Applications of Game Theory in Deep Learning
Applications of Game Theory in Deep Learning
Applications of Game Theory in Deep Learning
Applications of Game
Theory in Deep
Learning
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Applications of Game
Theory in Deep Learning
Tanmoy Hazra Kushal Anjaria
Department of Artificial Intelligence Department of IT and Systems
Sardar Vallabhbhai National Institute Institute of Rural Management Anand
of Technology (SVNIT) Anand, Gujarat, India
Surat, Gujarat, India
Akshara Kumari
Aditi Bajpai Department of Electronics and
Department of Computer Science Communication Engineering
and Engineering Indian Institute of Information
National Institute of Technology (NIT) Technology (IIIT)
Raipur, Chhattisgarh, India Pune, Maharashtra, India
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v
vi Foreword
As you embark on this intellectual adventure, keep in mind that the pages you are
about to turn represent not just a compendium of knowledge but a gateway to a
future where game theory and deep learning will undoubtedly leave an indelible
mark. May this journey ignite your curiosity, inspire your own explorations, and
lead to a richer comprehension of the applications of game theory in deep learning.
Anupam
Surat, Gujarat, India Shukla
Preface
vii
viii Preface
We encourage you to think critically about the societal and ethical implications
of these technologies as you delve deeper into the intersection of game theory and
deep learning. The ability to model, predict, and influence strategic interactions
entails a great deal of responsibility. We can collectively shape the future of AI for
the betterment of all by understanding its potentials and pitfalls.
We extend our gratitude for joining us on this intellectual journey. This book’s
contents are a testament to the extraordinary possibilities that emerge when human
ingenuity, mathematics, and computational power come together. We hope you find
inspiration and insight in these pages, and that this book piques your interest in
further exploring the applications of game theory in deep learning.
Writing a book is a labor of love that often involves the contributions, support, and
encouragement of many individuals. We are deeply grateful to those who have been
instrumental in the creation of this work, and we would like to express our sincere
appreciation.
First and foremost, we want to extend our heartfelt gratitude to our family for
their unwavering support and understanding throughout this endeavor. Your encour-
agement and patience have been my pillars of strength.
We wish to acknowledge the invaluable guidance and motivation provided by
Prof. Anupam Shukla, whose wisdom and expertise have been instrumental in shap-
ing the ideas presented in this book. Your insights have been a guiding light on this
intellectual journey.
We are also indebted to the numerous researchers and experts who have gener-
ously shared their knowledge and perspectives, which have enriched the content of
this book. Your contributions are a testament to the collaborative spirit of the aca-
demic and professional communities.
We would like to express our appreciation to the team at Springer for their dedi-
cation and professionalism in bringing this book to fruition. Your support through-
out the publication process has been exemplary.
We are grateful to our colleagues and friends who have provided feedback,
encouragement, and a sense of camaraderie during the writing process. Your insights
and camaraderie have been a source of inspiration.
Last but not least, we want to thank the readers of this book. Your interest in the
subject matter and willingness to explore these ideas are what make the effort of
writing a book truly worthwhile.
This book would not have been possible without the collective efforts of all those
mentioned and the countless others who have contributed in various ways. Thank
you for being a part of this journey.
ix
Contents
1 Introduction������������������������������������������������������������������������������������������������ 1
1.1 Basics of Game Theory���������������������������������������������������������������������� 2
1.2 Introduction to Deep Learning������������������������������������������������������������ 3
1.3 Game Theory in Deep Learning��������������������������������������������������������� 5
1.4 Chapter Overview ������������������������������������������������������������������������������ 6
1.5 Cooperative Game Theory������������������������������������������������������������������ 6
1.6 Noncooperative Game Theory������������������������������������������������������������ 8
1.7 Application of Game Theory in Deep Learning �������������������������������� 8
1.8 Case Studies and Different Applications�������������������������������������������� 10
1.9 Conclusion and Future Research Directions�������������������������������������� 11
References���������������������������������������������������������������������������������������������������� 12
2 Cooperative Game Theory������������������������������������������������������������������������ 13
2.1 Introduction���������������������������������������������������������������������������������������� 13
2.2 Cooperative Game Theory������������������������������������������������������������������ 14
2.2.1 Coalitional Games������������������������������������������������������������������ 15
2.2.2 Stability ���������������������������������������������������������������������������������� 16
2.2.3 Core���������������������������������������������������������������������������������������� 17
2.2.4 Epsilon Core��������������������������������������������������������������������������� 18
2.2.5 Fairness ���������������������������������������������������������������������������������� 18
2.2.6 Nontransferable Utility ���������������������������������������������������������� 19
2.2.7 Shapley Value�������������������������������������������������������������������������� 20
References���������������������������������������������������������������������������������������������������� 22
3 Noncooperative Game Theory������������������������������������������������������������������ 23
3.1 Comparing Cooperative and Noncooperative Theory
and Their Strategies���������������������������������������������������������������������������� 23
3.2 Nash Equilibrium�������������������������������������������������������������������������������� 24
3.3 Mixed Strategies �������������������������������������������������������������������������������� 24
3.4 Sequential Game �������������������������������������������������������������������������������� 30
3.5 Decision Trees������������������������������������������������������������������������������������ 31
3.6 Game with Imperfect Information������������������������������������������������������ 31
xi
xii Contents
In “game theory in deep learning,” this book aims to unravel the complex tapestry
that interweaves strategic decision-making models with the forefront of deep learn-
ing techniques. Our objective is to provide an extensive and insightful exploration,
diving deep into both the theoretical foundations and the real-world applications
that showcase this intriguing intersection of fields. The journey begins in the intro-
duction, where we lay the groundwork for understanding both game theory and
deep learning, highlighting their individual significance and the pivotal role of game
theory in enhancing and shaping deep learning algorithms. The structure of the
introduction is meticulously designed to guide the reader through a progressive and
enlightening journey. Initially, we delve into the essentials of game theory, unravel-
ling its core principles and illustrating how strategic interactions are modeled and
analyzed. This sets the stage for understanding various fields’ complex scenarios
and decision-making processes. Subsequently, we transition into the realm of deep
learning. Here, we dissect the fundamental concepts and algorithms that constitute
the backbone of deep learning, providing a clear and accessible overview of this
dynamic and rapidly evolving area of technology. This section is designed to bring
clarity and context to those who are new to the field while offering fresh perspec-
tives to those already familiar with deep learning.
