, which means y is a
solution to the set of inequalities
y(a
i1
,,a
in
) y(a
k1
,,a
kn
) ie I and k
which can only happen if y is a solution to the system of
equations
y(a
i1
,,a
in
) = y(a
i1
,,a
in
) i, ie I
The solution to the system of equations is generally easier
to check first, but if a solution is found, it must still be
verified that the solution y also solves the system of
inequalities
y(a
i1
,,a
in
) y(a
k1
,,a
kn
) k e I, for one (representative)
ieI
or else the strategies in I are not best responses to y and so,
neither, is the mixture x. In solving the above systems,
recall that y must solve the equation
y(1,,1) = 1 and the inequality
y (0,,0)
or y is not a mixed strategy. This equation can be explicitly
included in a system of |I| equations in |J| unknowns or
implicitly included in a system of |I|-1 equations in |J|-1
unknowns by expressing the last non-zero component of y
as 1 minus all the other non-zero components.
ii. An equilibrium (x,y) exists only if every pure
strategy j e J is a best response for 2 to player
1s mixed strategy x, which means x is a
solution to the set of inequalities
x(b
1j
,,b
mj
) x(b
1k
,,b
mk
) jeJ and k
which can only happen if x is a solution to the system of
equations
x(b
1j
,,b
mj
) = x(b
1j
,,b
mj
) j, je J
It is efficient to check the system of equations first, but still
it must be verified that any solution x also solves the
system of inequalities
54
x(b
1j
,,b
mj
) x(b
1k
,,b
mk
) k e J, for one
(representative) jeJ
or else the strategies in J are not best responses to x and so,
neither, is the mixture y. Any solution x must also satisfy
x(1,,1) = 1, and x (0,,0)
This equation can be explicitly included in a system of |J|
equations in |I| unknowns or implicitly included in a
system of |J|-1 equations in |I|-1 unknowns by expressing
the last non-zero component of x as 1 minus all the other
non-zero components.
iii. If a strategy profile (x,y) has been found that
satisfies (i) and (ii), then it is a Nash
equilibrium. If sets of strategy profiles {(x,y)}
have been found that satisfy (i) and (ii), they are
all Nash equilibria.
This algorithm can be extended in a natural way to higher
dimensional matrix games. The next example illustrates
the analysis for the case of equilibrium in which one player
mixes and the other uses a pure strategy (Figures 1.14
1.16).
Figure 1.14Strategic Form Game with Many Mixed Equilibria

1,1 1,0 2,3
2,1 1,2 -1,1
1,-1 0,1 2,1
1,1 1,0 2,3
2,1 1,2 -1,1
1,-1 0,1 2,1
55
Figure 1.15Table Analysis of Example 3.7

Figure 1.16Codes in Example 3.7 3.8
X1: column 3 is an inferior response to row 1
X2: columns 1 and 3 are inferior responses to row 2
X3: columns 2 and 3 are inferior responses to row 3
X4: column 2 weakly dominates columns 1 and 3 relative
to rows 1 and 2
X5: column 1 weakly dominates columns 2 and 3 relative
to rows 1 and 3
X6: column 1 weakly dominates column 3 relative to rows
2 and 3
X7: column 1 weakly dominates column 3 relative to rows
1, 2 and 3
*Note that X7 this is not enough to remove column 3
from any equilibrium. Column 3 is eliminated from any
equilibrium because column 3 is never a best response
one of the two columns 1 and 2 is always strictly better.
Z1: row 2 is inferior response to column 1
Z2: row 1 in inferior response to column 2
Z3: row 2 is the unique best response to column 3
Z4: row 3 dominates rows 1 and 2 relative to columns 1
X7,Z7 X7,Z6 X7,Z5 Z4 X7,Z3 Z2 Z1 123
X6 X6,Z6 X6,Z5 Z4 X6,Z3 E Z1 23
X5,Z7 X5,Z6 X5,Z5 X5,Z4 X5,Z3 X5 D 13
X4,Z7 X4,Z6 X4,Z5 X4,Z4 X4,Z3 Z2 X4 12
X3 X3,Z6 X3,Z5 X3 X3,Z3 X3 C 3
X2 X2 X2 X2,Z4 X2 B X2 2
X1,Z7 X1,Z6 X1,Z5 Z4 X1,Z3 Z2 A 1
123 23 13 12 3 2 1
X7,Z7 X7,Z6 X7,Z5 Z4 X7,Z3 Z2 Z1 123
X6 X6,Z6 X6,Z5 Z4 X6,Z3 E Z1 23
X5,Z7 X5,Z6 X5,Z5 X5,Z4 X5,Z3 X5 D 13
X4,Z7 X4,Z6 X4,Z5 X4,Z4 X4,Z3 Z2 X4 12
X3 X3,Z6 X3,Z5 X3 X3,Z3 X3 C 3
X2 X2 X2 X2,Z4 X2 B X2 2
X1,Z7 X1,Z6 X1,Z5 Z4 X1,Z3 Z2 A 1
123 23 13 12 3 2 1
56
and 2
Z5: absent because there is no row domination relative to
columns 1 and 3
Z6: row 2 dominates rows 1 and 3 relative to columns 2
and 3
Z7: row 3 dominates row 1 relative to columns 1, 2 and 3
*Note that Z7 is not enough to remove row 1 from any
equilibrium. In fact, row 1 is part of a Nash equilibrium
(A) because it is sometimes a best response.
Now the remaining possibilities are labeled A through E for
ease of reference. Keep in mind that each case, A,,E is
defined by assumptions on precisely which x
i
and y
j
are
equal to zero (all others being assumed strictly positive). In
what follows, a Nash equilibrium meeting the assumptions
of each case will either be precisely characterized or ruled
out with detailed algebra, even if it could not be eliminated
a priori by domination. Throughout the discussion, the
following notation will be used:
r
1
= (1,0,0), r
2
= (0,1,0), r
3
= (0,0,1),
c
1
= (1,0,0), c
2
= (0,1,0), c
3
= (0,0,1)
x = (x1, x2, x3) where x
i
0 and E
i
x
i
= 1
y = (x1, x2, x3) where y
j
0 and E
j
y
j
= 1

A: (x*,y*) where x* = r
1
and y* = c
1
is Nash equilibrium
because any pure strategy profile surviving elimination is a
Nash equilibrium.
B: (x*,y*) where x* = r
2
and y* = c
2
is a Nash equilibrium
for the same reason.
57
C: (x*,y*) where x* = r
3
and y* = c
1
is a Nash equilibrium
for the same reason.
D: Because r
1
and r
3
are both best responses to c
1
, any
mixture x = (x
1
, 0, 1 x
1
) is a best response to c
1
.
Conversely, because c
1
dominates both other columns when
both r
1
and r
3
receive positive weight, c
1
is a best response
to any mixture of r
1
and r
3
. Thus {x*=(x
1
,0,1 x
1
),y* =
(1,0,0) | 0 < x
1
< 1} is a continuous set of Nash equilibria.
Notice that we could allow the inequalities to be weak, i.e.
0 x1 1, and the extra two solutions are cases A and C.
E: Any mixture of r
2
and r
3
is a best response to c
2
. Column
c
2
is a best response to x = (0, x
2
, 1 x
2
) when
t
2
(x,c
2
) t
2
(x,c
1
) and t
2
(x,c
2
) t
2
(x,c
3
), i.e.
2x
2
+ 0(1 x
2
) 1x
2
+ 3(1 x
2
) => x
2
.
Therefore {(x*,y*) | y*=(0,1,0) & x*=(0,x
2
,1 x
2
), 3/4 x
2

< 1} is a continuous set of Nash equilibria. The strict
inequality x
2
< 1 is only to match the assumptions of
position E in the table. x
2
= 1 is still an equilibrium it is
the equilibrium at position B in the table.
The next example (Figures 1.17 1.18) demonstrates
solutions that include both players mixing fewer than all of
their available pure strategies and also demonstrates that
some table entries that are not eliminated by domination are
eliminated when the detailed analysis is carried out.
58
Figure 1.17More multiple mixed equilibria

Figure 1.18Table analysis of the game in Figure 3.10
(Justifications for the eliminated cells are left for the
reader.)

A x
1
= x
2
= 0, y
2
= y
3
= 0 is a pure strategy Nash equilibria
(x,y) where x = (0,0,1), y = (1,0,0).
B x
2
= 0, y
2
= 0. For player 1 to have a best response
mixing rows 1 and 3, these rows must be each be best
responses, i.e.,
t
1
(r
1
,y) = t
1
(r
3
,y) t
1
(r
2
,y)
y
1
+ 2(1 y
1
) = y
1
+ 0(1 y
1
) y
1
+ (1 y
1
)
0,2 2,1 1,3
1,-1 1,0 -1,3
2,1 0,2 -1,-1
0,2 2,1 1,3
1,-1 1,0 -1,3
2,1 0,2 -1,-1
F E Z Z Z Z Z 123
X X X X X X Z 23
D C B Z Z Z Z 13
X X X Z X Z Z 12
X X X X X X A 3
X X X X X X Z 2
X X X X X Z X 1
123 23 13 12 3 2 1
F E Z Z Z Z Z 123
X X X X X X Z 23
D C B Z Z Z Z 13
X X X Z X Z Z 12
X X X X X X A 3
X X X X X X Z 2
X X X X X Z X 1
123 23 13 12 3 2 1
59
Because r
1
dominates r
2
when y
2
= 0, the inequality is
satisfied by any mixture of columns 1 and 3. The equation
implies y
1
= y
3
= 1/2.
For player 2 to have a best response mixing columns 1 and
3, the columns must each be best responses, i.e.
t
2
(x,c
1
) = t
2
(x,c
3
) t
2
(x,c
2
)
x
1
+ 3(1 x
1
) = x
1
+ 2(1 x
1
) 2x
1
+ (1 x
1
)
The equation implies x
1
= 1/3 and the inequality holds for
this value of x
1
, so (x,y) is a Nash equilibrium where x =
(1/3, 0, 2/3) and y = (1/2, 0, 1/2).
C x
2
= 0, y
1
= 0. For player 1 to have a best response
mixing rows 1 and 3, the rows must each be best responses,
i.e.,
t
1
(r
1
,y) = t
1
(r
3
,y) t
1
(r
2
,y)
0y
2
+ 2(1 y
2
) = 2y
2
+ 0(1 y
2
) y
2
+ (1 y
2
)
The equation implies y
2
= y
3
= 1/2, which yields a three
way equality, so r
1
and r
3
(just) qualify as best responses.
For player 2 to have a best response mixing columns 2 and
3, the columns must each be best responses, i.e.,
t
2
(x,c
2
) = t
2
(x,c
3
) t
2
(x,c
1
)
2x
1
+ (1 x
1
) = x
1
+ 2(1 x
1
) x
1
+ 3(1 x
1
)
The equation implies x
1
= 1/2 and the inequality holds for
this value of x
1
, so (x,y) is a Nash equilibrium where x =
(1/2, 0, 1/2) and y = (0, 1/2, 1/2).
D x
2
= 0,

y
j
> 0 j. For player 2 to have a best response
mixing columns 1, 2 and 3, the columns must each be best
responses, i.e.,
60
t
2
(x,c2) = t
2
(x,c3) = t
2
(x,c1)
2x
1
+ (1 x
1
) = x
1
+ 2(1 x
1
) = x
1
+ 3(1 x
1
)
From the analysis of (C), the first equation holds only when
x
1
= 1/2 and from the analysis of position B in the table, the
second equation holds only when x
1
= 1/3, so there is no
value of x
1
that makes all three columns best responses and
therefore no Nash equilibrium satisfying the assumptions of
position D in the table.
E x
i
> 0 i, y
1
= 0. From the analysis of C, y = (0, 1/2, 1/2)
renders all three row payoffs equal. It remains to be
checked if there is a mixture of all three rows such that
columns 2 and 3 are both best responses, i.e.,
t
1
(x,c
2
) = t
1
(x,c
3
) t
1
(x,c
1
)
2x
1
+ (1 x
1
x
2
) = x
1
x
2
+ 2(1 x
1
x
2
) x
1
+ 3x
2
+ 3(1
x
1
x
2
)

The first equation implies x
2
= 1/2 x
1
. Substituting this
into the inequality yields x
1
5/12. Therefore, there is a set
of Nash equilibria:
{ (x,y) | y = (0,1/2,1/2), x = (x
1
, 1/2 x
1
, 1/2), 5/12 x
1
<
1/2 }
Note that allowing x
1
= 1/2 does not violate the reciprocal
best response condition, but rather forces x
2
= 0, which
violates the assumption of position E in the table and
instead refers to position C.
F x
i
> 0 i, y
j
> 0 j. The analysis from E shows x =
(5/12, 1/12, 1/2) renders all three column payoffs equal.
For player 1 to mix all three rows, the column mix of
player 2 must render all three row payoffs equal:
t
1
(r
1
,y) = t
1
(r
2
,y) = t
1
(r
3
,y)
61
y
1
+ 2(1 y
1
y
2
) = y
1
+ y
2
+ (1 y
1
y
2
) = y
1
+ 2y
2
+ 0(1
y
1
y
2
)
The only solution to this system is y
1
= 0, y
2
= 1/2, which
does not meet the assumption y
1
> 0 of position F in the
table, so no additional Nash equilibria come from position
F.
1.15 Two-Person Zero-Sum Games
Two-person zero-sum games are, as the name suggests,
games with two players in which, at every outcome, the
payoffs to the two players always sum to zero. These
games are called strictly competitive because the players
interests are diametrically opposed one player can only
improve his or her payoff at the expense of the other player.
In the case of finite or countably infinite strategies, the
structure of the payoff function admits a streamlined
representation of the strategic form of the game, namely the
suppression of the column players payoff, which need not
be explicitly written because it is always known to be the
negative of the row players payoff. Thus, an n x m matrix
A = (a
ij
) with a single real number a
ij
in each cell represents
the strategic form of a finite two-person zero-sum game. In
this representation, a
ij
is the row players payoff given
strategies i and j and the payoff to the column player is a
ij
.
Note that any matrix can be regarded as a two-person zero-
sum game, just as any bi-matrix can be regarded as a
general sum game.
It is the convention to discuss two-person zero-sum games
entirely in terms of the row players payoffs and to refer to
the payoff of the game, rather than the payoffs to the two
players. It is also convention, as with general sum games,
to refer to the row player as player 1 if there is no external
62
context establishing some other names for the players.
Except where explicitly noted to the contrary, player 1 and
row player will be used synonymously in the discussion
that follows, as will player 2 and column player. In this
context, player 1 strives to maximize the payoff of the
game and player 2 strives to minimize the payoff of the
game.
It is important to remember that because two-person zero-
sum games are a special case of general sum strategic form
games, all of the results discussed in the preceding sections
regarding finite games obtain in finite two-person zero-sum
games. In particular, weak and strict domination work the
same, with the adjustment that better for the column
player means smaller. Also, at least one Nash
equilibrium exists in every such game and the algorithm for
finding all pure strategy Nash equilibria and the algorithm
for finding all Nash equilibria (mixed and pure) in a finite
strategic form game work on zero-sum games, with the
slight adjustment that a best response for player 2 is the
column(s) with the smallest payoff rather than the
column(s) with the largest payoff (Figure 1.19).
63
Figure 1.19Dominated row in a two-person zero-sum game

Column 4 strictly dominates column 2 because in each row,
the payoff in column 4 is strictly less than the payoff in
column 2. In searching for Nash equilibria, column 2 can
be entirely ignored because no strictly dominated strategy
is ever used in any Nash equilibria. Analysis of the game
can therefore continue as a 4x3 game with column 2
omitted (Figure 1.20).
Figure 1.20Game 1.19 with dominated column removed

The algorithm for finding pure strategy Nash equilibria in a
two-person zero-sum game is the same as for general sum
games: mark the best response(s) in each column for the
2 1 1 3
2
0
1
1 3 2
1 1 1
0 0 2
2 1 1 3
2
0
1
1 3 2
1 1 1
0 0 2
2 1 3^
2*
0
1^
1^* 2*
1* 1^
0 2*
2 1 3^
2*
0
1^
1^* 2*
1* 1^
0 2*
64
row player and the best response(s) in each row for the
column player. That is, mark the max in each column
(shown with a * in Figure 1.20) and the min in each row
(shown with a ^ in Figure 1.20). When they occur in the
same cell, the corresponding row and column constitute a
Nash equilibrium. In more general algebraic terms, this is
called a saddlepoint.
The value of a saddlepoint, when one exists, is called the
minmax
1
value of the game, and can be found by first
finding the max in each column, and then finding the
minimum of these maxima, or it can also be found by
finding the minimum in each row, and then finding the
maximum among these minima. If there is no saddlepoint,
the max of the minima (called maxmin
2
for short) is always
less than or equal to the min of the maxima (called the
minmax*). The maxmin equals the minmax if and only if
the matrix has a saddlepoint. When this occurs, the
saddlepoint has the minmax value and the min of the
maxima occurs in the column of the saddlepoint and the
max of the minima occurs in the row of the saddlepoint.
When there is no saddlepoint, the Nash equilibrium, which
Nashs theorem states must exist, must therefore occur with
mixed strategies.
It can be found by the same algorithm used for general sum
strategic form games (Figure 1.2.1 1.2.3).

