(Ferguson T.S.) Game Theory
(Ferguson T.S.) Game Theory
(Ferguson T.S.) Game Theory
Thomas S. Ferguson
University of California at Los Angeles
Contents
Introduction.
References.
1
2.6 Recursive and Stochastic Games.
2.7 Continuous Poker Models.
Appendixes.
A.1 Utility Theory.
A.2 Contraction Maps and Fixed Points.
A.3 Existence of Equilibria in Finite Games.
2
INTRODUCTION.
Game theory is a fascinating subject. We all know many entertaining games, such
as chess, poker, tic-tac-toe, bridge, baseball, computer games — the list is quite varied
and almost endless. In addition, there is a vast area of economic games, discussed in
Myerson (1991) and Kreps (1990), and the related political games, Ordeshook (1986),
Shubik (1982), and Taylor (1995). The competition between firms, the conflict between
management and labor, the fight to get bills through congress, the power of the judiciary,
war and peace negotiations between countries, and so on, all provide examples of games in
action. There are also psychological games played on a personal level, where the weapons
are words, and the payoffs are good or bad feelings, Berne (1964). There are biological
games, the competition between species, where natural selection can be modeled as a game
played between genes, Smith (1982). There is a connection between game theory and the
mathematical areas of logic and computer science. One may view theoretical statistics as
a two person game in which nature takes the role of one of the players, as in Blackwell and
Girshick (1954) and Ferguson (1968).
Games are characterized by a number of players or decision makers who interact,
possibly threaten each other and form coalitions, take actions under uncertain conditions,
and finally receive some benefit or reward or possibly some punishment or monetary loss.
In this text, we present various mathematical models of games and study the phenomena
that arise. In some cases, we will be able to suggest what courses of action should be taken
by the players. In others, we hope simply to be able to understand what is happening in
order to make better predictions about the future.
As we outline the contents of this text, we introduce some of the key words and
terminology used in game theory. First there is the number of players which will be
denoted by n. Let us label the players with the integers 1 to n, and denote the set
of players by N = {1, 2, . . . , n}. We study mostly two person games, n = 2, where the
concepts are clearer and the conclusions are more definite. When specialized to one-player,
the theory is simply called decision theory. Games of solitaire and puzzles are examples
of one-person games as are various sequential optimization problems found in operations
research, and optimization, (see Papadimitriou and Steiglitz (1982) for example), or linear
programming, (see Chvátal (1983)), or gambling (see Dubins and Savage(1965)). There
are even things called “zero-person games”, such as the “game of life” of Conway (see
Berlekamp et al. (1982) Chap. 25); once an automaton gets set in motion, it keeps going
without any person making decisions. We assume throughout that there are at least two
players, that is, n ≥ 2. In macroeconomic models, the number of players can be very large,
ranging into the millions. In such models it is often preferable to assume that there are an
infinite number of players. In fact it has been found useful in many situations to assume
there are a continuum of players, with each player having an infinitesimal influence on the
outcome as in Aumann and Shapley (1974). In this course, we take n to be finite.
There are three main mathematical models or forms used in the study of games, the
extensive form, the strategic form and the coalitional form. These differ in the
amount of detail on the play of the game built into the model. The most detail is given
3
in the extensive form, where the structure closely follows the actual rules of the game. In
the extensive form of a game, we are able to speak of a position in the game, and of a
move of the game as moving from one position to another. The set of possible moves
from a position may depend on the player whose turn it is to move from that position.
In the extensive form of a game, some of the moves may be random moves, such as the
dealing of cards or the rolling of dice. The rules of the game specify the probabilities of
the outcomes of the random moves. One may also speak of the information players have
when they move. Do they know all past moves in the game by the other players? Do they
know the outcomes of the random moves?
When the players know all past moves by all the players and the outcomes of all past
random moves, the game is said to be of perfect information. Two-person games of
perfect information with win or lose outcome and no chance moves are known as combi-
natorial games. There is a beautiful and deep mathematical theory of such games. You
may find an exposition of it in Conway (1976) and in Berlekamp et al. (1982). Such a
game is said to be impartial if the two players have the same set of legal moves from each
position, and it is said to be partizan otherwise. Part I of this text contains an introduc-
tion to the theory of impartial combinatorial games. For another elementary treatment of
impartial games see the book by Guy (1989).
We begin Part II by describing the strategic form or normal form of a game. In the
strategic form, many of the details of the game such as position and move are lost; the main
concepts are those of a strategy and a payoff. In the strategic form, each player chooses a
strategy from a set of possible strategies. We denote the strategy set or action space
of player i by Ai , for i = 1, 2, . . . , n. Each player considers all the other players and their
possible strategies, and then chooses a specific strategy from his strategy set. All players
make such a choice simultaneously, the choices are revealed and the game ends with each
player receiving some payoff. Each player’s choice may influence the final outcome for all
the players.
We model the payoffs as taking on numerical values. In general the payoffs may
be quite complex entities, such as “you receive a ticket to a baseball game tomorrow
when there is a good chance of rain, and your raincoat is torn”. The mathematical and
philosophical justification behind the assumption that each player can replace such payoffs
with numerical values is discussed in the Appendix under the title, Utility Theory. This
theory is treated in detail in the books of Savage (1954) and of Fishburn (1988). We
therefore assume that each player receives a numerical payoff that depends on the actions
chosen by all the players. Suppose player 1 chooses a1 ∈ Ai , player 2 chooses a2 ∈ A2 , etc.
and player n chooses an ∈ An . Then we denote the payoff to player j, for j = 1, 2, . . . , n,
by fj (a1 , a2 , . . . , an ), and call it the payoff function for player j.
The strategic form of a game is defined then by the three objects:
(1) the set, N = {1, 2, . . . , n}, of players,
(2) the sequence, A1 , . . . , An , of strategy sets of the players, and
(3) the sequence, f1 (a1 , . . . , an ), . . . , fn (a1 , . . . , an ), of real-valued payoff functions of
the players.
4
A game in strategic form is said to be zero-sum if the sum of the payoffs to the
players is zero no matter what actions are chosen by the players. That is, the game is
zero-sum if
n
fi (a1 , a2 , . . . , an ) = 0
i=1
5
utility, so it is natural to assume that the grand coalition, consisting of all the players,
will form, and it is a question of how the payoff received by the grand coalition should be
shared among the players. We will treat the coalitional form of games in Part IV. There we
introduce the important concepts of the core of an economy. The core is a set of payoffs
to the players where each coalition receives at least its value. An important example is
two-sided matching treated in Roth and Sotomayor (1990). We will also look for principles
that lead to a unique way to split the payoff from the grand coalition, such as the Shapley
value and the nucleolus. This will allow us to speak of the power of various members
of legislatures. We will also examine cost allocation problems (how should the cost of a
project be shared by persons who benefit unequally from it).
Related Texts. There are many texts at the undergraduate level that treat various
aspects of game theory. Accessible texts that cover certain of the topics treated in this
text are the books of Straffin (1993), Morris (1994) and Tijs (2003). The book of Owen
(1982) is another undergraduate text, at a slightly more advanced mathematical level. The
economics perspective is presented in the entertaining book of Binmore (1992). The New
Palmgrave book on game theory, Eatwell et al. (1987), contains a collection of historical
sketches, essays and expositions on a wide variety of topics. Older texts by Luce and
Raiffa (1957) and Karlin (1959) were of such high quality and success that they have been
reprinted in inexpensive Dover Publications editions. The elementary and enjoyable book
by Williams (1966) treats the two-person zero-sum part of the theory. Also recommended
are the lectures on game theory by Robert Aumann (1989), one of the leading scholars of
the field. And last, but actually first, there is the book by von Neumann and Morgenstern
(1944), that started the whole field of game theory.
References.
Robert J. Aumann (1989) Lectures on Game Theory, Westview Press, Inc., Boulder, Col-
orado.
R. J. Aumann and L. S. Shapley (1974) Values of Non-atomic Games, Princeton University
Press.
E. R. Berlekamp, J. H. Conway and R. K. Guy (1982), Winning Ways for your Mathe-
matical Plays (two volumes), Academic Press, London.
Eric Berne (1964) Games People Play, Grove Press Inc., New York.
H. Scott Bierman and Luis Fernandez (1993) Game Theory with Economic Applications,
2nd ed. (1998), Addison-Wesley Publishing Co.
Ken Binmore (1992) Fun and Games — A Text on Game Theory, D.C. Heath, Lexington,
Mass.
D. Blackwell and M. A. Girshick (1954) Theory of Games and Statistical Decisions, John
Wiley & Sons, New York.
V. Chvátal (1983) Linear Programming, W. H. Freeman, New York.
6
J. H. Conway (1976) On Numbers and Games, Academic Press, New York.
Lester E. Dubins amd Leonard J. Savage (1965) How to Gamble If You Must: Inequal-
ities for Stochastic Processes, McGraw-Hill, New York. 2nd edition (1976) Dover
Publications Inc., New York.
J. Eatwell, M. Milgate and P. Newman, Eds. (1987) The New Palmgrave: Game Theory,
W. W. Norton, New York.
Thomas S. Ferguson (1968) Mathematical Statistics – A decision-Theoretic Approach,
Academic Press, New York.
J. Filar and K. Vrieze (1997) Competitive Markov Decision Processes, Springer-Verlag,
New York.
Peter C. Fishburn (1988) Nonlinear Preference and Utility Theory, John Hopkins Univer-
sity Press, Baltimore.
Robert Gibbons (1992) Game Theory for Applied Economists, Princeton University Press.
Richard K. Guy (1989) Fair Game, COMAP Mathematical Exploration Series.
Samuel Karlin (1959) Mathematical Methods and Theory in Games, Programming and
Economics, in two vols., Reprinted 1992, Dover Publications Inc., New York.
David M. Kreps (1990) Game Theory and Economic Modeling, Oxford University Press.
R. D. Luce and H. Raiffa (1957) Games and Decisions — Introduction and Critical Survey,
reprinted 1989, Dover Publications Inc., New York.
A. P. Maitra ans W. D. Sudderth (1996) Discrete Gambling and Stochastic Games, Ap-
plications of Mathematics 32, Springer.
Peter Morris (1994) Introduction to Game Theory, Springer-Verlag, New York.
Roger B. Myerson (1991) Game Theory — Analysis of Conflict, Harvard University Press.
Peter C. Ordeshook (1986) Game Theory and Political Theory, Cambridge University
Press.
Guillermo Owen (1982) Game Theory 2nd Edition, Academic Press.
Christos H. Papadimitriou and Kenneth Steiglitz (1982) Combinatorial Optimization, re-
printed (1998), Dover Publications Inc., New York.
Alvin E. Roth and Marilda A. Oliveira Sotomayor (1990) Two-Sided Matching – A Study
in Game-Theoretic Modeling and Analysis, Cambridge University Press.
L. J. Savage (1954) The Foundations of Statistics, John Wiley & Sons, New York.
Martin Shubik (1982) Game Theory in the Social Sciences, The MIT Press.
John Maynard Smith (1982) Evolution and the Theory of Games, Cambridge University
Press.
7
Sylvain Sorin (2002) A First Course on Zero-Sum Repeated Games, Mathématiques &
Applications 37, Springer.
Philip D. Straffin (1993) Game Theory and Strategy, Mathematical Association of Amer-
ica.
Alan D. Taylor (1995) Mathematics and Politics — Strategy, Voting, Power and Proof,
Springer-Verlag, New York.
Stef Tijs (2003) Introduction to Game Theory, Hindustan Book Agency, India.
J. von Neumann and O. Morgenstern (1944) The Theory of Games and Economic Behavior,
Princeton University Press.
John D. Williams, (1966) The Compleat Strategyst, 2nd Edition, McGraw-Hill, New York.
8
GAME THEORY
Thomas S. Ferguson
1. Take-Away Games.
1.1 A Simple Take-Away Game.
1.2 What is a Combinatorial Game?
1.3 P-positions, N-positions.
1.4 Subtraction Games.
1.5 Exercises.
3. Graph Games.
3.1 Games Played on Directed Graphs.
3.2 The Sprague-Grundy Function.
3.3 Examples.
3.4 The Sprague-Grundy Function on More General Graphs.
3.5 Exercises.
I–1
4.4 Take-and-Break Games.
4.5 Exercises.
6. Green Hackenbush.
6.1 Bamboo Stalks.
6.2 Green Hackenbush on Trees.
6.3 Green Hackenbush on General Rooted Graphs.
6.4 Exercises.
References.
I–2
Part I. Impartial Combinatorial Games
1. Take-Away Games.
Combinatorial games are two-person games with perfect information and no chance
moves, and with a win-or-lose outcome. Such a game is determined by a set of positions,
including an initial position, and the player whose turn it is to move. Play moves from one
position to another, with the players usually alternating moves, until a terminal position
is reached. A terminal position is one from which no moves are possible. Then one of the
players is declared the winner and the other the loser.
There are two main references for the material on combinatorial games. One is the
research book, On Numbers and Games by J. H. Conway, Academic Press, 1976. This
book introduced many of the basic ideas of the subject and led to a rapid growth of the
area that continues today. The other reference, more appropriate for this class, is the
two-volume book, Winning Ways for your mathematical plays by Berlekamp, Conway and
Guy, Academic Press, 1982, in paperback. There are many interesting games described in
this book and much of it is accessible to the undergraduate mathematics student. This
theory may be divided into two parts, impartial games in which the set of moves available
from any given position is the same for both players, and partizan games in which each
player has a different set of possible moves from a given position. Games like chess or
checkers in which one player moves the white pieces and the other moves the black pieces
are partizan. In Part I, we treat only the theory of impartial games. An elementary
introduction to impartial combinatorial games is given in the book Fair Game by Richard
K. Guy, published in the COMAP Mathematical Exploration Series, 1989. We start with
a simple example.
1.1 A Simple Take-Away Game. Here are the rules of a very simple impartial
combinatorial game of removing chips from a pile of chips.
(1) There are two players. We label them I and II.
(2) There is a pile of 21 chips in the center of a table.
(3) A move consists of removing one, two, or three chips from the pile. At least one
chip must be removed, but no more than three may be removed.
(4) Players alternate moves with Player I starting.
(5) The player that removes the last chip wins. (The last player to move wins. If you
can’t move, you lose.)
How can we analyze this game? Can one of the players force a win in this game?
Which player would you rather be, the player who starts or the player who goes second?
What is a good strategy?
We analyze this game from the end back to the beginning. This method is sometimes
called backward induction.
I–3
If there are just one, two, or three chips left, the player who moves next wins
simply by taking all the chips.
Suppose there are four chips left. Then the player who moves next must
leave either one, two or three chips in the pile and his opponent will be able to
win. So four chips left is a loss for the next player to move and a win for the
previous player, i.e. the one who just moved.
With 5, 6, or 7 chips left, the player who moves next can win by moving to
the position with four chips left.
With 8 chips left, the next player to move must leave 5, 6, or 7 chips, and so
the previous player can win.
We see that positions with 0, 4, 8, 12, 16, . . . chips are target positions; we
would like to move into them. We may now analyze the game with 21 chips.
Since 21 is not divisible by 4, the first player to move can win. The unique
optimal move is to take one chip and leave 20 chips which is a target position.
I–4
P-positions are just those with a number of chips divisible by 4, called target positions in
Section 1.1.
In impartial combinatorial games, one can find in principle which positions are P-
positions and which are N-positions by (possibly transfinite) induction using the following
labeling procedure starting at the terminal positions. We say a position in a game is a
terminal position, if no moves from it are possible. This algorithm is just the method
we used to solve the take-away game of Section 1.1.
Step 1: Label every terminal position as a P-position.
Step 2: Label every position that can reach a labelled P-position in one move as an
N-position.
Step 3: Find those positions whose only moves are to labelled N-positions; label such
positions as P-positions.
Step 4: If no new P-positions were found in step 3, stop; otherwise return to step 2.
It is easy to see that the strategy of moving to P-positions wins. From a P-position,
your opponent can move only to an N-position (3). Then you may move back to a P-
position (2). Eventually the game ends at a terminal position and since this is a P-position,
you win (1).
Here is a characterization of P-positions and N-positions that is valid for impartial
combinatorial games satisfying the ending condition, under the normal play rule.
For games using the misère play rule, condition (1) should be replaced by the condition
that all terminal positions are N-positions.
1.4 Subtraction Games. Let us now consider a class of combinatorial games that
contains the take-away game of Section 1.1 as a special case. Let S be a set of positive
integers. The subtraction game with subtraction set S is played as follows. From a pile
with a large number, say n, of chips, two players alternate moves. A move consists of
removing s chips from the pile where s ∈ S. Last player to move wins.
The take-away game of Section 1.1 is the subtraction game with subtraction set S =
{1, 2, 3}. In Exercise 1.2, you are asked to analyze the subtraction game with subtraction
set S = {1, 2, 3, 4, 5, 6}.
For illustration, let us analyze the subtraction game with subtraction set S = {1, 3, 4}
by finding its P-positions. There is exactly one terminal position, namely 0. Then 1, 3,
and 4 are N-positions, since they can be moved to 0. But 2 then must be a P-position
since the only legal move from 2 is to 1, which is an N-position. Then 5 and 6 must be
N-positions since they can be moved to 2. Now we see that 7 must be a P-position since
the only moves from 7 are to 6, 4, or 3, all of which are N-positions.
I–5
Now we continue similarly: we see that 8, 10 and 11 are N-positions, 9 is a P-position,
12 and 13 are N-positions and 14 is a P-position. This extends by induction. We find
that the set of P-positions is P = {0, 2, 7, 9, 14, 16, . . .}, the set of nonnegative integers
leaving remainder 0 or 2 when divided by 7. The set of N-positions is the complement,
N = {1, 3, 4, 5, 6, 8, 10, 11, 12, 13, 15, . . .}.
x 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 . . .
position P N P N N N N P N P N N N N P ...
1.5 Exercises.
1. Consider the misère version of the take-away game of Section 1.1, where the last
player to move loses. The object is to force your opponent to take the last chip. Analyze
this game. What are the target positions (P-positions)?
2. Generalize the Take-Away Game: (a) Suppose in a game with a pile containing a
large number of chips, you can remove any number from 1 to 6 chips at each turn. What
is the winning strategy? What are the P-positions? (b) If there are initially 31 chips in
the pile, what is your winning move, if any?