The third section of the introduction bridges these two worlds, illuminating the
necessity and impact of applying game theory within deep learning frameworks. We
explore how game-theoretic concepts enhance the functionality and efficiency of deep
learning models and provide a new lens through which we can interpret and improve
these advanced algorithms. Finally, the introduction culminates with an overview of
the subsequent chapters, each dedicated to exploring different facets of the synergy
between game theory and deep learning. This comprehensive roadmap is designed to
orient readers, setting clear expectations for the journey ahead and providing a cohesive
narrative thread that ties all the chapters together. We conclude the introduction with a
reflection on the overarching themes and the transformative potential of this
multidisciplinary fusion, setting the stage for a deep and engaging exploration through-
out the book.
Game theory helps us understand how different players will act in different situ-
ations and how these actions will affect the outcome of the game. It is a useful tool
for predicting behavior and for finding strategies that will maximize a player’s
chances of success. Game theory is also used to analyze situations in which the
players have conflicting interests, such as in negotiations or the design of economic
systems. Game theory is a branch of applied mathematics. It uses mathematical
models to analyze strategic situations, in which players have choices that affect
other players. Game theory can also be used to model situations such as elections,
business interactions, wars, and economic systems. Game theory is a powerful tool
that can be used to understand and predict behavior in a wide range of situations,
and it continues to be an active area of research today. In the next section, we study
deep learning.
Deep learning is a type of machine learning that involves training artificial neural
networks on large datasets (Kelleher, 2019). It is called “deep” learning because the
neural networks used in this type of machine learning are composed of many layers,
or “depths,” of interconnected nodes. These nodes are called neurons because they
mimic the activity of neurons in the human brain and work similarly. Each neuron
in a neural network receives input from other neurons in the network and then pro-
cesses this information using an algorithm known as an activation function. The
output of the activation function is the next layer of neurons in the neural network,
which feeds back into the network via inputs from the previously processed layer.
The neural network continues this process by processing the output of the previous
layer, resulting in an output that is representative of the input data and a representa-
tion of what the neural network has learned.
In deep learning, the neural network is trained to recognize patterns in the data
by adjusting the weights and biases of the connections between the nodes. The net-
work is fed large amounts of labeled data and uses this data to learn how to make
predictions or perform a specific task. The deep learning model can then be used to
make new predictions about new data (Kelleher, 2019). Deep learning is a field of
machine learning concerned with algorithms that attempt to model high-level
abstractions in data through the use of many layers of nonlinear transformations
(Pang et al., 2020). It is part of a broader family of machine learning methods called
unsupervised learning, which uses statistical techniques to discover patterns in large
datasets. Many modern advances in AI, including machine translation, speech rec-
ognition, computer vision, and robotics, are based on neural networks in one form
or another. However, most existing deep learning models are complex and require
specialized computer hardware to run efficiently. This limits their use in most appli-
cations. To train a deep learning model, it is necessary to provide a large amount of
4 1 Introduction
labeled training data. Since this data is very expensive to obtain, researchers have
developed several techniques to reduce the cost of training a deep learning model
(Hassan et al., 2020).
Deep learning has been successful in a wide range of applications, including
image and speech recognition, natural language processing, and even playing games
like Chess and Go. It has been used to improve the performance of many different
types of systems, from self-driving cars to language translation services. Most mod-
ern AI systems are powered by deep learning methods. One of its limitations is that
it can only solve problems that can be modeled as a series of linear operations on a
collection of inputs (e.g., a set of pixels from a digital image) and a collection of
outputs (e.g., a list of words) (Alber et al., 2019). This means that it is only suitable
for problems that are easy to describe mathematically (such as classification prob-
lems where the outcome can be represented as a vector with one dimension for each
type of object). Examples of problems that are not suitable for deep learning include
optimization problems, which require models that can learn how to achieve some
objective value rather than simply predicting which output will yield it. Another
limitation of deep learning is that its performance tends to degrade as it gets further
away from its original training set (the set of examples that was used to train the
model). This makes it unsuitable for real-world applications where only limited
amounts of data are available for training purposes.
One of the key advantages of deep learning is its ability to learn from unstruc-
tured data, such as images and audio recordings (Neu et al., 2022). This makes it a
powerful tool for tasks that require understanding complex patterns or extracting
meaning from large amounts of data. One area where deep learning has made a
major impact is image recognition. Recent advances in computer vision have led to
the development of technologies such as Google’s Deep Dream system (Toğaçar
et al., 2021), which uses deep neural networks to process images and generate
dreamlike imagery. The system was originally developed for academic purposes
and was not intended for production use. However, it has been deployed in applica-
tions as diverse as medical research and computer games. Although this technology
is still in its early stages, the potential for widespread adoption seems strong. Deep
learning is also being used to develop self-driving cars. These vehicles are equipped
with LiDAR sensors (Li et al., 2022) that can detect objects in the surrounding envi-
ronment. The data from the sensors is then analyzed by sophisticated algorithms
that can learn to recognize different types of objects and produce a map of the
vehicle’s surroundings. The main advantage of this approach is that it allows the
car’s computer to make its own decisions in real time rather than relying solely on
input from the driver. Research in this area has yielded promising results, but many
challenges remain before self-driving vehicles can be made available for commer-
cial sale. The next section discusses how combining game theory and deep learning
can yield interesting results.
1.3 Game Theory in Deep Learning 5
Game theory can be used in deep learning in a few different ways. One way is to use
game theory to model the interactions between multiple agents in a multiagent sys-
tem (Zhou et al., 2022), such as a group of autonomous vehicles or robots. The
agents in the system can be modeled as rational players in a game, and the game
theory can be used to predict how they will interact with each other and make deci-
sions. For example, one application of this is for predicting how the agents in a
group will respond to certain behaviors of the other agents. Another application is
in predicting how different behaviors of an agent will impact the behavior of the
agent’s neighbors in the network (Monti et al., 2021). Another way that game theory
can be used is in the design of neural networks for computer vision tasks (Li et al.,
2021). One way to do this is by designing the network to be able to learn to recog-
nize objects from training data which mimics a multiplayer game environment,
where each object is represented by one of the players and the other players’ actions
are used to train the object network to learn to recognize objects correctly.