1
Also called minimax
2
Also called maximin
65
Figure 1.21Two-Person Zero-Sum game with no saddlepoint

Figure 1.22Table analysis of game 1.2.1

A Nash equilibrium is (x*,y*), where x* = (x
1
, x
2
, 1x
1

x
2
), y* = (y
1
, y
2
, 1y
1
y
2
) and
t(r
1
,y*) = t(r
2
,y*) = t(r
3
,y*)
t(x*,c
1
) = t(x*,c
2
) = t(x*,c
3
)
or x* = (3/8, 1/8, 1/2) and y* = (1/4, 1/8, 5/8).
In this example, all three columns are used, so setting the
payoffs equal suffices to prove they are all best responses.
If any column were not used, it would be necessary to show
that the payoff from the unused column is not less than the
1 2 1
2 1 -1
1 0 2
1 2 1
2 1 -1
1 0 2
A Z6 Z5 Z4 Z3 Z2 Z1 123
X6 X6 X6 X6 X6 X6 Z1 23
X5 Z6 X5 X5 Z3 Z2 X5 13
X4 X4 X4 Z4 X4 Z2 Z1 12
X3 X3 Z5 X3 Z3 X3 Z1 3
X2 X2 X2 X2 X2 X2 Z1 2
X1 X1 X1 X1 X1 Z2 X1 1
123 23 13 12 3 2 1
A Z6 Z5 Z4 Z3 Z2 Z1 123
X6 X6 X6 X6 X6 X6 Z1 23
X5 Z6 X5 X5 Z3 Z2 X5 13
X4 X4 X4 Z4 X4 Z2 Z1 12
X3 X3 Z5 X3 Z3 X3 Z1 3
X2 X2 X2 X2 X2 X2 Z1 2
X1 X1 X1 X1 X1 Z2 X1 1
123 23 13 12 3 2 1
66
payoff from the columns given positive weight, because
player 2 maximizes his/her own payoff by minimizing
player 1s payoff.
i. The Value of a Game
An interesting property of two-person zero-sum games is
that when a game has multiple Nash equilibria, every
equilibrium has exactly the same payoff. It is
straightforward to prove that when multiple saddlepoints
exist, they all have the same value.
Theorem 4
Let A=(a
ij
) be an m x n matrix and let a
i*j*
and a
k*l*
be two
saddlepoints in A. Then a
i*j*
= a
k*l*
.
Proof Any two saddlepoints in the same row are each the
min in the row and thus equal. Any two saddlepoints in the
same column are each the max in the column and thus
equal. If a
i*j*
and a
k*l*
are both saddlepoints and i = k, j = l,
then a
i*j*
a
i*l
a
k*l
a
k*j*
a
i*j*
which implies that
equality holds throughout. The first inequality holds
because a
i*j*
is the min in its row. The second is because
a
k*l*
is the max in its column. The third is because a
k*l*
is
the min in its row. The fourth is because a
i*j*
is the max in
its column.
ii. Linear Programming and Games
The proof that every mixed strategy Nash equilibrium has
the same value relies on Linear Programming, which can be
used to find the mixed strategy equilibria more efficiently
than the table method especially for large games.
The formulation of a linear program to solve a two-person
zero-sum game relies on the strictly competitive nature of
67
the game the fact that player 1 wants to maximize the
payoff and player 2 wants to minimize the payoff. Because
player 2 wants to minimize, player 1 has a basis for
assuming that no matter what he/she does, the worst case
payoff will result. Now, the worst case payoff that can
result depends on what strategy is chosen. For example,
the minimum in each row is the worst case payoff if the
row is used as a pure strategy, and the maxmin payoff is
player 1s best guaranteed payoff using pure strategies.
Likewise, player one will give player 2 the worst case
payoff given any strategy for player 2, so the minmax
payoff is player 2s best guaranteed payoff using pure
strategies. The purpose of using linear programming is for
each player to optimize their worst case payoff (i.e. their
guaranteed payoff) over their respective sets of mixed
strategies not just pure strategies.
Formally, recall that when player 1 uses x and player 2 uses
y, the payoff of the game is xAy
t
. Therefore, player 1 seeks
max
{over x}
{min
{over y}
xAy
t
}
and player 2 seeks
min
{over y}
{max
{over x}
xAy
t
}
Now, these are not linear programs as stated, because the
min (respectively, max) being optimized by player 1
(respectively, player 2) are not linear. However,
maximizing a lower bound instead of the min linearizes the
problem for player 1 and minimizing an upper bound
instead of the max linearizes the problem for player 2. The
maximum of a lower bound equals the maximum of the
minimum and is achieved at the same value of x*.
Likewise, the minimum of an upper bound equals the
minimum of the maximum and is achieved at the same
68
value of y*. Therefore the linear problem finds the same
value as the original problem and the same x*
(respectively, y*) that optimizes the minimum
(respectively, maximum).
Figure 1.23Player 1s linear program (LP)
Max L
Subject to
t
1
(x,c
j
) L j = 1,,n
E
i
x
i
= 1
x 0
Figure 1.24Player 2s linear program (LP)
Min U
Subject to
t
2
(r
1
,y) U i = 1,,m
E
j
y
j
= 1
y 0
It suffices for each player to consider the worst case payoff
against their opponents pure strategies, because the payoff
against any mixed strategy of the opponent is a weighted
average of the payoff against pure strategies, which is
bounded above and below by the max (respectively min) of
the pure strategy payoffs. That is, the minimum payoff
against mixed strategies equals the minimum payoff against
pure strategies, and the maximum payoff against mixed
strategies equals the maximum payoff against pure
strategies. The example that follows shows how to set up a
69
pair of linear programs that solve for optimal strategies x*
and y* for Player 1 and Player 2, respectively.
Figure 1.25Game 1.2.1 Revisited

Figure 1.26Player 1s LP for game 1.2.1 / 1.2.3

Figure 1.27Player 2s LP for game 1.2.1/1.2.3

There are many ways to solve linear programs, including
many commercial software packages. This text will focus
1 2 1
2 1 -1
1 0 2
1 2 1
2 1 -1
1 0 2
Player 1 (symbolic)
max L
subject to
t(x,c
1
) L
t(x,c
2
) L
t(x,c
3
) L
x
1
+ x
2
+ x
3
= 1
x
1
, x
2
, x
3
0
Player 1 (numeric)
max L
subject to
2x
1
x
2
+ x
3
L
0x
1
+ x
2
+ 2x
3
L
1x
1
+ 2x
2
+ x
3
L
x
1
+ x
2
+ x
3
= 1
x
1
, x
2
, x
3
0
Player 2 (symbolic)
min U
subject to
t(r
1
,y) U
t(r
2
,y) U
t(r
3
,y) U
y
1
+y
2
+y
3
= 1
y
1
, y
2
, y
3
0
Player 2 (numeric)
min U
subject to
2y
1
+ 0y
2
+ 1y
3
U
1y
1
+ 1y
2
+ 2y
3
U
1y
1
+ 2y
2
+ 1y
3
U
y
1
+ y
2
+ y
3
= 1
y
1
, y
2
, y
3
0
70
on primarily setting up the linear programs, not solving
them. The Mathematica section for this chapter will show
how to solve them with Mathematica, which is useful in the
context of this course, though it is not the most efficient LP
solver for general purposes.
Two important facts about the linear programs 1.9.ii and
1.9.iii are critical to the study of two-person zero-sum
games:
1) the LPs 3.19 and 3.20 always have optimal solutions,
and
2) the LPs 3.19 and 3.20 are dual programs to one another.
As such, they have the same optimal value.
That is, max L = min U always! For this reason the value
of the game is defined as V = max L = min U. Compare
this to general sum games in which multiple Nash
equilibria can have different payoffs! In a zero-sum game,
player 1 has at least one strategy that guarantees the payoff
to be at least V and player 2 has a strategy that guarantees
the payoff to be at most V. Therefore, player 1 is not
making a best response in any strategy profile that results in
a payoff of less than V and player 2 is not making a best
response in any strategy profile that results in a payoff of
more than V. Therefore, every Nash equilibrium must have
payoff exactly V. Furthermore, the strategies x* and y*
can truly be called optimal, a concept not well defined for
general sum games. Because of this strong solution
concept for two-person zero-sum games, the expression
solve the game means find the value of the game and the
optimal strategies for both players.
Recall that tic-tac-toe, chess and all two-player games with
a win-lose outcome can be modeled as zero-sum games,
71
including sports competitions like football, basketball and
baseball, although people betting on those games may be
modeling them as general sum games if they are concerned
with point spreads and the like. This is yet one more
example of adjusting the fidelity of a model to
accommodate the level of detail relevant in an application.
It is well known that the value of tic-tac-toe is 0 and by
backward induction there are optimal pure strategies for
both players.
iii. Graphical Method for 2 x n and m
x 2 Games
When one player has only two pure strategies, the game
indeed the LP can be solved graphically (Figure 3.21). If
player 1 has two strategies, then x = (1 x2, x2) may be
used to represent an arbitrary mixed strategy. The reason
for choosing this rather than (x1, 1 x1) will become clear
in what follows. For each of player 2s pure strategies, the
payoff of the game can be graphed as a function of players
1s mixture, as represented by x2 varying from 0 to 1
(Figure 3.22).
Figure 1.282 x n zero sum game

Figure 3.22 graphs the payoff resulting from each of player
2s pure strategies (columns) as a function of player 1s
mixed strategy, represented by the weight on the 2
nd
row,
so that payoffs go from the 1
st
row to the 2
nd
row as x2 goes
1
2
-4 0 2
5 -2 -3
1
2
-4 0 2
5 -2 -3
72
from 0 to 1 (left to right). Player 1s strategy could just as
easily be represented x1 instead of x2, i.e. x = (x1, 1 x1),
and then payoffs would go from the 2
nd
row to the 1
st
as x1
went from 0 to 1. The method shown struck the author as
more intuitive. For any value of the variable x2, the
minimum is highlighted with a thick red line. The concept
of the LP can be seen in this picture: the feasible space for
L is dependent on the choice x.
Figure 1.29Graphical solution for x* and V

The constraints on L, which is itself just a single real
variable, are that L be less than or equal to the payoff
against each column, that payoff being a function of player
1s strategy x. Thus, for any x, the feasible space for L is
the interval from the thick red line to , so the feasible set
for the LP is the set of (x
2
,L) that lie between x
2
= 0 and x
2

= 1 and below the red line. The linear program is solved by
setting x* such that the constrained maximum of L is as big
as possible. From the picture it is clear that this is exactly
x2=0 x2=1
5
4
3
2
1
0
-1
-2
-3
-4
t
(
x
,
c1
)
t(x,c
2
)
t(x,c
3
)
t
(
x
,
c
4 )
x2*
maxmin = V
x2=0 x2=1
5
4
3
2
1
0
-1
-2
-3
-4
t
(
x
,
c1
)
t(x,c
2
)
t(x,c
3
)
t
(
x
,
c
4 )
x2*
maxmin = V
73
the same as maximizing over x the minimum payoff that is
possible given x.
Using the graph to identify which column(s) are
responsible for the minimum payoff enables solving for
x2* and V. In the numerical example at hand, the maxmin
occurs where
t(x,c
2
) = t(x,c
4
)
2 + 2x
2
= 5 9x
2
=> x2 = 7/11, so x = (4/11, 7/11) and V = 2 + 2(7/11) =
8/11
Once the maxmin has been found, player 2s optimal
strategy can be derived. Player 2 must be making a best
response to player 1, and only c
2
and c
4
can be used in a
best response to x* = (4/11, 7/11). This can be seen in the
graph, where
t(x*,c
2
) = t(x*,c
4
) > t(x*,c
3
), and
t(x*,c
2
) = t(x*,c
4
) > t(x*,c
1
)
These inequalities imply that any mixture of c2 and c4 will
be a best response to x*, but, as in the table method for
general sum games, y* is determined by setting the payoffs
equal from the strategies that player 1 is mixing, i.e.,
t(r
1, y*
) = t(r
2, y*
)
where y* = (0, y
2
*, 0, y
4
*), y
2
* + y
4
* =1 and y
2
*,y
4
* > 0
2y
2
* + 5(1 y
2
*) = 0y
2
* + 4(1 y
2
*)
=> y
2
* = 9/11, so y* = (0, 9/11, 0, 2/11).
In summary, the value of the game is -8/11 and the Nash
equilibrium for the game is (x*, y*), where x* =
(4,11,7/11) is the optimal strategy for the row player and y*
74
= (0, 9/11, 0, 2/11) is the optimal strategy for the column
player.
iv. Exercises (extracted to angel)
1.16 Famous Strategic Form Games
The final section on strategic form games is a summary of
some of the most famous strategic form games. These
games have been the subject of hundreds and even
thousands of research papers, books, experiments and
symposia. Anyone having a course in game theory should
know these games well enough to reproduce them from
memory and explain to someone what is interesting about
them.
i. Prisoners Dilemma
The Prisoners Dilemma gets its name from a story first
used in the literature by Howard Raiffa to describe the
game. Two prisoners are arrested and placed in separate
interrogation rooms. They are guilty but the police have no
evidence, so if neither one talks, they both go free. The
police offer each freedom plus a reward if they squeal on
their accomplice. If one squeals the other gets a stiff prison
sentence. If they both squeal, they both get moderate
prison sentences. These outcomes are modeled generically
with parameters for general proofs and numerically for
experiments (Figures 1.28, 1.29).
Figure 1.30Traditional Prisoners Dilemma
T > R > P > S
75

Figure 1.31Typical Numerical Prisoners Dilemma

In the generic notation above, T stands for temptation
payoff, after the temptation to defect for selfish gain; R is
for the reward that comes to partners who are faithful to
one another, P is for the punishment that befalls the
mutually unfaithful, and S is for sucker who was faithful to
an unfaithful partner.
Notice that the inequalities T > R > P > S imply 2R > 2P.
Akimov and Soutchanski, who formally defined social
dilemma games as an n-player generalization of the
prisoners dilemma, made the additional assumption that
aggregate social welfare would strictly increase with the
number of cooperators (see Appendix A). In the two-
player case, this assumption is that 2R > T+S > 2P, which
is not always assumed across the extensive literature
devoted to the 2-player prisoners dilemma, but it is upheld
P,P T,S D
S,T R,R C
D C
P,P T,S D
S,T R,R C
D C
1,1 5,0 D
0,5 3,3 C
D C
1,1 5,0 D
0,5 3,3 C
D C
76
by the most common set of numerical payoffs (Figure
3.24). As with all modeling assumptions, whether or not to
include this assumption depends on whether the assumption
holds in the real world scenario being studied through the
model.
ii. Battle of the Sexes (Coordination)
The Battle of the Sexes, still quaintly referenced by the
name it was given in the 1950s, could also be called Meet
Me You Know Where. It is a coordination game, in that
both players payoffs are maximized when they achieve a
coordinated outcome even though they cannot
communicate while making their simultaneous moves. The
story that goes with the original name is about a
stereotypical, heterosexual couple. The man wants to go
the Fights, and the woman wants to go to the ballet, but
each would rather go out together than alone. The
traditional payoffs for this game are given below (Figure
3.25) as well as an alternative set (Figure 3.26).
Figure 1.32Traditional Battle of the Sexes Game

1,5
0,0
B
0,0 B
5,1 F
F
1,5
0,0
B
0,0 B
5,1 F
F
77
Figure 1.33Alternate Battle of the Sexes Game

In both payoff matrices, the row player prefers the Fights
(F) and the column player prefers the ballet (B). When the
players both choose the same event, i.e., coordinate, the
biggest payoff goes to the player who prefers the chosen
event. The other player still gets a positive payoff for not
being alone. In the traditional payoff matrix, both players
get 0 if coordination fails, i.e. if they choose different
events. In the alternate payoff matrix, a going to ones
least favorite event and alone adds insult to injury, so to
speak, and the payoff is 5. Going to ones favorite event
alone is negative (1), modeling the fact that going out
alone was not desired, but at the players both go to their
first choice event. The traditional payoffs model the idea
that going out alone is so undesirable that the event is
essentially irrelevant.
In the traditional story, the people each buy two tickets in
advance in the hopes of surprising the other. This is
exactly the plot of a Francis Ford Coppola movie called
One from the Heart. The same thing actually happened to a
friend of mine. His wife, as a surprise, bought plane tickets
to Las Vegas, hotel rooms and tickets to a martial arts
tournament (his favorite), while my friend bought a
vacation package to Cancun (her favorite). The stakes do
not need to be so high. The game is played quite often by
all sorts of people (not necessarily lovers) who cant
communicate but hope to meet by chance at the favorite
1,5
-1,-1
B
-5,-5 B
5,1 F
F
1,5
-1,-1
B
-5,-5 B
5,1 F
F
78
hangout of one of them hence the alternate title meet me
you know where.
iii. Hawk Dove
The Hawk Dove game was first made famous by
evolutionary biologist John Maynard-Smith in his famous
book Evolutionary Game Theory. The game models
competition for a resource among members of a species,
e.g. humans, dogs, or lions. The game begins with a
display contest in which the contestants try to intimidate
one another. The Hawk strategy is to fight if the other
escalates and the Dove strategy is to retreat if the other
escalates. The resource is assumed to have value V and the
cost of a fight is C and the assumption C > V > 0 is made.
Therefore, if both players play Hawk, their average payoff
is assumed to be (V C)/2, typically explained as a
symmetric contest in which each player has equal
probability of either winning the resource worth V or
paying the cost C of the fight. A more satisfying
explanation might be that C is the total cost of the fight,
which is shared equally (C/2 each) in a symmetric contest
and each player wins the resource V with equal probability.
The difference may seem subtle in the former
interpretation, both the cost and the benefits of the fight are
random; in the latter, the cost is deterministic and the
benefit is random. My view is that in a fight between
equally matched opponents, they both suffer equally and
the winner is the winner by a slight margin and does not
walk away unscathed. The other outcomes are straight
forward: Hawk wins the resource from Dove without a
fight, and two competitors who both play Dove will go
unharmed, as no fight ensues, and each will have equal
79
chance of outlasting the other in the lengthy display contest
(Figure 3.27).
Figure 1.34Symmetric Hawk Dove Game


iv. Rock Scissors Paper
Rock Scissors Paper is an age old childrens game in which
two players count to three and simultaneously reveal their
strategy choices (Rock, Scissors, or Paper). It is a zero-
sum game with outcomes determined by the rules Rock
breaks Scissors, Scissors cuts Paper, and Paper covers Rock
(Figure 3.28).
Figure 1.35Rock Scissors Paper Game

V/2
V/2
V
0
D
0
V
D
(V C)/2
(V C)/2
H
H
V/2
V/2
V
0
D
0
V
D
(V C)/2
(V C)/2
H
H
1
0
1
S
1 1 S
0
1
P
1 P
0 R
R
1
0
1
S
1 1 S
0
1
P
1 P
0 R
R
80

v. Stop Sign Game
The Stop Sign Game is played when two cars
simultaneously arrive at stop signs on opposite sides of a
busy through street that has no stop signs and both wish to
make left turns. Because they arrived simultaneously, there
is no clear right of way and they cant communicate clearly
across the busy traffic. When a hole opens up in the traffic,
they simultaneously choose to wait or go. If they both
go, they crash. If they both wait, they must play again
when the next hole opens up in traffic. If one waits and one
goes, the one who goes clearly profits and the one who
waits now has the clear right of way when the hole in
traffic appears (Figure 3.29).
Figure 1.36Stop Sign Game

vi. Chicken
Chicken is a game dating at least to the 1950s in American
popular culture and most likely pre-dates automobiles in
one form or another. It was played with farm tractors in the
Kevin Bacon movie Footloose. Two players drive
straight toward each other and must choose to turn or
continue straight. If neither swerves, they crash. If one
swerves, that player is shamed as chicken and the other
1,1
10,1
W
1,10
W
10,10
G
G
1,1
10,1
W
1,10
W
10,10
G
G
81
hailed as brave. If both swerve, they are both chicken,
but this is probably less humiliating than being the lone
chicken (Figure 3.30).
Figure 1.37Chicken

vii. Matching Pennies
Matching Pennies is a competitive (zero-sum) coordination
game. Each of two players simultaneously choose heads
or tails, but no coin is flipped. If the players choose the
same thing (both heads or both tails), then player 1 wins. If
they make different choices, player 2 wins (Figure 3.31).
This game is not so much played for fun as for a substitute
for flipping a physical coin. Like Rock Scissors Paper, it is
often used as a way to arbitrate minor disputes.
Figure 1.38Matching Pennies

1,1
10,10
T
10,10
T
100,100
S
S
1,1
10,10
T
10,10
T
100,100
S
S
1
1
T
1
T
1
H
H
1
1
T
1
T
1
H
H
82
viii. Exercises
1. 7
Find all Nash equilibria of each of these games.