3. The Thirty-one Game. (Geoffrey Mott-Smith (1954)) From a deck of cards,
take the Ace, 2, 3, 4, 5, and 6 of each suit. These 24 cards are laid out face up on a table.
The players alternate turning over cards and the sum of the turned over cards is computed
as play progresses. Each Ace counts as one. The player who first makes the sum go above
31 loses. It would seem that this is equivalent to the game of the previous exercise played
on a pile of 31 chips. But there is a catch. No integer may be chosen more than four times.
(a) If you are the first to move, and if you use the strategy found in the previous exercise,
what happens if the opponent keeps choosing 4?
(b) Nevertheless, the first player can win with optimal play. How?
4. Find the set of P-positions for the subtraction games with subtraction sets
(a) S = {1, 3, 5, 7}.
(b) S = {1, 3, 6}.
(c) S = {1, 2, 4, 8, 16, . . .} = all powers of 2.
(d) Who wins each of these games if play starts at 100 chips, the first player or the second?
5. Empty and Divide. (Ferguson (1998)) There are two boxes. Initially, one box
contains m chips and the other contains n chips. Such a position is denoted by (m, n),
where m > 0 and n > 0. The two players alternate moving. A move consists of emptying
one of the boxes, and dividing the contents of the other between the two boxes with at
least one chip in each box. There is a unique terminal position, namely (1, 1). Last player
to move wins. Find all P-positions.
6. Chomp! A game invented by Fred. Schuh (1952) in an arithmetical form was
discovered independently in a completely different form by David Gale (1974). Gale’s
I–6
version of the game involves removing squares from a rectangular board, say an m by n
board. A move consists in taking a square and removing it and all squares to the right
and above. Players alternate moves, and the person to take square (1, 1) loses. The
name “Chomp” comes from imagining the board as a chocolate bar, and moves involving
breaking off some corner squares to eat. The square (1, 1) is poisoned though; the player
who chomps it loses. You can play this game on the web at
http://www.math.ucla.edu/ tom/Games/chomp.html .
˜
For example, starting with an 8 by 3 board, suppose the first player chomps at (6, 2)
gobbling 6 pieces, and then
second player chomps at (2, 3) gobbling 4 pieces, leaving the
following board, where denotes the poisoned piece.
(a) Show that this position is a N-position, by finding a winning move for the first
player. (It is unique.)
(b) It is known that the first player can win all rectangular starting positions. The
proof, though ingenious, is not hard. However, it is an “existence” proof. It shows that
there is a winning strategy for the first player, but gives no hint on how to find the first
move! See if you can find the proof. Here is a hint: Does removing the upper right corner
constitute a winning move?
7. Dynamic subtraction. One can enlarge the class of subtraction games by letting
the subtraction set depend on the last move of the opponent. Many early examples appear
in Chapter 12 of Schuh (1968). Here are two other examples. (For a generalization, see
Schwenk (1970).)
(a) There is one pile of n chips. The first player to move may remove as many chips as
desired, at least one chip but not the whole pile. Thereafter, the players alternate moving,
each player not being allowed to remove more chips than his opponent took on the previous
move. What is an optimal move for the first player if n = 44? For what values of n does
the second player have a win?
(b) Fibonacci Nim. (Whinihan (1963)) The same rules as in (a), except that a player
may take at most twice the number of chips his opponent took on the previous move.
The analysis of this game is more difficult than the game of part (a) and depends on the
sequence of numbers named after Leonardo Pisano Fibonacci, which may be defined as
F1 = 1, F2 = 2, and Fn+1 = Fn + Fn−1 for n ≥ 2. The Fibonacci sequence is thus:
1, 2, 3, 5, 8, 13, 21, 34, 55, . . .. The solution is facilitated by
There may be many ways of writing a number as a sum of Fibonacci numbers, but
there is only one way of writing it as a sum of non-neighboring Fibonacci numbers. Thus,
43=34+8+1 is the unique way of writing 43, since although 43=34+5+3+1, 5 and 3 are
I–7
neighbors. What is an optimal move for the first player if n = 43? For what values of n
does the second player have a win? Try out your solution on
http://www.math.ucla.edu/ tom/Games/fibonim.html .
˜
8. The SOS Game. (From the 28th Annual USA Mathematical Olympiad, 1999)
The board consists of a row of n squares, initially empty. Players take turns selecting an
empty square and writing either an S or an O in it. The player who first succeeds in
completing SOS in consecutive squares wins the game. If the whole board gets filled up
without an SOS appearing consecutively anywhere, the game is a draw.
(a) Suppose n = 4 and the first player puts an S in the first square. Show the second
player can win.
(b) Show that if n = 7, the first player can win the game.
(c) Show that if n = 2000, the second player can win the game.
(d) Who, if anyone, wins the game if n = 14?
I–8
2. The Game of Nim.
The most famous take-away game is the game of Nim, played as follows. There are
three piles of chips containing x1 , x2 , and x3 chips respectively. (Piles of sizes 5, 7, and 9
make a good game.) Two players take turns moving. Each move consists of selecting one
of the piles and removing chips from it. You may not remove chips from more than one
pile in one turn, but from the pile you selected you may remove as many chips as desired,
from one chip to the whole pile. The winner is the player who removes the last chip. You
can play this game on the web at (http://www.chlond.demon.co.uk/Nim.html ), or at Nim
Game (http://www.dotsphinx.com/nim/).
2.1 Preliminary Analysis. There is exactly one terminal position, namely (0, 0, 0),
which is therefore a P-position. The solution to one-pile Nim is trivial: you simply remove
the whole pile. Any position with exactly one non-empty pile, say (0, 0, x) with x > 0
is therefore an N-position. Consider two-pile Nim. It is easy to see that the P-positions
are those for which the two piles have an equal number of chips, (0, 1, 1), (0, 2, 2), etc.
This is because if it is the opponent’s turn to move from such a position, he must change
to a position in which the two piles have an unequal number of chips, and then you can
immediately return to a position with an equal number of chips (perhaps the terminal
position).
If all three piles are non-empty, the situation is more complicated. Clearly, (1, 1, 1),
(1, 1, 2), (1, 1, 3) and (1, 2, 2) are all N-positions because they can be moved to (1, 1, 0) or
(0, 2, 2). The next simplest position is (1, 2, 3) and it must be a P-position because it can
only be moved to one of the previously discovered N-positions. We may go on and discover
that the next most simple P-positions are (1, 4, 5), and (2, 4, 6), but it is difficult to see
how to generalize this. Is (5, 7, 9) a P-position? Is (15, 23, 30) a P-position?
If you go on with the above analysis, you may discover a pattern. But to save us
some time, I will describe the solution to you. Since the solution is somewhat fanciful and
involves something called nim-sum, the validity of the solution is not obvious. Later, we
prove it to be valid using the elementary notions of P-position and N-position.
2.2 Nim-Sum. The nim-sum of two non-negative integers is their addition without
carry in base 2. Let us make this notion precise.
Every non-negative integer x has a unique base 2 representation of the form x =
xm 2 + xm−1 2m−1 + · · · + x1 2 + x0 for some m, where each xi is either zero or one. We use
m
the notation (xm xm−1 · · · x1 x0 )2 to denote this representation of x to the base two. Thus,
22 = 1 · 16 + 0 · 8 + 1 · 4 + 1 · 2 + 0 · 1 = (10110)2 . The nim-sum of two integers is found
by expressing the integers to base two and using addition modulo 2 on the corresponding
individual components:
I–9
For example, (10110)2 ⊕ (110011)2 = (100101)2 . This says that 22 ⊕ 51 = 37. This is
easier to see if the numbers are written vertically (we also omit the parentheses for clarity):
22 = 101102
51 = 1100112
nim-sum = 1001012 = 37
I – 10
(1) All terminal positions are in P. That’s easy. The only terminal position is the
position with no chips in any pile, and 0 ⊕ 0 ⊕ · · · = 0.
(2) From each position in N , there is a move to a position in P. Here’s how we
construct such a move. Form the nim-sum as a column addition, and look at the leftmost
(most significant) column with an odd number of 1’s. Change any of the numbers that
have a 1 in that column to a number such that there are an even number of 1’s in each
column. This makes that number smaller because the 1 in the most significant position
changes to a 0. Thus this is a legal move to a position in P.
(3) Every move from a position in P is to a position in N . If (x1 , x2 , . . .) is in P
and x1 is changed to x1 < x1 , then we cannot have x1 ⊕ x2 ⊕ · · · = 0 = x1 ⊕ x2 ⊕ · · ·,
because the cancellation law would imply that x1 = x1 . So x1 ⊕ x2 ⊕ · · · = 0, implying
that (x1 , x2 , . . .) is in N .
These three properties show that P is the set of P-positions.
It is interesting to note from (2) that in the game of nim the number of winning
moves from an N-position is equal to the number of 1’s in the leftmost column with an
odd number of 1’s. In particular, there is always an odd number of winning moves.
2.5 Misère Nim. What happens when we play nim under the misère play rule? Can
we still find who wins from an arbitrary position, and give a simple winning strategy? This
is one of those questions that at first looks hard, but after a little thought turns out to be
easy.
Here is Bouton’s method for playing misère nim optimally. Play it as you would play
nim under the normal play rule as long as there are at least two heaps of size greater than
one. When your opponent finally moves so that there is exactly one pile of size greater
than one, reduce that pile to zero or one, whichever leaves an odd number of piles of size
one remaining.
This works because your optimal play in nim never requires you to leave exactly one
pile of size greater than one (the nim sum must be zero), and your opponent cannot move
from two piles of size greater than one to no piles greater than one. So eventually the game
drops into a position with exactly one pile greater than one and it must be your turn to
move.
A similar analysis works in many other games. But in general the misère play theory is
much more difficult than the normal play theory. Some games have a fairly simple normal
play theory but an extraordinarily difficult misère theory, such as the games of Kayles and
Dawson’s chess, presented in Section 4 of Chapter 3.
2.6 Exercises.
1. (a) What is the nim-sum of 27 and 17?
(b) The nim-sum of 38 and x is 25. Find x.
2. Find all winning moves in the game of nim,
(a) with three piles of 12, 19, and 27 chips.
(b) with four piles of 13, 17, 19, and 23 chips.
(c) What is the answer to (a) and (b) if the misére version of nim is being played?
I – 11
3. Nimble. Nimble is played on a game board consisting of a line of squares labelled:
0, 1, 2, 3, . . . . A finite number of coins is placed on the squares with possibly more than
one coin on a single square. A move consists in taking one of the coins and moving it to
any square to the left, possibly moving over some of the coins, and possibly onto a square
already containing one or more coins. The players alternate moves and the game ends
when all coins are on the square labelled 0. The last player to move wins. Show that this
game is just nim in disguise. In the following position with 6 coins, who wins, the next
player or the previous player? If the next player wins, find a winning move.
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
T H T T H T T T H H T H T
1 2 3 4 5 6 7 8 9 10 11 12 13
One possible move in this position is to turn the coin in place 9 from heads to tails, and
also the coin in place 4 from tails to heads.
(a) Show that this game is just nim in disguise if an H in place n is taken to represent a
nim pile of n chips.
(b) Assuming (a) to be true, find a winning move in the above position.
(c) Try this game and some other related games at
http://www.chlond.demon.co.uk/Coins.html .
5. Northcott’s Game. A position in Northcott’s game is a checkerboard with one
black and one white checker on each row. “White” moves the white checkers and “Black”
moves the black checkers. A checker may move any number of squares along its row, but
may not jump over or onto the other checker. Players move alternately and the last to
move wins. Try out this game at http://www.chlond.demon.co.uk/Northcott.html .
Note two points:
1. This is a partizan game, because Black and White have different moves from a given
position.
2. This game does not satisfy the Ending Condition, (6) of Section 1.2. The players could
move around endlessly.
Nevertheless, knowing how to play nim is a great advantage in this game. In the
position below, who wins, Black or White? or does it depend on who moves first?
I – 12
6. Staircase Nim. (Sprague (1937)) A staircase of n steps contains coins on some of
the steps. Let (x1 , x2 , . . . , xn ) denote the position with xj coins on step j, j = 1, . . . , n. A
move of staircase nim consists of moving any positive number of coins from any step, j, to
the next lower step, j − 1. Coins reaching the ground (step 0) are removed from play. A
move taking, say, x chips from step j, where 1 ≤ x ≤ xj , and putting them on step j − 1,
leaves xj − x coins on step j and results in xj−1 + x coins on step j − 1. The game ends
when all coins are on the ground. Players alternate moves and the last to move wins.
Show that (x1 , x2 , . . . , xn ) is a P-position if and only if the numbers of coins on the
odd numbered steps, (x1 , x3 , . . . , xk ) where k = n if n is odd and k = n − 1 if n is even,
forms a P-position in ordinary nim.
7. Moore’s Nimk . A generalization of nim with a similar elegant theory was pro-
posed by E. H. Moore (1910), called Nimk . There are n piles of chips and play proceeds
as in nim except that in each move a player may remove as many chips as desired from
any k piles, where k is fixed. At least one chip must be taken from some pile. For
k = 1 this reduces to ordinary nim, so ordinary nim is Nim1 . Try playing Nim2 at
http://www.math.ucla.edu/ tom/Games/Moore.html .
˜
Moore’s Theorem states that a position (x1 , x2 , . . . , xn ), is a P-position in Nimk if
and only if when x1 to xn are expanded in base 2 and added in base k + 1 without carry,
the result is zero. (In other words, the number of 1’s in each column must be divisible by
k + 1.)
(a) Consider the game of Nimble of Exercise 3 but suppose that at each turn a player
may move one or two coins to the left as many spaces as desired. Note that this is really
Moore’s Nimk with k = 2. Using Moore’s Theorem, show that the Nimble position of
Exercise 3 is an N-position, and find a move to a P-position.
(b) Prove Moore’s Theorem.
(c) What constitutes optimal play in the misère version of Moore’s Nimk ?
I – 13
3. Graph Games.
3.1 Games Played on Directed Graphs. We first give the mathematical definition
of a directed graph.
0 1 2 3 4 5 6 7 8 9 10
I – 14
indicate which direction the move goes. The graphic representation of this subtraction
game played on a pile of 10 chips is given in Figure 3.1.
In words, g(x) the smallest non-negative integer not found among the Sprague-Grundy
values of the followers of x. If we define the minimal excludant, or mex, of a set of
non-negative integers as the smallest non-negative integer not in the set, then we may
write simply
g(x) = mex{g(y) : y ∈ F (x)}. (2)
Note that g(x) is defined recursively. That is, g(x) is defined in terms of g(y) for
all followers y of x. Moreover, the recursion is self-starting. For terminal vertices, x,
the definition implies that g(x) = 0, since F (x) is the empty set for terminal x. For
non-terminal x, all of whose followers are terminal, g(x) = 1. In the examples in the
next section, we find g(x) using this inductive technique. This works for all progressively
bounded graphs, and shows that for such graphs, the Sprague-Grundy function exists, is
unique and is finite. However, other graphs require more subtle techniques and are treated
in Section 3.4.
Given the Sprague-Grundy function g of a graph, it is easy to analyze the correspond-
ing graph game. Positions x for which g(x) = 0 are P-positions and all other positions are
N-positions. The winning procedure is to choose at each move to move to a vertex with
Sprague-Grundy value zero. This is easily seen by checking the conditions of Section 1.3:
(1) If x is a terminal position, g(x) = 0.
(2) At positions x for which g(x) = 0, every follower y of x is such that g(y) = 0, and
(3) At positions x for which g(x) = 0, there is at least one follower y such that
g(y) = 0.
The Sprague-Grundy function thus contains a lot more information about a game
than just the P- and N-positions. What is this extra information used for? As we will see
in the Chapter 4, the Sprague-Grundy function allows us to analyze sums of graph games.
3.3 Examples.
1. We use Figure 3.2 to describe the inductive method of finding the SG-values, i.e.
the values that the Sprague-Grundy function assigns to the vertices. The method is simply
to search for a vertex all of whose followers have SG-values assigned. Then apply (1) or
(2) to find its SG-value, and repeat until all vertices have been assigned values.
To start, all terminal positions are assigned SG-value 0. There are exactly four ter-
minal positions, to the left and below the graph. Next, there is only one vertex all of
I – 15
2
1
3
0
0 2 0
1 2
1
0 0 c 0
0
a b
1 2
0
Fig. 3.2 0
whose followers have been assigned values, namely vertex a. This is assigned value 1, the
smallest number not among the followers. Now there are two more vertices, b and c, all
of whose followers have been assigned SG-values. Vertex b has followers with values 0
and 1 and so is assigned value 2. Vertex c has only one follower with SG-value 1. The
smallest non-negative integer not equal to 1 is 0, so its SG-value is 0. Now we have three
more vertices whose followers have been assigned SG-values. Check that the rest of the
SG-values have been assigned correctly.
2. What is the Sprague-Grundy function of the subtraction game with subtraction set
S = {1, 2, 3}? The terminal vertex, 0, has SG-value 0. The vertex 1 can only be moved to
0 and g(0) = 0, so g(1) = 1. Similarly, 2 can move to 0 and 1 with g(0) = 0 and g(1) = 1,
so g(2) = 2, and 3 can move to 0, 1 and 2, with g(0) = 0, g(1) = 1 and g(2) = 2, so
g(3) = 3. But 4 can only move to 1, 2 and 3 with SG-values 1, 2 and 3, so g(4) = 0.
Continuing in this way we see
x 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 . . .
g(x) 0 1 2 3 0 1 2 3 0 1 2 3 0 1 2...
In general g(x) = x (mod 4), i.e. g(x) is the remainder when x is divided by 4.
3. At-Least-Half. Consider the one-pile game with the rule that you must remove
at least half of the counters. The only terminal position is zero. We may compute the
Sprague-Grundy function inductively as
x 0 1 2 3 4 5 6 7 8 9 10 11 12 . . .
g(x) 0 1 2 2 3 3 3 3 4 4 4 4 4 ...
We see that g(x) may be expressed as the exponent in the smallest power of 2 greater than
x: g(x) = min{k : 2k > x}.
I – 16
In reality, this is a rather silly game. One can win it at the first move by taking all
the counters! What good is it to do all this computation of the Sprague-Grundy function
if one sees easily how to win the game anyway?