Another way to use game theory in deep learning is to use it to optimize the per-
formance of a deep learning model (Rajeswaran et al., 2020). For example, in a
reinforcement learning setting, game theory can be used to model the interactions
between the agent and the environment and to find the optimal policy for the agent
to follow. This can be done using techniques such as Nash equilibrium, which is a
solution concept in game theory that describes a stable state in which no player can
improve their payoff by changing their strategy. Essentially, this means that the
agents in this type of setting are locked in their current strategies—they cannot
change them to improve their outcomes. This can lead to suboptimal decision-
making by the agent and can therefore reduce the overall performance of the algo-
rithm. However, there are techniques available that can overcome this problem by
using ideas from game theory, such as dynamic programming or value iteration.
Additionally, game theory can be used to design and evaluate the security and
robustness of deep learning models in adversarial settings (Kamhoua et al., 2021),
where the model is under attack from malicious actors. Due to the emergent com-
plexity of neural networks and the black-box nature of machine learning, analyzing
the security properties of deep networks is a daunting task. There are several
approaches to studying the security of deep learning networks using game theory.
The first approach is to apply game theory to the problem of adversarial training
(Dasgupta & Collins, 2019). Adversarial training entails creating a model that is
robust against adversarial examples that are carefully engineered by a malicious
attacker to cause the model to make mistakes when used in real-world applications.
It is argued that game-theoretic approaches can be used to identify potential weak-
nesses in the structure and training procedure of a deep neural network that could
lead to susceptibility to adversarial attacks. In the second approach, game theory is
used to analyze the security properties of classifiers and regression models used in
adversarial settings (Chivukula, 2020). A classifier or regression model is trained to
classify or predict target variables that an adversary wishes to exploit for malicious
purposes. The adversarial examples are defined as pairs of input data and
6 1 Introduction
classification outputs; the goal is to identify regions of the input space that are clas-
sified differently than they should be by the classifier. The goal is to identify regions
of the input space that are classified differently than they should be by the classifier,
intending to exploit those regions to trick the classifier into misclassifying the data
as the target variable. Game-theoretic approaches can then be used to analyze the
vulnerability of the classifier to adversarial attacks (Pal & Vidal, 2020).
A third approach to studying the security of deep learning networks involves
combining game theory and deep learning techniques to analyze adversarial attacks
and defenses (Hossain et al., 2022). This approach uses reinforcement learning to
train deep neural networks to automatically defend a system from attack, which
improves the speed and accuracy of defense systems while reducing the complexity
of the underlying algorithms.
In summary, game theory can be used in deep learning to model the interactions
between agents in a multiagent system, optimize the performance of deep learning
models, and design and evaluate the security and robustness of deep learning models
in adversarial settings. Games are one of the fundamental tools for modeling social
interactions and decision-making in a wide range of disciplines including econom-
ics, psychology, computer science, philosophy, and biology. A common feature of
games is that they allow human players to engage in strategic interactions with each
other to maximize their performance or that of their opponents. The game-theoretic
approach to machine learning aims to enable machines to learn strategies from
observed data and use the learned strategies to solve tasks in a fully autonomous
manner. Thus, game theory can be used to design algorithms for learning and deci-
sion-making in a wide variety of domains such as robotics, artificial intelligence,
data mining, econometrics, and finance. In the present work, we explain cooperative
game theory, noncooperative game theory, deep learning algorithms, applications of
game theory in deep learning, and case studies in the upcoming chapters. In the fol-
lowing subsection, we provide an overview of the chapters presented in the book.
1.4 Chapter Overview
After the introduction chapter, we aim to present the idea of cooperative game the-
ory, Chap. 2: The Dynamics of How Individuals or Groups Work Together to
Achieve Common Goals. This chapter lays the foundational concepts and models,
illustrating how cooperation can lead to mutually beneficial outcomes. We explain
this chapter in the following subsection.
cooperative game theory operates, its principles, and its diverse applications.
Initially, the chapter introduces the concept of game theory, its historical develop-
ment, and its broad application across various domains such as economics, political
science, biology, cybersecurity, and healthcare. It then distinguishes between differ-
ent types of games, including cooperative and noncooperative games, and discusses
the min-max theorem and the concept of zero-sum and nonzero-sum games.
The core focus of the chapter is on defining cooperative game theory. It describes
how players in cooperative games form groups or coalitions, aiming for solutions
that benefit the group as a whole. This is contrasted with noncooperative games,
where players act independently. The chapter uses relatable examples, such as ice
cream sharing and voting scenarios, to illustrate how cooperative game theory
applies to real-world situations. Important concepts like “coalitional games,” “trans-
ferable utility,” and “stability” in cooperative games are thoroughly explained. The
chapter underscores the significance of stability in coalitions, highlighting that a
stable coalition indicates members are content with the agreement, reducing uncer-
tainty and conflict.
The “core,” a fundamental solution concept in cooperative game theory, is dis-
cussed in detail. The core represents a set of stable and feasible outcomes in a coali-
tion game, ensuring no subgroup or individual can gain more by forming their own
coalition. This section delves into the mathematical underpinnings of the core and
its implications for resource allocation and fairness. Further, the chapter examines
“nontransferable utility” and its relevance in cooperative games where direct
exchange or utility transfer among players is not feasible, emphasizing the com-
plexities in resource allocation and the importance of fair distribution in such set-
tings. The chapter also introduces the “Shapley value,” a method for fair value
distribution based on players’ marginal contributions to the game. This concept is
vital in assessing contributions in collaborative environments where the overall suc-
cess is a result of the combined efforts of all participants. Additionally, the chapter
explores the concept of “dominant strategies,” illustrating how players choose strat-
egies that provide the most favorable outcomes irrespective of others’ actions and
the role of Nash equilibria in optimizing payoffs in multiplayer systems.
Lastly, Nash equilibrium is discussed as a situation where each player’s strategy
is optimal, given the strategies chosen by other players. The chapter uses practical
examples, like the “monkey climb” game, to demonstrate the application and sig-
nificance of Nash equilibrium in real-world scenarios. This chapter effectively pro-
vides a comprehensive view of cooperative game theory, emphasizing its practicality
in various fields and highlighting key theoretical concepts for understanding coop-
erative interactions in game theory. In Chap. 2, as we understand the exploration of
cooperative game theory, where the focus has been on the dynamics of collaboration
and coalition building, we now turn our attention to a different yet equally fascinat-
ing aspect of game theory: noncooperative game theory in Chap. 3. The details in
Chap. 3 are in the following subsection.