83
4 Continuous Games
The strategic form requires that players all have a discrete
set of strategies either finite or at most countably infinite.
In some games, one or more players have a continuum of
pure strategies. The pure strategy payoffs for these games
must be expressed by formulas rather than explicitly listed
a lookup table, which is exactly what the strategic form is.
Many models from classical economics are continuous
games. Spatial games, where players choose positions, are
continuous, including many war games. Games of timing
are continuous, such as duels. Auctions are continuous in
principle, though quantized by the allowable units of
money.
Note that while the strategy space may be a continuum, this
does not guarantee that payoffs will be a continuous
functions of the players choices, let alone differentiable
functions. That being said, this elementary text will indeed
focus on games with twice differentiable payoff functions,
to which basic calculus techniques can be applied to find
the Nash equilibria.
Consider a game with players {1,,n} where each player i
chooses x
i
from some strategy set E
i
_ R and payoffs are
given by t(x
1
,,x
n
) = (t
1
(x
1
,,x
n
),,t
n
(x
1
,,x
n
)). In
accordance with definition 2.1, a Nash equilibrium is a
vector (x
1
*
,,x
n
*
) satisfying
t
1
(x
1
*
,,x
i
*
,x
n
*
) t(x
1
*
,x
i
,,x
n
*
)
Mixed strategies can be defined for continuous games just
as they are for discrete games, as probability distributions
over the set of pure strategies. That is, any function o
i
: E
i

84
e [0,1] such that
}
E
=
i
dx x
i
1 ) ( o may be interpreted as a
mixed strategy on E
i
. Given a mixed strategy profile
x=(x
1
,,x
n
), payoffs are computed by integrating the pure
strategy payoffs against the corresponding probabilities,
which are multiplied to model independence:
dx x x x x
n n n
) ( ) ( ) ,..., ( ) (
1 1 1
o o t o t =
}
E
(4.i)
The payoff function t: E
M
e R is continuous, where E
M

denotes the set of mixed strategy profiles. The best
response function Br: E
M
e E
M
is upper hemicontinuous;
that is, the set of all best responses to any pure or mixed
strategy profile is a closed set. Therefore, if E is a compact
subset of R
n
then E
M
, the set of all mixed strategy profiles,
is both compact and convex, and, as in Nashs theorem on
strategic form games, Kakutanis fixed point theorem
ensures the existence of an equilibrium in mixed strategies.
Later in this chapter examples will be presented of two-
player games with compact strategy sets and Nash
equilibria, and also of games with non-compact strategy
sets which have no equilibria. First, a method for finding
equilibria in two player games with twice differentiable
payoff functions.
1.17 Finding Nash Equilibria in
Continuous Games
A Nash equilibrium in a continuous game is, like its
discrete analog, is strategy profile in which each player is
making a best response to his or her co-players. If Br
i
: E
~i

E
i
player is best response function (namely, the i
th

component of the function Br defined above), then a Nash
85
equilibrium is a strategy profile (x
1
,,x
n
) satisfying the
system of n equations
x
i
= Br
i
(x
~i
)for i = 1,,n
Keep in mind these equations might not be linear and might
not even be closed form functions. It might take some ad
hoc analysis to determine the best response to a given
strategy profile, but these equations serve as an outline for
finding or verifying whether a profile is a Nash
equilibrium. In the two-player case, the equilibrium
equations are
( ) ( )
1 2 1 1
x Br Br x =
4.1a
and
( ) ( )
2 1 2 2
x Br Br x =
4.1b
Either one of the equations suffices to verify an equilibrium
if either equation is satisfied, they both are. A useful
metaphor to remember the concept might be standing two
mirrors facing each other, for, if the first equation is
satisfied, then so is
( ) ( ) ( ) ( )
1 2 1 2 1 1
x Br Br Br Br x =

and so on and so on, ad infinitum.
The equations that must be satisfied lead naturally to an
method for finding Nash equilibria: start with a candidate
strategy for one player, find the best response(s) of the co-
player, find the best response(s) of the first player to those,
and if the strategy you started with is among them, you
have a Nash equilibrium. This method has the potential for
a wild goose chase, but for twice differentiable functions of
86
one strategy variable for each player, some basic calculus
enables us to simplify the problem and narrow the search.
i) For any fixed value of the strategy of one player, the
first players payoff function reaches a maximum either
in the interior of the strategy space or at a boundary
ii) Any interior maximum will have a zero first derivative
with a negative or zero second derivative (that is, first
and second partial derivatives with respect to the
maximizing player).
Therefore, if there is a Nash equilibrium which is an
interior point for both players then each players first
partial derivatives are simultaneously zero and can be
found by solving the simultaneous equations. If there is a
Nash equilibrium which is not interior for both players, at
least one player is using a boundary point for a strategy.
Starting with each boundary point x* for player 1, 4.1a can
be checked by determining y* = Br2(x*), then Br1(y*) and
(x*,y*) is a Nash equilibrium if and only if 4.1a is satisfied,
i.e. if and only if Br1(y*) = x*. Similarly, starting with
each boundary point y* for player 1, 4.1a can be checked
by determining x* = BR1(y*), then Br2(x*) and (x*,y*) is a
Nash equilibrium if and only if 4.1b is satisfied, i.e. if and
only if Br2(x*) = y*. Note that if player 1 and player 2
have continuous payoff functions and each chooses a single
real strategy variable form a closed and bounded (i.e.
compact) strategy set of real numbers, then a players best
response is always defined i.e., a continuous function
always attains its maximum on a compact set. If any
strategy set is not compact, then that players best response
might not be defined.
The above discussion can be summarized as a general
method for finding Nash equilibria in two-player games
87
with twice differentiable payoff functions. Consider the
generic game in which player 1 chooses x e [a,b] c R,
player 2 chooses y e [c,d] c R, u
i
(x,y) is player is payoff
or utility function, as it is often called in economics, where
many continuous models arise. Take the steps listed below
to find all Nash equilibria of the game.
1) Find all solutions (x,y) to the simultaneous equations
0 ) , (
0 ) , (
2
1
=
c
c
=
c
c
y x u
y
y x u
x

2) At each (x,y) found in (1), check whether
0 ) , (
1
2
2
<
c
c
y x u
x

and whether
0 ) , (
2
2
2
<
c
c
y x u
y

If both 2
nd
partials are negative at a given (x,y), the (x,y) is
a local maximum for both utility functions. If any 2
nd

partial is zero, further analysis must test whether x
(respectively, y) is a local maximum for u
1
(respectively,
u
2
). If any 2
nd
partial is positive, the corresponding variable
is a local minimum for the function, not a maximum.
In general, the derivative information must be used
sensibly to determine best responses, which are global
maxima, at least within the constraints of the strategy sets.
For example, if the 2
nd
derivative is positive and constant,
the corresponding utility function increases uniformly from
88
the minimum to the boundary in either direction, so the best
response must be at the lower or upper limit of the strategy
set and which of these is true can be found by evaluating
the utility function at both endpoints. If any 2
nd
partial is
negative and constant, then the local max is actually a
global max and no further checking is required. If a local
max has a 2
nd
partial which is a function, further analysis
must be done to determine the true global max given the
co-players choice. Depending on derivative information,
checking the endpoints of the strategy sets is not always
necessary, but it never hurts, so when in doubt, check!
3) If no interior Nash equilibrium is found in (2), then
systematically start with each endpoint and test 4.1a and
4.1b until all possibilities are exhausted. That is, using the
methods of (1) and (2), find the best response to a, namely,
) , ( max arg *
2 ] , [
y a u y
d c ye
=
(i)
then find the best response to y* which equals
*) , ( max arg *
1 ] , [
y x u x
b a xe
=
(ii)
and if x* = a, then (a,y*) is a Nash equilibrium. Then
repeat (i) and (ii) using b in place of a. Then, if (a,c) or
(b,c) was not already found as a Nash equilibrium, repeat
(i) and (ii) starting with c and d and checking 4.1b instead
of 4.1a.
The above listed steps (1) (3) will find all pure strategy
Nash equilibria. If, at any stage, multiple best responses
are found to some strategy, then each path must be
followed to find all pure strategy equilibria and mixed
strategies can be found by replacing a players original
strategy variable with a set of linear variables putting
weights on the players multiple best responses. The co-
89
players utility function can be re-written in terms of the
mixture and the same methods (1) to (3) above used to find
the co-players best response to the mixture and test 4.1a or
4.1b. Nash equilibria where both players are mixing are the
hardest to derive. In practice, the derivative information
guides the search for what mixtures need to be tested. This
text will focus on classical examples that do not test the
limits of complexity possible with models of this form.
The remainder of the chapter presents a purely numerical
example to demonstrate the method just given, followed by
some famous examples.
1.18 Continuous Game Nash
Equilibrium Example
Player I chooses x between 0 and 10 inclusive, player II
chooses y between 0 and 10 inclusive. Payoffs are given by
the functions u and v:

xy x (x,y) u
2
1
+ =

xy y (x,y) u
2
=
2

Following 4.1, compute the 1
st
and 2
nd
partial derivatives,
check for simultaneous zeros and interpret the results.
2
0 2 ) , (
1
y
x y x y x u
x
= = + =
c
c

0 2 ) , (
1
2
2
< =
c
c
y x u
x

2
0 2 ) , (
2
x
y x y y x u
y
= = =
c
c

90
0 2 ) , (
2
2
2
> =
c
c
y x u
y

The derivative information for u
1
implies that
2
y
x = is a
global max and the unique best response to any y chosen by
player 2. It is a max because the 2
nd
derivative is negative.
It is a global max because the 2
nd
derivative is a constant
3
.
Therefore player 1s best response function for any y is
2
) (
1
y
y Br = . The derivative information for u
2
indicates
that
2
x
y = is a global minimum, not a maximum!
Moreover, the fact that the derivative is positive and
constant implies that the maximum of ( ) y x u ,
2
, for any
fixed x, must be at one boundary or the other of the strategy
interval
4
. Therefore player 2s best response function for
any x is ) , ( max arg ) (
2 } , { 2
y x u x Br
d c
= . That is, for any
fixed x, max u
2
(x,y) is either u
2
(x,0) or u
2
(x,10), so the max
can be found by checking two points.
Because player 2s best response is always an endpoint for
any x, there are no purely interior Nash equilibria.
Therefore it suffices to check for equilibria where at least
one players choice is an endpoint. These possibilities x* =
0, x* = 10, y* = 0, y* = 10 can be methodically checked
one after the other.

3
It suffices that 0 ) , (
1
2
2
<
c
c
y x u
x
on the strategy interval [0,10].
4
It suffices that 0 ) , (
2
2
2
>
c
c
y x u
y
on the strategy interval [0,10].
91
If x* = 0, ( ) 0
2
Br must be either 0 or 10. Evaluating the
function yields ( ) 0 ,
2
= y x u and u
2
(0,10) = 100, so
10 ) 0 (
2
= Br . ( ) ( ) ( ) * 5
2
10
10 *
1 2 1
x Br x Br Br = = = = so
there is no Nash equilibrium (x*,y*) where y* = 0.
If x* = 10, ( ) 10
2
Br must be either 0 or 10. 0 ) 0 , 10 (
2
= u
and 0 ) 10 , 10 (
2
= u , so both y* = 0 and y* = 10 are best
responses for player 2, but ( ) 10 0 0
1
= = Br and
( ) 10 5 10
1
= = Br , so there is no pure strategy Nash
equilibrium (x*,y*) where x* = 10. Because there are two
best responses to x* = 10, there is a possibility of an
equilibrium where player 2 uses a mixed strategy y =
(y
0
,y
10
) putting weight on 0 and 10. If this happens, player
1s payoff function becomes
) 10 0 ( ) , (
10 0
2
1
y y x x y x u + + =

10 5 0 10 2 ) , (
10 10 1
< = = + =
c
c
y x y x y x u
x

and ) , (
1
2
2
y x u
x c
c
still equals 2 so * ) ( 5
1 10
x y Br y = = so
there is no mixed equilibrium (x*,y*) where x* = 10.
If y* = 0, 0
2
0
*) (
1
= = y Br .
( ) ( ) ( ) * 10 0 *
2 1 2
y Br y Br Br = = = (from above) and
therefore there is no Nash equilibrium (x*,y*) where y* =
0.
92
If y* =10, ( ) 5
2
10
10
1
= = Br . When x = 5, ( ) 5
2
Br must be
either 0 or 10. 0 ) 0 , 5 (
2
= u and 50 ) 10 , 5 (
2
= u , so
( ) * 10 5
2
y Br = = . Therefore (x*,y*)=(5,10) is a Nash
equilibrium.
The only possibility that has not been considered is that
both player use mixed strategies. If ] 1 , 0 [ ] 10 , 0 [ : f is a
probability distribution, i.e., y y f > 0 ) ( , 1 ) (
10
0
=
}
dy y f ,
then = ) , (
1
y x u
}
+
10
0
2
) ( dy y yf x x , and
}
+ =
c
c
10
0
1
) ( 2 ) , ( dy y yf x y x u
x
so player 1s best response
will be
}
=
10
0
1
) (
2
1
) ( dy y yf f Br , and 5 ) ( 0
1
s s f Br . Thus
player one has a unique pure strategy best response to any
mixed strategy by player 2, so there is no Nash equilibrium
in which both players mix. Therefore, (x*,y*) = (5,10) is
the one and only Nash Equilibrium of this game.
This example demonstrates the general method of
analyzing best responses using calculus when payoff
(utility) functions are differentiable. In practice, there are
important examples in which the analysis is far easier, for
example when only pure strategies make sense in the model
and/or when both derivatives yield unique interior best
responses. The applied examples that follow illustrate
some famous models that are solved with very basic
analysis.
93
1.19 Cournot Duopoly Model
One of the earliest examples of modern game theory is
from Antoine Augustin Cournot (28 August 1801 31
March 1877), a French economist, philosopher and
mathematician. He published his economics masterpiece
the Recherches in 1838, which included the famous model
of duopolistic competition that follows.
Two firms, firm 1 and firm 2, produce and sell an identical
product. The market clearing price, at which supply equals
demand, is a decreasing function p(q) of the total quantity q
= q1 + q2 available from the two firms combined. Each
firm i chooses a quantity q
i
and incurs a production cost
c
i
(qi). With these assumptions the profit or utility function
of each firm can be modeled as revenue minus cost, where
revenue equals quantity produced and sold at the market
price:
u
i
(q
i
) = p(q
1
,q
2
)q
i
c
i
(q
i
), i = 1,2.
The example that follows shows how the equilibrium can
be found by following algorithm 4.1, if the price and cost
functions are made precise.
p(q
1
,q
2
) = 20 q
1
q
2

c
1
(q
1
) = 2q
1

c
2
(q
2
) = 2q
2

u
1
(q
1
,q
2
) = (20 q
1
q
2
)q
1
2q
1
= 18q
1
q
1
2
q
1
q
2

u
2
(q
1
,q
2
) = (20 q
1
q
2
)q
2
2q
2
= 18q
2
q
2
2
q
1
q
2

2 1 1 1
2 18 / q q q u = c c

2 /
2
1 1
2
= c c q u

94
2 1 2 2
2 18 / q q q u = c c

2 /
2
2 2
2
= c c q u

2 1 1 1
2 18 / q q q u = c c
= 0 =
2 1
2 18 q q
=
2 2
/ q u c c

q
1
= q
2
= 6
The fact that the 2
nd
partial derivative is negative for all
values of q
1
(respectively, q
2
) implies that u
1
(respectively,
u
2
) has a global maximum at q
1
= 6 (respectively, q
2
= 6).
If this were not the case, some simple evaluations of u
1
and
u
2
would confirm that q
1
= 6 is a best response to q
2
= 6
and q
2
= 6 is a best response to q
1
= 6. u
1
(6,6) = 36 > 0 =
u
1
(0,6) = u
1
(6,12) > u
1
(6,q
1
) q
1
> 12.
1.20 Hotelling Duopoly Model
Hotelling duopoly model, was published by American
economist Harold Hotelling (18951973) in the Economic
Journal in 1929.
Firms A and B are located at opposites ends of town. They
sell identical products at a price of their choosing. They
produce exactly enough to meet demand and have equal per
unit costs. Demand for their products is uniformly
distributed across the town, and is inelastic, or does not
vary with price. From the customers point of view, the
true cost of the item is the purchase price plus the
transportation cost of travel from home to the firm and
back. These circumstances are modeled in what follows.
Town is represented by the interval [0,1]. Firm A is located
at 0 and B at 1. Transportation cost is t per unit distance
travel. Thus, if A charges price p
A
and B charges p
B
, then
95
the total cost to a customer living at x, 0 x 1, is p
A
+ tx
from A and p
B
+ t(1 x) from B.
The decision to be made by each firm is what price to
charge to maximize profits. If we assume that customers
minimize total cost, then for any pair of prices (p
A
, p
B
), firm
As market share is x* and firm Bs market share is Bs is
(1 x*), where x* is the point at which customer cost is
equal from firm A and firm B. Accordingly, if per unit
production cost is c, the firms payoffs are given by
) ( * ) , ( c p x p p u
A B A A
=

and
) *)( 1 ( ) , ( c p x p p u
B B A B
=

Solving for the location of the indifferent customer based
on p
A
, p
B
and t yields
t
t p p
x
B A
2
*
+ +
=

1 *
2
B A
p p t
x
t
+ +
=
Substituting this back into the payoffs functions yields
t
t p p p c
p p u
B A A
B A A
2
) )( (
) , (
+ + +
=

( , ) ( ) 1
2
A B
B A B B
p p t
u p p c p
t
+ +
| |
= +
|
\ .