The answer is given in the next chapter. If the game is played with several piles instead
of just one, it is no longer so easy to see how to play the game well. The theory of the
next chapter tells us how to use the Sprague-Grundy function together with nim-addition
to find optimal play with many piles.
0 1 2 3 4 5 6
The Sprague-Grundy theory can be extended to progressively finite graphs, but trans-
finite induction must be used. The SG-value of the initial position in Figure 3.3 above
would be the smallest ordinal greater than all integers, usually denoted by ω. We may also
define nim positions with SG-values ω + 1, ω + 2, . . . , 2ω, . . . , ω 2 , . . . , ω ω , etc., etc., etc. In
Exercise 6, you are asked to find several of these transfinite SG-values.
In summary, the set of impartial combinatorial games as defined in Section 1.2 is
equivalent to the set of graph games with finitely progressive graphs. The Sprague-Grundy
function on such a graph exists if transfinite values are allowed. For progressively finite
graph games, the Sprague-Grundy function exists and is finite.
If the graph is allowed to have cycles, new problems arise. The SG-function satisfying
(1) may not exist. Even if it does, the simple inductive procedure of the previous sections
may not suffice to find it. Even if the the Sprague-Grundy function exists and is known,
it may not be easy to find a winning strategy.
I – 17
Graphs with cycles do not satisfy the Ending Condition (6) of Section 1.2. Play may
last forever. In such a case we say the game ends in a tie; neither player wins. Here is an
example where there are tied positions.
a
c d e
b
Figure 3.4 A cyclic graph.
The node e is terminal and so has Sprague-Grundy value 0. Since e is the only follower
of d, d has Sprague-Grundy value 1. So a player at c will not move to d since such a move
obviously loses. Therefore the only reasonable move is to a. After two more moves, the
game moves to node c again with the opponent to move. The same analysis shows that
the game will go around the cycle abcabc . . . forever. So positions a, b and c are all tied
positions. In this example the Sprague-Grundy function does not exist.
When the Sprague-Grundy function exists in a graph with cycles, more subtle tech-
niques are often required to find it. Some examples for the reader to try his/her skill are
found in Exercise 9. But there is another problem. Suppose the Sprague-Grundy function
is known and the graph has cycles. If you are at a position with non-zero SG-value, you
know you can win by moving to a position with SG-value 0. But which one? You may
choose one that takes you on a long trip and after many moves you find yourself back
where you started. An example of this is in Northcott’s Game in Exercise 5 of Chapter 2.
There it is easy to see how to proceed to end the game, but in general it may be difficult
to see what to do. For an efficient algorithm that computes the Sprague-Grundy function
along with a counter that gives information on how to play, see Fraenkel (2002).
3.5 Exercises.
1.
2. Find the Sprague-Grundy function of the subtraction game with subtraction set
S = {1, 3, 4}.
I – 18
3. Consider the one-pile game with the rule that you may remove at most half the
chips. Of course, you must remove at least one, so the terminal positions are 0 and 1. Find
the Sprague-Grundy function.
4. (a) Consider the one-pile game with the rule that you may remove c chips from a
pile of n chips if and only if c is a divisor of n, including 1 and n. For example, from a
pile of 12 chips, you may remove 1, 2, 3, 4, 6, or 12 chips. The only terminal position is 0.
This game is called Dim+ in Winning Ways. Find the Sprague-Grundy function.
(b) Suppose the above rules are in force with the exception that it is not allowed
to remove the whole pile. This is called the Aliquot game by Silverman, (1971). (See
http://www.cut-the-knot.com/SimpleGames/Aliquot.html .) Thus, if there are 12 chips,
you may remove 1, 2, 3, 4, or 6 chips. The only terminal position is 1. Find the Sprague-
Grundy function.
5. Wythoff’s Game. (Wythoff (1907)) The positions of the Wythoff’s game are
given by a queen on a chessboard. Players, sitting on the same side of the board, take
turns moving the queen. But the queen may only be moved vertically down, or horizon-
tally to the left or diagonally down to the left. When the queen reaches the lower left
corner, the game is over and the player to move last wins. Thinking of the squares of
the board as vertices and the allowed moves of the queen as edges of a graph, this be-
comes a graph game. Find the Sprague-Grundy function of the graph by writing in each
square of the 8 by 8 chessboard its Sprague-Grundy value. (You may play this game at
http://www.chlond.demon.co.uk/Queen.html .)
6. Two-Dimensional Nim is played on a quarter-infinite board with a finite number
of counters on the squares. A move consists in taking a counter and moving it any number
of squares to the left on the same row, or moving it to any square whatever on any lower
row. A square is allowed to contain any number of counters. If all the counters are on the
lowest row, this is just the game Nimble of Exercise 3 of Chapter 2.
(a) Find the Sprague-Grundy values of the squares.
(b) After you learn the theory contained in the next section, come back and see if you
can solve the position represented by the figure below. Is the position below a P-position
or an N-position? If it is an N-position, what is a winning move? How many moves will
this game last? Can it last an infinite number of moves?
I – 19
(c) Suppose we allow adding any finite number of counters to the left of, or to any
row below, the counter removed. Does the game still end in a finite number of moves?
7. Show that subtraction games with finite subtraction sets have Sprague-Grundy
functions that are eventually periodic.
8. Impatient subtraction games. Suppose we allow an extra move for impatient
players in subtraction games. In addition to removing s chips from the pile where s is in the
subtraction set, S, we allow the whole pile to be taken at all times. Let g(x) represent the
Sprague-Grundy function of the subtraction game with subtraction set S, and let g + (x)
represent the Sprague-Grundy function of impatient subtraction game with subtraction
set S. Show that g +(x) = g(x − 1) + 1 for all x ≥ 1.
9. The following directed graphs have cycles and so are not progressively finite. See
if you can find the P- and N- positions and the Sprague-Grundy function.
I – 20
4. Sums of Combinatorial Games.
Given several combinatorial games, one can form a new game played according to the
following rules. A given initial position is set up in each of the games. Players alternate
moves. A move for a player consists in selecting any one of the games and making a legal
move in that game, leaving all other games untouched. Play continues until all of the
games have reached a terminal position, when no more moves are possible. The player
who made the last move is the winner.
The game formed by combining games in this manner is called the (disjunctive)
sum of the given games. We first give the formal definition of a sum of games and then
show how the Sprague-Grundy functions for the component games may be used to find the
Sprague-Grundy function of the sum. This theory is due independently to R. P. Sprague
(1936-7) and P. M. Grundy (1939).
4.1 The Sum of n Graph Games. Suppose we are given n progressively bounded
graphs, G1 = (X1 , F1 ), G2 = (X2 , F2 ), . . . , Gn = (Xn , Fn ). One can combine them into a
new graph, G = (X, F ), called the sum of G1 , G2 , . . . , Gn and denoted by G = G1 +· · ·+Gn
as follows. The set X of vertices is the Cartesian product, X = X1 ×· · ·×Xn . This is the set
of all n-tuples (x1 , . . . , xn ) such that xi ∈ Xi for all i. For a vertex x = (x1 , . . . , xn ) ∈ X,
the set of followers of x is defined as
Thus, a move from x = (x1 , . . . , xn ) consists in moving exactly one of the xi to one of its
followers (i.e. a point in Fi (xi )). The graph game played on G is called the sum of the
graph games G1 , . . . , Gn .
If each of the graphs Gi is progressively bounded, then the sum G is progressively
bounded as well. The maximum number of moves from a vertex x = (x1 , . . . , xn ) is the
sum of the maximum numbers of moves in each of the component graphs.
As an example, the 3-pile game of nim may be considered as the sum of three one-pile
games of nim. This shows that even if each component game is trivial, the sum may be
complex.
4.2 The Sprague-Grundy Theorem. The following theorem gives a method for
obtaining the Sprague-Grundy function for a sum of graph games when the Sprague-
Grundy functions are known for the component games. This involves the notion of nim-sum
defined earlier. The basic theorem for sums of graph games says that the Sprague-Grundy
function of a sum of graph games is the nim-sum of the Sprague-Grundy functions of its
component games. It may be considered a rather dramatic generalization of Theorem 1 of
Bouton.
The proof is similar to the proof of Theorem 1.
I – 21
Theorem 2. If gi is the Sprague-Grundy function of Gi , i = 1, . . . , n, then G = G1 +
· · · + Gn has Sprague-Grundy function g(x1 , . . . , xn ) = g1 (x1 ) ⊕ · · · ⊕ gn (xn ).
Finally, to show (2), suppose to the contrary that (x1 , . . . , xn ) has a follower with the
same g-value, and suppose without loss of generality that this involves a move in the first
game. That is, we suppose that (x1 , x2 , . . . , xn ) is a follower of (x1 , x2 , . . . , xn ) and that
g1 (x1 ) ⊕ g2 (x2 ) ⊕ · · · ⊕ gn (xn ) = g1 (x1 ) ⊕ g2 (x2 ) ⊕ · · · ⊕ gn (xn ). By the cancellation law,
g1 (x1 ) = g1 (x1 ). But this is a contradiction since no position can have a follower of the
same SG-value.
One remarkable implication of this theorem is that every progressively bounded im-
partial game, when considered as a component in a sum of such games, behaves as if it
were a nim pile. That is, it may be replaced by a nim pile of appropriate size (its Sprague-
Grundy value) without changing the outcome, no matter what the other components of
the sum may be. We express this observation by saying that every (progressively bounded)
impartial game is equivalent to some nim pile.
4.3 Applications. 1. Sums of Subtraction Games. Let us denote by G(m) the one-
pile subtraction game with subtraction set Sm = {1, 2, . . . , m}, in which from 1 to m chips
may be removed from the pile, has Sprague-Grundy function gm (x) = x (mod m + 1), and
0 ≤ gm (x) ≤ m.
Consider the sum of three subtraction games. In the first game, m = 3 and the pile
has 9 chips. In the second, m = 5 and the pile has 10 chips. And in the third, m = 7
and the pile has 14 chips. Thus, we are playing the game G(3) + G(5) + G(7) and the
initial position is (9, 10, 14). The Sprague-Grundy value of this position is g(9, 10, 14) =
g3 (9) ⊕ g5 (10) ⊕ g7 (14) = 1 ⊕ 4 ⊕ 6 = 3. One optimal move is to change the position in
game G(7) to have Sprague-Grundy value 5. This can be done by removing one chip from
the pile of 14, leaving 13. There is another optimal move. Can you find it?
I – 22
This shows the importance of knowing the Sprague-Grundy function. We present
further examples of computing the Sprague-Grundy function for various one-pile games.
Note that although many of these one-pile games are trivial, as is one-pile nim, the Sprague-
Grundy function has its main use in playing the sum of several such games.
2. Even if Not All – All if Odd. Consider the one-pile game with the rule that you
can remove (1) any even number of chips provided it is not the whole pile, or (2) the whole
pile provided it has an odd number of chips. There are two terminal positions, zero and
two. We compute inductively,
x 0 1 2 3 4 5 6 7 8 9 10 11 12 . . .
g(x) 0 1 0 2 1 3 2 4 3 5 4 6 5 ...
I – 23
We therefore conjecture that g(4k + 1) = 4k + 1, g(4k + 2) = 4k + 2, g(4k + 3) = 4k + 4
and g(4k + 4) = 4k + 3, for all k ≥ 0.
The validity of this conjecture may easily be verified by induction as follows.
(a) The followers of 4k + 1 that consist of a single pile have Sprague-Grundy
values from 0 to 4k. Those that consist of two piles, (4k, 1), (4k − 1, 2), . . . , (2k +
1, 2k), have even Sprague-Grundy values, and therefore g(4k + 1) = 4k + 1.
(b) The followers of 4k + 2 that consist of a single pile have Sprague-Grundy
values from 0 to 4k+1. Those that consist of two piles, (4k+1, 1), (4k, 2), . . . , (2k+
1, 2k + 1), have Sprague-Grundy values alternately divisible by 4 and odd, so that
g(4k + 2) = 4k + 2.
(c) The followers of 4k + 3 that consist of a single pile have Sprague-Grundy
values from 0 to 4k + 2. Those that consist of two piles, (4k + 2, 1), (4k +
1, 2), . . . , (2k + 2, 2k + 1), have odd Sprague-Grundy values, and in particular
g(4k + 2, 1) = 4k + 3. Hence g(4k + 3) = 4k + 4.
(d) Finally, the followers of 4k + 4 that consist of a single pile have Sprague-
Grundy values from 0 to 4k + 2, and 4k + 4. Those that consist of two piles,
(4k + 3, 1)(4k + 2, 2), . . . , (2k + 2, 2k + 2), have Sprague-Grundy values alternately
equal to 1 (mod 4) and even. Hence, g(4k + 4) = 4k + 3.
Suppose you are playing Lasker’s nim with three piles of 2, 5, and 7 chips. What
is your move? First, find the Sprague-Grundy value of the component positions to be 2,
5, and 8 respectively. The nim-sum of these three numbers is 15. You must change the
position of Sprague-Grundy value 8 to a position of Sprague-Grundy value 7. This may
be done by splitting the pile of 7 chips into two piles of say 1 and 6 chips. At the next
move, your opponent will be faced with a four pile game of Lasker’s nim with 1, 2, 5 and
6 chips. This has Sprague-Grundy value zero and so is a P-position.
2. The Game of Kayles. This game was introduced about 1900 by Sam Loyd (see
Mathematical Puzzles of Sam Loyd, Vol 2., 1960, Dover Publications), and by H. E.
Dudeney (see The Canterbury Puzzles and Other Curious Problems, 1958, Dover Publica-
tions, New York). Two bowlers face a line of 13 bowling pins in a row with the second pin
already knocked down. “It is assumed that the ancient players had become so expert that
they could always knock down any single kayle-pin, or any two kayle-pins that stood close
together (i.e. adjacent pins). They therefore altered the game, and it was agreed that the
player who knocked down the last pin was the winner.”
This is one of our graph games played with piles of chips whose moves can be described
as follows. You may remove one or two chips from any pile after which, if desired, you
may split that pile into two nonempty piles.
Removing one chip from a pile without splitting the pile corresponds to knocking down
the end chip of a line. Removing one chip with splitting the pile into two parts corresponds
to knocking down a pin in the interior of the line. Similarly for removing two chips.
Let us find the Sprague-Grundy function, g(x), for this game. The only terminal
position is a pile with no chips, so g(0) = 0. A pile on one chip can be moved only to
an empty pile, so g(1) = 1. A pile of two chips can be moved either to a pile of one or
I – 24
zero chips, so g(2) = 2. A pile of three chips can be moved to a pile of two or one chips,
(SG-value 1 and 2) or to two piles of one chip each (SG-value 0), so g(3) = 3. Continuing
in this way, we find more of the Sprague-Grundy values in Table 4.1.
y\z 0 1 2 3 4 5 6 7 8 9 10 11
0 0 1 2 3 1 4 3 2 1 4 2 6
12 4 1 2 7 1 4 3 2 1 4 6 7
24 4 1 2 8 5 4 7 2 1 8 6 7
36 4 1 2 3 1 4 7 2 1 8 2 7
48 4 1 2 8 1 4 7 2 1 4 2 7
60 4 1 2 8 1 4 7 2 1 8 6 7
72 4 1 2 8 1 4 7 2 1 8 2 7
Table 4.1. The SG-values for Kayles. Entries for the Table are for g(y + z)
where y is on the left side and z is at the top.
From x = 72 on, the SG-values are periodic with period 12, with the values in the
last line repeating forever. The 14 exceptions to the sequence of the last line are displayed
in bold face type. The last exception is at x = 70. Since we know all the SG-values, we
may consider the game as solved. This solution is due to Guy and Smith (1956).
3. Dawson’s Chess. One of T. R. Dawson’s fanciful problems in Caissa’s Wild Roses
(1935), republished in Five Classics of Fairy Chess by Dover (1973), is give-away chess
played with pawns. “Given two equal lines of opposing Pawns, White on 3rd rank, Black
on 5th, n adjacent files, White to play at losing game, what is the result?” (Captures must
be made, last player to move loses.) We treat this game here under the normal play rule,
that the last player to move wins.
Those unfamiliar with the movement of the pawn in chess might prefer a different way
of describing the game as a kind of misére tic-tac-toe on a line of n squares, with both
players using X as the mark. A player may place an X on any empty square provided it
is not next to an X already placed. (The player who is forced to move next to another X
loses.)
This game may also be described as a game of removing chips from a pile and possibly
splitting a pile into two piles. If n = 1 there is only one move to n = 0, ending the game.
For n > 1, a move of placing an X at the end of a line removes the two squares at that end
of the line from the game. This corresponds to removing two chips from the pile. Similarly,
placing an X one square from the end corresponds to removing three chips from the pile.
Placing an X in one of the squares not at the end or next to it corresponds to removing
three chips from the pile and splitting the pile into to parts. Thus the rules of the game
are: (1) You may remove one chip if it is the whole pile, or (2) you may remove two chips
from any pile, or (3) you may remove three chips from any pile and if desired split that
pile into two parts.
The Sprague-Grundy sequence for Dawson’s chess begins
x 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
g(x) 0 1 1 2 0 3 1 1 0 3 3 2 2 4 0 5 2 2 3
I – 25
It is eventually periodic with period 34. There are only 7 exceptions and the last exception
occurs at n = 51. Can you find the winning move on a line of 18 squares? Armed with the
above Sprague-Grundy sequence, you may hone your skill at the game by playing against
the computer at http://www.math.ucla.edu/ tom/Games/dawson.html .
˜
4. Grundy’s Game. In Grundy’s Game, the only legal move is to split a single pile
into two nonempty piles of different sizes. Thus the only terminal positions are piles of
size one or two. The Sprague-Grundy sequence is easy to compute for small pile sizes
(see Exercise 10) and the values increase very slowly. Is the Sprague-Grundy sequence
eventually periodic? This is unknown though more than 20,000,000,000 values have been
computed as of 2002.
4.5 Exercises.
1. Consider the take-away game with the rule that (1) you may remove any even
number of chips from any pile, or (2) you may remove any pile consisting of one chip. The
only terminal position is 0. Find the Sprague-Grundy function.