8 1 Introduction
The chapter on “Noncooperative Game Theory” in the present book delves into the
competitive aspects of game theory where players act independently without form-
ing coalitions or agreements. It contrasts this with cooperative game theory, under-
scoring the independence and strategic decision-making in competitive
environments. Key concepts include Nash equilibrium, minimax strategies, and the
absence of binding agreements among players, which leads to a diverse range of
strategic interactions in various scenarios like business, politics, and social settings.
The chapter further explores various types of noncooperative games, such as the
well-known prisoner’s dilemma, rock-paper-scissors, and the Friend or Foe game,
each illustrating unique aspects of noncooperative strategy. It delves into sequential
games like chess and poker, where players’ decisions are influenced by previous
actions, and discusses the use of decision trees and game trees to analyze these games.
Other notable sections include the examination of games with imperfect infor-
mation, where uncertainty and hidden knowledge play crucial roles, and games with
perfect information, where players have complete knowledge about actions and his-
tory. The chapter also addresses advanced concepts like Bayesian games, which
incorporate elements of incomplete information, and mechanism design, which
explores creating systems to achieve specific goals in multiplayer settings. This
chapter provides a comprehensive overview of noncooperative game theory, its
applications, and the various strategic considerations involved in such games, mak-
ing it a valuable resource for understanding competitive strategic interactions in
diverse fields. Having delved into the intricate world of game theory, both coopera-
tive and noncooperative, we now start the discussion on the application of game
theory in deep learning in Chap. 4. The following subsection explains this idea.
The chapter titled “Applications of Game Theory in Deep Neural Networks” in the
book covers a wide range of applications, demonstrating the versatility and impact
of game theory in enhancing deep learning models and systems. The chapter estab-
lishes the foundational concepts of deep learning and neural networks, emphasizing
their ability to automatically classify and learn from data without human interfer-
ence. It then moves into exploring the relationships between neural networks and
game theory, using examples like the rock-paper-scissors game to illustrate how
game theory concepts can be applied to neural network strategies. Various applica-
tions of game theory in deep neural networks are then discussed in detail. These
include the following:
1. Wireless Network Security: Using game theory and deep learning to protect
wireless networks from jamming attacks, with transmitters and jammers engag-
ing in a strategic deception game.
1.7 Application of Game Theory in Deep Learning 9
The chapter titled “Case Studies and Different Applications” in the book presents a
diverse range of practical applications of game theory in various domains, demon-
strating its versatility and depth. The chapter begins by delving into auction theory,
a subset of economics and game theory, which studies the mechanisms of auctions
and strategic interactions of bidders. It covers the different types of auctions like
English, Dutch, and Vickrey auctions and examines how game theory aids in under-
standing bidder strategies, revenue maximization, and fraud detection. In the realm
of pricing, the chapter explores how game theory aids in strategic decision-making
by firms in competitive markets, including models like the Bertrand model and anal-
ysis of Nash Equilibria in price competition games. It also discusses cooperative
pricing games and cartel stability, using examples of organizations to illustrate these
concepts.
The application of game theory in generative adversarial networks (GANs) is
another focus. It explains how GANs, consisting of a generator and discriminator,
can be viewed as a minimax game, a fundamental concept in game theory. This
perspective helps in understanding the training dynamics and stabilization of GANs.
Furthermore, the chapter touches upon the use of convolutional neural networks
(CNNs) in game theory. It illustrates how CNNs can analyze strategic interactions,
predict player behavior, and assist in game content generation and strategy recom-
mendations in various game types, including board, card, and video games. In the
1.9 Conclusion and Future Research Directions 11
context of reinforcement learning, the chapter explains how game theory concepts
like Nash equilibria and best responses can analyze the strategic behavior of agents
in multiagent reinforcement learning environments. This includes adversarial inter-
actions and the learning process in environments analogous to repeated games.
Additionally, the chapter covers a wide range of other applications, including
oligopolies, educational institutions, farming, and computer vision, demonstrat-
ing the extensive reach of game theory in modeling strategic interactions and
decision-making in diverse fields. Notable mentions include the use of coevolu-
tionary neural population models to simulate strategy evolution in repeated games
and game theory in computer vision for strategic interactions in visual scenes. In
summary, this chapter provides a comprehensive view of the multifaceted applica-
tions of game theory across various domains, showcasing its practicality and the
significant insights it offers in understanding and solving complex strategic inter-
actions. The final chapter, Chap. 6, concludes the present book and draws the
future research direction. The details of Chap. 6 are presented in the following
subsection.
As we draw our exploration to a close in the final chapter of this book, we reflect on
the insights gained and the journey undertaken in understanding the intersection of
game theory and deep learning. This concluding chapter serves as both a summary
of our findings and a forward-looking perspective on the potential future develop-
ments in this dynamic field. In this chapter, we synthesize the key concepts, theo-
ries, and applications discussed throughout the book, highlighting the most
significant contributions and the practical implications of our exploration. We revisit
the core ideas that form the backbone of our discussion, drawing connections
between the diverse topics covered, from the fundamentals of game theory and deep
neural networks to the intricate applications and case studies.
Beyond summarization, this chapter delves into the future of game theory in
deep learning. We identify emerging trends, nascent technologies, and unexplored
areas that hold promise for further research. This forward-looking section is
designed to inspire researchers, practitioners, and enthusiasts to continue exploring,
innovating, and contributing to this field. We discuss potential advancements in
algorithms, applications in new domains, and the evolution of current methodolo-
gies. Moreover, we address the challenges and open questions that remain in the
integration of game theory and deep learning. These reflections not only underscore
the complexities and nuances of this field but also serve as a call to action for the
research community to address these challenges and further advance our
understanding.
In essence, the final chapter is crafted to leave readers with a comprehensive
understanding of where we stand in the present and a clear vision of the exciting
possibilities that lie ahead. It’s an invitation to ponder, participate, and propel the
future of game theory in deep learning.
12 1 Introduction
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Chapter 2
Cooperative Game Theory
2.1 Introduction
Game theory is part of mathematics and computer science branch. It deals with situ-
ations or problems that have to be analyzed and for which players have to make
decisions. Game theory was developed by John von Neumann and Oskar Morgenstern.
The book titled Theory of Games and Economic Behavior (1944) by John von
Neumann and Oskar Morgenstern is considered to be a starting point in game theory.