2
0
2 2
) , (
t c p
p
t
t p p
t
c p
p p u
p
B
A
B A A
B A A
A
+ +
= =
+ +
+

=
c
c

96
0
1
) , (
2
2
< =
c
c
t
p p u
p
B A A
A

( , ) 0
2 2 2
B B A A
B A B B
B
p c p p t p c t
u p p p
p t t
c + + + +
= + = =
c

0
1
) , (
2
2
< =
c
c
t
p p u
p
B A B
B

( , ) ( , ) 0
A A B B A B A B
A B
u p p u p p p p c t
p p
c c
= = = = +
c c

The per unit transportation cost t is a constant in the model,
so the 2
nd
partials are both negative and constant, implying
a global maximum for each player, which both confirms a
Nash equilibrium at t c p p
B A
+ = = and rules out any other
pure strategy Nash equilibrium and equilibria where only
one player mixes. Identifying or ruling out equilibria
where both players mix takes more work, with an emphasis
on analysis rather than game theory and would thus b e a
distraction in the context of this course. For this course it is
important to remember that the possibility of mixed
equilibrium may exist and that also to consider what a
mixed equilibrium in the model would mean. It is not
consistent with the situation being modeled that firms
would actually vary the price throughout the day. One
interpretation could be Harsanyis concept that a mixed
strategy represents one belief about what the other is
charging, but that would require addition assumptions
about lack of information between the two players at the
time of price setting. Perhaps the best interpretation would
be that the stores sell multiple products and compete by
setting some prices low to attract market share and increase
97
their profit by setting prices high on other goods. Indeed,
this is common practice among retail stores. Modeling this
last interpretation would probably involve a cost variable
and demand distribution for each product, as well. These
main point at this stage is to forever keep in mind the map
between the model the real-world situation being modeled
and think about how each model assumption should be
interpreted and also how variations in either the application
or the model would be reflected in the other.
One set of variations easily possible with the basic model
presented is to explore model sensitivities by varying the
production costs between the two firms and varying the
magnitude of the production costs relative to the
transportation costs. These excursions are explored in the
exercises.
1.21 Hide and Seek (a.k.a. search and
destroy)
This game models a submarine S hiding from a destroyer D
in a narrow stretch of water, modeled as an interval [a,b],
e.g. [0,10]. The submarine chooses a hiding location x e
[0,10] and the destroyer chooses a location y e [0,10] to
drop depth charges. It can be modeled as a zero sum game
with payoffs
50 ) (
2
= y x u
S

2
) ( 50 y x u
D
=

One can check this with derivatives, but it is clear from
inspection that the subs best response is to maximize its
distance from the destroyer, i.e., choose the farthest
endpoint, and the destroyers best response is to minimize
the distance, i.e. choose x = y. Therefore, there is no Nash
98
equilibrium in which both players are using pure strategies.
If the destroyer chooses the midpoint y = 5, the sub has two
best responses: x = 0 and x = 10. To check for an
equilibrium we look for a strategy x = (x
0
,x
10
) for the sub
that mixes the two endpoints x = 0 and x = 10 such that y =
5 is a best response for the destroyer. When the sub uses x
= (x
0
,x
10
) the destroyers payoff becomes
) ) 10 ( 50 ( ) 50 ( ) , (
2
10
2
0
y x y x y x u
D
+ =

Substituting x
10
= 1 x
0
and collecting like terms yields
2
0
2
0
) 20 100 )( 1 ( 50 ) , ( y y x y x y x u
D
+ + =

0 0
10 10 0 ) 10 10 ( 2 ) , ( x y y x y x u
y
D
= = + + =
c
c

It follows that y = 5 is a best response for the destroyer if
the submarine chooses
2
1
0
= x , that is, hides at either end
point with probability
2
1
, and this strategy profile is a Nash
equilibrium.
1.22 Games of Timing
Duals, Market Preemption, and War of Attrition are all
games of timing and thus have continuous strategy spaces.
That is, each player chooses a time for action. In a duel the
players choose when to shoot, in Market Preemption they
choose when to release a new product and in War of
Attrition they choose when to give up.
i. Duel

99
ii. Market Preemption

iii. War of Attrition

1.23 A Simple Voting Game

1.24 Auctions

i. 1
st
Price Auction

ii. 2
nd
Price Auction

100
5 Repeated Games and Adaptive
Learning
1.25 Backward Induction
i. Chain Store Paradox
1.26 Infinitely Repeated Games and
Discount Factor
i. Folk Theorems
1.27 Repeated Prisoners Dilemma
i. Axelrods tournaments
1.28 Adaptive and Reinforcement
Learning
i. Browns Method of Fictitious Play
ii. Local Interaction Models and
Imitation
(Cascades)
1. Prisoners Dilemma
(Sigmund, Byrne)
2. Adoption of Technology
(Chatterjee, Krishna)

101
6 Cooperative Game Theory
Cooperative game theory differs from non-cooperative
theory in the assumptions that players
i) communicate,
ii) coordinate their strategies, and
iii) reallocate the payoffs,
iv) make binding agreements,
The communication of assumption (i) is necessary to
support assumptions (ii) and (iii). In addition, assumption
(iv) that agreements are binding allows enforcement issues
to be ignored.
1.29 Coalitions and Joint Strategies
A set of players is called a coalition. A joint strategy is a
mixed strategy for a given set of players. Assumption (ii)
provides a mechanism for players to carry out their
agreements and leads to the following definition: A joint
strategy for a set of any k players is a probability
distribution on a set of k-tuples (s
1
,,s
k
) where s
j
is a pure
strategy for the j
th
player in the set. Any subset of players
can be regarded as a coalition, so joint strategies are mixed
strategies for coalitions. For technical reasons to be
addressed in what follows, the empty set is regarded as a
coalition, so if N = {1,,n} is the set of all players then the
power set of N, c(N), is the set of coalitions. The coalition
of all players is called the grand coalition.
Assumption (iv) enables us to focus on what can be gained
from coalition formation, rather than what can go wrong,
the theory should one day deal with the latter, as well.
102
Players can now act in coalitions to maximize payoffs to
their coalition, even at a reduction to their personal payoff
in the original game, because they have a binding
agreement to get a different payoff when the coalitions
payoffs from the original game are pooled and reallocated.
1.30 Imputations
Because of these assumptions, the focus of the analysis
shifts from what payoffs players can get alone in the
original game to what payoffs players are likely to get after
reallocation, which depends on what the different coalitions
can get using joint strategies. These reallocations are called
imputations, and their definition embodies two more
assumptions of cooperative game theory.
Definition: An imputation for an n-player game is an
element x e R
n
. such that
v) individual rationality: no player settles for less
than he or she could guarantee without any
cooperation from any other players, and
vi) collective rationality: the grand coalition always
forms and acts to maximize the aggregate
payoff available for reallocation.
The set of all possible imputations could be allowed to vary
through all of R
n
, but the two additional assumptions are
intended to focus the analysis. Assumption (iv) rules out
martyrdom, but this is consistent with the general nature of
traditional game theory, namely a focus on what strategic
opportunities for optimizing players exist in each game, not
a focus on players will actually play given the complex
realities of actual human decision making. Assumption (v)
probably holds in the real world in far more occurrences
103
than assumption (vi). Readers are encouraged to imagine
how various outcomes might likely differ without
assumption (vi). It is somewhat analogous to the subgame
perfection criterion for Nash equilibria in non-cooperative
games: would a player who fails to negotiate his or her
desired share of the aggregate payoff follow through on a
threat to play so as to reduce the aggregate even though it
means getting a personal payoff which is reduced even
further? Experimental evidence on the ultimatum game
suggests the answer is yes. This text will focus on
presenting the conventional theory as a baseline for such
excursions, so assumptions (v) and (vi) will be enforced in
what follows.
1.31 Characteristic Functions and
Superadditivity
The idea of rationality embodied in (v) is the notion that
people will not settle for less than they can guarantee
themselves. This idea is generalized to coalitions of any
size by the characteristic function. The characteristic
function maps the set of coalitions into the real numbers by
assigning to each coalition the maximum aggregate payoff
that the coalition can guarantee itself without cooperation
from players outside the coalition. Formally,
v:c(N)R.
For any non-empty proper subset S of N,
v(S) = V
where V is the value of the value of the two-player zero-
sum game between S and S
c
based on the aggregate payoff
to S, where S
c
= N S is the complement of S in N. S
c
is
called the counter-coalition. The characteristic value of the
104
grand coalition N is simply the maximum aggregate payoff
in the game, because there are no players in the counter
coalition. The characteristic value of the empty coalition is
set to 0.
The characteristic function value is not the same as the best
paying Nash equilibrium in the two-player general-sum
game based on the aggregate payoffs to both the coalition
and the counter-coalition. In computing the maximum
guarantee to S, the assumption is made that the counter-
coalition is conspiring to minimize the payoff to S, not
conspiring to maximize its own payoff. Therefore, the
aggregate payoff to S
c
arising in the original game is
ignored when computing the characteristic value of S and
instead a zero-sum game is created based on the payoffs to
S. This methodology truly finds the maximum guarantee to
S, because a guarantee is actually the worst case scenario
and assuming every player outside of S conspires to
minimize the payoff to S is indeed the worst case scenario.
This assumption is not made throughout the cooperative
theory it is specifically made to compute the
characteristic function. The characteristic function is
naturally relevant to bargaining positions, as will be seen in
what follows. The example below illustrates computation
of the characteristic function from a strategic form game
(Figures 6.1 6.7).
105
Figure 1.39Strategic Form Cooperative Game

In a 3-player game (Figure 6.1), the possible coalitions are
C, {1}, {2}, {3}, {1,2}, {1,3}, {2,3}, {1,2,3}. The
characteristic function value for the coalition {2,3} is the
value of the zero sum game between {2,3} and {1}, with
payoffs of the coalition {2,3}. The joint pure strategies are
CE, DE, CF, DF for {2,3} and A,B for {1}. For each joint
strategy profile in the 2-player game, the payoffs for the
corresponding 3-player strategy profile in the original game
are summed over players 2 and 3 (Figures 6.2, 6.3).
0,-5,-7 -2,1,3
B
-2,2,2 2,-1,-3
B
0,4,4 4,-2,-1
A
1,-3,-1 -1,3,2
A
D C D C
F E
0,-5,-7 -2,1,3
B
-2,2,2 2,-1,-3
B
0,4,4 4,-2,-1
A
1,-3,-1 -1,3,2
A
D C D C
F E
106
Figure 1.40Two-Player Zero-Sum Game Determining v({2,3})

Figure 1.41Graphical Solution for v({2,3})

The characteristic value for the singleton coalition {1} is
computed from the two player zero-sum game between the
same two coalitions, but the roles of S and S
c
are switched
-12 8 DF
4 -3 CF
4 -4 DE
-4 5 CE
B A
Zero-Sum Game
{23} vs. {1}
-12 8 DF
4 -3 CF
4 -4 DE
-4 5 CE
B A
Zero-Sum Game
{23} vs. {1}
y
2
=0 y
2
=1
8
6
4
2
0
-2
-4
-6
-8
-10
minmax = 1/2 at y = (1/2,1/2)
-12
y
2
=0 y
2
=1
8
6
4
2
0
-2
-4
-6
-8
-10
minmax = 1/2 at y = (1/2,1/2)
-12
107
so for each joint strategy profile the payoffs are for the
coalition {1}, i.e., player 1 (Figures 6.4,6.5).
Figure 1.42Two-Player Zero-Sum Game Determining v({1})



Figure 1.43Graphical Solution for v({1})

The characteristic values for all the coalitions are found in
the same way for each coalition S, as the value of the
two-player zero-sum game between S and S
c
,

with the
exception of v(C) and v({1,2,3}). The grand coalition is
0 -2 -2 2 B
0 4 1 -1 A
DF CF DE CE
Zero-Sum Game {1} vs. {23}
0 -2 -2 2 B
0 4 1 -1 A
DF CF DE CE
Zero-Sum Game {1} vs. {23}
x
2
=0 x
2
=1
5
4
3
2
1
0
-1
-2
-3
-4
maxmin = 0 at (2/3,1/3)
x
2
=0 x
2
=1
5
4
3
2
1
0
-1
-2
-3
-4
maxmin = 0 at (2/3,1/3)
108
{1,2,3}, so v({1,2,3}) = 8, and, as in every game, v(C) = 0.
The game of 6.1 is shown again with all derived zero-sum
games for cross-reference (Figure 6.6), after which the
complete characteristic function is given (Figure 6.7).
Figure 1.44Zero-Sum Games Yielding Characteristic Values

-7 1 BF
4 3 AF
0 -1 BE
0 1 AE
D C
Zero-Sum Game
{13} vs. {2}
-7 1 BF
4 3 AF
0 -1 BE
0 1 AE
D C
Zero-Sum Game
{13} vs. {2}
-5 4 2 -3 D
1 -2 -1 3 C
BF AF BE AE
Zero-Sum Game {2} vs. {13}
-5 4 2 -3 D
1 -2 -1 3 C
BF AF BE AE
Zero-Sum Game {2} vs. {13}
-7 3 4 -1 F
2 -3 -1 2 E
BD BC AD AC
Zero-Sum Game {3} vs. {12}
-7 3 4 -1 F
2 -3 -1 2 E
BD BC AD AC
Zero-Sum Game {3} vs. {12}
-5 0 BD
-1 1 BC
4 -2 AD
2 2 AC
F E
Zero-Sum Game
{12} vs. {3}
-5 0 BD
-1 1 BC
4 -2 AD
2 2 AC
F E
Zero-Sum Game
{12} vs. {3}
0,-5,-7 -2,1,3 B -2,2,2 2,-1,-3 B
0,4,4 4,-2,-1 A 1,-3,-1 -1,3,2 A
D C D C
F E
0,-5,-7 -2,1,3 B -2,2,2 2,-1,-3 B
0,4,4 4,-2,-1 A 1,-3,-1 -1,3,2 A
D C D C
F E
-12 8 DF
4 -3 CF
4 -4 DE
-4 5 CE
B A
Zero-Sum Game
{23} vs. {1}
-12 8 DF
4 -3 CF
4 -4 DE
-4 5 CE
B A
Zero-Sum Game
{23} vs. {1}
0 -2 -2 2 B
0 4 1 -1 A
DF CF DE CE
Zero-Sum Game {1} vs. {23}
0 -2 -2 2 B
0 4 1 -1 A
DF CF DE CE
Zero-Sum Game {1} vs. {23}
109
Figure 1.45Characteristic Values from Figure 6.1/6.6 Game

i. Exercises
1. Compute the characteristic
function for the given game.



8 {1,2,3}
1/2 {2,3}
3 {1,3}
2 {1,2}
1 {3}
1/2 {2}
0 {1}
0
v S
8 {1,2,3}
1/2 {2,3}
3 {1,3}
2 {1,2}
1 {3}
1/2 {2}
0 {1}
0
v S
-1,0,-1 -1,-4,10
B
2,-1,0 -4,1,2
B
6,8,-4 -1,1,2
A
-2,1,1 3,-1,0
A
D C D C
F E
-1,0,-1 -1,-4,10
B
2,-1,0 -4,1,2
B
6,8,-4 -1,1,2
A
-2,1,1 3,-1,0
A
D C D C
F E
110
An important property of the characteristic function
computed from any game in this way is that when any
number of players and/or small coalitions get together to
form a larger coalition, the aggregate guaranteed payoff
never decreases. That is, people can always do as well or
better in a group than as individuals and better in a large
group than in multiple small groups. This property is
called superadditivity.
Definition: Let N = {1,,n} and v:c(N) R.
Superadditivity is the property that S,T e c(N) S T
= C, v(S T) v(S) + v(T).
Superadditivity extends to any finite collection of coalitions
by induction. In particular, v(N) Ev(i) for every game.
1.32 Characteristic Function Form
Games
Definition: Let N = {1,,n} and v:c(N) R satisfy
superadditivity and n(C) = 0. Then v is a characteristic
function form game.
The significance of this last definition is that one need not
start with a strategic form game to have a characteristic
function. Just as the derivation of the strategic form from
the extensive form led to the creation of strategic form
games as a starting point for analysis, so does the
derivation of characteristic function form games lead to the
analysis of characteristic functions that are created directly
from a verbal description of a game or even created purely
as numerical examples without any associated story. Any
function satisfying the definition may be regarded as a
cooperative game, i.e., bargaining situation.
111
The characteristic function enables a more concise
statement of the definition of an imputation.
Definition: An imputation for a characteristic function
form game is an element x e R
n
. such that
i) x
i
> v(i) (individual rationality), and
ii) Ex
i
= v(N) (collective rationality)
Corollary: The set of all imputations is convex. (It is the
intersection of finitely many half-planes defined by a
system of linear inequalities.)
1.33 Essential and Inessential Games
If v(N) = Ev(i), then v(S) =

eS i
i) ( v for every intermediate
coalition S _ N, because any gains by a single coalition
would be preserved by superadditivity in larger coalitions.
Recall that every imputation needs must be both
individually and collectively rational, so if v(N) = Ev(i)
then there is only one payoff vector that qualifies as an
imputation: (v(1), v(2), , v(n) ). This observation
motivates the classification of inessential games.
Definition: If v:c(N) R is a characteristic function, v is
called inessential if v(N) = Ev(i). v is called essential if v
is not inessential.
Inessential games are uninteresting to analyze from the
perspective of cooperative game theory, because the focus
of cooperative game theory is on how the structure of the
payoff function affects the dynamics of the bargaining
process in particular, what imputations are more or less
likely to result as outcomes. There is absolutely no
incentive for anyone to form a coalition in an inessential
112
game because the players can do exactly as well playing the
same game as a non-cooperative game with no pre-game
communication or binding agreements. While inessential
games are not interesting to analyze from a cooperative
point of view, their existence is very interesting. That is,
the fact that in some games there truly is no value added to
collaboration or communication of any kind. An important
class of inessential games is that of Two-Person Zero-Sum
games. As noted in chapter 3, these games are called
strictly competitive because there is never an advantage to
cooperation.
1.34 Dominance, Coalitional
Rationality, and the Core
The characteristic function captures information on the
strategic position of coalitions in the bargaining process,
from individuals all the way up to the grand coalition. The
concept of dominance of imputations formalizes one way in
which the characteristic function can bear on negotiations.
Definition: Given a characteristic function form game v,
imputations x and y, and a coalition S, x dominates y
through S, written
y x
S


if
(i) x
i
> y
i
i e S,
(ii)
( )

e
s
S i
i
S x v

The first condition states that the members of S all prefer x
to y. The second condition states that the members of S
have the ability to guarantee the portion of x that pertains to
113
them, that is, x
i
for i e S. Together, these conditions
indicate that in some sense y is not a likely outcome of the
pre-game bargaining process because the members of S
could discover x and reject y in favor of x. This reasoning
is valid, but there is a problem with some games in that an
imputation x could be dominated by an imputation y which
is dominated by another imputation z which in turn
dominates x (see example 6.4.1 below.)
Example 6.4.1.