2. Consider the one-pile game with the rule that you may remove (1) any number of
chips divisible by three provided it is not the whole pile, or (2) the whole pile, but only if
it has 2 (mod 3) chips (that is, only if it has 2, or 5, or 8, . . . chips). The terminal positions
are zero, one and three. Find the Sprague-Grundy function.
3. Suppose you are playing a three-pile subtraction game. For the first pile of 18
chips, the rules of Exercise 1 hold. For the second pile of 17 chips, the rules of Exercise 2
apply. For the third pile of 7 chips, the rules of nim apply. What is the Sprague-Grundy
value of this position? Find an optimal move.
4. Solve the Kayles problem of Dudeney and Loyd. Of the 13 bowling pins in a row,
the second has been knocked down, leaving:
1 3 4 5 6 7 8 9 10 11 12 13
I – 26
6. Suppose that at each turn a player may (1) remove one chip if it is a whole pile,
or (2) remove two or more chips and, if desired, split the remaining chips into two piles.
Find the Sprague-Grundy function.
7. Suppose that at each turn a player may select one pile and remove c chips if c = 1
(mod 3) and, if desired, split the remaining chips into two piles. Find the Sprague-Grundy
function.
8. Rims. A position in the game of Rims is a finite set of dots in the plane, possibly
separated by some nonintersecting closed loops. A move consists of drawing a closed loop
passing through any positive number of dots (at least one) but not touching any other
loop. Players alternate moves and the last to move wins.
(a) Show that this game is a disguised form of nim.
(b) In the position given in Figure 4.2, find a winning move, if any.
I – 27
(e) Who wins the 3 by 3 square lattice, (i)? Who wins the tic-tac-toe board, (ii)? Gener-
alize.
(i) (ii)
Figure 4.3
I – 28
5. Coin Turning Games.
We have mentioned the game called Turning Turtles in Exercise 2.4 as a disguised
version of nim. This form of the game of nim is a prototype of a class of other games
that have similar descriptions. These ideas are due to H. W. Lenstra. In particular,
the extension of these games to two dimensions leads to a beautiful theory involving nim
multiplication which, with the definition of nim addition, makes the non-negative integers
into a field.
In this class of games, called Coin Turning Games, we are given a finite number of
coins in a row, each showing either heads or tails. A move consists of turning over, from
heads to tails or from tails to heads, all coins in a set of coins allowed by the rules of the
game. The rules always specify that the rightmost coin turned over must go from heads
to tails. The purpose of this is to guarantee that the game will end in a finite number of
moves no matter how it is played (the Ending Condition).
The rules also specify that the set of coins that may be turned over depends only on
the position of the rightmost coin turned over and not otherwise on the position of the
other heads and tails, or on the previous moves of the game, or on time, etc. Moreover,
the games are impartial and the last player to move wins.
Under these conditions, the same decomposition that worked for Turning Turtles also
works for all these games, namely: A position with k heads in positions x1 , . . . , xk is the
(disjunctive) sum of k games each with exactly one head, where for j = 1, . . . , k the head
in game j is at xj . For example, the game, T H H T T H, is the sum of the three games,
T H, T T H, and T T T T T H. This implies that to find the Sprague-Grundy value of a
position, we only need to know the Sprague-Grundy values of positions with exactly one
head. In the example, g(T H H T T H) = g(T H) ⊕ g(T T H) ⊕ g(T T T T T H). We begin
with some examples.
5.1 Examples.
1. Subtraction Games. Many impartial combinatorial games can be put into
the form of coin turning games, though the description may become rather complex. On
the other hand, some games with simple descriptions as coin turning games have com-
plex descriptions as games played with piles of counters. Subtraction Games have simple
descriptions under both forms.
Take for example the simple take-away game of Section 1.1, where we may remove
from 1 to 3 counters from a pile. As a coin turning game, we may take the rules to be
as follows. Label the positions of the coins starting from 1 for the leftmost coin, to n for
the rightmost coin, where n is the number of coins. Some coin, say in position x, must be
turned over from heads to tails, and a second coin in one of the positions x − 1, x − 2, or
x − 3, must be turned over, except when x ≤ 3, in which case a second coin need not be
turned over.
We may compute the Sprague-Grundy function of this game as we did in Section 3.3.
A heads in position 1 can only be turned over, ending the game; so it has SG-value 1. A
single heads in the second position can be moved to a single heads in the first position or
I – 29
to all tails; so it has SG-value 2. Continuing this analysis, we find
position x : 1 2 3 4 5 6 7 8 9 10 11 12 13 14 . . .
(1)
g(x) : 1 2 3 0 1 2 3 0 1 2 3 0 1 2...
exactly as before. A row of coins with several heads corresponds to several piles of counters.
Other subtraction games may be treated similarly. If S is the subtraction set, then
as a coin turning game it may be described as: Some x goes from heads to tails, and also
some y = x − z is turned over for some z in S, unless x − z = 0 for some z in S in which
case no second coin need be reversed.
There is another way of describing subtraction games as coin turning games. We
require exactly two coins to be turned over at all times, the distance between the coins
being y for some y ∈ S, with the rightmost coin going from heads to tails. In the analysis
for this case, it is more convenient to start labelling the positions of the coins from 0
instead of 1. The first coin on the left is in position 0, the second coin from the left is in
position 1 and so on.
In the analysis of the simple case where S = {1, 2, 3}, a singleton heads in position
0 is a terminal position and so has SG-value 0. A singleton heads in position 1 can only
be moved to a singleton heads in position 0 and so has SG-value 1. Continuing in the
manner gives the same Sprague-Grundy function as in (1) but starting at position x = 0
with g(0) = 0.
2. Twins. This method applied to the game Turning Turtles gives us an equivalent
game called Twins, which is also equivalent to nim. In Turning Turtles, we may turn over
one or two coins, with the rightmost coin going from heads to tails. In the game, Twins, the
rules are: Turn over exactly two coins, with the rightmost coin going from heads to tails. If
we label the positions of the coins from the left starting with 0, then the Sprague-Grundy
function will be g(x) = x, the same as nim.
3. Mock Turtles. Here is a game that is better suited for description as a coin-
turning game than as a game involving piles of counters. It is like Turning Turtles but we
are allowed to turn over up to three coins. The rules are : Turn over one, two, or three
coins with the rightmost going from heads to tails. In computing the Sprague-Grundy
function, it is again useful to start labelling the positions from 0, but for a different reason.
A heads in position 0 can only move to the terminal position and so has SG-value 1.
A heads in position 1 can move to heads in position 0 or to the terminal position and so
has SG-value 2. A heads in position 2 can move to heads in position 1 (SG-value 2), or to
heads in position 0 (SG-value 1), or to heads in positions 0 and 1 (SG-value 3) or to the
terminal position, and so has SG-value 4. Continuing further we find
position x : 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 . . .
(2)
g(x) : 1 2 4 7 8 11 13 14 16 19 21 22 25 26 28 . . .
What are these numbers? It seems as if g(x) is equal to either 2x or 2x + 1; but which
one? The answer depends on the number of 1’s appearing in the binary expansion of 2x.
An nonnegative integer is called odious if the number of 1’s in its binary expansion is odd,
I – 30
and it is called evil otherwise. Thus the numbers 1, 2, 4, and 7 are odious since the binary
expansions are 1, 10, 100, and 111. The numbers 0, 3, 5, and 6 are evil (expansions 0,
11, 101, and 110). All the numbers appearing as g(x) in (2) are odious. Moreover, the
sequence (2) seems to contain all the odious numbers in order. Thus it seems as if g(x) is
2x if 2x is odious and 2x + 1 if 2x is evil. How can we check this?
The key observation is to note that the nim-sum of two evil numbers or two odious
numbers is evil, and that the nim-sum of a evil number and an odious number is odious.
Symbolically,
To show that the SG-values in (2) are just the odious numbers in order, we proceed
by induction. Suppose this hypothesis is true for every position to the left of x, and we
want to show that g(x) is the next odious number. Note that we can always move to an
SG-value 0 by turning over just the coin at x. By turning over the coin at x and one other
coin, we can move to all previous odious numbers. By turning over the coin at x and two
other coins, we can move to all smaller evil numbers, since every nonzero evil number is
the nim-sum of two smaller odious numbers; but we can never move to the next odious
number because the sum of two odious numbers is evil. This completes the induction.
Suppose now that a Mock Turtles position with heads at positions x1 , x2 , . . . , xn is a
P-position, so that g(x1 ) ⊕ · · · ⊕ g(xn ) = 0. Then certainly n must be even since the sum
of an odd number of odious numbers is odious and cannot be zero. Moreover, since g(x) is
just 2x with a 1 added if necessary to make g(x) odious, we must have x1 ⊕ · · · ⊕ xn = 0.
Conversely, if x1 ⊕ · · · ⊕ xn = 0 and n is even, then g(x1 ) ⊕ · · · ⊕ g(xn ) = 0. This gives us
a very simple description of the P-positions in Mock Turtles.
The P-positions in Mock Turtles are exactly those P-positions in nim that have an
even number of piles.
Note that {1, 2, 3} is a P-position in nim, but not in Mock Turtles. However, the
position {0, 1, 2, 3} is a P-position in Mock Turtles. The coin at position 0 is known
as the Mock Turtle. Even though the Mock Turtle has Sprague-Grundy value 0 in this
interpretation of the P-positions, it still plays a role in the solution.
4. Ruler. Here is another game with a simple description as a coin turning game.
Any number of coins may be turned over but they must be consecutive, and the rightmost
coin must be turned from heads to tails. If we number the positions of the coins starting
with 1 on the left, the Sprague-Grundy function for this game satisfies
position x : 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 . . .
(3)
g(x) : 1 2 1 4 1 2 1 8 1 2 1 4 1 2 1 16 . . .
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Thus, g(x) is the largest power of 2 dividing x. This game is called Ruler because of
the way the function g(x) imitates the marks on a ruler, (similar to the Sprague-Grundy
function for Dim+ ).
5. Grunt. Turn over four symmetric coins, one of which is the leftmost coin, with
the rightmost coin going from heads to tails. This is Grundy’s game in disguise. Number
the positions of the coins from 0. A singleton heads in positions 0, 1, or 2, is a terminal
position and so has SG-value 0. A singleton heads in position n ≥ 3 gets replaced by heads
in positions 0, x and n − x for some x < n/2. The heads in position 0 has SG-value 0, so
this is like taking a pile of n counters and splitting it into two nonempty piles of different
sizes — exactly Grundy’s Game.
this being the least number not appearing earlier in the same row or column as (x, y).
If y = 0, this game is just nim, so g(x, 0) = x; similarly g(0, y) = y, the function being
symmetric. It is easy to construct the following table of the values of g(x, y); each entry
is just the mex of the numbers above it and to the left. When we do we find a pleasant
surprise — that g(x, y) is just the nim-sum, x ⊕ y.
0 1 2 3 4 5 6 7 8 9
0 0 1 2 3 4 5 6 7 8 9
1 1 0 3 2 5 4 7 6 9 8
2 2 3 0 1 6 7 4 5 10 11
3 3 2 1 0 7 6 5 4 11 10
4 4 5 6 7 0 1 2 3 12 13
5 5 4 7 6 1 0 3 2 13 12
6 6 7 4 5 2 3 0 1 14 15
7 7 6 5 4 3 2 1 0 15 14
8 8 9 10 11 12 13 14 15 0 1
9 9 8 11 10 13 12 15 14 1 0
I – 32
To fix the ideas, consider the game with layout
T T T T T
T T T H T
T T T T T (5)
T T H T T
T T T T H
We use the convention when referring to a position at (x, y) in such a layout, that x
represents row and y represents column, where rows and columns are numbered starting
at 0. Thus, the three heads are at positions (1,3), (3,2) and (4,4). The heads are at
positions with SG-values, 2, 1 and 0. Since 2 ⊕ 1 ⊕ 0 = 3, this is an N-position. It can be
moved to a P-position by moving the SG-value 2 to SG-value 1. This is done by turning
over the coins at positions (1,3) and (1,0). (There are other winning moves. Can you find
them?)
2. Turning Corners. Let us examine a more typical game.
A move consists of turning over four distinct coins at the corners of a rectangle, i.e.
(a, b), (a, y), (x, b) and (x, y), where 0 ≤ a < x and 0 ≤ b < y.
The Sprague-Grundy function of this game satisfies the condition
Since we require that the four corners of the selected rectangle be distinct, no coin along
the edge of the board may be used as the southeast coin. Therefore, g(x, 0) = g(0, y) = 0
for all x and y. Moreover, g(1, 1) = 1 and g(x, 1) = mex{g(a, 1) : 0 ≤ a < x} = x by
induction (or simply by noticing that the game starting at (x, 1) is just nim). The rest of
Table 5.2 may be constructed using equation (6).
As an illustration, let us compute g(4, 4) using equation (6). The are 16 moves from
position (4,4), but using symmetry we can reduce the number to 10, say (x, y) for 0 ≤
x ≤ y ≤ 3. Computing the SG-values of each of these moves separately, we find g(4, 4) =
mex{0, 4, 8, 12, 1, 14, 11, 3, 5, 2} = 6.
If (5) represents a position in Turning Corners, we can find the SG-value easily as
3 ⊕ 1 ⊕ 6 = 4. This is therefore an N-position, that can be moved to a P-position by
moving the SG-value 6 to an SG-value 2. There is a unique way that this may be done,
namely by turning over the four coins at (3,3), (3,4), (4,3) and (4,4).
T T T T T T T T T T
T T T H T T T T H T
T T T T T −→ T T T T T
T T H T T T T H H H
T T T T H T T T H T
5.3 Nim Multiplication. The entries in Table 5.2 may seem rather haphazard, but
such an appearance is deceptive. In fact, the function g defined by (6) may be considered
I – 33
0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
2 0 2 3 1 8 10 11 9 12 14 15 13 4 6 7 5
3 0 3 1 2 12 15 13 14 4 7 5 6 8 11 9 10
4 0 4 8 12 6 2 14 10 11 15 3 7 13 9 5 1
5 0 5 10 15 2 7 8 13 3 6 9 12 1 4 11 14
6 0 6 11 13 14 8 5 3 7 1 12 10 9 15 2 4
7 0 7 9 14 10 13 3 4 15 8 6 1 5 2 12 11
8 0 8 12 4 11 3 7 15 13 5 1 9 6 14 10 2
9 0 9 14 7 15 6 1 8 5 12 11 2 10 3 4 13
10 0 10 15 5 3 9 12 6 1 11 14 4 2 8 13 7
11 0 11 13 6 7 12 10 1 9 2 4 15 14 5 3 8
12 0 12 4 8 13 1 9 5 6 10 2 14 11 7 15 3
13 0 13 6 11 9 4 15 2 14 3 8 5 7 10 1 12
14 0 14 7 9 5 11 2 12 10 4 13 3 15 1 8 6
15 0 15 5 10 1 14 4 11 2 13 7 8 3 12 6 9
as a form of nim multiplication. Using the notation x⊗ y to represent g(x, y), we can easily
see that 0 acts like a zero for multiplication since x ⊗ 0 = 0 ⊗ x = 0 for all x; and 1 acts
like a unit for multiplication since x ⊗ 1 = 1 ⊗ x = x for all x. Moveover, the commutative
law obviously holds: x ⊗ y = y ⊗ x for all x and y.
Not at all obvious is the fact that the associative law holds:
Thus 3 ⊗ (5 ⊗ 6) = 3 ⊗ 8 = 4, and (3 ⊗ 5) ⊗ 6 = 15 ⊗ 6 = 4.
Even more remarkably, when combined with nim addition, the distributive law holds:
I – 34
Aren’t you glad you don’t have to memorize this multiplication table? Still, it would
be nice if one could find the product, say 24 ⊗ 17, without first finding all products of
smaller numbers. Here is a method of acomplishing that feat. Let us call a number of the
n
form 22 for n = 0, 1, 2, . . ., a Fermat 2-power. These are the numbers 2, 4, 16, 256, 65536,
. . . . We can find the product of two numbers using the following two rules, along with the
associative and distributive laws, (7) and (8).
(i) The nim-product of a Fermat 2-power and any smaller number is their ordinary
product.
(ii) The nim-product of a Fermat 2-power with itself is the Fermat 2-power times 3/2
in the ordinary sense.
Thus, 2 ⊗ 16 = 32, but 16 ⊗ 16 = (3/2)16 = 24. Let us find 24 ⊗ 17.
As another example, let us find 8 ⊗ 8. We cannot write 8 as the nim-sum of two simpler
numbers, but we can write it as the nim-product of two simpler numbers, namely, 8 = 2⊗4.
So,
8 ⊗ 8 = (2 ⊗ 4) ⊗ (2 ⊗ 4) = 2 ⊗ 2 ⊗ 4 ⊗ 4 = 3 ⊗ 6 = (2 ⊕ 1) ⊗ (4 ⊕ 2)
= (2 ⊗ 4) ⊕ (2 ⊗ 2) ⊕ (1 ⊗ 4) ⊕ (1 ⊗ 1) = 8 ⊕ 3 ⊕ 4 ⊕ 2 = 13,
which agrees with the value given in Table 5.2.
5.4 Tartan Games. The game Turning Corners is an example of a class of games
with solutions that can be found with the aid of nim multiplication. These are the Tartan
Games. Given two one-dimensional coin turning games, G1 and G2 , one can define the
tartan game G1 ×G2 to be the two dimensional coin turning game whose moves can be
described as follows. If turning coins at positions x1 , x2 , . . . , xm is a legal move in G1
and turning coins at positions y1 , y2 , . . . , yn is a legal move in G2 , then turning coins at
positions (xi , yj ) for all 1 ≤ i ≤ m and 1 ≤ j ≤ n is a legal move in G1 ×G2 (provided, of
course, that the southeast coin goes from heads to tails).
With this definition, the game Turning Corners is just the game Twins×Twins. In
Twins, we turn over two coins, so in Turning Corners, we turn over four coins at the
corners of a rectangle. Tartan Games may be analyzed by means of the following theorem
in which G1 and G2 represent two 1-dimensional coin turning games.