Game theory is applied in various fields like in economics; it is applied to analyze
market structures, auctions, and pricing strategies. In political science, game theory
has been applied to solve conflict resolution. It is applied in the study of biology as
well. Game theory is used to provide insights into various auctions, such as first-
price auctions and Japanese auctions. Game theory helps in voting systems, candi-
date strategies, and in analyzing the results of campaign policies. Game theory is
integrated with psychology to study how individuals make decisions under different
factors, such as uncertainty and various physical and sensitive emotional conditions.
In the healthcare and medicine field, it helps in understanding the evolution of drugs
so that the medicines can withstand and handle different pathogens. Game theory is
used to study the behavior of financial institutions. In the field of cybersecurity, game
theory models are used to understand strategies and plans to deal with cyberattacks
by providing mechanisms. Game theory models help in explaining the emergence of
trust and cooperation in social interactions. It is also used to examine the manage-
ment of forests, fisheries, and natural resources and to study pollution and its impact
on the environment. Game theory plays a significant role in computer science and
artificial intelligence. Game theory continues to find new applications in a wide
range of fields. Its decision-making dynamics make it a valuable tool in understand-
ing and predicting outcomes in a wide range of real-world scenarios (Rezek et al.,
2008). In the classification of game theory, there are several key types of games that
help in analyzing different situations and strategies, including cooperative and non-
cooperative games, extensive form games, symmetric games, asymmetric games,
sequential games, matrix games, simultaneous-move games, zero-sum games, and
nonzero-sum games. A zero-sum game which is competitive in nature is a game in
which the total utility or payoff gained by one player and other players is zero. Here,
one player has a positive outcome, and the other player has a negative outcome. The
gain and loss of both players are equal, with opposite signs meaning loss of person
1 = gain of person 2 (e.g., = 50, −50). A classic example of a zero-sum game is chess.
In nonzero-sum games, the sum of the outcomes of all the players is not zero which
means there is no balancing between the players. An example of a nonzero-sum
game is the prisoner’s dilemma. Real-world scenarios can often be matched with
nonzero-sum games. Cooperative games can also be considered as an example of
nonzero games. These are nonzero because of the group formation and formation of
cooperative policies. A sequential game is one in which the decisions are not made
simultaneously. The decision is represented in a tree where the node represents the
choice of player, the arrow tells the action, and leaf nodes are also present.
When resources need to be allocated among a group of players or organizations,
cooperative game theory can help determine fair and efficient ways to distribute
resources and share costs. In business contexts, cooperative game theory can guide
decision-making for joint ventures, mergers, and acquisitions by assessing the ben-
efits and risks of collaboration. In the field of artificial intelligence, cooperative game
theory can be applied to study interactions among autonomous agents and robots
collaborating on tasks. Noncooperative game theory can be used with auctions, as
there is competition involved where bidders have to compete to obtain the product.
It could be defined as a game with the formation of groups to obtain the best solu-
tion. It basically works from “coalitions.” It is also called the “black box” (Hazra &
Anjaria, 2022), as the way to find the solution is abstracted. There are several exam-
ples to explain it, some of which are as follows:
2.2 Cooperative Game Theory 15
Ice Cream Example Let us imagine that there are three people, Alice, Bob, and
Christine, and they have Rs. 60, Rs. 40, and Rs. 30, respectively. They need to
decide how to buy ice cream. Let there be three ice cream tubs of 50 grams, 70
grams, and 100 grams amounting to Rs. 70, Rs. 90, and Rs. 110, respectively. We
assume to solve the problem by cooperative or noncooperative approach. The coop-
erative approach will make more sense in this example, as we can obtain a kind of
agreement between the coalition. Alice and Bob need to coordinate their choices to
maximize their combined payoff. This ice cream example showcases how game
theory can be applied to analyze decision-making and strategic interactions in vari-
ous scenarios.
Voting Example Voting games basically focus on how individuals can form a
group or coalition to maximize their benefits. Basically, their outcomes depend on
each player’s contribution. These games are often used to understand voting sys-
tems, elections, and other situations where a group of individuals have to collec-
tively make a choice. Voting games can have a wide range of applications, including
understanding real-world elections, decision-making in committees, and in fields
such as political science, social options, and economics. Let’s assume a scenario
where we have four parties, namely, E, F, G, and H, and have 400 seats, 250 seats,
170 seats, and 180 seats, respectively. In majority voting, the option with the most
votes wins. Basically, the party that gets maximum votes win. There is also a “fea-
sibility condition” where the coalition formed should not exceed the seats by the
total number of seats. A majority vote is needed so they have to form the coalition
and what benefits each party would get, what will be their contributions, and whether
they agree to participate in the process or not. In this example, what share will each
party earn or what are the agreements that the parties will decide can all be com-
bined and encapsulated in a single term called cooperative game theory.
2.2.1 Coalitional Games
These games are situations where players cooperate and collaborate and are required
to achieve objectives such as resource allocation and bargaining. The players in a
coalition game work together to enhance their individual or collective payoffs.
Coalitional games have the following conditions:
(a) A transferable utility that is actually dividing the outcome.
(b) If we have a set N and the set is finite.
A subset of set N can be a coalition such as {1,2,4,8}, which can be a subset of
the above set where characteristic function is defined by V = 2N.
A transferable utility includes a subset and the characteristic function. We get V
(members) that is outcome which will come if they do coalition or as the amount of
money or utility that the coalition can divide between its members. The game is
denoted by both the value function and the subset from which the solution is
obtained.
16 2 Cooperative Game Theory
2.2.2 Stability
The concept of stability in coalitional games refers to the notion of stable outcomes
or coalitions that are unlikely to break apart due to the players’ incentives for defec-
tion. Stability is a central concern in cooperative game theory, as it helps to identify
stable cooperation structures and predicts how players will behave in coalition for-
mations. Determining whether a given coalitional game has a stable outcome can be
challenging, and not all coalitional games have stable solutions. There are different
notions for stability, but the most commonly used are core and stable coalitions
(Hazra & Anjaria, 2022).