|
.
|

\
|
|
.
|

\
|
|
.
|

\
|
|
.
|

\
|
2
3
, 2 ,
2
3
4
7
,
4
9
, 1 2 ,
4
7
,
4
5
2
3
, 2 ,
2
3
23 13 12


In other words, domination through a coalition is not even a
partial order of imputations, let alone a total order.
Dominance should be thought of as capturing a critical
aspect of the bargaining process, but it still does not
guarantee a neat prediction of the outcome because the
underlying structure of the game could admit many
outcomes that are not dominated through any coalition (and
thus dominance cannot rank them) or could admit no
imputations that are not dominated and thus any outcome is
in some sense unstable.
5 123
4 23
4 13
4 12
0 3
0 2
0 1
0
v s
5 123
4 23
4 13
4 12
0 3
0 2
0 1
0
v s
114
Definition: The core of a game in characteristic function
form is set of all imputations that cannot be dominated
through any coalition.
The core can be empty or can be the entire set of
imputations or can be a subset of imputations of any
dimension. The fully understand the core it is instructive to
observe the relationship between a coalitions payoffs and
the coalitions characteristic function value. Given an
imputation y, consider a coalition S and suppose
( )

e
>
S i
i
S y v . Then, no imputation y can dominate x
through S because if condition (i) of the definition of
domination does not fail, i.e., x
i
> y
i
i e S, then

e
>
S i
i
x
( )

e
>
S i
i
S y v so condition (ii) fails. Conversely, if
( )

e
<
S i
i
S y v , then setting x
i
= y
i
+ (v(S)

eS i
i
y ) / |S|
satisfies (i) and (ii) and satisfies x
i
> v(i) for i eS because x
i

> y
i
> v(i). If x
i
> v(i) for i e S and

eS i
i
x =

eS i
i
y (v(S)

eS i
i
y ) then

=
n
i
i
x
1
= v(N) which is required for x to be an
imputation. In other words, in order to account for the
increase of v(S )

eS i
i
y > 0 allocated evenly among i e S,
it is necessary to allocate a decrease of v(S )

eS i
i
y among
the players i e S. The allocation of the increase across S
need not be even, but must be positive for all i e S. The
allocation of the decrease across S
c
need not be even and is
not required to affect all players. For example, one player
could suffer the entire reduction. Because y
i
> v(i) is
115
required i, it might be impossible to reduce some players
payoffs. These complications preclude specifying a general
formula for allocating the reduction to S
c
that always
works, but some allocation is always possible, because

eS i
i
x = v(N) v(S) v(S
c
) >

eS i
i) ( v by superadditivity.
The result of this derivation can be summarized by the
following
Theorem: An imputation y can be dominated by some
imputation x through a coalition S if and only if

eS i
i
y <
v(S).
Corollary: An imputation y is in the core of a characteristic
function form game v if and only if

eS i
i
y v(S) Se
c(N).
Corollary: The core of a game in characteristic function
form is convex. (Like the set of all imputations, the core is
the intersection of finitely many half-planes defined by a
system of linear inequalities.)
The examples that follow show that the core can be empty
or can be the whole set of imputations or can be any
dimension in between.
i. Example of an Empty Core

ii. Example of an All Encompassing
Core

3 123
5/2 23
2 13
2 12
1 3
- 2 2
- 1 1
0
v s
3 123
5/2 23
2 13
2 12
1 3
- 2 2
- 1 1
0
v s ) ( S x
S i
i
v >

e
x
1
? 1
x
2
? 2
x
3
? 1 x
1
+ x
2
? 2
x
1
+ x
2
? 2
x
1
+ x
3
? 2 x
2
? 1
x
2
+ x
3
? 5/2 x
1
? 1/2
Core = C
3 123
0 23
0 13
0 12
0 3
0 2
0 1
0
v s
3 123
0 23
0 13
0 12
0 3
0 2
0 1
0
v s
x
1
? 0
x
2
? 0
x
3
? 0 x
1
+ x
2
? 3
x
1
+ x
2
? 0
x
1
+ x
3
? 0 x
2
? 3
x
2
+ x
3
? 0 x
1
? 3
Core = all imputations
) (S x
S i
i
v >

e
116
iii. Example of a 0-dimensional Core



Core in red = { (1,1,1) } Core in red = { (1,1,1) }
3 123
2 23
2 13
2 12
1 3
-2 2
-1 1
0
v s
3 123
2 23
2 13
2 12
1 3
-2 2
-1 1
0
v s ) (S x
S i
i
v >

e
x
1 s 1
x
2 s
s
s

2
x
3
? 1 x
1
+ x
2
? 2
x
1
+ x
2
? 2
x
1
+ x
3
? 2 x
2
? 1
x
2
+ x
3
? 2 x
1
? 1
117
iv. Example of a 1-dimensional Core

3 123
4/3 23
5/4 13
2 12
1 3
-2 2
-1 1
0
v s
3 123
4/3 23
5/4 13
2 12
1 3
-2 2
-1 1
0
v s
x
1
1
x
2
2
x
3
1 x
1
+ x
2
2
x
1
+ x
2
2
x
1
+ x
3
x
2
7/4
x
2
+ x
3
2 x
1
5/3
Core in red
) (S x
S i
i
v >

e
118
v. Example of a Non-Trivial 2-
dimensional Core



3 123
2 23
2 13
3/2 12
1 3
-2 2
-1 1
0
v s
3 123
2 23
2 13
3/2 12
1 3
-2 2
-1 1
0
v s
x
1
1
x
2
2
x
3
1 x
1
+ x
2
2
x
1
+ x
2
3/2
x
1
+ x
3
2 x
2
1
x
2
+ x
3
2 x
1
1
Core: in red
) (S x
S i
i
v >

e
119
1.35 Strategic Equivalence and
Normalization
Strategic equivalence is motivated by the idea that if the
payoff units are changed from dollars to yen to euros, the
strategic essence of the game should be unchanged.
Likewise, if each player i receives a constant side payment
c
i
regardless of what imputation players finally results, then
these payments should not affect the strategic essence of
the game, precisely because the players receive the same
amount no matter how the game is played including what
negotiations lead to what imputation.
Definition: If v and are characteristic functions, is said
to be strategically equivalent to v if - k > 0 and c
1
,,c
n

such that

e
+ =
S i
i
c S k S ) ( ) ( v .
The positive constant k represents a change of units, and
must therefore be positive. A negative change would
naturally reverse the incentives and a zero constant would
nullify all incentives. The constants c
i
represent the side
payments to each player that are independent of what
imputation results and these constants can be positive,
negative or zero.
If

e
+ =
S i
i
c S k S ) ( ) ( v then

e
+ =
S i
i
k
c
S
k
S ) (
1
) ( v . k >
0 0
1
>
k
so n is strategically equivalent to m. That is,
strategic equivalence is a symmetric relation. Taking k = 1
and c
i
= 0 i shows that strategic equivalence is also a
reflexive relation. The verification that strategic
equivalence is a transitive relation is left as an exercise.
Combined, these three properties establish strategic
120
equivalence as a true equivalence relation in the standard
mathematical sense of a reflexive, symmetric and transitive
relation.
Proposition 6.7.1: Suppose v and are strategically
equivalent, and suppose y x
S
under v. If x
i
= kx
i
+ c
i

and y
i
= ky
i
+ c
i
, i = 1,n, then ' ' y x
S
under . That is,
equivalence preserves dominance of imputations. The
proof is left as an exercise.
Corollary 6.7.2: Strategic equivalence preserves the
dimensionality of the core of a characteristic form game.
Proof: strategic equivalence induces a 1 to 1 map
between cores.
Proposition 6.7.3: Every essential characteristic function
form game v is strategically equivalent to exactly one game
satisfying (i) = 0 i and (N) = 1. Proof: Let

=
) ( ) (
1
k
i N v v
and c
i
= kv(i) and (S) = kv(S) +

eS i
i
c . Then k > 0 because v is essential and (i) = 0 and
(N) = 1.
Definition: For any essential game, the strategically
equivalent game known to exist by proposition 6.7.3 is
called the (0,1)reduced form of the game and is also
referred to as the zeroone normalization of the game. The
expressions normalize the game and put the game in (0,1)
reduced form are synonymous.
The (0,1)reduced form is useful for determining whether
two arbitrary characteristic functions are strategically
equivalent. Rather than solving for the constants k and c
i

121
on a case by case basis, each function can quickly be
normalized and the (0,1)reduced forms compared.
Proposition 6.7.4. If v and are strategically equivalent
games in (0,1)reduced form, then v = . Proof: kv(i) =
(i) + c
i
c
i
= 0 i . c
i
= 0 i k = 1.
The (0,1)reduced form is useful for characterizing classes
of games because only one representative of each class
need be analyzed. Strategic equivalence allows one to
think of all characteristic function form games as existing
in the first quadrant of R
n
. That is, if any game exists
possessing a given set of strategic properties, such a game
exists in the first quadrant.
i. Example of Normalizing a Game

The results of normalizing a game focus attention on
relative values rather than absolute values. In the example
6.7.1, v({1,2}) < v({1,3}), but in the normalized game,
({1,2}) > ({1,3}). The normalized characteristic value
of each coalition is the value added of forming the
coalition as a fraction of the total value added of forming
5 123
2 23
5 13
3 12
0 3
-5 2
3 1
0
v s
5 123
2 23
5 13
3 12
0 3
-5 2
3 1
0
v s
(12) = kv(12) + c
1
+ c
2
= 3/7 3/7 + 5/7 = 5/7
(13) = kv(13) + c
1
+ c
3
= 5/7 3/7 + 0 = 2/7
(23) = kv(23) + c
2
+ c
3
= 2/7 + 5/7 + 0 = 1
c
1
= kv(1) = 3/7
c
2
= kv(2) = 5/7
c
3
= kv(3) = 0
7 / 1
) 0 5 3 ( 5
1
) ( ) (
1
=
+
=

i N
k
v v
1 123
1 23
2/7 13
5/7 12
0 3
0 2
0 1
0
s
1 123
1 23
2/7 13
5/7 12
0 3
0 2
0 1
0
s
122
the grand coalition: v({1,2}) (v({1}) + v({2})) = 3 (2)
= 5 (out of 7), whereas v({1,3}) (v({1}) + v({3})) = 5
(3) = 2 (out of 7). Another surprising feature of the
normalized game is that ({2,3}) = 1 = ({1,2,3}). That is,
the coalition appears to be capable of garnering the entire
aggregate payoff for itself, whereas in the original game,
player 1 appears to command 60% of the aggregate payoff.
This, again, is because by normalizing the individually
rational payoffs to zero, the (0,1)reduced characteristic
function illuminates the relative value added that can be
gained through coalition formation. Because v({1,2,3}) = 5
and v({1}) = 3, there is only an extra value added of 2
above what player is guaranteed to get alone, and the
normalized characteristic function tells us that players 2
and 3 can get all the value added that the grand coalition
makes possible without the help of player 1. This an
important observation that is not obvious in the original
game but is highlighted by normalizing the game.
Exercise. Normalize examples 6.6.1 6.6.5, graph each
normalized core, and compares to graphs of 6.6.1 6.6.5.
1.36 Shapley Values
The core is one solution concept for cooperative games.
Shapley values, named for Lloyd Shapley, their creator, are
a different type of solution concept for cooperative games.
The vector of Shapley values, called the Shapley vector, is
an imputation. A players Shapley value can also be
thought of as an index of power: the greater the Shapley
value, the more bargaining power the player has.
Shapley values are based on each players value added
when joining a coalition, defined as
123
A
i
= v( S {i} ) v(S)
When player i joins coalition S, the amount of aggregate
payoff the new coalition can command is increased by A
i
.
If the assumption that the grand coalition always forms is
refined to specify an order in which each joins, then A
i
can
be computed for each player, taking for S the sub coalition
already formed before they join. For example, if the order
in which the grand coalition forms is player 2, followed by
player 3, followed by player 1, then
A
2
= v( C {2} ) v(C) = v({2}) 0 = v({2})
A
3
= v( {2} {3} ) v(2) = v({2,3}) v({2})
A
1
= v( {2,3} {1} ) v({2,3}) = v({1,2,3}) v({2,3})
If the order is 1, followed by 2, followed by 3, then
A
1
= v( C {1} ) v(C) = v({1}) 0 = v({1})
A
2
= v( {1} {2} ) v(1) = v({1,2}) v({1})
A
3
= v( {1,2} {3} ) v({1,2}) = v({1,2,3}) v({1,2})
Because the value of A
i
depends on the order in which the
grand coalition is assumed to form, the Shapley value
averages each A
i
over all possible orders. Each order is a
permutation of the set of players, i.e. each order is an
element p e S
n
, the set of permutations on n elements. If A
i

is written explicitly as a function of the ordering p, that is,
A
i
: S
n
R, then the i
th
players Shapley value, |(i), can be
written as
|(i) =
( )

e
A
n
S p
i
n
p
S
1

124
i. Example of Shapley Value
Computation
The tables below show the data for
computing the Shapley values for the
given characteristic function that come
from each permutation of the players.
The first table contains redundant
information to present one example in
extreme detail, after which the 2nd and
3rd rows are omitted from the tables for
the remaining permutations. The
coalition S i in each column of the first
table is the coalition S from the preceding
column. Color coding associates the data
for each player.



2 -3 0 v(S i)
{12} {1} Coalition S i before i joins
2 5 -3 Player is added is v( S ) v( S {i} )
4 2 -3 v(S)
{123} {12} {1} Coalition S after i joins
3 2 1 Players in order
2 -3 0 v(S i)
{12} {1} Coalition S i before i joins
2 5 -3 Player is added is v( S ) v( S {i} )
4 2 -3 v(S)
{123} {12} {1} Coalition S after i joins
3 2 1 Players in order
3 4 -3 Player is added is v( S ) v( S {i} )
4 1 -3 v(S)
{123} {13} {1} Coalition S after i joins
2 3 1 Players in order
3 4 -3 Player is added is v( S ) v( S {i} )
4 1 -3 v(S)
{123} {13} {1} Coalition S after i joins
2 3 1 Players in order
2 3 -1 Player is added is v( S ) v( S {i} )
4 2 -1 v(S)
{123} {12} {2} Coalition S after i joins
3 1 2 Players in order
2 3 -1 Player is added is v( S ) v( S {i} )
4 2 -1 v(S)
{123} {12} {2} Coalition S after i joins
3 1 2 Players in order
4 123
2 23
1 13
2 12
0 3
-1 2
-3 1
0
v s
4 123
2 23
1 13
2 12
0 3
-1 2
-3 1
0
v s
125



Proposition: The Shapley vector is always an imputation.
Proof: The set of all imputations for a game is a convex
set, so it suffices to show that the Shapley vector is a
weighted average of imputations; that is, that for each p e
S
n
, (A
1
(p), ,A
n
(p)) is an imputation. A
i
(p)= v( S {i} )
v(S), where S depends on p. Superadditivity implies
v(S{i}) v(S) + v({i}), which implies A
i
(p) = v(S{i})
v(S) v({i}) so individual rationality holds. Furthermore,
given any p = {i
1
,,i
n
}, EA
i
(p) = v({i
1
}) + v({i
1
,i
2
})
v({i
1
}) + v({i
1
,i
2
,i
3
}) v({i
1
,i
2
}) + + v({i
1
,,i
n
})
v({i
1
,,i
n1
}) = v({i
1
}) v({i
1
}) + v({i
1
,i
2
}) v({i
1
,i
2
}) +
+ v({i
1
,,i
n1
}) v({i
1
,,i
n1
}) + v({i
1
,,i
n
}) =
v({i
1
,,i
n
}), so collective rationality holds. Therefore,
A
i
(p) is an imputation p and it follows that (|(1),,|(n))
is an imputation.
2 3 -1 Player is added is v( S ) v( S {i} )
4 2 -1 v(S)
{123} {23} {2} Coalition S after i joins
1 3 2 Players in order
2 3 -1 Player is added is v( S ) v( S {i} )
4 2 -1 v(S)
{123} {23} {2} Coalition S after i joins
1 3 2 Players in order
2 2 0 Player is added is v( S ) v( S {i} )
4 2 0 v(S)
{123} {23} {3} Coalition S after i joins
1 2 3 Players in order
2 2 0 Player is added is v( S ) v( S {i} )
4 2 0 v(S)
{123} {23} {3} Coalition S after i joins
1 2 3 Players in order
[(-3)+(-3)+3+ 2+1+2] / 6 = 2/6 1
[5+3+(-1)+(-1)+ 3+2] / 6 = 11/6 2
[2+4+2+3+0+0] / 6 = 11/6 3
Player is Shapley value = added value averaged over all peruations
[(-3)+(-3)+3+ 2+1+2] / 6 = 2/6 1
[5+3+(-1)+(-1)+ 3+2] / 6 = 11/6 2
[2+4+2+3+0+0] / 6 = 11/6 3
Player is Shapley value = added value averaged over all peruations
126
1.37 Simple Games, Compound Games,
Elections
Elections, legislative bodies and voting situations of many
kinds all have something in common: a coalition can do
nothing until it reaches the critical composition required to
carry the vote, at which point it has all the power it needs
and extra members do not add value. These scenarios
motivate the following definition:
Definition A game in characteristic function form is called
a simple game if
i) v(i) = 0 i
ii) v(N) = 1
iii) v(S) e {0,1}
In simple games, A
i
(p) = v(S{i}) v(S) e {0,1} peS
n

because v(S{i}) v(S) can only evaluate to 0 0, 1 0, or
1 1. The cases when A
i
(p) = 1, player i is the swing
vote, turning a losing coalition into a winning coalition.
Therefore, the Shapley value for each player i can be
computed most efficiently by identifying exactly those
permutations p of the players that make player i the swing
vote. If P
i
_ S
n
denotes the set of these permutations, then
player is Shapley value is |(i) = |P
i
|/n!
Any permutation p = (i
1
,i
k
,i,i
k+2
,,i
n
)e P
i
can be
partitioned into three segments p = (b,i,a), where b =
(i
1
,i
k
) is an ordering of players who join the grand
coalition before i and are a losing coalition until player i
joins, and a = (i
k+2
,,i
n
) is an ordering of players who join
after i. If b is a reordering of b and a is a reordering of a,
then p = (b,i,a)e P
i
as well. Given a representative p =
(b,i,a), the number of permutations of the form p =
127
(b,i,a) is k!(n k 1)! This further simplifies computation
of the Shapley value for player i to the identification of a
set of distinct representatives b of losing coalitions that
become winning when i joins distinct in the sense that
none is a permutation of another. Identifying these
representatives could require some reasoning tailored to the
specifics of the problem, after which the permutations of
each representative can be found by the simple application
of formula. Depending on the specifics of the problem, it
might even be possible to count the number of distinct
representatives b without even listing them all, and thereby
further simplify the computation of |(i).
The following example of a simple game is taken from
Morris.
i. Lake Wobegone Local
Government
Lake Wobegone has a mayor as well as a city council
consisting of 6 aldermen and one chairman.