The Tartan Theorem. If g1 (x) is the Sprague-Grundy function of G1 and g2 (y) is the
Sprague-Grundy function of G2 , then the Sprague-Grundy function, g(x, y), of G1 ×G2 is
the nim product,
g(x, y) = g1 (x) ⊗ g2 (y). (9)
For the game of Twins, the Sprague-Grundy function is simply g(x) = x. Since
Turning Corners = Twins×Twins, the Tartan Theorem says that the Sprague-Grundy
function for Turning Corners is just g(x, y) = x ⊗ y.
I – 35
Turning Turtles Squared. In the game (Turning Turtles)×(Turning Turtles), we
may turn over any four coins at the corners of a rectangle as in Turning Corners, but we
may also turn over any two coins in the same row, or any two coins in the same column, or
we may turn over any single coin. Thus it is like Turning Corners, but the rectangle may
be degenerate. Although the Sprague-Grundy function of Turning Turtles is g(x) = x for
x ≥ 1, remember that we started labelling the positions from 1 rather than 0. Equivalently,
we may cross out all the zeros from Table 5.2 and use that as the Sprague-Grundy function,
but we must remember that we are starting the labelling at (1,1).
For example, if display (5) is a position in (Turning Turtles)2 , the SG-value is 8 ⊕
12 ⊕ 7 = 3. A winning move is to change the SG-value 7 to SG-value 4. This may be done
by turning over the coin at (5,5) (remember we begin the labelling at (1,1)) and also the
three coins at (2,3), (2,5) and (5,3), whose combined SG-value is 1 ⊕ 10 ⊕ 15 = 4.
T T T T T T T T T T
T T T H T T T H H H
T T T T T −→ T T T T T
T T H T T T T H T T
T T T T H T T H T T
Rugs. A more interesting example is given by the game Rugs = Ruler×Ruler. Since
a move in Ruler is to turn over all coins in any set of consecutive coins, a move in Rugs
is to turn over all coins in any rectangular block of coins. Let us construct a table of the
SG-values of the game Rugs. Recall that the Sprague-Grundy sequence for Ruler is 1, 2,
1, 4, 1, 2, 1, 8,. . . , starting the labelling at 1. The SG-values for Rugs are therefore just
the nim products of these numbers. In Table 5.3, we put the SG-values for Ruler along
the edges, and the nim products in the body of the table.
1 2 1 4 1 2 1 8
1 1 2 1 4 1 2 1 8
2 2 3 2 8 2 3 2 12
1 1 2 1 4 1 2 1 8
4 4 8 4 6 4 8 4 11
1 1 2 1 4 1 2 1 8
2 2 3 2 8 2 3 2 12
1 1 2 1 4 1 2 1 8
8 8 12 8 11 8 12 8 13
Table 5.3. The Sprague-Grundy values for Rugs.
As an example, consider the position of display (5) as a position in Rugs, The SG-
values of the heads are 8, 4, and 1 with nim sum 13. There is a winning move that takes
the SG-value 8 and replaces it with an SG-value 5. The move that achieves this is the
move that turns over all the coins in the 2 × 4 rectangle from (1,1) to (2,4).
T T T T T H H H H T
T T T H T H H H T T
T T T T T −→ T T T T T
T T H T T T T H T T
T T T T H T T T T H
I – 36
This game is sometimes called Turnablock. Now that you know how to play well, try
your skill on the web at http://thinks.com/java/turnablock/turnablock.htm .
Solving Tartan Games. One of the difficulties of dealing with tartan games is
that it is not always easy to find winning moves due to the bewildering number and
complexity of moves available. Consider for example the following position in a game of
(Mock Turtles)×(Mock Turtles) with just two heads.
T H T T T T
T T T T T T
T T T T T T
T T T T T T
T T T T T H
It is easy to find whether or not we can win if we are to move in this position. Recalling
that the SG-sequence for Mock Turtles is 1, 2, 4, 7, 8, 11, we can find the corresponding
SG-values for this problem using the multiplication table.
1 2 4 7 8 11
1 1 2 4 7 8 11
2 2 3 8 9 12 13
4 4 8 6 10 11 7
7 7 9 10 4 15 1
8 8 12 11 15 13 9
We see that the two heads in our position occur at SG-values 2 and 9, with a nim-sum
of 11. Therefore we can win if it is our turn to move. Moreover, to win we must replace the
heads with SG-value 9 with some move of SG-value 2, but how do we find such a move?
There are 176 different moves from this position using the heads with SG-value 9 as the
southeast corner, and many of them are rather complex. Here is a method that will make
the search for a winning move easier. It has the advantage that if you understand why the
method works, you will be able to see why the Tartan Theorem holds. (See Exercise 7.)
The method is as follows. In playing G1 × G2 , suppose you are at position (x, y)
with SG-value g1 (x) ⊗ g2 (y) = v and suppose you desire to replace the SG-value v by an
SG-value u. (In the above example, (x, y) = (4, 5), g1 (x) = 8, g2 (y) = 11, v = 9, and
u = 2.) The method is in three parts.
(1) Let v1 = g1 (x) and v2 = g2 (y). First, find a move in Turning Corners that takes
(v1 , v2 ) into an SG-value u. Denote the northwest corner of the move by (u1 , u2 ), so that
(u1 ⊗ u2 ) ⊕ (u1 ⊗ v2 ) ⊕ (v1 ⊗ u2 ) = u.
(2) Find a move M1 in the 1-dimensional game G1 that moves the SG-value g1 (x) at x
into an SG-value u1 . (Note that u1 < g1 (x).)
(3) Find a move M2 in the 1-dimensional game G2 that moves the SG-value g2 (y) at y
into an SG-value u2 . (Note that u2 < g2 (y).)
Then the move M1 × M2 in G1 × G2 moves to an SG-value u as desired.
I – 37
Let us use this method to find a winning move in our position in (Mock Turtles)2 .
We have (v1 , v2 ) = (8, 11) and we want to find (u1 , u2 ) with u1 < v1 and u2 < v2 such
that (u1 ⊗ u2 ) ⊕ (u1 ⊗ 11) ⊕ (8 ⊗ u2 ) = 2. One possibility is (u1 , u2 ) = (3, 10), since
(3 ⊗ 10) ⊕ (3 ⊗ 11) ⊕ (8 ⊗ 10) = 5 ⊕ 6 ⊕ 1 = 2. (A simpler possibility is (u1 , u2 ) = (1, 1), but
it would not illustrate the method as well.) Now we want to find a move in Mock Turtles
to change the SG-value 8 into an SG-value 3. This is accomplished by turning over the
coins at 1,2 and 5, since g1 (1) ⊕ g1 (2) = 1 ⊕ 2 = 3. We also want to find a move in Mock
Turtles to change the SG-value 11 into an SG-value 10. This is accomplished by turning
over coins at 2, 5 and 6, since g2 (2) ⊕ g2 (5) = 2 ⊕ 8 = 10. Therefore, the move of turning
over the 9 coins at {1, 2, 5} × {2, 5, 6}, resulting in position
T T T T H H
T H T T H H
T T T T T T
T T T T T T
T H T T H T
5.5 Exercises.
1. Consider the following position in a coin turning game.
TTHTHHTTH
I – 38
5. Consider a coin turning game of the subtraction game variety, but allow a single
coin to be turned over also. The rules are: Turn over one or two coins, with the rightmost
coin going from heads to tails; if two coins are turned over the distance between them
must be in the subtraction set S. Relate the Sprague-Grundy function of this game to the
Sprague-Grundy function of the subtraction game with subtraction set S.
6. (a) Find 6 ⊗ 21.
(b) Find 25 ⊗ 40.
(c) Find 15 14.
(d) Find the nim square root of 8. (Note that every integer has an integer nim square
root.)
(e) Solve x2 ⊕ x ⊕ 6 = 0. There are two roots. (Here x2 represents x ⊗ x.)
7. Use the notation in the statement of the Tartan Theorem.
(a) Consider a position in Turning Corners with a single heads at (v1 , v2 ). It has SG-value
v1 ⊗ v2 . Consider also a position in G1 × G2 with a single heads at (x, y), where g1 (x) = v1
and g2 (y) = v2 . Assume that the Tartan Theorem holds for all positions (x , y ) = (x, y)
with x ≤ x, y ≤ y. Show that there exists a move from the position in Turning Corners
to a position of SG-value u if, and only if, there exists a move from the position in G1 × G2
to a position of SG-value u.
(b) Conclude that the position in G1 × G2 also has SG-value v1 ⊗ v2 .
8. Consider the following position in the tartan game of (Mock Turtles)×Ruler.
T H T T T T T T
T T T T T T T T
T T T T T T T T
T T T T T T T T
T T T T T T T H
I – 39
6. Green Hackenbush
The game of Hackenbush is played by hacking away edges from a rooted graph and
removing those pieces of the graph that are no longer connected to the ground. A rooted
graph is an undirected graph with every edge attached by some path to a special vertex
called the root or the ground. The ground is denoted in the figures that follow by a
dotted line.
In this section, we discuss the impartial version of this game in which either player
at his turn may chop any edge. This version is called Green Hackenbush where each edge
is considered to be colored green. There is also the partizan version of the game, called
Blue-Red Hackenbush, in which some edges are colored blue and some are colored red.
Player I may only chop the blue edges and Player II may only chop the red edges so the
game is no longer impartial. Blue-Red Hackenbush is the first game treated in Winning
Ways. In the general game of Hackenbush, there may be some blue edges available only
to Player I, some red edges available only to Player II, and some green edges that either
player may chop.
Figure 6.1
For example, the “forest” of three stalks on the left, is equivalent to the game of nim
with three piles of 3, 4 and 5 chips. Since 3 ⊕ 4 ⊕ 5 = 2, this is an N-position which can
be moved to a P-position by hacking the second segment of the stalk with three segments,
leaving a stalk of one segment. The resulting position on the right has Sprague-Grundy
value 0, and so is a P-position.
I – 40
6.2 Green Hackenbush on Trees. Played with bamboo stalks, Green Hackenbush
is just nim in a rather transparent disguise. But what happens if we allow more general
structures than these simple bamboo stalks? Suppose we have the “forest” of three rooted
trees found in Figure 6.2. A “rooted tree” is a graph with a distinguished vertex called the
root, with the property that from every vertex there is a unique path (that doesn’t repeat
edges) to the root. Essentially this means there are no cycles.
Figure 6.2
Again a move consists of hacking away any segment and removing that segment and
anything not connected to the ground. Since the game is impartial, the general theory of
Section 4 tells us that each such tree is equivalent to some nim pile, or if you will, to some
bamboo stalk. The problem is to find the Sprague-Grundy values of each of the trees.
This may be done using the following principle, known in its more general form as
the Colon Principle: When branches come together at a vertex, one may replace the
branches by a non-branching stalk of length equal to their nim sum.
Let us see how this principle works to find the bamboo stalk equivalent to the left
tree of Figure 6.2. There are two vertices with two branches. The higher of these vertices
has two branches each with one edge. The nim sum of one and one is zero; so the two
branches may be replaced by a branch with zero edges. That is to say, the two branches
may be removed. This leaves a Y-shaped tree and the same reasoning may be used to
show that the two branches at the Y may be removed. Thus the tree on the left of Figure
6.2 is equivalent to a nim pile of size one.
This may have been a little too simple for illustrative purposes, so let’s consider the
second tree of Figure 6.2. The leftmost branching vertex has two branches of lengths three
and one. The nim sum of three and one is two, so the two branches may be replaced by a
single branch of length two. The rightmost branching vertex has two branches of lengths
one and two whose nim sum is three, so the two branches may be replaced by a single
branch of length three. See the reduction in Figure 6.3. Continuing in like manner we
arrive at the conclusion that the second tree of Figure 6.2 is equivalent to a nim pile of 8
chips.
I – 41
= = =
Figure 6.3
Now try your luck with the third tree of Figure 6.2. See if you can show that it is
equivalent to a nim pile of size 4.
Now we can compute the Sprague-Grundy value of the sum of the three trees of Figure
6.2. It is 1 ⊕ 8 ⊕ 4 = 13. Since this is not zero, it is a win for the next person to play.
The next problem is to find a winning move. It is clear that there is a winning move
using the second tree that may be obtained by chopping some edge to arrive at a tree of
Sprague-Grundy value 5. But which edge must be chopped to achieve this?
The last version of the tree in Figure 6.3 has length 8 because the three branches of the
previous tree were 3, 2 and 6, whose nim-sum is 3⊕2⊕6 = 7. To achieve length 5 in the last
tree, we must change one of the three branches to achieve nim-sum 4. This may be done
most easily by chopping the leftmost branch entirely, since 2 ⊕ 6 = 4. Alternatively, we
may hack away the top edge of the middle branch leaving one edge, because 3 ⊕ 1 ⊕ 6 = 4.
Each of these moves is easily translated into the corresponding chop on the tree on the
left of Figure 6.3. However, there is another way to reduce this tree to Sprague-Grundy
value 5, that uses the right branch of the tree. See if you can find it.
The method of pruning trees given by the colon principle works to reduce all trees
to a single bamboo stalk. One starts at the highest branches first, and then applies the
principle inductively down to the root. We now show the validity of this principle for
rooted graphs that may have circuits and several edges attached to the ground.
Proof of the Colon Principle. Consider a fixed but arbitrary graph, G, and select
an arbitrary vertex, x, in G. Let H1 and H2 be arbitrary trees (or graphs) that have the
same Sprague-Grundy value. Consider the two graphs G1 = Gx : H1 and G2 = Gx : H2 ,
where Gx : Hi represents the graph constructed by attaching the tree Hi to the vertex x
of the graph G. The colon principle states that the two graphs G1 and G2 have the same
Sprague-Grundy value. Consider the sum of the two games as in Figure 6.4.
The claim that G1 and G2 have the same Sprague-Grundy value is equivalent to the
claim that the sum of the two games has Sprague-Grundy value 0. In other words, we are
to show that the sum G1 + G2 is a P-position.
I – 42
H2
H1
x x
G G
Gx : H1 Gx : H2
Figure 6.4
Here is a strategy that guarantees you a win if you are the second player to move
in G1 + G2 . If the first player moves by chopping one of the edges in G in one of the
games, then you chop the same edge in G in the other game. (Such a pair of moves may
delete H1 and H2 from the games, but otherwise H1 and H2 are not disturbed.) If the
first player moves by chopping an edge in H1 or H2 , then the Sprague-Grundy values of
H1 and H2 are no longer equal, so that there exists a move in H1 or H2 that keeps the
Sprague-Grundy values the same. In this way you will always have a reply to every move
the opponent may make. This means you will make the last move and so win.
Figure 6.5
From the general theory of Chapter 4, each separate graph is equivalent to some
nim pile. To find the equivalent nim pile, we look for an equivalent tree, from which the
equivalent nim pile may be found. This is done using the fusion principle. We fuse two
neighboring vertices by bringing them together into a single vertex and bending the edge
joining them into a loop. A loop is an edge joining a vertex to itself, as for example the
head of the juggler on the right of Figure 6.5. As far as Green Hackenbush is concerned,
a loop may be replaced by a leaf (an edge with one end unattached).
I – 43
The Fusion Principle: The vertices on any circuit may be fused without changing
the Sprague-Grundy value of the graph.
The fusion principle allows us to reduce an arbitrary rooted graph into an equivalent
tree which can be further reduced to a nim pile by the colon principle. Let us see how this
works on the examples of Figure 6.5.
Consider the door in the house on the left. The two vertices on the ground are the
same vertex (remember the ground is really a single vertex) so the door is really the same
as a triangle with one vertex attached to the ground. The fusion principle says that this is
equivalent to a single vertex with three loops attached. Each loop is equivalent to a nim
pile of size 1, and the nim sum of these is also a nim pile of size 1.
= = = =
Figure 6.6
We see more generally that a circuit with an odd number of edges reduces to a single
edge, and a circuit with an even number of edges reduces to a single vertex. For example,
the circuit of four edges in the Christmas tree in the center of Figure 6.5 reduces to a
single vertex with four loops, which reduces to a single vertex. So the Christmas tree is
equivalent to a nim pile of size 1. Similarly, the chimney on the house becomes a single
vertex, and the window on the right of the house is also a single vertex. Continuing further,
we find that the house (door included) has SG-value 3.
= = =
Figure 6.7
Now see if you can show that the juggler on the right of Figure 6.5 has SG-value 4.
And then see if you can find a winning move in the Hackenbush position given by Figure
6.5.
The proof of the fusion principle is somewhat longer than the proof of the colon
principle, and so is omitted. For a proof, see Winning Ways, Chapter 7.
I – 44
6.4 Exercises.
1. (Stolen from Fair Game by Richard Guy.) Find the SG-values of the graphs in
Figure 6.8, and find a winning move, if any.
Figure 6.8
I – 45
References.
I – 46
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GAME THEORY
Thomas S. Ferguson
1. Many-Person TU Games.
1.1 Coalitional Form. Characteristic Functions.
1.2 Relation to Strategic Form.
1.3 Constant-Sum Games.
1.4 Example.
1.5 Exercises.
4. The Nucleolus.
4.1 Definition of the Nucleolus.
4.2 Properties of the Nucleolus.
4.3 Computation of the Nucleolus.
4.4 Exercises.
IV – 1
PART IV. Games in Coalitional Form
1. Many-Person TU Games
1.2 Relation to Strategic Form. Recall that the strategic form of an n-person
game is given by the 2n-tuple, (X1 , X2 , . . . , Xn , u1 , u2 , . . . , un ), where
IV – 2
(1) for i = 1, . . . , n, Xi is the set of pure strategies of Player i, and
(2) for i = 1, . . . , n, ui (x1 , . . . , xn ) is the payoff function to Player i, if Player
1 uses x1 ∈ X1 , Player 2 uses x2 ∈ X2 , . . . , and Player n uses xn ∈ Xn .
Transforming a game from strategic form to coalitional form entails specifying the
value, v(S), for each coalition S ∈ 2N . The usual way to assign a characteristic function
to a strategic form game is to define v(S) for each S ∈ 2N as the value of the 2-person
zero-sum game obtained when the coalition S acts as one player and the complementary
coalition, S = N − S, acts asthe other player, and where the payoff to S is the sum of the
payoffs to the players in S: i∈S ui (x1 , . . . , xn ). Thus,
v(S) = Val ui (x1 , . . . , xn ) (1)
i∈S
where the players in S jointly choose the xi for i ∈ S, and the players in S choose the xi
for i ∈ S. The value, v(S), is the analogue of the safety level for coalition S. It represents
the total amount that coalition S can guarantee for itself, even if the members of S gang
up against it, and have as their only object to keep the sum of the payoffs to members of
S as small as possible. This is a lower bound to the payoff S should receive because it
assumes that the members of S ignore what possible payoffs they might receive as a result
of their actions. An example of the computations involved in a three person game is given
below.