A coalition is considered as stable if no player or subgroup of player has no
motivation to leave the coalition to join another one. This concept ensures that no
subgroup of players can benefit by forming their own coalition or joining any other
group. The aim is to achieve optimality. When a coalition is stable, it indicates that
the members have reached an agreement that is resistant to deviations, or we can say
that there is no backing off and everyone is satisfied with what they get. Stability
can help resolve conflicts more effectively and reduces uncertainty. Stability can
also lead to fairness and equality in the outputs and establishes a robust structure for
decision-making. Let us understand this through an ice cream example in which
there are three sizes of ice cream with small, medium, and large. Small size is of 550
grams, medium is of 700 grams, and large is of 900 grams; A, B, and C have $5, $3,
and $4, respectively, and they cost approximately $7 for small size, $9 for medium
size, and $11 for large size, and they form grand coalitions For the outcome, we
generally have combination of vectors denoted by "X", where X = (Xa, Xb, Xc) and
(Xa+Xb+Xc) = 900, which individual rationality will be (Xa ≥ v(A), Xb ≥ v(B),
,Xc ≥ v(C), as they are nonnegative. If these three players play the game, then the
outcome will be
Case 1: When there is equal division of ice cream between three players A, B, and
C, (900/3, 900/3, 900/3), we obtain 300 as the value of the outcome and this
outcome is “nonstable.”
Case 2: Let’s assume that A and C make a group without B, we obtain 700 grams of
ice cream, and their total money sums up to $9. We have (Xa= 350 ,Xc= 350,
which is better in terms of value, A leaves B and A makes group with C as it will
get more good results, but still its “not stable.”
Case 3: Let us suppose that there is unequal division and a coalition is formed. If A
and B form a coalition and avoids B and their contribution adds up to $8 which
gets the to buy small size ice cream, (Xa = 350 grams and Xb = 350 grams) and B
makes an agreement to A that B will provide A 400 grams and it will end up tak-
ing 300 grams of ice cream, it is more profitable than the individual division of
the amount of ice cream. Group deviations can be considered as breaking the
group or dividing the coalition. The set of outcomes we obtain after A and B
make a group without C is {A, B} = {400, 300}. Thus, it is also observed that
v(A) = 400 and v(B) = 300 and C did not form a coalition.
2.2 Cooperative Game Theory 17
In this way, coalitions can be formed and broken. If a member becomes more
influential or gains more bargaining power, they may choose to break away or form
a new coalition that better serves their interests. Players may receive better offers
from players outside the existing coalition.
2.2.3 Core
The core has important implications for understanding how players can cooperate
effectively to achieve maximizing outcomes and it’s a solution concept popular in
game theory. In other word, it could be considered as a set of all stable outcomes;
the solution concept helps to identify feasible and stable outcomes when players
form coalitions to achieve common goals. The core generates the particular solution
which is the optimal one. The pair of vectors satisfies rationality and feasibility for
every coalition, and the total payoff is not less than V(C). The core might be empty,
which indicates presence of instability and means that there is no solution that satis-
fies feasibility. So, other solution concepts such as the Shapley value or nucleolus
might help in the game. Mathematically, it is written as Core Core (N,v) =
n
{(x1, …., xn) ∈ Rn: ∑ x, xi = V(N); Xi∈C, Xi ≥ v(C) ∀C ⊆ N}.
1
i
Or G = { ∑ x ∈ C, such that Xi>= V(C) for all c ≤ n}, where C is the grand coalition
0
formed and G is the denotion for the core (Hazra & Anjaria, 2022).
Consider a coalition game with a set of players {1, 2, 3} and a characteristic
function v(S) that assigns a value to each coalition S of players.
Now, let’s check if the grand coalition {1, 2, 3} is in the core which is 12. The
core conditions require that no smaller coalition has an incentive to deviate. For
example, if we consider the coalition {1, 2}, the worth of this coalition is 7. However,
if players 1 and 2 deviate and form a coalition just between themselves, the worth
would be v({1}) + v({2}) = 3 + 4 which gives 7. Since 7 is greater than 8, which
makes them want to collaborate with each other. The case is same with other sets
also and due to high yield players won’t deviate. If the grand coalition is not blocked
by any subset of players, then it is in the core. In this example, the grand coalition
{1, 2, 3} is indeed in the core because no smaller coalition has an incentive to devi-
ate from it. But in core the value can be null also.
The core has the following properties:
Feasibility: The total payoff allocated to a coalition does not exceed its value. In
other words, for every coalition S, the sum of the payoffs allocated to the players
18 2 Cooperative Game Theory
in S is at most the value of the coalition. The sum of the payoffs assigned to the
players in S must be less than or equal to the value of the coalition. Feasibility is
important because it reflects the practical limitations of resource allocation
within coalitions. It also ensures that the payoff allocation is realistic. Individual
Rationality: The payoff allocation must be individually rational, meaning that no
player should receive less of their worth.
All coalitional games should have a nonempty core. This means that no payoff
allocation satisfies both the feasibility and individual rationality conditions. Also,
each player in the core must receive the amount as they can receive individually. In
certain cases, core might be unique meaning that there is only one stable outcome.
2.2.4 Epsilon Core
The epsilon core is an extension of the core concept in cooperative game theory. It
addresses and takes care of situations where the core of a coalitional game might be
empty, meaning there is no feasible and individually rational payoff allocation that
satisfies all players. It permits individual players to receive payoffs slightly lower
than their actual worth in the game, as long as the deviation (epsilon) is within some
degree. It helps to capture stable outcomes in situations where the core is empty.
The instability displayed by various examples and some large games (such as the
glove market example) can be somewhat overcome using the notion of the epsilon-
approximate core. Given any number o, an allocation x is in the epsilon-approximate-
core of the coalitional game (N, v) is given by Xi belong to C such that [Xi ≥ v(C)—o
|C|] ∀C ⊆ N where C is coalition value, N is total number of elements, and Xi is
particular outcome of player. When the core is empty, certain approximations
acknowledge that no coalition has a strong incentive to deviate from the existing
arrangement but epsilon cores say that a few has to deviate but it is not enormous
bounded by epsilon core-epsilon actually breaking up and may earn high payoff
more than before coalition epsilon is very small infimum can be outside of set also
highest no less than all no in sets.
In epsilon cores also, the outcomes are present in the feasibility set. It may also
have unique values like the core.
2.2.5 Fairness
amount is divided in a ratio and shared between various members. The amount that
is surplus is also distributed among various members in their collaboration ratio
(Hazra & Anjaria, 2022). Therefore, fairness could be considered as the fair amount
every individual should receive after their collaboration is formed. For example, if
some individual has donated an amount more than the other members, the individ-
ual should earn more in terms of profit.