There are two ways a bill can be passed into law:
1) a majority vote by the council followed by
the signature of the mayor (chairman only
votes in case of a tie)
2) a super-majority vote of 6 council members
will override a veto by the mayor (chairman
always votes in case of veto override)
128
The Shapley values of the aldermen will all be identical, so
there are three Shapley values to compute: that of an
alderman (A), of the chairman (C), and of the mayor (M).
The permutations in which the mayor is the swing vote
have four distinct forms listed below. The number of each
can be counted based on the fact that there are a total of six
alderman from which to choose a subset to precede the
mayor, multiplied by the orderings of each predecessor set
b and successor set a, as discussed above.

The permutations in which the chairman is the swing vote
have two distinct forms listed and counted below.

= 2160
= 2880
= 1440
= 3600
10080
Shapley value = 10080/8!
4A M 2A C
3A C M 3A
5A M A C
4A C M 2A
x 4! x 3!
( )
6
4
x 4! x 3!
( )
6
4
( )
6
4
x 5! x 2!
( )
6
5
x 5! x 2!
( )
6
5
( )
6
5
x 4! x 3!
( )
6
3
x
( )
1
1
x 4! x 3!
( )
6
3
( )
6
3
x
( )
1
1
( )
1
1
x 5! x 2!
( )
6
4
x
( )
1
1
x 5! x 2!
( )
6
4
( )
6
4
x
( )
1
1
( )
1
1
= 1440
= 2880
4320
so Shapley value = 4320/8!
5A C M A
3A M C 3A
x 5! x 2!
( )
6
5
x 5! x 2!
( )
6
5
( )
6
5
x 4! x 3!
( )
6
3
x
( )
1
1
x 4! x 3!
( )
6
3
( )
6
3
x
( )
1
1
( )
1
1
129
The permutations in which an alderman is the swing vote
have two distinct forms listed and counted below. Notice
that when computing the Shapley value of a fixed
alderman, there are only 5 alderman left from which to
choose the coalition b that comes before the swing vote.

Note that the Shapley values add up to v(N) = 1 as they
must: six alderman and the chairman contribute 7 x 4320
plus the mayor at 10080 sums to 40320 = 8! which is
exactly the denominator.
1.38 Nash Arbitration Solution
The last solution concept to be covered here is the Nash
arbitration solution. It is specifically designed for two-
player games and it is not intended to be a bargaining
model, but truly and arbitration solution that is, a method
for an arbitrator to impose a settlement on two parties who
are at an impasse in negotiation. The arbitrator should be
fair and that is why the players are willing to consent to
arbitration. Nash set out to derive the ideal arbitration
function.
= 1440
= 2160
= 240
= 1200
4320
so Shapley value = 4320/8!
3A M A 2A C
2A C M A 3A
5A A M C
4A C A 2A
x 4! x 3!
( )
5
3
x 4! x 3!
( )
5
3
( )
5
3
x 5! x 2!
( )
5
5
x 5! x 2!
( )
5
5
( )
5
5
x 5! x 2!
( )
5
4
x
( )
1
1
x 5! x 2!
( )
5
4
( )
5
4
x
( )
1
1
( )
1
1
x 4! x 3!
( )
5
2
x
( )
1
1
x
( )
1
1
x 4! x 3!
( )
5
2
( )
5
2
x
( )
1
1
( )
1
1
x
( )
1
1
( )
1
1
130
In an arbitration scenario, the assumptions of characteristic
function form games are modified. The assumptions of
communication, collaboration (i.e. joint strategies) are
assumed, but reallocation of payoffs is not. That is, any
payoff pair that is feasible as a joint strategy outcome is a
possible arbitration outcome, but the payoffs will not be
reallocated. The feasible set P for payoff pairs (u,v) is the
full set of feasible joint payoff pairs, i.e. the convex hull of
the pure strategy payoff pairs.
To derive the arbitration outcome, Nash made assumptions
about what properties an ideal arbitration outcome should
have. He denoted the outcome (u*,v*) = +((P,u
0
,v
0)
) to
indicate that the outcome depends on the payoff region and
the status quo point.
1) Feasibility: the arbitration outcome must be
feasible, i.e. (u*,v*) e P
2) Individual Rationality. This assumption is
generalized slightly from the context of
imputations. Nash assumed that the result of
negotiations up to the point of arbitration was that
each player had achieved some status quo payoff,
i.e. a payoff that they will receive if any further
negotiation or arbitration fails. Thus, the
characteristic function values inherent in the
underlying game are replaced by a pair of status quo
payoffs (u
0
, v
0
), so individual rationality means u*
u
0
and v* v
0
.
3) Pareto Optimality: (u*,v*) is Pareto optimal.
Pareto optimal means on the Pareto boundary,
which is the set of feasible (u,v) at which u cannot
increase and stay feasible unless v decreases, and
visa versa.
131
4) Symmetry: If P is symmetric (i.e., (u,v) e P (v,u)
e P), and if u
0
= v
0
, then u* = v*.
5) Independence of Irrelevant Alternatives: If P _
P and (u
0
,v
0
)e P and (u*,v*) e P, then ,
+(P', (u
0
,v
0
)) = (u*,v*)
6) Invariance Under Affine Transformations: If P
is obtained from P by a transformation of the form
u = au + b, v = cv + d where a,c > 0
then
+(P, (au
0
+ b,cv
0
+ d)) = (au* + b, cv* + d).
The first assumption needs no justification and might be
taken for granted if not stated, but Nash based an important
proof on these assumptions so it is important to list them
all. The second is easily defended as common sense and
the third is also intuitively appealing: naturally, each party
would expect the arbitrator to grant any gains that could be
had at no expense to the other party. The fourth
assumption, symmetry, is motivated by fairness.
Independence of irrelevant alternatives is not as obvious as
the earlier assumptions. In essence, it labels the entire
feasible set irrelevant except for the convex hull of the
status quo point (u
0
,v
0
) and the solution point (u*,v*). It
states that if one throws away any subset of the feasible set
to get a smaller set containing the status quo point and the
solution point, then the ideal arbitration function should
return the same solution for the smaller set. This
assumption implies that if you take a larger set instead of a
smaller set, the function + will also return the same point,
so long as a new solution point is not added. Because the
solution is assumed to be Pareto optimal, if the Pareto
132
boundary is not changed then the solution doesnt change.
Finally, Invariance under affine transformations with
positive coefficients. Multiplication by a positive constant
can be taken as a units change, which should not change the
solution. The fact that addition or subtraction of wealth
does not change it is more questionable, especially in light
of utility theory, but this is only mentioned to remind
readers to always question assumptions. Nashs result is
remarkable and even this last assumption is innocuous in
light of the strong result he obtained.
i. Theorem (Nash Arbitration
Solution)
There is a unique function that satisfies assumptions (1)
(6), given by
(u*,v*) = +((P,u
0
,v
0)
) = argmax
(u,v)eP
(u u
0
)(v v
0
)
The proof is deferred to Appendix A.
The variables that are input to a function are also called the
arguments. The argmax of a function is the set of values
for the arguments that maximize the function. For
example, the solution set to a Linear Program is the argmax
(or argmin) of the objective function on the feasible set.
In this case, the function being optimized is not linear.
However, because the function is clearly increasing in both
variables, the maximum always occurs on the Pareto
boundary of the feasible set (as it must in accordance with
the 6 assumptions). The Pareto boundary is always either a
point or a line segment with negative slope negative slope
is the condition that one variable cannot increase without
the other decreasing. On the line segment, the function
133
can be expressed as a function of just one variable and
maximized using standard calculus techniques.
ii. Example of Nash Arbitration
Solution

Find the Nash arbitration outcome for the given game using
individually rational payoffs as the status quo point
(12/5,12/5).
1) Plot the feasible space and identify the Pareto boundary.

2) Write functions to express v as a function of u on the
boundary.
Segment 1: v = 4 u/2
Segment 2: v = 5 u
Segment 3: v = 8 2u

3,2 2,3
0,4 4,0
3,2 2,3
0,4 4,0
Pareto boundary has
three segments.
Feasible set is the
convex hull of the
pure strategy
outcomes
134
4) Maximize f(u,v) = (u 12/5)(v 12/5) over the Pareto
boundary
The max must be found separately on each boundary
segment and then the overall max chosen from the three.
Segment 1: u e [0,2] ; v = 4 u/2
f(u,v) = (u 12/5)(4 u/2 12/5) = u
2
/2 + 14/5 u 96/25
= f(u)
du
u df ) (
= u + 14/5 > 0 on [0,2] so max = 6/25 at u = 2
Segment 2: u e [2,3] ; v = 5 u
f(u,v) = (u 12/5)(5 u 12/5) = u2 + 5 u 156/25 =
f(u)
du
u df ) (
= 2u + 5 = 0 at u = 5/2 and
2
2
) (
du
u f d
= 2 so max =
1/100 at u = 5/2
Segment 3: u e [3,4] ; v = 8 2u
f(u,v) = (u 12/5)(8 2u 12/5) = 2u2 + 52/5 u 336/25
= f(u)
du
u df ) (
= 4u + 52/5 < 0 on [3,4] so max = 6/25 at u = 3
The overall max = 1/100 at u = 5/2 and v = 5 u = 5/2 so
the Nash arbitration solution is (5/2,5/2).
iii. Shapley Procedure
As mentioned above, when Nash created his arbitration
solution he assumed that the negotiation had been going on
for some time and had reached an impasse, thus requiring
135
arbitration. The status quo point was the result of this
preceding negotiation process for which no particular
method was specified, so the status quo point was simply
an exogenous input, and could be any feasible point.
Lloyd Shapley suggested taking as the status quo point the
characteristic function values, i.e., the maximin values
derived from the original game. This has become known as
the Shapley procedure to find the Nash arbitration
solution using the characteristic function values of the two
players as the status quo point.
iv. Exercises
6.10.3.1 Find the Nash arbitration solution for the given
game, using u
0
= 21/6 and v
0
= 25/6 as the status quo
values.

4,4 3,5
1,5 6,0
4,4 3,5
1,5 6,0
136
7 Evolutionary Game Models
In evolutionary game models, a strategic form game,
referred to as the generation game
5
, is used to model a
fitness competition, such as hunting, mate selecting, or
possibly more abstract choices. The idea is that payoffs
are in Darwinian fitness units. Pure strategies model
genotypes, usually called types or sometimes pure types to
emphasize the representation by pure strategies. Mixed
strategies model heterogeneous populations comprised of
multiple types many individuals of each type. Multiple
generations are modeled as successive plays of the
generation game, starting with an initial population (i.e.
mixed strategy). In each generation t, the payoff is
computed for each pure strategy type paired with a co-
player that uses the mixed strategy representing the
population in generation t. A new mixed strategy is
computed to represent the population in the next generation
t+1, and types increase or decrease as a fraction of the new
population according to how their payoffs compared given
the population in generation t. The cycle then repeats to
compute the population for generation t+2 and so on.
Payoffs are only computed for each type, rather than each
individual, implicitly assuming that all players of a given
type each score the same payoff. Assigning to each type
the payoff of its pure strategy, when matched with a co-
player that uses the mixed strategy representing the
population, models each individual playing the game many,
many times throughout its lifetime (i.e., one generation),
facing co-players randomly selected from the population.

5
or sometimes the period game or stage game in the language of
generic dynamic or multi-stage games
137
The law of large numbers
6
loosely implies
7
that the
lifetime history of co-players for each individual will
resemble, on average, the mixed strategy representing the
population. Thus, the average lifetime payoff will be
approximately the payoff when a single co-player uses the
mixed strategy. In the model, the qualifier is dropped and
each player of a given type scores exactly the payoff of the
pure strategy representing the type, given the population
mixed strategy by the co-player. A constant base fitness
term is added to all payoffs, independent of type. This
parameter provides a control to calibrate the importance of
the game to the overall fitness of the types. High base
fitness makes the game payoff relatively unimportant and
low base fitness makes fitness highly sensitive to the game
payoff. If the generation game allows any zero or negative
payoffs, base fitness must be at least large enough to ensure
positive payoffs to all types for technical reasons discussed
later.
An implicit assumption in this modeling paradigm is that
any fractional distribution of types in the population is
feasible, which is actually only true for infinite populations
and even then only rational fractions would be feasible; e.g.
not (1/t, 11/t). Modeling finite populations with
probability distributions on types avoids the complications
of a finite system such as how do you have a fractional
number of offspring. In its most basic form the model
ignores mating by assuming that types pass their exact type
to their offspring 100% of the time.

6
A folk theorem of sorts from statistics that states that when sampling a
random distribution, as the sample size tends to infinity the samples
tend to represent the distribution ever more closely.
7
There is no rigor associated with how many samples guarantee how
well the distribution is represented by the samples.
138
Despite all these very high level assumptions, or perhaps
because of them, evolutionary game models have proved
vastly useful in biology often more useful than in
economics where the time frame is perhaps relatively short
to make the law of large numbers valid. Also, in
economics, there is an ongoing debate as to whether being
successful leads one to have more children or fewer, and
economic behavior may also be more learned than genetic
so types do not perfectly inherit the strategy of their
parents. When considering questions such as these one
must always consider that all the models in this book, and
all models in general, can sometimes be used at face value
to directly model phenomena in the world, and other times
they can be used indirectly to model phenomena by
analogy. For example, evolutionary models are often used
to model cultural inheritance, which is, in essence,
imitation a learning process. The dynamics can be
essentially the same, with successive generations imitating
the strategies of their parents generation in proportion to
the success they witnessed growing up. There are several
variations of evolution models, including one-population
models, two-population models, n-population models,
models with random quasi-mutation, genetic algorithms
with structured mutation, and overlapping generations
models in which a player lives 2 or more generations so
parents and children play the game together. The
computational details of basic one- and two-population
models are presented in the subsections that follow.
139
1.39 One-population models without
Mutation
Given a symmetric 2-player strategic form general-sum
game G = (a
ij
,b
ij
), a one-population evolutionary game
model is a population
p
t
= (x
1,t
,,x
n,t
)
where x
i,t
is the fraction of the i
th
pure type (i.e., the i
th
pure
strategy of G) in p
t
, the population at time t, along with an
evolution dynamic D: E E that yields a new population
from an existing population, where E is the set of all mixed
strategies of G. Note that because G is symmetric, the
strategy sets for player 1 and player 2 are the same so E
needs no subscript to distinguish it. D is difficult at best,
and generally counter-intuitive to express in closed form. It
useful to name the evolution dynamic simply for
convenience of reference and to indicate that other
dynamics beside the standard dynamic are admissible.
That being said, one standard evolution dynamic is
virtually always used, and is computed as follows:
A one-population evolutionary game model is initialized
with a starting population
) ,..., (
, , 1 0 t n t
x x p =

For any t 0 payoffs to each type i in generation t are
computed for each pure type as
w a x
n
j
ij t j t i
+ =

=1
, ,
t

where w is base fitness and x
j,t
and a
i,j
are as above in the
definition of p
t
and G. As will be seen below, the model
produces nonsense if payoffs go negative and if a type
140
payoff ever equals zero, that type will go extinct and never
return to the population without quasi-mutation, so w is
generally required to be large enough so that
t
t i
> , 0
,
t

and always required to be large enough to prevent negative
payoffs.
The average payoff is the continuous analogy of a straight
average, namely the total payoffs to all players divided by
the number of players. The continuous version of this
computation is simply the fraction of players with a given
payoff times that payoff, or

=
=
n
i
t i t i t ave
x
1
, , ,
t t
.
Given the type payoffs and the average payoff, the fraction
of each type in the population is updated as
t i
t ave
t i
t i
x x
,
,
,
1 ,
t
t
=
+

This update computation guarantees that the resulting
population qualifies as a mixed strategy, because w
guarantees type payoffs are positive, so average payoff is
positive, so the ratio is positive, so
0 , 0
,
> > t x
t i
, and

= = =
+
= = =
n
i
n
i
t i t i
t ave
t i
t ave
t i
n
i
t i
x x x
1 1
, ,
,
,
,
,
1
1 ,
1
1
t
t t
t

Starting with an initial mixed strategy population, the
evolution dynamic forever produces a new population from
141
the last. Individual types can converge to zero, or to unity,
or can converge to some mixture that is in balance with
other types, or can forever wander through the set of
possible populations (mixed strategies) without ever
settling down. The dynamics of different games are the
subject of a great deal of study. Some classic examples
will be presented in this chapter, based on some of the
famous games presented in chapter 3.
A note on symmetry: In a one-population model, the
symmetry requirement is necessary to avoid accounting for
which player has the role of player 1 and which the role of
player 2 when two players from the same population are
matched. If a strategic form game at least has symmetrical
strategy sets, then if each player took the role of player 1
half the time and player 2 half the time, the average payoffs
would be symmetric. This reasoning yields a method for
transforming a square two-player game with asymmetric
payoffs into a fully symmetric two-player game suitable for
a one-population model.

i. Hawk-Dove Evolution Dynamics
Consider the Hawk-Dove game (Section 3.9.3) with V = 2
and C = 3 (Figure 7.1).
142
Figure 1.46Hawk-Dove Numerical Example

The parameter w (base fitness) must be greater than to
keep payoffs positive, so for this example assume w = 1,
and let
( ) ( )
|
.
|

\
|
= = =
4
1
,
4
3
, ,
0 0 0 , 2 0 , 1 0
d h x x p

Update the population from time 0 to time 1:

( )
8
9
1 2
4
1
2
1
4
3
0 ,
= +
|
.
|

\
|
+
|
.
|

\
|
|
.
|

\
|
=
h
t

( ) ( )
8
10
1 1
4
1
0
4
3
0 ,
= +
|
.
|

\
|
+
|
.
|

\
|
=
d
t

32
37
8
10
4
1
8
9
4
3
0 ,
=
|
.
|

\
|
|
.
|

\
|
+
|
.
|

\
|
|
.
|

\
|
=
ave
t

37
27
4
3
32
37
8
9
1
=
|
.
|

\
|
|
|
|
.
|

\
|
= h

1
1
0
2
D
2
0
1/2
1/2
H
D H
1
1
0
2
D
2
0
1/2
1/2
H
D H
143
37
10
4
1
32
37
8
10
1
=
|
.
|

\
|
|
|
|
.
|

\
|
= d

|
.
|

\
|
= =
37
10
,
37
27
) , (
1 1 1
d h p

At t = 0, the doves outscore the hawks, so at t = 1 the
hawks have decreased in the population and the doves have
increased. The computations are then carried out for the
new population:
|
.
|