To see that v of equation (1) is a characteristic function, note that Condition (i) holds,
since the empty sum is zero. To see that (ii) holds, note that if s is a set of strategies for
S that guarantees them v(S), and t is a set of strategies for T that guarantees them v(T ),
then the set of strategies (s,t) guarantees S ∪ T at least v(S) + v(T ). Perhaps other joint
strategies can guarantee even more, so certainly, v(S ∪ T ) ≥ v(S) + v(T ).
Every finite n-person game in strategic form can be reduced to coalitional form in
this way. Often, such a reduction to coalitional form loses important features in the game,
such as threats. So for a given characteristic function v, there are usually many games
in strategic form whose reduction by the above method has characteristic function v. See
Exercise 3 for a two-person game that favors one of the players, yet the the reduction in
coalitional form is symmetric in the players.
One way of constructing a strategic form game whose reduction to coalitional form
has a given characteristic function, v, is as follows. The strategy space Xi for Player i is
taken to be the set of all coalitions that contain i: Xi = {S ∈ 2N : i ∈ S}. Then the
payoff to player i is the minimum amount, v({i}), unless all members of the coalition, Si ,
chosen by Player i, choose the same coalition as player i has, in which case the coalition Si
is given its value v(Si ) which it then splits among its members. Thus the payoff function
ui is
v(Si )/|Si | if Sj = Si for all j ∈ Si
ui (S1 , . . . , Sn) = (2)
v({i}) otherwise
where |Si | represents the number of members of the coalition Si . Clearly, a coalition S
can guarantee itself v(S) simply by having each member of S select S as his coalition of
IV – 3
choice. Moreover, since v is superadditive, the coalition S cannot guarantee more for itself
by having its members form subcoalitions.
1.4 Example. Consider the three-person game with players I, II, and III with two
pure strategies each and with payoff vectors:
If I chooses 1: If I chooses 2
III: III:
1 2 1 2
II: 1 (0, 3, 1) (2, 1, 1) II: 1 (1, 0, 0) (1, 1, 1)
2 (4, 2, 3) (1, 0, 0) 2 (0, 0, 1) (0, 1, 1)
Let us find the associated game in coalitional form by finding the characteristic func-
tion, v. We automatically have v(∅) = 0. It is easy to find v(N ). It is the largest sum in
the eight cells. This occurs for the cell (1, 2, 1) and gives total payoff v(N ) = 9. To find
v({1}), compute the payoff matrix for the winnings of I against (II,III):
(II,III)
1, 1 1, 2 2, 1 2, 2
I: 1 0 2 4 1
2 1 1 0 0
0 1
The second and third columns are dominated, so v({1}) = Val = 1/2.
1 0
To find v({2}) and v({3}), we make similar constructions of the matrices of II’s win-
nings vs I and III, and III’s winnings vs I and II and find the values of the resulting games.
In the matrix of II’s winnings, the choice 2 by II and (2,1) by (I,III) is a saddlepoint with
value v({2}) = 0. In the matrix of III’s winnings, the value is v({3}) = 3/4.
To find v({1, 3}) say, we first construct the matrix of the sum of the winnings of I and
III playing against II. This is
IV – 4
II
1 2
1,1 1 7
(I,III): 1,2 3 1
2,1 1 1
2,2 2 1
The lower
two rows are dominated by the second row, so that the value is v({1, 3}) =
1 7
Val = 5/2. Similarly, we may compute the matrix of I and II playing against III,
3 1
and the matrix of II and III playing against I. Both these matrices have saddle points. We
find v({1, 2}) = 3 and v{2, 3}) = 2. This completes the specification of the characteristic
function.
1.5 Exercises.
1. Find the characteristic function of the 3-person game with players I, II, and III
with two pure strategies each and with the following payoff vectors. Note that this is a
zero-sum game. Hence, v({1, 3}) = −v({2}), etc.
If I chooses 1: If I chooses 2
III: III:
1 2 1 2
II: 1 (−2, 1, 1) (1, −4, 3) II: 1 (−1, −2, 3) (−4, 2, 2)
2 (1, 3, −4) (10, −5, −5) 2 (12, −6, −6) (−1, 3, −2)
2. Find the characteristic function of the 3-person game in strategic form when the
payoff vectors are:
If I chooses 1: If I chooses 2
III: III:
1 2 1 2
II: 1 (1, 2, 1) (3, 0, 1) II: 1 (−1, 2, 4) (1, 0, 3)
2 (−1, 6, −3) (3, 2, 1) 2 (7, 5, 4) (3, 2, 1)
(a) Find the associated game in coalitional form. Note that in coalitional form the
game is symmetric in the two players.
(b) Argue that the above game is actually favorable to Player 2.
(c) Find the TU-value as a game in strategic form. Note that this value gives more
to Player 2 than to Player 1.
(d) If the game in coalitional form found in (a) is transformed to strategic form by
the method of Equation (2), what is the bimatrix that arises?
IV – 5
4. Consider the following 3-person game of perfect information. Let S denote the set
{1, 2, . . . , 10}. First Player 1 chooses i ∈ S. Then Player 2, knowing i, chooses j ∈ S,
j = i. Finally Player 3, knowing i and j, chooses k ∈ S, k = i, k = j. The payoff given
these three choices is (|i − j|, |j − k|, |k − i|). Find the coalitional form of the game.
IV – 6
2. Imputations and the Core
In cooperative games, it is to the joint benefit of the players to form the grand coalition,
N , since by superadditivity the amount received, v(N ), is as large as the total amount
received by any disjoint set of coalitions they could form. As in the study of 2-person TU
games, it is reasonable to suppose that “rational” players will agree to form the grand
coalition and receive v(N ). The problem is then to agree on how this amount should be
split among the players. In this section, we discuss one of the possible properties of an
agreement on a fair division, that it be stable in the sense that no coalition should have
the desire and power to upset the agreement. Such divisions of the total return are called
points of the core, a central notion of game theory in economics.
IV – 7
This is a triangle (in fact, an equilateral triangle) each of whose vertices satisfy two of the
three inequalities with equality, namely, (8 14 , 0, 34 ), ( 12 , 7 34 , 34 ), and ( 12 , 0, 8 12 ). These are the
imputations most preferred by players 1, 2, and 3 respectively.
2.2 Essential Games. There is one trivial case in which the set of imputations
consists of one point. Such a game is called inessential.
n
Definition. A game n in coalitional form is said to be inessential if i=1 v({i}) =
v(N ), and essential if i=1 v({i}) < v(N ).
If a game is inessential, then the unique imputation is x = (v({1}), . . . , v({n})), which
may be considered the “solution” of the game. Every player can expect to receive his safety
level. Two-person zero-sum games are all inessential. (Exercise 1.)
From the game-theoretic viewpoint,
inessential games are trivial. For every coalition
S, v(S) is determined by v(S) = i∈S v({i}). There is no tendency for the players to form
coalitions.
In Example 1.4, v({1}) + v({2}) + v({3}) = 1/2 + 0 + 3/4 < 9 = v(N ), so the game
is essential, i.e, non-trivial.
2.3 The Core. Suppose some imputation, x, is being proposed as a division of v(N )
among the players. If there exists a coalition, S, whosetotal return from x is less than what
that coalition can achieve acting by itself, that is, if i∈S xi < v(S), then there will be a
tendency for coalition S to form and upset the proposed x because such a coalition could
guarantee each of its members more than they would receive from x. Such an imputation
has an inherent instability.
Definition.
An imputation x is said to be unstable through a coalition S if
v(S) > i∈S xi . We say x is unstable if there is a coalition S such that x is unstable
through S, and we say x is stable otherwise.
Definition. The set, C, of stable imputations is called the core,
C = {x = (x1 , . . . , xn ) : i∈N xi = v(N ) and i∈S xi ≥ v(S), for all S ⊂ N }. (2)
The core can consist of many points as in the examples below; but the core can also
be empty. It may be impossible to satisfy all the coalitions at the same time. One may
take the size of the core as a measure of stability, or of how likely it is that a negotiated
agreement is prone to be upset. One class of games with empty cores are the essential
constant-sum games:
IV – 8
v(N ). But then, x must be unstable through the coalition N − {k}, because
i=k xi =
i∈N xi − xk < V (N ) − v({k}) = v(N − {k}).
2.4 Examples. Example 1. Consider the game with characteristic function v given
by
(6,1,1) (6,0,2)
x1 + x2 = 4
(5,2,1)
Unstable
through
(4,3,1) {2,3} (4,0,4)
(3,4,1) (3,0,5) x2 + x3 = 5
x1 + x3 = 3
Unstable
(2,5,1) THE CORE
through
Uns {1,2}
{1,3}
(1,6,1) (1,5,2) (1,3,4) (1,0,7)
Let us find which imputations are unstable. The coalition {2, 3} can guarantee itself
v({2, 3}) = 5, so all points (x1 , x2 , x3 ) with x2 + x3 < 5 are unstable through {2, 3}. These
are the points below the line x2 + x3 = 5 in the diagram. Since {1, 2} can guarantee itself
v({1, 2}) = 4, all points below and to the right of the line x1 + x2 = 4 are unstable. Finally,
since {1, 3} can guarantee itself v({1, 3}) = 3, all points below the line x1 + x3 = 3 are
unstable. The core is the remaining set of points in the set of imputations given by the
5-sided figure in the diagram, including the boundary.
Example 2. A certain objet d’art is worth ai dollars to Player i for i = 1, 2, 3. We
assume a1 < a2 < a3 , so Player 3 values the object most. But Player 1 owns this object so
v({1}) = a1 . Player 2 and 3 by themselves can do nothing, so v({2}) = 0, v({3}) = 0, and
IV – 9
v({2, 3}) = 0. If Players 1 and 2 come together, the joint worth is a2 , so v({1, 2}) = a2 .
Similarly, v({1, 3}) = a3 . If all three get together, the object is still only worth a3 , so
v(N ) = a3 . Let us find the core of this game.
The core consists of all vectors (x1 , x2 , x3 ) satisfying
x1 ≥ a1 x1 + x2 ≥ a2
x2 ≥ 0 x1 + x3 ≥ a3 x1 + x2 + x3 = a3
x3 ≥ 0 x2 + x3 ≥ 0
It follows from x2 = a3 − x1 − x3 ≤ 0 and x2 ≥ 0 that x2 = 0 for all points of the
core. Then we find that x1 ≥ a2 and x3 = a3 − x1 . Hence the core is C = {(x, 0, a3 − x) :
a2 ≤ x ≤ a3 }.
This indicates that the object will be purchased by Player 3 at some purchase price x
between a2 and a3 . Player 1 ends up with x dollars and player 3 ends up with the object
minus x dollars. Player 2 plays no active role in this, but without her around Player 3
might hope to get the object for less than a2 .
2.5 Exercises.
1. Show that every 2-person constant-sum game is inessential.
2. Find the set of imputations and the core of the battle of the sexes with bimatrix:
(4, 2) (1, 1)
.
(0, 0) (2, 4)
3. Graph the core for the 3-person game with characteristic function: v(∅) = 0,
v({1}) = 0, v({2}) = −1, v({3}) = 1, v({1, 2}) = 3, v({1, 3}) = 2, v({2, 3}) = 4, and
v(N ) = 5.
4. Definition. A game with characteristic function v is said to be symmetric if
v(S) depends only on the number of elements of S, say v(S) = f(|S|) for some function f.
(a) In a symmetric 3-player game with v({i}) = 0, v({i, j}) = a and v({1, 2, 3}) = 3,
for what values of a is the core non-empty?
(b) In a symmetric 4-player game with v({i}) = 0, v({i, j}) = a, v({i, j, k}) = b, and
v(N ) = 4, for what values of a and b is the core non-empty?
(c) Generalize. Find necessary and sufficient conditions on the values of f(|S|) = v(S)
for a symmetric game to have a non-empty core.
n 5. Let δi = v(N ) − v(N − {i}) for i = 1, . . . , n. Show that the core is empty if
1 δi < v(N ).
6. We say that Player i is a dummy in a game (N, v), if v({i} ∪ S) = v(S) for
all coalitions, S. In particular, v({i}) = 0. Thus, a dummy cannot help (or harm) any
coalition. Show that if Player 1 is a dummy and if (x1 , x2 , . . . , xn ) is in the core, then
x1 = 0.
IV – 10
7. The Glove Market. Let N consist of two types of players, N = P ∪ Q, where
P ∩ Q = ∅. Let the characteristic function be defined by
The game (N, v) is called the glove market because of the following interpretation. Each
player of P owns a right-hand glove and each player of Q owns a left-hand glove. If j
members of P and k members of Q form a coalition, they have min{j, k} complete pairs
of gloves, each being worth 1. Unmatched gloves are worth nothing.
(a) Suppose |P | = 2 and |Q| = 2. Find the core.
(b) Suppose |P | = 2 and |Q| = 3. Show the core consists of a single point.
(c) Generalize to arbitrary |P | and |Q|.
8. There are two machine owners (players 1 and 2) and three workers (players 3, 4
and 5). Each machine owner owns two machines. Each worker can produce 1 unit on any
machine. Thus for example,
v({i, k}) = 1 for i = 1, 2 and k = 3, 4, 5,
v({i, j, k}) = 2 for i = 1, 2 and j, k = 3, 4, 5.
v({1, 2, 3, 4, 5}) = 3.
Find the core.
IV – 11
3. The Shapley Value
IV – 12
Theorem 1. There exists a unique function φ satisfying the Shapley axioms.
Proof. For a given nonempty set S ⊂ N , let wS represent the special characteristic
function, defined for all T ⊂ N to be
1 if S ⊂ T
wS (T ) = (1)
0 otherwise.
From axiom 3, φi (wS ) = 0 if i ∈ S. From axiom 2, if both i and j are in S, then
φi (wS ) = φj (wS ). From axiom 1, i∈N φi (wS ) = wS (N ) = 1, so that φi (wS ) = 1/|S|
for all i ∈ S. Applying similar analysis to the characteristic function cwS for an arbitrary
number, c, we find
c/|S| for i ∈ S
φi (cwS ) = (2)
0 for i ∈ S.
In the next paragraph, we show that any characteristic function, v, is representable
uniquely as a weighted sum of characteristic functions of the form (1), v = S⊂N cS wS ,
for some appropriate, easily computable, constants cS . Then axiom 4 may be applied to
show that if a value function exists, it must be
cS
φi (v) = . (3)
|S|
S⊂N
i∈S
where this sum is taken over all coalitions S containing i. This works even if some of the
cS are negative, since axiom 4 also implies that φ(u − v) = φ(u) − φ(v), provided u, v,
and u − v are characteristic functions. (Just write u = (u − v) + v.) To complete the proof,
one must show existence, namely that (3) with the cS defined below, satisfies the Shapley
axioms. This is not difficult but we defer the proof to Theorem 2, where we show existence
by showing another value function satisfies the Shapley axioms (and therefore must be the
same as (3)).
Now let us show that any v may be written as v = S⊂N cS wS by finding the
constants cS . Let c∅ = 0, and define inductively on the number of elements in T , for all
T ⊂ N,
cT = v(T ) − cS . (4)
S⊂T
S=T
IV – 13
for all T ⊂ N . We use induction to show that cS = cS for all S. First if T is the singleton
set {i} in (7), then all ws (T ) vanish except for S = {i}, and we have c{i} = c{i} for all i.
Now let R be an arbitrary coalition, and suppose that cS = cS for all S ⊂ R. Then in (7)
with T = R, all terms cancel except the term with S = R leaving Cr = cR .
It is interesting to note that the superadditivity of v is not needed in this proof.
IV – 14
Theorem 2. The Shapley value is given by φ = (φ1 , . . . , φn ), where for i = 1, . . . , n,
The summation in this formula is the summation over all coalitions S that contain
i. The quantity, v(S) − v(S − {i}), is the amount by which the value of coalition S − {i}
increases when player i joins it. Thus to find φi (v), merely list all coalitions containing
i, compute the value of player i’s contribution to that coalition, multiply this by (|S| −
1)!(n − |S|)!/n!, and take the sum.
The probability that when i enters he will find coalition S − {i} there already is
(|S| − 1)!(n − |S|)!/n!. The denominator is the total number of permutations of the n
players. The numerator is number of these permutations in which the |S| − 1 members of
S − {i} come first ((|S| − 1)! ways), then player i, and then the remaining n − |S| players
((n − |S|)! ways). So this formula shows that φi (v) is just the average amount player i
contributes to the grand coalition if the players sequentially form this coalition in a random
order.
As an illustration of the use of this formula, let us compute φ1 (v) again for Example
1 of Section 2.4. The probability that player 1 enters first is 2!0!/3! = 1/3, and then his
payoff is v({1}) = 1. The probability that 1 enters second and finds 2 there is 1/6, and his
payoff is v({1, 2}) − v({2}) = 4 − 0 = 4. The probability that 1 enters second and finds 3
there is 1/6, and the expected payoff is v({1, 3}) − v({3}) = 3 − 1 = 2. The probability
that 1 enters last is 1/3, and then his payoff is v({1, 2, 3}) − v({2, 3}) = 8 − 5 = 3. Player
1’s average payoff is therefore
1 1 1 1
φ1 (v) = · 1 + · 4 + · 2 + · 3 = 14/6
3 6 6 3
as found earlier.
The following table shows the computations for all three players simultaneously. The
6 different orders of the players are listed along with the payoffs to the players. In the first
row, the players enter in the order 1, 2, 3. Player 1 receives v(1) = 1 upon entry; then Player
2 receives v(1, 2) − v(1) = 4 − 1 = 3; finally Player 3 receives v(N ) − v(1, 2) = 8 − 4 = 4.
Each of the six rows is equally likely, probability 1/6 each. The Shapley value is the average
IV – 15
of the six numbers in each column.