Let us take an example where N is the number of members, N = {1,2}.
v(1) = v(2) = 50, for both players 1 and 2 and v({1,2}) =200 if they both make
group. Let us consider the outcome as player 1 earns 150 and player 2 earns 50,
which is unfair as player 1 earns more payoff; however, this solution is stable.
X1 + X2 = v (player 1, player 2) = 200, which is the outcome generated from the
grand coalition. We know that X1 ≥ 5 and X2 ≥ 5; however, other outcomes could be
more stable, such as considering the given outcome X = (100, 100). Therefore,
(100,100) is stable outcome, and at some place, they could be equal for them.
Players have some marginal contributions, which are defined as grand group
outcomes—individual values. We obtain v({1,2}) − v({2}) = 200–50 = 150, and the
difference is the marginal contribution:
2.2.6 Nontransferable Utility
2.2.7 Shapley Value
It was introduced by the economist Lloyd Shapley in the early 1950s. It provides a
fair way to distribute the total value generated by the strategies of different players
based on their contributions to the game (Narahari, 2022). It provides a way to deal
with each and every player in a fairer way. The Shapley value has been widely
applied in various fields, including economics, political science, and computer sci-
ence, to allocate resources, assess contributions, analyze cooperative scenarios, and
even solve allocation problems in multiagent systems. According to the Shapley
value, the amount that player i is given in a coalitional game is
|C |! n C 1 !(v C i v C )
Shapley value i V
C N i n!
Let’s consider an example where three players are A, B, and C. For any single
player, v({A}) = 300, v({B}) = 400, v({C}) = 500. For any pair of players, v({A,
B}) = 900, v({A, C) = 700, v({B, C}) = 1000 and v({A, B, C}) = 2000. If we try to
calculate the marginal contribution for A, when A has different permutations to col-
laborate, there are different cases as follows:
Case 1: Considering A’s cases
(A, B) → v({A, B}) − v({A}) = 900–300 = 600
(A, C) → v({A, C}) − v({A}) = 700–300 = 400
(A, B, C) → v({A, B, C}) − v({A, B}) = 2000–900 = 1100.
2.2 Cooperative Game Theory 21
Other solutions include those that are similar to shapely values, provide alterna-
tives to shapely values, and handle fairness and stability. Some of them are that the
nucleolus provides a solution to cooperative game theory and is also a well-known
concept, such as the Shapley value, which provides a fair and stable way to allocate
the value or payoff of a coalitional game among the players. It was introduced by
Lloyd Shapley and David Gale in 1967 as an alternative to the Shapley value and
other solution concepts. It minimizes the excess value that any player claims. It
works on the “idea of excess.” The excess of a player is the difference between the
value they contribute to the coalition and their minimum requirement of participa-
tion. It ensures that the payoff allocation is as fair as possible in the sense that the
maximum excess among players is minimized. The nucleolus provides an interest-
ing alternative to other solution concepts, such as the Shapley value or the core, and
can be particularly useful in situations where players have different minimum
requirements or expectations for joining coalitions. One other could be the kernel.
The kernel is a subset of the core. Both the core and the kernel deal with the stability
and fairness of payoff allocations in coalitional games. It is a subset of the core that
provides more restrictions on feasibility. The kernel, unlike the Shapley value, is
applicable to games that have nonempty cores.
References
Hazra, T., & Anjaria, K. (2022). Applications of game theory in deep learning: A survey. Multimedia
Tools and Applications, 81(6), 8963–8994.
Narahari Y. (2022). Game theory lecture notes.
Rezek, I., Leslie, D. S., Reece, S., Roberts, S. J., Rogers, A., Dash, R. K., & Jennings, N. R. (2008).
On similarities between inference in game theory and machine learning. Journal of Artificial
Intelligence Research, 33, 259–283.
Chapter 3
Noncooperative Game Theory
John Nash made a statement that explains the difference between the two game
strategies. The statement is as follows: “This (cooperative game) theory is based on
an analysis of the interrelationships of the various coalitions that can be formed by
the players of the game. Our (noncooperative game) theory, in contradistinction, is
based on the absence of coalitions in that it is assumed that each participant acts
independently, without collaboration or communication with any of the others.”
There is no binding agreement, and players have to guess or predict the opponent’s
output. Noncooperative game theory is concerned with understanding strategic
interactions in competitive environments without formal agreements, while
cooperative game theory focuses on the study of how players can work together and
distribute the gains from cooperation. Noncooperative game theory involves less
inclusion than cooperative game theory. In noncooperative game theory, the concept
of Nash equilibrium is used. In cooperative games, the concept of a stable solution
is generally more complex. One common solution concept is the core, and the other
is the Shapley value. In noncooperative games, players make decisions without any
direct communication or cooperation with each other. Communication and coopera-
tion between players are essential in cooperative game theory. Classic examples of
cooperative games include the bargaining problem, cooperative coalition formation,
and the assignment problem, etc. Examples of noncooperative games include the
prisoner’s dilemma, Cournot duopoly, etc.
3.2 Nash Equilibrium
3.3 Mixed Strategies
In this case, both players randomize their choices with specific probabilities. Mixed
strategy equilibria are particularly relevant in games where there is not a clear domi-
nant strategy for any player. In a mixed strategy equilibrium, players assign proba-
bilities to their available strategies. For each player, the expected value or expected
3.3 Mixed Strategies 25
payoff is calculated by multiplying the probabilities and payoffs. The mixed strat-
egy Nash equilibrium captures uncertainty and unpredictability in decision-making.
It is a way to find a fair and balanced way to play a game when both players have
different options and preferences. The player aims to maximize their expected pay-
off. In identifying Nash equilibrium there is a series of steps which are needed for
optimal combination of strategies of all the players:
1. Recognizing the players, their available strategies, and the associated pay-
off matrix.
2. These probabilities must sum to 1 for each player along with the assurance pro-
vided that no player can increase their expected payoff by moving away from
their chosen strategies.
3. Iterating through a process and estimation of the probabilities that each player is
trying to allocate to their strategies which would maximize their expected payoff.
Let us consider the most popular game, Battle of the Sexes, which depicts mixed
strategy Nash equilibrium.
Battle of the Sexes is a classic game-theoretic scenario that explores the dynam-
ics of coordination and conflicting interests between two players. There are two
players who have different preferences in which they want to become engaged.