\
|
= =
37
10
,
37
27
) , (
1 1 1
d h p

( )
74
87
1 2
27
10
2
1
37
27
1 ,
= +
|
.
|

\
|
+
|
.
|

\
|
|
.
|

\
|
=
h
t

( ) ( )
74
94
1 1
37
10
0
37
27
1 ,
= +
|
.
|

\
|
+
|
.
|

\
|
=
d
t

2738
3289
74
94
37
10
94
87
37
27
1 ,
=
|
.
|

\
|
|
.
|

\
|
+
|
.
|

\
|
|
.
|

\
|
=
ave
t

3289
2349
37
27
2738
3289
74
87
2
=
|
.
|

\
|
|
|
|
.
|

\
|
= h

3289
940
37
10
2738
3289
74
94
2
=
|
.
|

\
|
|
|
|
.
|

\
|
= d

|
.
|

\
|
= =
3289
940
,
3289
2349
) , (
1 1 1
d h p

144
As can be seen in this example, the computations quickly
become quite messy and are best suited to a computer,
especially since the focus of analysis of evolution models is
the long run behavior. Example 7.1 was computed and
graphed for 100 generations with Mathematica (figure 7.2).
Figure 1.47Hawk-Dove Evolution
(V=2,C=3,w=1,h
0
=3/4,d
0
=1/4)

The fraction of Hawks in the population is graphed in blue
and the fraction of hawks in red. This is redundant because
the fractions always add up to 1, but it may help clarity to
actually see the values together. Further insight can be
gained making the same computations beginning with a
different starting population, or by varying the values of the
parameters (figures 7.3 to 7.6).
0 20 40 60 80 100
0.0
0.2
0.4
0.6
0.8
1.0
145
Figure 1.48Hawk-Dove Evolution
(V=2,C=3,w=1,h
0
=1/5,d
0
=4/5)

Figure 1.49Hawk-Dove Evolution
(V=2,C=3,w=5,h
0
=1/5,d
0
=4/5)


0 20 40 60 80 100
0.0
0.2
0.4
0.6
0.8
1.0
0 20 40 60 80 100
0.0
0.2
0.4
0.6
0.8
1.0
146
Figure 1.50Hawk-Dove Evolution
(V=2,C=4,w=5,h
0
=1/5,d
0
=4/5)

Figure 1.51Hawk-Dove Evolution
(V=2,C=8,w=5,h
0
=1/5,d
0
=4/5)

From figure 7.2 to 7.3, the starting population is changed
from
|
.
|

\
|
4
1
,
4
3
to
|
.
|

\
|
5
4
,
5
1
. This time the hawks outscore the
doves and increase in the population, but with a decreasing
rate of growth as their proportion in the population appears
0 20 40 60 80 100
0.0
0.2
0.4
0.6
0.8
1.0
0 20 40 60 80 100
0.0
0.2
0.4
0.6
0.8
1.0
147
to asymptotically approach
|
.
|

\
|
3
1
,
3
2
=
|
.
|

\
|
C
V C
C
V
, in both
7.2 and 7.3.
Comparing 7.3 to 7.4, the only difference is the value of
base fitness. Game payoffs range from a minimum of - to
a maximum of 2. When base fitness w = 1, total fitness
ranges from to 3, or 600% from the minimum to the
maximum. When w = 4, total fitness ranges from 3 to 7,
or 200% from the minimum to the maximum. Because of
the smaller relative variation in total fitness, the population
adjusts more slowly but ultimately converges
asymptotically to the same ratio.
In comparing graphs 7.4 through 7.6, the value V is held at
2 while the cost C varies through the values 3, 4 and 8. In
all cases the population converges to( )
|
.
|

\
|
=
C
V
C
V
d h
t t
1 , , .
This is no accident. When there are exactly
C
V
hawks,
both types score the same payoff, so the population will
stay at that ratio in the next generation, and therefore in the
next after that, and so on. That is, the population
( )
|
.
|

\
|
=
C
V
C
V
d h
t t
1 , , is an equilibrium of the population
dynamics of this model. Moreover, if there are fewer than
C
V
hawks, then the hawk payoff is greater than the dove
payoff, and if there are more than
C
V
hawks, the doves
outscore the hawks. Therefore, in any population
containing both hawks and doves, the dynamics will drive
148
the population toward this equilibrium mixture. This
behavior is explored more generally in next section.
1.40 Evolutionary Games as Dynamical
Systems
Evolutionary game models are an example of a discrete
time dynamical system. The state space is the set of all
heterogeneous populations in which every individual is a
pure genotype; that is every individual plays a pure
strategy. The state space is mathematically identical to the
set of all mixed strategies of the underlying strategic form
game that is played each generation. The update formula
that determines the population at time t+1 from the existing
population at time t is the evolution function of the system,
sometimes called the system dynamic. In evolutionary
games, the general term of evolution function used for
general dynamical systems literally represents evolution
and is often called the selection dynamic in this context,
referring to Charles Darwins theory of natural selection.
Evolutionary games have the property that the image of any
population under the selection dynamic is independent of
time. That is, assuming no mutation or quasi-mutation,
each population x
t
evolves to one and only one new
population x
t+1
, regardless of the time period t in which the
population arrives at the starting population x
t
. in the state
space. For a general discrete time dynamical system, the
evolution function | maps the cross product of the state
space and time into the state space, i.e. for x e X, t e Z,
|(x,t) e X.
149
i. Dynamic Equilibria
An equilibrium of a dynamical system is a fixed point of
the evolution function. That is, a point x in the state space
such that |(x,t) = x t, where | is the evolution function. It
was observed in the Hawk-Dove model of example 7.1.1
that a population ( )
|
.
|

\
|
=
C
V
C
V
d h
t t
1 , , is an equilibrium.
This text shall refer to equilibria of evolutionary game
models as dynamic equilibria in order to clearly distinguish
this concept from the related but distinctly different concept
of a Nash equilibrium.
A dynamic equilibrium in any evolutionary game model is
a population that remains fixed under the selection
dynamic. The only way this can happen is for all strategies
present in the population score the same payoff. The
qualification that strategies are present in the population
specifically means that they are present as a positive
fraction of the population. Under the selection dynamic,
each mixed strategy weight at time t+1 is a positive
multiple of the weight at time t. Therefore, a strategy can
only have weight zero at any time t if it starts at zero in the
population specified as initial conditions.
If a game has n pure strategies, the set of dynamic
equilibria can include equilibria in which any number of
strategies are absent from the population i.e. have zero
weight. These cases are routinely investigated by checking
each combination of types and solving the system of linear
equations that equate the payoffs of every type included in
the combination. Unlike Nash equilibrium which requires
that strategies given positive weight must be best
responses, dynamic equilibria of an evolutionary game
model can exist among inferior strategies if the higher
150
scoring strategies in the strategic form are left out of the
population. A thorough example of this as well as other
concepts is given in section 7.2.4.
If true evolution is being modeled, then extinction is a true
physical possibility. This could be possible in an evolution
model by allowing non-negative update multipliers, instead
of requiring strictly positive multipliers, but this could
mask the possibility of strategies almost going extinct and
growing back again to a substantial portion of the
population. If a strategy is truly destined for extinction, it
will converge to zero. After this has been identified, the
model can be analyzed again starting the would be extinct
population at zero. It should be noted that in a model with
no mutation or quasi-mutation, a population consisting of
exactly one genotype (strategy) is always trivially at
equilibrium by virtue of having no competition. It should
also be noted that in a model with mutation or quasi-
mutation, there are no true equilibria due to the randomness
of the evolution function. The convention when analyzing
evolution models is that the equilibria are defined as
strategies (or populations) alone with no reference to time,
because, as discussed above, the selection dynamic is
constant with respect to time for any particular population.
Pure strategies are often used to denote homogeneous
populations, i.e., consisting of only one type.
ii. Stable and Unstable Equilibria
In any dynamical system, an important property of
equilibria is their stability. A useful example of stability to
keep in mind is a pendulum. A pendulum has two
equilibria, at 0 degrees and 180 degrees, or 6 oclock and
12 oclock, so to speak. The equilibrium at 6 oclock is
stable: if the pendulum is pushed away from 6 oclock, the
151
system dynamic, namely the physical forces described by
Newtonian mechanics including gravity and momentum,
bring the pendulum back toward 6 oclock. Of course, it
may very likely swing past 6 oclock, but once on the other
side of 6 oclock, the system dynamic will again act to
return it to 6 oclock. This behavior illustrates the basic
concept of stability. The equilibrium at 12 oclock is very
different: if the pendulum is pushed the slightest bit off 12
oclock, the system dynamic takes it farther away from 12
oclock, rather than returning it. The 12 oclock
equilibrium is unstable. The mathematical definition of
stable equilibrium is given below.
1. Definition: Stable
Equilibrium
An equilibrium x* is stable if
- c > 0 ||x* x
t
|| < c lim
t
x
t
= x*
In other words, an equilibrium x* is stable if there exists an
open neighborhood such that if the system state is within
that neighborhood, the dynamics will pull it toward the
equilibrium. Therefore, if the system is pushed off the
equilibrium, for example by random events or an external
shock, then the dynamics will tend to restore the
equilibrium, as in the case of the pendulum at 6 oclock, so
long as the perturbation is small enough.
If an equilibrium is unstable, then an infinitesimally small
shock or random perturbation of the system can send it
reeling away from the equilibrium, perhaps never to come
close again like the pendulum at 12 oclock.
152
2. Definition: Evolutionarily
Stable Strategy
An evolutionarily stable strategy (ESS) is a stable
equilibrium of an evolutionary game, and by analogy is
also used to refer to apparently stable equilibria of the
actual evolution process of the physical world. ESS can be
pure strategies or mixed strategies. If they are mixed
strategies, the usual interpretation, that should be
considered the default in case it is not specified, is that the
equilibrium exists between a mixture of pure genotypes in
the population, not that the population consists of players
all having the same mixed type. The latter is possible to
consider mathematically, but generally gives different
results than the default assumption and it is always stated
explicitly when mixed types are intended. John Maynard-
Smith introduced the concept of ESS in single population
models his seminal book Evolutionary Game Theory.
Maynard-Smith gave test that follows to identify a pure
strategy ESS in a single population model by inspection of
the strategic form generation game.
3. Maynard-Smith Criteria
for Pure ESS
A pure strategy o is a single population ESS if either
i) t
1
(o,o) > t
1
(o,o) o, or
ii) t
1
(o,o) t
1
(o,o) o and t
1
(o,o) > t
1
(o,o) whenever
t
1
(o,o) = t
1
(o,o)
The technical proof is given in the appendix. The ideas
behind the proof are summarized here. If the first condition
holds, then in a population that is close to all o, the
payoff of any type o in the population will be close to the
153
pure type payoff of o vs o as given in the strategic form.
That is, when the population is almost all o, then the pure
strategy all o is a good approximation of the population
and the pure strategy payoff of each type o matched with o
is a good approximation of the types real payoff namely
the payoff computed with the precise mixed strategy
representing the population. An example follows.
Figure 1.52Pure ESS in a Single Population Model

In example 7.7, C is an ESS by criterion 7.2.1.3.i because
t
1
(C,C) = 4, t
1
(B,C) = 3 and t
1
(A,C) = 2 so t
1
(C,C) >
t
1
(B,C) and t
1
(C,C) > t
1
(A,C). B is an ESS by criterion
7.2.1.3.ii because t
1
(B,B) = 3, t
1
(A,B) = 3 and t
1
(C,B) = 1
so t
1
(B,B) > t
1
(C,B), t
1
(B,B) = t
1
(A,B), and t
1
(B,A) >
t
1
(A,A).
iii. Attractors and Basins of
Attraction
An attractor in a dynamical system is a point in the state
space with the property that, at least in a local
neighborhood, the system dynamics pull the system state
toward the point. The neighborhood in which the
dynamics pull toward the attractor is called the basin of
1,3
3,3
3,2
B
3,1 2,3 B
4,4
2,2
C
2,2 C
1,1 A
A
1,3
3,3
3,2
B
3,1 2,3 B
4,4
2,2
C
2,2 C
1,1 A
A
154
attraction, making the analogy of the attractor as a drain
down into which all the water in the basin runs. If the basin
of attraction of an attractor is the entire state space, then the
attractor is called a global attractor. An attractor that is not
a global attractor is called a local attractor. Sometime the
term global attractor is used with additional qualifiers, e.g.
the equilibrium
C
V
hawks and
C
V
1 doves is a global
attractor within the interior of the state space of the hawk
dove game, meaning that as long as there are both hawks
and doves present in the population then the selection
dynamic pulls the population toward the equilibrium.
Because pure type populations are always at equilibrium
without mutation or quasi-mutation, there are no
unqualified global attractors in evolutionary game models.
The hawk-dove example is somewhat typical in that
attractors are usually stable equilibria. It is possible for a
system dynamic to actually repel a system from an attractor
if the attractor is ever reached, but this is uncommon (see
playing dead model coming soon). While attractors are
usually stable equilibria, stable equilibria are always
attractors at least local attractors. The definition of stable
equilibrium is precisely an equilibrium that is a local
attractor in some neighborhood, however small.
The hawk-dove model is also an example of a mixed
strategy ESS. Maynard-Smiths test makes it easy to find
pure strategy ESS in any strategic form game, but finding
mixed strategy ESS can be much harder if there are more
than two pure strategies. Finding equilibria is
straightforward and will be covered in the next section. In
a game of two types, such as the hawk-dove game,
determining stability is also straightforward because there
155
is only one possible dimension of deviation from the
equilibrium: the ratio of types can be only more or less than
equilibrium. Observing the selective pressure on either
side of the equilibrium will quickly verify or negate
stability. When there are three or more pure strategies,
there are infinitely many directions in which the ratio can
perturbed from the equilibrium and there are infinitely
many paths by which the dynamics can pull the state back
toward the equilibrium. If there is a single direction of
perturbation which does not result in a return to the
equilibrium, this negates stability. To prove stability one
must prove that all directions of perturbation result in a
return toward equilibrium. The example that follows is
from Dean Foster and Peyton Young. It illustrates stable
and unstable equilibria and basins of attraction.
iv. Repeated Prisoners Dilemma
Evolution
Foster and Young considered as a generation game a
prisoners dilemma repeated for 10 periods, with payoffs
from each round accumulating. They took as stage payoffs
the common Prisoners Dilemma payoff matrix of figure
3.24 and they considered three pure strategies for the 10-
round repeated game: consistent cooperation, denoted C,
consistent defection, denoted D, and tit-for-tat, denoted T.
Recall tit-for-tat is the strategy cooperate on the first move
and on each subsequent move echo the co-players move in
the previous round. The accumulated payoffs for each
pure strategy match after ten rounds of play are simply 10
times the stage payoffs for the constant strategies. T paired
with D can be computed by considering the outcome in
each round. In round one, D defects and T cooperates, so
the payoffs are zero for T and 5 for D. In rounds 2 through
156
10, both T and D defect and get payoff 1 each. Over 10
rounds, T accumulates 9 and D accumulates 14. T
cooperates in every round when matched with C, so they
get 30 each (figure 7.8).
Figure 1.53Foster & Young 10-Round Prisoners Dilemma

The pure strategies are all equilibria, as noted above, but
only D (all D players) is an ESS, by 7.2.2.3.i. T is not
stable because if C players enter the population, they score
as well as the T players, so the dynamics do not take the
population back to all T players. To look for mixed
equilibria, we check populations of C and D, C and T, D
and T, and populations consisting of all three types. C and
D can never be at equilibrium because the D dominates C
relative to any mix of C and D. C and T can be at
equilibrium in any mix because their payoffs when matched
with each other are identical. To check for a mix of D and
T, we set their payoffs equal:
t
1
((0,1,0),(0,d,1 d)) = t
1
((0,0,1),(0,d,1 d))
or
(10d + 14(1 d) = 9d + 30(1 D)
9,14
10,10
0,50
D
14,9 50,0 D
30,30
30,30
T
30,30 T
30,30 C
C
9,14
10,10
0,50
D
14,9 50,0 D
30,30
30,30
T
30,30 T
30,30 C
C
157
which yields d = 16/17, or population = (0, 16/17, 1/17).
To check for the possibility of all three types in the mix,
observe that as long as there are Ds present in the mix, the
T dominates C so there is no equilibrium. The dynamics
are illustrated in a graph of the state space (figure 7.9).
Although T is not an ESS, it is a local attractor in the
interior of the state space, i.e. when all three types are
present. D is a local attractor because its an ESS. The
basins of attraction of D and T can be found by determining
when there is enough D in the population to result in an
inexorable movement of the population toward ever more
D, and likewise when there is enough T to lead to ever
more T.
Figure 1.54Foster & Young PD Evolution Dynamics
(dynamic equilibria marked in red)

The dividing line is where D and T are getting the same
payoff but rather than the equilibrium, we are interested
in the interior points where there are Cs in the population.