Player
Order of Entry 1 2 3 Total
123 1 3 4 8
132 1 5 2 8
213 4 0 4 8
231 3 0 5 8
312 2 5 1 8
321 3 4 1 8
Average 14/6 17/6 17/6 8
Proof of Theorem 2. To see that formula (6) gives the Shapley value, we have only to
see that it satisfies axioms 1 through 4, since we have already shown that there is at most
one such function, φ. Axioms 2, 3, and 4 are easy to check directly from the formula of
Theorem 2. Axiom 1 follows from the above interpretation of the formula, since in each
realization of forming the grand coalition, exactly v(N ) is given to the players. Hence, the
average amount given to the players is also v(N ).
3.4 Simple Games. The Shapley-Shubik Power Index. The Shapley value
has an important application in modeling the power of members of voting games. This
application was developed by Shapley and Shubik in 1954 and the measure is now known
as the Shapley-Shubik Power Index.
Players are members of legislature or members of the board of directors of a corpo-
ration, etc. In such games, a proposed bill or decision is either passed or rejected. Those
subsets of the players that can pass bills without outside help are called winning coalitions
while those that cannot are called losing coalitions. In all such games, we may take the
value of a winning coalition to be 1 and the value of a losing coalition to be 0. Such games
are called simple games.
Definition. A game (N, v) is simple if for every coalition S ⊂ N , either v(S) = 0 or
v(S) = 1.
In a simple game, a coalition S is said to be a winning coalition if v(S) = 1 and
a losing coalition if v(S) = 0. So in a simple game every coalition is either winning or
losing. It follows from superadditivity of v that in simple games every subset of a losing
coalition is losing, and every superset of a winning coalition is winning.
Typical examples of simple games are
(1) the majority rule game where v(S) = 1 if |S| > n/2, and v(S) = 0 otherwise;
(2) the unanimity game where v(S) = 1 if S = N and v(S) = 0 otherwise; and
(3) the dictator game where v(S) = 1 if 1 ∈ S and v(S) = 0 otherwise.
For simple games, formula (6) for the Shapley value simplifies because the difference
[v(S) − v(S − {i})] is always zero or one. It is zero if v(S) and v(S − {i}) are both zero
or both one, and it is one otherwise. Therefore we may remove [v(S) − v(S − {i})] from
IV – 16
formula (6) provided we sum only over those coalitions S that are winning with i and
losing without i. Formula (6) for the Shapley value (the Shapley-Shubik Index) becomes
(|S| − 1)!(n − |S|)!
φi (v) = . (7)
n!
S winning
S−{i} losing
There is a large class of simple games called weighted voting games. These games
are defined by a characteristic function of the form
1 if i∈S wi > q
v(S) = ,
0 if i∈S wi ≤ q
1!2! 2!1! 1
φ2 (v) = +2 = .
4! 4! 4
Similarly, φ3 (v) = 1/4. For i = 4, v(S) − v(S − {4}) = 0 unless S = {2, 4}, {3, 4}, {1, 2, 4},
{1, 3, 4} or {2, 3, 4}. So
1!2! 2!1! 5
φ4 (v) = 2 +3 = .
4! 4! 12
The Shapley value is φ = (1/12, 3/12, 3/12, 5/12). Note that the value is the same for
players 2 and 3 although player 3 has more shares.
3.5 Exercises.
1. (Market with one seller and two buyers) Player 1 owns an art object of no intrinsic
worth to him. Therefore he wishes to sell it. The object is worth $30 to player 2 and $40
to player 3. Set this up as a game in characteristic function form. Find the Shapley value.
Is the Shapley value in the core? (Refer to Example 2 of Section 2.4.)
2. Find the Shapley value of the game with characteristic function
IV – 17
v({1}) = 1 v({1, 2}) = 2
v(∅) = 0 v({2}) = 0 v({1, 3}) = −1 v({1, 2, 3}) = 6
v({3}) = −4 v({2, 3}) = 3
3. (a) Using the superadditivity of v, show that the Shapley value is an imputation.
(b) Let T be a fixed coalition in N . Show that φx (v) is a strictly increasing function
of v(T ) (with the other v(S), S = T , held fixed) if x ∈ T , and a strictly decreasing function
of V (T ) if x ∈ T .
4. Find the Shapley value of the n-person game, for n > 2, with characteristic function,
(a) v(S) = |S| if 1 ∈ S (b) v(S) = |S| if 1 ∈ S or 2 ∈ S
0 otherwise. 0 otherwise.
(c) v(S) = |S| if 1 ∈ S and 2 ∈ S .
0 otherwise.
5. Is every simple game a weighted voting game? Prove or give a counterexample.
6. Find the Shapley value of the weighted majority game with 4 players having 10,
30, 30, and 40 shares.
7. A Near Dictator. Find the Shapley value of the weighted majority game with
n ≥ 3 players in which player 1 has 2n − 3 shares and players 2 to n have 2 shares each.
8. Modify the example of Section 3.4 so that the chairman of the board may decide tie
votes. (The chairman of the board is a fifth player who has no shares.) Find the Shapley
value.
9. (a) (One large political party and three smaller ones.) Consider the weighted ma-
jority game with one large party consisting of 1/3 of the votes and three equal sized smaller
parties with 2/9 of the vote each. Find the Shapley value. Is the power of the large party
greater or less than its proportional size?
(b) (Two large political parties and three smaller ones.) Consider the weighted major-
ity game with two large parties with 1/3 of the votes each and three smaller parties with
1/9 of the votes each. Find the Shapley value. Is the combined power of the two larger
parties greater or less than their proportional size?
10. (L. S. Shapley (1981) “Measurement of Power in Political Systems” in Game The-
ory and its Applications Proceedings in Applied Mathematics vol. 24, Amer. Math. Soc.,
Providence RI.) “County governments in New York are headed by Boards of Supervisors.
Typically each municipality in a county has one seat, though a larger city may have two
or more. But the supervisorial districts are usually quite unequal in population, and an
effort is made to equalize citizen representation throughout the county by giving individual
supervisors different numbers of votes in council. Table 1 shows the situation in Nassau
County in 1964.
IV – 18
Table 1
District Population % No. of votes %
Hempstead 1 728,625 57.1 31 27.0
Hempstead 2 31 27.0
Oyster Bay 285,545 22.4 28 24.3
North Hempstead 213,335 16.7 21 18.3
Long Beach 25,654 2.0 2 1.7
Glen Cove 22,752 1.8 2 1.7
Total 115
Under this system, a majority of 58 out of 115 votes is needed to pass a measure. But
an inspection of the numerical possibilities reveals that the three weakest members of the
board actually have no voting power at all. Indeed, their combined total of 25 votes is
never enough to tip the scales. The assigned voting weights might just as well have been
(31, 31, 28, 0, 0, 0) — or (1, 1, 1, 0, 0, 0) for that matter.”
The Shapley value is obviously (1/3,1/3,1/3,0,0,0). This is just as obviously unsatis-
factory. In 1971, the law was changed, setting the threshold required to pass legislation to
63 votes rather than 58. Find the Shapley value under the changed rules, and compare to
the above table.
11. In the United Nations Security Council, there are 15 voting nations, including the
“big five”. To pass a resolution, 9 out of the 15 votes are needed, but each of the big five
has veto power. One way of viewing this situation is as a weighted voting game in which
each of the big five gets 7 votes and each of the other 10 nations gets 1 vote, and 39 votes
are required to pass a resolution. Find the Shapley value.
12. Cost Allocation. A scientist has been invited for consultation at three distant
cities. In addition to her consultation fees, she expects travel compensation. But since
these three cities are relatively close, travel expenses can be greatly reduced if she accom-
modates them all in one trip. The problem is to decide how the travel expenses should be
split among her hosts in the three cities. The one-way travel expenses among these three
cities, A, B, and C, and her home base, H, are given in the accompanying table (measured
in some unspecified units).
Between H and A, cost = 7. Between A and B, cost = 2.
Between H and B, cost = 8. Between A and C, cost = 4.
Between H and C, cost = 6. Between B and C, cost = 4.
Assume that the value of the visit is the same for each of the hosts, say 20 units
each. Set the problem up as a three-person game in coalitional form by specifying the
characteristic function. Find the Shapley value. How much is the trip going to cost and
how much should each host contribute to travel expenses?
13. A one-product balanced market. (Vorob’ev) Consider a market with one
completely divisible commodity where the set N of players is divided into two disjoint
sets, the buyers B and the sellers C, N = B ∪ C. Each seller owns a certain amount of
the commodity, say seller k ∈ C owns yk , and each buyer demands a certain amount, say
IV – 19
buyer j ∈ B demandsxj . We assume
that the market is balanced, that is that the supply
is equal to demand, k∈C yk = j∈B xj . We may set up such a game in characteristic
function form by letting
⎧ ⎫
⎨ ⎬
v(S) = min xj , yk
⎩ ⎭
j∈S∩B k∈S∩C
Thus, the value of a coalition is the total amount of trading that can be done among
members of the coalition. Find the Shapley value of the game. (Hint: for each permutation
of the players, consider also the reverse permutation in which the players enter the grand
coalition in reverse order.)
14. (a) Consider the n-person game with players 1, 2, . . . , n, whose characteristic
function satisfies
v(S) = k if {1, . . . , k} ⊂ S but k + 1 ∈ S.
For example, v({2, 3, 5}) = 0, v({1, 3, 4, 6}) = 1 and v({1, 2, 3, 5, 6, 7}) = 3. Find the
Shapley value. (Use the method of Theorem 1.)
(b) Generalize to the case
where 0 ≤ a1 ≤ a2 ≤ . . . ≤ an .
15. The Airport Game. (Littlechild and Owen (1973).) Consider the following cost
allocation problem. Building an airfield will benefit n players. Player j requires an airfield
that costs cj to build, so to accommodate all the players, the field will be built at a cost
of max1≤j≤n cj . How should this cost be split among the players? Suppose all the costs
are distinct and let c1 < c2 < · · · < cn . Take the characteristic function of the game to be
v(S) = − max cj .
j∈S
(a) Let Rk = {k, k +1, . . . , n} for k = 1, 2, . . . , n, and define the characteristic function
vk through the equation
−(ck − ck−1 ) if S ∩ Rk = ∅
vk (S) =
0 if S ∩ Rk = ∅.
n
Show that v = k=1 vk .
(b) Find the Shapley value.
16. A Market with 1 Seller and m Buyers. Player 0 owns an object of no
intrinsic worth to himself. Buyer j values the object at aj dollars, j = 1, . . . , m. Suppose
a1 > a2 > · · · > am > 0. Set up the
mcharacteristic function and find the Shapley value.
(Answer: For the seller, φ0 (v) = k=1 ak /(k(k + 1)), and for the buyers,
aj
m
ak
φj (v) = −2 .)
j(j + 1) (k − 1)k(k + 1)
k=j+1
IV – 20
17. The Core of a Simple Game. In a simple game, (N, v), a player, i, is said to
be a veto player, if v(N − {i}) = 0.
(a) Show that the core is empty if there are no veto players.
(b) Show, conversely, that the core is not empty if there is at least one veto player.
(c) Characterize the core.
IV – 21
4. The Nucleolus
Another interesting value function for n-person cooperative games may be found in
the nucleolus, a concept introduced by Schmeidler (SIAM J. Appl. Math, 1969). Instead
of applying a general axiomatization of fairness to a value function defined on the set of
all characteristic functions, we look at a fixed characteristic function, v, and try to find
an imputation x = (x1 , . . . , xn ) that minimizes the worst inequity. That is, we ask each
coalition S how dissatisfied it is with the proposed imputation x and we try to minimize
the maximum dissatisfaction.
which measures the amount (the size of the inequity) by which coalition S falls short of
its potential
v(S) in the allocation x. Since the core is defined as the set of imputations
such that i∈S xi ≥ v(S) for all coalitions S, we immediately have that an imputation x
is in the core if and only if all its excesses are negative or zero.
On the principle that the one who yells loudest gets served first, we look first at those
coalitions S whose excess, for a fixed allocation x, is the largest. Then we adjust x, if
possible, to make this largest excess smaller. When the largest excess has been made as
small as possible, we concentrate on the next largest excess, and adjust x to make it as
small as possible, and so on. An example should clarify this procedure.
Example 1. The Bankruptcy Game. (O’Niell (1982)) A small company goes
bankrupt owing money to three creditors. The company owes creditor A $10,000 , creditor
B $20,000 , and creditor C $30,000. If the company has only $36,000 to cover these debts,
how should the money be divided among the creditors? A pro rata split of the money
would lead to the allocation of $6000 for A, $12,000 for B, and $18,000 for C, denoted
by x = (6, 12, 18) in thousands of dollars. We shall compare this allocation with those
suggested by the Shapley value and the nucleolus.
First, we must decide on a characteristic function to represent this game. Of course
we will have v(∅) = 0 from the definition of characteristic function, and v(ABC) = 36
measured in thousands of dollars, By himself, A is not guaranteed to receive anything
since the other two could receive the whole amount; thus we take v(A) = 0. Similarly,
v(B) = 0. Creditor C is assured of receiving at least $6000, since even if A and B receive the
total amount of their claim, namely $30,000, that will leave $36,000 - $30,000 = $6000 for
C. Thus we take v(C) = 6. Similarly, we find v(AB) = 6, v(AC) = 16, and v(BC) = 26.
To find the nucleolus of this game, let x = (x1 , x2 , x3 ) be an efficient allocation (that is,
let x1 +x2 +x3 = 36), and look at the excesses as found in the table below. We may omit the
empty set and the grand coalition from consideration since their excesses are always zero.
IV – 22
To get an idea of how to proceed, consider first an arbitrary point, say the pro rata point
(6, 12, 18). As seen in the table, the vector of excesses is e = (−6, −12, −12, −12, −8, −4).
The largest of these numbers is −4 corresponding to the coalition BC. This coalition will
claim that every other coalition is doing better than it is. So we try to improve on things for
this coalition by making x2 +x3 larger, or, equivalently, x1 smaller (since x1 = 36−x2 −x3 ).
But as we decrease the excess for BC, the excess for A will increase at the same rate and
so these excesses will meet at −5, when x1 = 5. It is clear that no choice of x can make
the maximum excess smaller than −5 since at least one of the coalitions A or BC will have
excess at least −5. Hence, x1 = 5 is the first component of the nucleolus.
S v(S) e(x, S) (6, 12, 18) (5, 12, 19) (5, 10.5, 20.5) (6, 11, 19)
A 0 −x1 −6 −5 −5 −6
B 0 −x2 −12 −12 −10.5 −11
C 6 6 − x3 −12 −13 −14.5 −13
AB 6 6 − x1 − x2 −12 −11 −9.5 −11
AC 16 16 − x1 − x3 −8 −8 −9.5 −9
BC 26 26 − x2 − x3 −4 −5 −5 −4
Though x1 is fixed, we still have x2 and x3 to vary subject to x2 + x3 = 36 − 5 = 31,
and we choose them to make the next largest excess smaller. If we choose the point
x = (5, 12, 19) as the next guess, we see that the next largest excess after the −5’s is the
−8 corresponding to coalition AC. To make this smaller, we must increase x3 (decrease x2 ).
But as we do so, the excesses for coalitions B and AB increase at the same rate. Since the
excess for coalition AB starts closer to −8 we find x2 and x3 so that e(x, AB) = e(x, AC).
This occurs at x2 = 10.5 and x3 = 20.5. We denote the nucleolus by ν. The nucleolus is
therefore
ν = (5, 10.5, 20.5).
It is of interest to compare this solution to the Shapley value. We may compute the
Shapley value by any of the methods given in Section 3. Using the formula, we find
The last column in the table shows the excesses for the Shapley value.
It is time to define more precisely the concept of the nucleolus of a game with char-
acteristic function v. First we define an ordering on vectors that reflects the notion of
smaller maximum excess as given in the above example.
Define O(x) as the vector of excesses arranged in decreasing (nonincreasing) order. In
the example, if x = (6, 12, 18) then O(x) = (−4, −6, −8, −12, −12, −12). On the vectors
O(x) we use the lexographic order. We say a vector y = (y1 , . . . , yk ) is lexographically
less than a vector z = (z1 , . . . , zk ), and write y <L z, if y1 < z1 , or if y1 = z1 and y2 < z2 ,
or if y1 = z1 , y2 = z2 and y3 < z3 , or . . ., or if y1 = z1 , . . ., yk−1 = zk−1 and yk < zk .
IV – 23
That is, y <L z if in the first component in which y and z differ, that component of y
is less than the corresponding component of z. Similarly, we write y ≤L z if either y <L z
or y = z. The nucleolus is an efficient allocation that minimizes O(x) in the lexographic
ordering.
n
Definition. Let X = {x : j=1 xj = v(N )} be the set of efficient allocations. We say
that a vector ν ∈ X is a nucleolus if for every x ∈ X we have O(ν) ≤L O(x).
4.2 Properties of the Nucleolus. The main properties of the nucleous are stated
without proof in the following theorem.
Theorem 1. The nucleolus of a game in coalitional form exists and is unique. The
nucleolus is group rational, individually rational, and satisfies the symmetry axiom and
the dummy axiom. If the core is not empty, the nucleolus is in the core.
The only difficult part to prove is the uniqueness of the nucleolus. See the book of
Owen for a discussion. Since the nucleolus always exists and is unique, we may speak of the
nucleolus of a game. Like the Shapley value, the nucleolus will satisfy individual rationality
if the characteristic function is super-additive or, more generally, if it is monotone in the
sense that for all players i and for all coalitions S not containing i, we have v(S)+ v({i}) ≤
v(S ∪ {i}). In contrast to the Shapley value, the nucleolus will be in the core provided the
core is not empty. (Exercise 1.)
Since the nucleolus satisfies the first three axioms of the Shapley value, it does not
satisfy the linearity axiom.
It is interesting to see how the nucleolus and the Shapley value change in the bankrupt
company example as the total remaining assets of the company change from $0 to $60,000,
that is, as v(N ) changes from 0 to 60. Consider the nucleolus. If v(N ) is between 0 and
15, the nucleolus divides this amount equally among the players. For v(N ) between 15
and 25, the nucleolus splits the excess above 15 equally between B and C, while for v(N )
between 25 and 35, all the excess above 25 goes to C. For v(N ) between 35 and 45, the
excess above 35 is split between B and C, and for v(N ) between 45 and 60, the excess
above 45 is divided equally among the three players.