C
D
T
|
.
|

\
|
17
1
,
17
16
, 0
c t d
17
36
17
16
19
36
19
20
= =
158
t
1
((0,1,0),(c,d,1 c d)) = t
1
((0,0,1),(c,d,1 c d))
or
50c + 10d + 14(1 c d) = 30c + 9d + 30(1 c d)
or
d =
c
17
36
17
16


Thus, the set of points along which D and T get the same
payoff is a line segment from the c = 0 boundary to the d =
0 boundary. The end of the segment at c = 0 is the mixed
equilibrium (0,16/17,1/17). The end of the segment at d =
0 is the mixed equilibrium of (4/9,0,5/9). Recall that all
populations with d = 0 are equilibria and they are unstable
precisely because all their neighbors on that boundary are
also equilibria.
Consider an interior point at which d > c
17
36
17
16
. D will
outscore T, which always outscores C when d > 0, so the
Ds will grow the fastest in the population and D will
outscore T and C by even more, accelerating the
convergence of the population toward all D. Likewise, if d
< c
17
36
17
16
, T will outscore D and Ts will grow in the
population relative to Ds, and d will fall even farther
below c
17
36
17
16
. This last point may not be obvious, but it
can be checked by recasting the dividing line as d =
t
19
36
19
20
. From this formulation it is clear that if T
outscores D in one generation, it will do so again in the
159
next, and visa-versa. Whether or not C outscores D
depends on the fraction of D in the population. At any
given point in the state space, one can compute the
direction in which the selection dynamic will pull the
population called the selective pressure.
v. Quasi-Mutation
Quasi-mutation in evolutionary game models means that
each pure type in the population is reproduced in the next
generation in part randomly. That is, instead of the
proportions in the next generation being entirely
determined by the selection dynamic, the population at time
t+1, pop
t+1
= (1 c
t
)
*
sel
t+1
+ c
t
*
pop
ave
, where sel
t+1
is the
population determined by the selection dynamic at time t+1
and pop
ave
is the population consisting of all pure types
weighted equally. In other words, each pure type is
reproduced randomly with proportion c
t
/n, where n is the
number of pure types and c
t
is a random number in an
interval [0,c] for some c > 0. The same idea can be made
even finer scaled by selecting a different perturbation
magnitude c
t,o
for each pure type each period. The name
quasi-mutation refers to the fact that no new strategies are
being introduced into the population. Genetic algorithms,
discussed in Appendix B, go farther toward modeling true
mutation by constructing strategies (types) out of building
blocks and exercising recombination of these building
blocks in the reproduction process. The basic evolution
models, even with quasi-mutation, have no recombination
so the basic set of strategies remains fixed.
The first order effect of quasi-mutation is that there are no
more true equilibria. In particular, all pure type equilibria
cease to exist as do all equilibria with any number of types
160
missing form the population. Thus quasi-mutation
guarantees that selection dynamics, which will continue to
account for most of the evolution of the population, will
be based on payoffs against all types, not just a subset.
Even low-scoring types can play an important role under
quasi-mutation if they slightly influence the balance
between high scoring types.
The only equilibria from deterministic models that continue
to have importance in models with quasi-mutation are
stable equilibria, i.e. local or global attractors. A stable
equilibrium of a deterministic model will be a quasi-
equilibrium and remain quasi-stable so long as the e
governing the quasi-mutation is considerably smaller than
the basin of attraction of the deterministic equilibrium.
That is, if the random perturbation does not carry the
population outside the basin of attraction, at least not very
often. A perturbation can take the population part way to
the edge of the basin in one generation, and before the
population can return it takes it closer to the edge in a
subsequent generation, and based on the selective pressure
it can be more or less likely that the population randomly
leaves the basin of attraction of one attractor and falls in to
the basin of another attractor.
Foster and Young presented this argument (for the author
takes no credit) in the paper in which the 3-type repeated
prisoners dilemma model of 7.2.4. The pure defection
type remains quasi-stable and the tit-for-tat type, which was
not technically stable in the deterministic model but which
was almost stable becomes
quasi-stable. All other equilibria cease to have special
properties. Foster and Young went further by using Monte
Carlo computer simulation experiments to test how often
such a random switch of attractors might occur or tens of
161
millions of generations. They found that, on average, the
population would spend about 90% of the time in the near
vicinity of the pure defection attractor and only about 10%
of its time near the tit-for-tat attractor. They explained this
by observing that the pure cooperation type was not
selected against very strongly in a population with very few
defectors. Thus it was much easier for the population to
randomly stray across the bottom of the state space with
low d until the ratio of c/t became large enough that the
population had fallen into the basin of the defection
attractor. Once in that basin, the payoff differential
eliminated cooperators rather quickly and hurried the
convergence toward the defection attractor. Once in the
neighborhood of the defection attractor, the selective
pressure against tit-for-tat was much stronger than the
selective pressure against cooperation in the basin of tit-for
tat, so random shifts toward the tit-for-tat basin were
quickly counteracted by selection and only the luckiest
sequence of shifts toward the tit-for-tat attractor would spill
into the basin of attraction for tit-for-tat.
vi. RockScissorsPaper Evolution
Dynamics
RockScissorsPaper is somewhat famous as an
evolutionary game because of its interesting dynamics.
The payoff matrix given in figure 3.28 is repeated here for
convenience (figure 7.10).
162
Figure 1.55Rock Scissors Paper as a Generation Game

The only equilibrium in the interior is (1/3,1/3,1/3),
because in each pair of different types, one beats the other
and they all tie themselves. This can be seen in the payoff
matrix where in any 2x2 symmetric sub-matrix
|
|
.
|

\
|
ajj aji
ij aii

one type always dominates so no two types ever get the
same payoff without the third type present.
The equilibrium is far from stable. In fact, it can never be
reached if the population is not initialized at that point.
Instead, the selection dynamics take the population on a
cyclic path toward one pure type and then another until the
population is virtually tracing the boundary of the
triangular state space. Figure 7.11 was generated by with a
starting population of (1/3+2c,1/3c, 1/3c), where c =
.005. Because at the start there are more rocks, paper does
the best and scissors does the worst. When the rocks have
declined enough and the paper increased enough, the
scissors become the high scorers and increase while the
paper declines the fastest until there are so many scissors
and so few papers that the rocks become the high scorers.
1
0
1
S
1 1 S
0
1
P
1 P
0 R
R
1
0
1
S
1 1 S
0
1
P
1 P
0 R
R
163
Figure 1.56 Rock Scissors Paper Evolution Dynamics

The smaller a type gets in the population, the longer it takes
to grow back even when it is getting the better score, and
the bigger a type in the population, the faster it takes over
the population when it gets a better score, so the dynamics
take ever more wild swings leading to a type of
convergence called limit cycles. A rigorous proof of this
outcome and its inevitability is deferred to Appendix A.
1. Definition: Limit Cycle
To be completed later.
vii. Finding one-population dynamic
equilibria
This section merely crystallizes the key steps from the
preceding examples of how to exhaustively search for all
dynamic equilibria of a one-population evolutionary game
model.
R
S
P
164
1. All pure strategies (i.e. all populations with only
one type present in non-zero proportion) are
trivially in equilibrium by virtue of no competition.
2. For each subset {i
1
,,i
k
} _ {1,,n}of k pure
strategies, 2 s k s n, check for a mixed strategy x =
(x
1
,,x
n
) such that x
i
> 0 for i = i
1
,,i
k
and x
i
= 0
for i = i
1
,,i
k
and such that the payoffs a
i
.
x are equal
for each pure strategy i in the set {i
1
,,i
k
}, where a
i

= {a
i1
,,a
in
} Any such x for any value of k is an
equilibrium population.
Step (2) is quite similar to the table method of section 3.7
but it is simpler in two ways. First, only the diagonal of the
table is checked because in a one-population model, the
mixed strategy of the column player is the one and only
population and player one alternately takes on the role of
each pure strategy, which all must get the same against the
population mixture to be in equilibrium. Second, we are
not concerned about the strategies not in the population.
Therefore, we do not eliminate strategies if they are
dominated only by strategies outside the set. If some
strategy is dominated by a strategy inside the set, we dont
just eliminate the dominated strategies we eliminate the
entire set as a possible equilibrium.
1.41 Two-population Evolution Models
In a one-population model, members of a single population
are repeatedly matched with one another to play a two
player game, In a two-population model, members of one
population are repeatedly matched with members of a
second population to play a two-player game. This
fundamental difference is the reason for every other
difference between one- and two-population models. One
165
difference is that the generation game for a two-population
model need not be symmetric. Recall that in a one-
population model, the symmetry requirement is necessary
to avoid accounting for which player has the role of player
1 and which the role of player 2 when two players from the
same population are matched. In a two population model,
members of the player 1 population always have the role
of player 1 and members of the player 2 population
always have the role of player 2. Another difference is that
base fitness need not be the same for the two populations,
so there can be two base fitness parameters so the rates of
change of the two populations can be controlled
independently. Naturally, the computational formulas of
two-population models are different from the one-
population formulas, but entirely consistent when the
fundamental difference in the model is taken into account.
Let G = (a
ij
,b
ij
) be any general sum game with the usual
convention that a
ij
and b
ij
are the payoffs to players 1 and 2,
respectively, when pure strategies i and j are used. A two-
population evolutionary game model is initialized with two
starting populations
) ,..., (
, , 1 0 t m t
x x x =

) ,..., (
, , 1 0 t n t
y y y =

For any t 0 payoffs to each type i in population 1 in
generation t are computed for each pure type as
1
1
, ,
w a y
n
j
ij t j t i
+ =

=
t

where w
1
is base fitness for population 1. Notice that the
payoff to any member of population 1 depends on the
166
mixture of types in population 2 because it is from
population 2 that the opponents are randomly selected.
The average payoff in population 1, as in a one-population
model, is

=
=
m
i
t i t i t ave
x
1
, , , 1
t t
.
Given the type payoffs and the average payoff, the fraction
of each type in population 1 is updated just as in a one-
population model:
t i
t ave
t i
t i
x x
,
, 1 ,
,
1 ,
t
t
=
+

For any t 0 payoffs to each type i in population 2 in
generation t are computed for each pure type as
2
1
, ,
w b x
m
i
ij t i t j
+ =

=
t

where w
2
is base fitness for population 1. The payoff to
any member of population 2 depends on the mixture of
types in population 1 because it is from population 1 that
the opponents are randomly selected.
The average payoff in population 2, is

=
=
n
j
t j t j t ave
y
1
, , , 2
t t
.
The fraction of each type in population 2 is updated as
t j
t ave
t j
t j
y y
,
, 2 ,
,
1 ,
t
t
=
+

167
Starting with an initial pair of mixed strategy populations,
each population updates in response to the other
population, after which they each react to each others
updates and this cycle continues forever. The dynamic
possibilities are analogous to the one population case, with
considerable increase in the possible complexity as the two
populations are not only interacting but they can evolve at
different rates, controlled by the two base fitness
parameters w1 and w2.
i. Two Population Numerical
Example
This example is solely to illustrate the calculations just
described. Subsequent examples will relate the modeling
to evolution of predator prey interactions. An arbitrary
payoff matrix is given along with initial values and base
fitness for the two populations, after which the update
computations are shown.

w
1
= 1; w
2
= 2
|
.
|

\
|
=
|
.
|

\
|
=
5
2
,
5
2
,
5
1
;
3
1
,
3
2
0 0
y x


Update population 1 from time 0 to time 1:
B
A
E D C
3,1 1,1 1,2
1,4 2,1 2,1
B
A
E D C
3,1 1,1 1,2
1,4 2,1 2,1
168
5
13
1 1
5
2
2
5
2
2
5
1
0 ,
= + + + =
A
t

5
14
1 3
5
2
1
5
2
1
5
1
0 ,
= + + + =
B
t

15
40
5
14
3
1
5
13
3
2
0 , 1
= + =
ave
t

40
26
40
15
5
13
3
2
1 ,
= =
A
t

40
14
40
15
5
14
3
1
1 ,
= =
B
t

Update population 2 from time 0 to time 1:
3
10
2 2
3
1
1
3
2
0 ,
= + + =
C
t

3
9
2 1
3
1
1
3
2
0 ,
= + + =
D
t

3
15
2 1
3
1
4
3
2
0 ,
= + + =
E
t

15
58
3
15
5
2
3
9
5
2
3
10
5
1
0 , 2
= + + =
ave
t

58
10
58
15
3
10
5
1
1 ,
= =
C
t

58
18
58
15
3
9
5
2
1 ,
= =
D
t

58
30
58
15
3
15
5
2
1 ,
= =
E
t

169

Notice in the example how the mixture of a types
opponent population is what affects the game payoffs and
the mixture of a types own population is what affects the
average payoff in that population. This should be
completely clear if you understand the map between the
formulas and the interactions being modeled. It is repeated
here to urge the reader to pause and review if it is not clear.
ii. Finding Two-Population Dynamic
Equilibria
Finding dynamic equilibria is even more similar to finding
Nash equilibria in a two-population evolution model than in
a one-population model, because the restriction of
symmetry is removed. The table method of section 3.7 is
recommended as a book-keeping structure, but, as with
one-population equilibria, domination by strategies given
zero weight is irrelevant. The only requirement is that
every strategy given positive in each mixture under
consideration can get the same payoff by some choice of
weights on the strategies assumed to be present in opponent
population. The game of 7.3.1 is used here for an example
of how to exhaustively search for all two-population
equilibria.
170
Figure 1.57Equilibrium Possibilities for Example 7.3.1

The following codes explain the reasons for eliminating the
possibility of equilibria satisfying the mixture assumptions
of the table cells. Multiple codes in some cells explain all
possible justifications for elimination, though a single
justification always suffices.
X1 When population 1 consists only of type A, type E
dominates C and D so no mixture including E will be in
equilibrium.
X2 When population 1 consists only of type B, type C
dominates D and E so no mixture including E will be in
equilibrium.
X3 When population 1 is a mix of types A and B, type D
is dominated by both C and E, and so no mixture including
D will be in equilibrium.
Z1 When population 2 consists solely of type C or D,
type A dominates type B, so no mixture of A and B will be
in equilibrium.
Z2 When population 2 consists solely of type E, type B
dominates type A, so no mixture of A and B will be in
equilibrium.
X3 X3 E3 X3,Z3 Z2 Z1 Z1 AB
X2 E2 X2 X2 B
X1 X1 X1 E1
E0
A
CDE DE CE CD E D C
X3 X3 E3 X3,Z3 Z2 Z1 Z1 AB
X2 E2 X2 X2 B
X1 X1 X1 E1
E0
A
CDE DE CE CD E D C
171
Z3 When population 2 is a mix of types C and D, A
dominates B so no mixture of A and B will be in
equilibrium.
Cells not eliminated from the table are then further
analyzed for equilibria.
E0 All profiles consisting of a single type in each
population are trivially in equilibrium by virtue of having
no competition.
E1 Population 1 is trivially in equilibrium and any
mixture of C and D in population 2 is in equilibrium
because C and D get the same payoff against A.
E2 Population 1 is trivially in equilibrium and any
mixture of D and E in population 2 is in equilibrium
because D and E get the same payoff against B.
E3 Population 1 is in equilibrium if A and B get the same
payoff, which occurs if the mix in population 2 is (2/3, 0,
1/3). Population 2 is in equilibrium if C and E get the same
payoff, which occurs if the mix in population 1 is (1/4,3/4).
iii. Two Population Predator Prey
Example
Coming soon nothing technically new just a application
showing how the math structures can model a real world
example.
1.42 Comparing Nash and
Evolutionary Equilibria
This very short section is given a high level in the outline
because of its importance and its generality. The
similarities and differences between Nash equilibria and
dynamic equilibria of evolutionary models are summarized
172
for quick reference and with an emphasis on concept over
computation.
The first important difference is conceptual: a Nash
equilibrium is a strategy choice for each of several players
in a game. Dynamic equilibrium in an evolution model is
not a set of strategy choices it is a set of one or more
populations, each made up of individuals who each play a
particular pure strategy exclusively. A Nash equilibrium
for a two-player game includes two strategies one for
each player, but when a one-population model is made
from a two player game, a dynamic equilibrium is just a
single population. Members of the population are
randomly matched over and over to play each other in the
two player game so the payoff to an individual player, over
a lifetime of matches in a generation, are on average the
mixed strategy payoffs of that players exclusive pure
strategy against the mixed strategy that represents the
population.
A mathematical similarity between Nash equilibrium and
evolutionary equilibrium is that both require all strategies
in the mix to get equal payoff. The difference is that for
dynamic equilibria we dont care about the strategies not in
the mix and for Nash equilibria we require that strategies
not in the mix get lesser or most equal payoff to those in
the mix. In two-population models that is the only
mathematical difference, so any Nash equilibrium of a two
player game corresponds to exactly one dynamic
equilibrium of the two-population evolution model
corresponding to the game. A one population model can
only be made from a symmetric two player game and the
only Nash equilibria that correspond to dynamic equilibria
are the symmetric equilibria; i.e., those of the form (x,x).
Therefore, while the set of Nash equilibria can be thought
173
of as a subset of the set of dynamic equilibria for two-
population models, the same cannot be said of one-
population models. For a one-population models, there can
be Nash equilibria of the game that do not correspond to
dynamic equilibria. For both one- and two-population
models, there can be dynamic equilibria that do not
correspond to Nash equilibria because the population
(mixed strategy) is such that all pure strategies given
positive weight are equally inferior responses to the
mixture. Note that if all strategies in the generation game
are given positive weight by a strategy x, and all get equal
payoff against x, then the x is a dynamic equilibrium of a
one-population model, (x,x) is a dynamic equilibrium of a
two-population model, and (x,x) is a Nash equilibrium of
the game. Thus there is a one-to-one correspondence of
Nash equilibria giving positive weight to all pure strategies
and evolutionary equilibria of either one- or two-population
models containing all pure types in positive proportion.


174
a. Deferred Proofs
i. Chapter 1
Proofs
None.
175
ii. Chapter 2
Proofs
1. Backw
ard
Induct
ion
iii. Chapter 3
Proofs
1. Existe
nce of
Mixed
Equili
bria in
Strate
gic
Form
Games
iv. Chapter 4
Proofs
176
1. Existe
nce of
Mixed
Equili
bria in
Games
with a
Contin
uum
of
Strate
gies
v. Chapter 5
Proofs
1. Folk
Theor
em of
Equili
brium
in the
Infinit
ely
Repeat
ed
Prison
ers
Dilem
ma
vi. Chapter 6
Proofs
177
1. Existe
nce
and
Uniqu
eness
of
Nash
Arbitr
ation
Soluti
on
vii. Chapter 7
Proofs
1. Mayna
rd-
Smith
Pure
ESS
Criteri
a
2. Conve
rgence
to
limit
cycles
in the
rock-
scissor
s-
paper
game
178
b. Supplemental Topics
viii. Chapter 1
Topics
1. WWII
and
Opera
tions
Resear
ch
2. The
Rand
Corpo
ration
ix. Chapter 2
Topics
1. Chess
2. Multi-
stage
Games
3. Refine
ments
of
Nash
Equili
brium
x. Chapter 3
Topics
179
1. Infinit
e
Strate
gic
Form
Games
xi. Chapter 4
Topics
1. More
Econo
mic
Model
s
xii. Chapter 5
Topics
1. Repeat
ed
Prison
ers
Dilem
ma
Tourn
ament
s
180
2. More
on
Adapti
ve and
Reinfo
rceme
nt
Learni
ng
3. Games
on
Graph
s -
Local
Intera
ction
Netwo
rks -
Casca
des
xiii. Chapter 6
Topics
1. What
if the
Grand
Coaliti
on
Doesn
t
Form?
181
xiv. Chapter 7
Topics
1. Geneti
c
Algori
thms
2. Selecti
on via
multip
le
games
3. Over-
lappin
g
Gener
ations
Model
s
4. Signali
ng
Games
and
the
Handi
cap
Princi
ple
182
5. Byrne-
Kurla
nd
Self-
Decept
ion
Model

183
c. Applications of Game Theory
Auctions (FCC + eBay)
Taxation Audits
War
Policy Analysis/Mechanism design (welfare, traffic,
healthcare, pollution, climate change, )
Price choosing, investment analysis, other economic &
business questions
Biology, Psychology, Computer Science, sociology

184
d. Solutions to Exercises
185
e. References

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