Nucleolus
Amount of v(N ) between 0 and 15 share equally
15 and 25 B and C share
25 and 35 C gets it all
35 and 45 B and C share
45 and 60 share equally
Shapley Value
Amount of v(N ) between 0 and 10 share equally
10 and 20 B and C share
20 and 40 C gets 2/3rds and A and B get 1/6th
40 and 50 B and C share
IV – 24
50 and 60 share equally
One notes that at v(N ) = 30, the nucleolus and the Shapley value coincide with the
pro rata point. Compared to the pro rata point, both the Shapley value and the nucleolus
favor the weaker players if v(N ) is small, and favor the stronger players if v(N ) is large,
more so for the Shapley value than the nucleolus.
IV – 25
4.4 Exercises.
1. Show that if the core is not empty, then the nucleolus is in the core.
2. Show that for a constant-sum three-person game, the nucleolus is the same as the
Shapley value.
3. The Cattle Drive. Rancher A has some cattle ready for market, and he foresees
a profit of $1200 on the sale. But two other ranchers lie between his ranch and the market
town. The owners of these ranches, B and C, can deny passage through their land or
require payment of a suitable fee. The question is: What constitutes a suitable fee? The
characteristic function may be taken to be: v(A) = v(B) = v(C) = v(BC) = 0 and
v(AB) = v(AC) = v(ABC) = 1200.
(a) Find the core, and note that it consists of one point. This point must then be the
nucleolus. (Why?)
(b) Find the Shapley value.
(c) Which do you think is more suitable for settling the question of a fee, the nucleolus or
the Shapley value, and why?
4. Find the nucleolus for Exercise 3.5.1. Compare to the Shapley value. How could
you tell before computing it that the nucleolus was not the same as the Shapley value?
5. Find the nucleolus for Exercise 3.5.2.
6. Find the nucleolus for Exercise 3.5.4(a). You may assume that the nucleolus
satisfies the symmetry axiom.
7. Find the nucleolus for Exercise 3.5.6. You may assume that the nucleolus satisfies
the dummy axiom.
8. Cost Allocation. Three farms are connected to each other and to the main
highway by a series of rough trails as shown in the figure. Each farmer would benefit by
having a paved road connecting his farm to the highway. The amounts of these benefits
are indicated in square brackets [. . .]. The costs of paving each section of the trails are
also indicated on the diagram.
Highway
It is clear that no single farmer would find it profitable to build his own road, but a
cooperative project would obviously be worthwhile.
(a) Determine the characteristic function.
IV – 26
(b) Find the Shapley value.
(c) Find the nucleolus.
9. The Landowner and the Peasants. Here is a generalization of symmetric games
allowing one special player. The game is played with one landowner and m peasants,
n = m + 1 players. The peasants can produce nothing by themselves, but neither can the
landowner. All peasants are interchangeable. If k peasants and the landowner cooperate,
they can jointly receive the amount f(k), where 0 = f(0) < f(1) < f(2) < · · · < f(m).
We denote the landowner as player number 1 and the peasants as players 2 through n.
Thus,
f(|S| − 1) if 1 ∈ S
v(S) =
0 if 1 ∈ S.
(a) Suppose m = 3 and f(x) = x. Find the Shapley value.
(b) Suppose m = 3 and f(x) = x. Find the nucleolus.
(c) Find a simple formula for the Shapley value for general m and f(x).
(d) Find a general formula for the nucleolus of this game.
10. An Assignment Game. Two house owners, A and B, are expecting to sell their
houses to two potential buyers, C and D, each wanting to buy one house at most. Players
A and B value their houses at 10 and 20 respectively, in some unspecified units. In the
same units, Player C values A’s house at 14 and B’s house at 23, while Player D values
A’s house at 18 and B’s house at 25.
(a) Determine a characteristic function for the game.
(b) Find the Shapley value.
(c) Find the nucleolus.
11. Find the nucleolus for the n-person game of Exercise 3.5.14 (a). (Answer: ν =
(n/2, 1, 1/2, . . . , 1/2).)
12. Find the nucleolus of the Near Dictator Game of Exercise 3.4.7.
IV – 27
Appendix 1: Utility Theory
Much of the theory presented is based on utility theory at a fundamental level. This
theory gives a justification for our assumptions (1) that the payoff functions are numerical
valued and (2) that a randomized payoff may be replaced by its expectation. There are
many expostions on this subject at various levels of sophistication. The basic theory was
developed in the book of Von Neumann and Morgenstern (1947). Further developments are
given in Savage (1954), Blackwell and Girshick (1954) and Luce and Raiffa (1957). More
recent descriptions may be found in Owen (1982) and Shubik (1984), and a more complete
exposition of the theory may be found in Fishburn (1988). Here is a brief description of
the basics of linear utility theory.
The method a ‘rational’ person uses in choosing between two alternative actions, a1
and a2 , is quite complex. In general situations, the payoff for choosing an action is not
necessarily numerical, but may instead represent complex entities such as “you receive a
ticket to a ball game tomorrow when there is a good chance of rain and your raincoat is
torn” or “you lose five dollars on a bet to someone you dislike and the chances are that
he is going to rub it in”. Such entities we refer to as payoffs or prizes. The ‘rational’
person in choosing between two actions evaluates the value of the various payoffs and
balances it with the probabilities with which he thinks the payoffs will occur. He may
do, and usually does, such an evaluation subconsciously. We give here a mathematical
model by which such choices among actions are made. This model is based on the notion
that a ‘rational’ person can express his preferences among payoffs in a method consistent
with certain axioms. The basic conclusion is that the ‘value’ to him of a payoff may be
expressed as a numerical function, called a utility, defined on the set of payoffs, and that
the preference between lotteries giving him a probability distribution over the payoffs is
based only on the expected value of the utility of the lottery.
Let P denote the set of payoffs of the game. We use P , P1 , P2 , and so on to denote
payoffs (that is, elements of P).
We assume that our ‘rational’ being can express his preferences over the set P in a
way that is consistent with some preference relation. If P1 P2 and P1 P2 , we say that
our rational person prefers P2 to P1 and write P1 ≺ P2 . If P1 P2 , we say that he is
indifferent between P1 and P2 . The statement P1 P2 means either he either prefers P2
to P1 or he is indifferent between them.
Unfortunately, just knowing that a person prefers P2 to P1 , gives us no indication of
how much more he prefers P2 to P1 . In fact, the question does not make sense until a third
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point of comparison is introduced. We could, for example, ask him to compare P2 with the
payoff of P1 plus $100 in order to get some comparison of how much more he prefers P2 to
P1 in terms of money. We would like to go farther and express all his preferences in some
numerical form. To do this however requires that we ask him to express his preferences on
the space of all lotteries over the payoffs.
(A finite probability distribution is one that gives positive probability to only a finite
number of points.)
If P1 , P2 and P3 are payoffs, the probability distribution, p, that chooses P1 with
probability 1/2, P2 with probability 1/4, and P3 with probability 1/4 is a lottery. We use
lower case letters, p, p1 , p2 to denote elements of P ∗ . Note that the lottery p that gives
probability 1 to a fixed payoff P may be identified with P , since receiving payoff P is the
same as receiving payoff P with probability 1. With this identification, we may consider
P to be a subset of P ∗ .
We note that if p1 and p2 are lotteries and 0 ≤ λ ≤ 1, then λp1 + (1 − λ)p2 is also
a lottery. It is that lottery that first tosses a coin with probability λ of heads; if heads
comes up, then it uses p1 to choose an element of P and if tails comes up, it uses p2 . Thus
λp1 + (1 − λ)p2 is an element of P ∗ . Mathematically, a lottery of lotteries is just another
lottery.
We assume now that our ‘rational’ person has a preference relation not only over P
but over P ∗ as well. One very simple way of setting up a preference over P ∗ is through a
utility function.
Given a utility function, u(P ), we extend the domain of u to the set P ∗ of all lotteries
by defining u(p) for p ∈ P ∗ to be the expected utility: i.e. if p ∈ P ∗ is the lottery
chooses P1 , P2 , . . . , Pk with respective probabilities λ1 , λ2 , . . . , λk , where λi ≥ 0 and
that
λi = 1, then
k
u(p) = λi u(Pi ) (1)
i=1
is the expected utility of the payoff for lottery p. Thus given a utility u, a simple preference
over P ∗ is given by
p1 p2 if and only if u(p1 ) ≤ u(p2 ), (2)
i.e. that lottery with the higher expected utility is preferred.
The basic question is, can we go the other way around? Given an arbitrary preference,
on P ∗ , does there exist a utility u defined on P such that (2) holds? The answer is no
in general, but under the following two axioms on the preference relation, the answer is
yes!
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A1. If p1 , p2 and q are in P ∗ , and 0 < λ ≤ 1, then
and similarly,
If a utility u(P ) satisfies (2), then for arbitrary real numbers a and b > 0, the utility
û(P ) = a + bu(P ) also satisfies (2). Thus the uniqueness of u up to change of location and
scale the strongest uniqueness that can be obtained.
For a proof see Blackwell and Girshick and for extensions see Fishburn. The proof is
constructive. We may choose p and q in P ∗ arbitrarily, say p ≺ q, and define u(p) = 0 and
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u(q) = 1. This merely fixes the location and scale. Then for any p such that p ≺ p ≺ q,
we may define u(p ) = glb{λ : p ≺ λq + (1 − λ)p}. For p not preferenced between p
and q, u(p ) may be defined by extrapolation. For example, if p ≺ q ≺ p , we first find
τ = glb{λ : q ≺ λp + (1 − λ)p}, and then define u(p ) = 1/τ . The resulting function, u,
satisfies (2).
One may conclude from Theorem 1 that if a person has a preference relation on P ∗
that satisfies Axioms 1 and 2, then that person is acting as if his preferences were based
on a utility defined on P and that of two lotteries in P ∗ he prefers the one with the larger
expected utility. Ordinarily, the person does not really think in terms of a utility function
and is unaware of its existence. However, a utility function giving rise to his preferences
may be approximated by eliciting his preferences from a series of questions.
Countable Lotteries and Bounded Utility. It is sometimes desirable to extend
the notion of a lottery to countable probability distributions, i.e. distributions giving all
their weight to a countable number of points. If this is done, it must generally be assumed
that utility is bounded. The reason for this is that if equation (1) is to be satisfied
for countable lotteries and if u is unbounded, then there will exist lotteries p such that
u(p) = ±∞. This may be seen as follows.
Suppose we have a utility function u(P ) on P, and suppose thatfor a lottery, p,
∞
that chooses P1 , P2 , . . . with respective probabilities λ1 , λ2 , . . . such that n=1 λn = 1, the
extension of u to countable lotteries satisfies
∞
u(p) = λn u(Pn ). (1 )
n=1
Then p would be a lottery that is infinitely more desirable than P1 , say, contradicting
Assumption A2.
Since the extension of utility to countable lotteries seems innocuous, it is generally
considered that utility indeed should be considered to be bounded.
Exercises. 1. Does every preference given by a utility as in (1) satisfy A1 and A2?
2. Take P = {P1 , P2 }, and give an example of a preference on P ∗ satisfying A2 but
not A1.
3. Take P = {P1 , P2 , P3 }, and give an example of a preference on P ∗ satisfying A1
but not A2.
A–4
Appendix 2: Contraction Maps and Fixed Points
Definition 1. A metric space, (X, d), consists of a nonempty set X of points together
with a function d from X × X to the reals satisfying the four following properties for all
x, y and z in X:
(1) d(x, x) = 0 for all x.
(2) d(x, y) > 0 for all x = y.
(3) d(x, y) = d(y, x) for all x and y.
(4) d(x, y) ≤ d(x, z) + d(z, y)
Definition 2. A metric space, (X, d), is said to be complete if every Cauchy sequence
in X converges to a point in X. In other words, for any sequence xn ∈ X for which
maxn>m d(xm , xn ) → 0 as m → ∞, there exists a point x∗ ∈ X such that d(xn , x∗ ) → 0
as n → ∞.
d(T x, T y) ≤ c d(x, y)
Proof. Let c < 1 denote the contraction factor of T . Then, d(T 2 y, T y) ≤ c d(T y, y), and
inductively, d(T n+1 y, T n y) ≤ cn d(T y, y) for every n. The inequality,
A–5
for all n > 0, implies that for all n > m,
This shows that {T n y} is a Cauchy sequence. Hence, there is a point x0 ∈ Rd such that
T n y → x0 as n → ∞. That x0 is a fixed point follows from
Proof. From (*), letting n → ∞, we have d(x0 , y) ≤ d(T y, y)/(1 − c). Therefore,
d(x0 , T y) ≤ c d(x0 , y) ≤ c d(T y, y)/(1 − c).
Proof. Let z = maxi,j |aij − bij |. Then Val(A) + z = Val(A + z) ≥ Val(B), because
bij ≤ aij + z for all i and j. Similarly, Val(B) + z ≥ Val(A), completing the proof.
A–6
stopping probabilities, assumed to be positive by (6) of Section II.6. Using the Lemma,
(k)
N
(k) (k) N
(k)
T x − T y
= max |Val aij + Pij ()x − Val aij + Pij ()y |
k
=1 =1
N
(k)
N
(k)
≤ max | Pij ()x − Pij ()y |
k,i,j
=1 =1
N
(k)
≤ max Pij ()|x − y |
k,i,j
=1
N
(k)
≤ (max Pij ())
x − y
k,i,j
=1
= (1 − s)
x − y
Since c = 1 − s is less than 1, the Contraction Mapping Theorem implies there is a unique
vector v such that T v = v. But this is exactly equation (9) of Theorem 1.
We must now show that the suggested stationary optimal strategies guarantee the
value. Let x∗ = (p1 , . . . , pN ) denote the suggested stationary strategy for Player I where
pk is optimal for him for the matrix A(k) (v). We must show that in the stochastic game
that starts at state k, this gives an expected return of at least v(k) no matter what Player
II does. Let n be arbitrary and consider the game up to stage n. If at stage n, play is
(h) N (h) (h)
forced to stop and the payoff at that stage is aij + =1 Pij ()v(l) rather than just aij ,
assuming the state at that time were h, then x∗ would be optimal for this multistage game
and the value would be v(k). Hence in the infinite stage game, Player I’s expected payoff
for the first n stages is at least
N
(h)
v(k) − (1 − s) maxn
Pij ()v() ≥ v(k) − (1 − s)n max v().
h,i,j
=1
and for the remaining stages is bounded below by (1− s)n M/s, as in (7). Therefore, Player
I’s expected payoff is at least
Since this is true for all n and n is arbitrary, Player I’s expected payoff is at least v(k).
By symmetry, Player II’s expected loss is at most v(k). This is true for all k, proving the
theorem.
A–7
Appendix 3: Existence of Equilibria in Finite Games
We give a proof of Nash’s Theorem based on the celebrated Fixed Point Theorem of
L. E. J. Brouwer. Given a set C and a mapping T of C into itself, a point z ∈ C is said
to be a fixed point of T , if T (z) = z.
The Brouwer Fixed Point Theorem. Let C be a nonempty, compact, convex set in a
finite dimensional Euclidean space, and let T be a continuous map of C into itself. Then
there exists a point z ∈ C such that T (z) = z.
The proof is not easy. You might look at the paper of K. Kuga (1974), “Brouwer’s
Fixed Point Theorem: An Alternate Proof”, SIAM Journal of Mathematical Analysis,
5, 893-897. Or you might also try Y. Kannan (1981), “An elementary proof of the no
retraction theorem”, Amer. Math. Monthly 88, 264-268, or P. Lax (1999) “Change of
variables in multiple integrals”, Amer. Math. Monthly 106, 497-501.
Now consider a finite n-person game with the notation of Section III.2.1. The pure
strategy sets are denoted by X1 , . . . , Xn , with Xk consisting of mk ≥ 1 elements, say
Xk = {1, . . . , mk }. The space of mixed strategies of Player k is given by Xk∗ ,
mk
Xk∗ = {pk = (pk,1 , . . . , pk,mk ) : pk,i ≥ 0 for i = 1, . . . , mk , and i=1 pk,i = 1}. (1)
For a given joint pure strategy selection, x = (i1 , . . . , in ) with ij ∈ Xj for all j, the
payoff, or utility, to Player k is denoted by uk (i1 , . . . , in ) for k = 1, . . . , n. For a given joint
mixed strategy selection, (p1 , . . . , pn ) with pj ∈ Xj∗ for j = 1, . . . , n, the corresponding
expected payoff to Player k is given by gk (p1 , . . . , pn ),
m1
mn
gk (p1 , . . . , pn ) = ··· p1,i1 · · · pn,in uk (i1 , . . . , in ). (2)
i1 =1 in =1
Let us use the notation gk (p1 , . . . , pn |i) to denote the expected payoff to Player k if Player
k changes strategy from pk to the pure strategy i ∈ Xk ,
where δi represents the probability distribution giving probability 1 to the point i. Note
that gk (p1 , . . . , pn ) can be reconstructed from the gk (p1 , . . . , pn |i) by
mk
gk (p1 , . . . , pn ) = pk,i gk (p1 , . . . , pn |i) (4)
i=1
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Theorem. Every finite n-person game in strategic form has at least one strategic equi-
librium.
Proof. For each k, Xk∗ is a compact convex subset of mk dimensional Euclidean space,
and so the product,
n C = X1∗ × · · · × Xn∗ , is a compact convex subset of a Euclidean space
of dimension i=1 mi . For z = (p1 , . . . , pn ) ∈ C, define the mapping T (z) of C into C by
where
pk,i + max(0, gk (p1 , . . . , pn |i) − gk (p1 , . . . , pn ))
pk,i = mk . (7)
1 + j=1 max(0, gk (p1 , . . . , pn |j) − gk (p1 , . . . , pn ))
mk
Note that pk,i ≥ 0, and the denominator is chosen so that i=1 pk,i = 1. Thus z ∈
C. Moreover the function f(z) is continuous since each gk (p1 , . . . , pn ) is continuous.
Therefore, by the Brouwer Fixed Point Theorem, there is a point, z = (q1 , . . . , qn ) ∈ C
such that T (z ) = z . Thus from (7)
A–9