Along with cooperation, there is also competition. There are two choices: either go
to fight match or go to ballet. The man prefers to go to fight. The woman wants to
go to ballet, and they prefer being together. A higher number indicates a more pre-
ferred outcome. The game provides a mixed strategy solution and no pure strategy
solution. One player will have a higher payoff in both cases of Nash equilibrium
solution. If both players prefer Opera or both players go for a match, they achieve
the highest combined payoff (200, 100). But if male chooses match and female
chooses Opera, male receives a payoff of 200, and female receives a payoff of 100.
Table 3.1 explains the Nash equilibrium concept by a popular example of a Battle
of Sexes game.
We try to assume a case where the man decides to engage in a fight with the prob-
ability of q and going for opera with 1 − q probability. Similarly, women choose to
participate in a fight with p probability and go for opera with 1 − p probability. To
obtain the expected value, multiplication of probabilities with payoff is performed.
For men, the payoff for going to opera is 100, and the payoff for going to match is
200. For women, going to opera is 200 payoff, and going to match is 100 payoff. For
(fight, opera), the multiplication of probabilities will yield q ∗ (1 − p) and so on. By
multiplying the respective payoffs and probabilities, such as the man’s expected
value for attending a match being q * 200 and for attending an opera being 100 *
(1-q), and subsequently solving for q in both equations, we get q = 1/3.
In the case of women, opting for a fight is associated with a reward of 100 times
p, while choosing to go shopping yields a reward of 200 times (1 − p). On solving
for p, the value of p becomes 2/3. 100*p= 200*(1 − p), which gives 2/3.
For woman, if p>2/3, then shopping is chosen, but if p<2/3, match is chosen. For
man if the value of q>1/3, then he is going for boxing, but if q<1/3, then he attempts
to go to shopping.
There can be multiple Nash equilibria or a situation where no Nash equilibria are
present. However, Nash equilibrium cannot guarantee optimal solutions; rather, it
could generate suboptimal solutions.
There are various examples of games in noncooperative game theory:
Spotlight Game The “Spotlight game” is a popular example in game theory that
illustrates the concept of mixed strategy Nash equilibrium. There are two players,
namely, Player 1 and Player 2, and there are two conditions: whether to go or to stop;
that is, they can either stay or move, which results in four outcomes that are discussed
in the form of cases below. In the payoff matrix which is being generated, the first
value in each cell represents the payoff for Player 1, and the second value shows the
payoff for Player 2. If both players choose to stop, they both have a higher chance of
spotting each other and receive a negative payoff. If both players decide to choose
“Go” then, this signifies a scenario where they both have a lower chance of spotting
each other and will recieve a negative payoff.
Case 1: Player 1 and Player 2 enter the collision state.
Case 2: Player 1 goes and Player 2 stops.
Case 3: Player 2 stops and Player 1 goes.
Case 4: Both players stop.
The second and third cases are Nash equilibrium cases where the outcomes
would not be negative and the first and fourth cases lead to negative results. Nash
equilibrium occurs when both players randomly choose between “stay” and “move.”
Table 3.2 explains the Nash equilibrium concept by a popular example of
Spotlight game.
Stag Hunt Game The “stag hunt” game is generally used to explain “Nash equi-
librium” concept. In the stag hunt game, there are two Nash equilibria. It is a sce-
nario where two individuals must decide whether to collaborate or act independently,
with the goal of achieving the best possible outcome. There are two hunters who
have two options: either hunting a stag or hunting a rabbit, which is smaller and
easier to catch than a stag. Hunting a hare can be done individually with less efforts
but would generate a lower payoff, whereas hunting a stag requires more efforts and
mutual coordination between the players, as it provides a higher payoff. When both
players choose to hunt stag again, the solution is in Nash equilibrium. If one player
wants to hunt a stag but the other still hunts hare, they will result in a lower payoff,
so they decide to hunt rabbit, and thus, the solution is in Nash equilibrium. If one
player chooses to hunt stag and the other chooses to hunt hare, the player who
hunted the rabbit receives 20, while the other receives 0. We get to know that (10,10)
is in Nash equilibrium and (20,0), (0,20) is not in Nash equilibrium. If both players
decide to hunt stag, they each receive a payoff of 50. Therefore, if X hunts rabbit
and Y hunts stag, X earns 20, but Y will want to change the plan and would want to
prefer hunt of rabbit to get 10. In business, companies often face decisions about
whether to collaborate with competitors, where to collaborate, and where they basi-
cally follow the hunting stag technique while acting alone following the rabbit’s
plan. Conservation efforts can be seen as a stag hunt scenario. Individuals or nations
may need to decide whether to address global environmental issues such as climate
change or resource depletion (hunting a stag) or pursue short-term interests that
could harm the environment (hunting a hare).
Table 3.3 explains the Nash equilibrium concept by a popular example stag rab-
bit hunt game.
Rock Paper Scissors Rock-paper-scissors is a classic hand game played in differ-
ent countries that provides simple and easy examples in game theory and decision-
making discussions. It is usually played between two people who simultaneously
form one of three shapes with an outstretched hand. The three actions are “rock,”
“paper,” and “scissors.” Suppose that if Player 1 chooses scissors and Player 2
chooses stone, then Player 1 loses and Player 2 wins. If Player 1 chooses scissors
and Player 2 chooses paper, then Player 1 wins. A few cases have been dis-
cussed below:
• Case 1: (paper, scissors) player with scissors will win.
• Case 2: (paper, rock) player with paper will win.
• Case 3: (rock, scissors) player with rock will win.
There are three outcomes: win, loose, and tie, but for tie, there is no collabora-
tion, so they may restart the match. Rock-paper-scissors is an essential game in
game theory because it is a noncooperative two-player game with a pure strategy
Nash equilibrium. A pure strategy Nash equilibrium is a way in which no player can
deviate from their outcome by changing their strategy. There is also no concept of
collaboration between teams or players. Let us go through a simple example of a
rock-paper-scissors game between two players, Alice and Christine. In round 1,
Alice chooses rock, while Christine chooses scissors. Result comes out to be Alice
wins because “rock” crushes “scissors.” In round 2, Christine chooses rock and
Alice chooses scissors. Result is Christine wins because “rock” crushes “scissors.”
Similarly, the game goes on for multiple rounds until there is a clear winner. Rock-
paper-scissors can be utilized as a simple and unbiased method for generating ran-
dom numbers, particularly when a truly random source is not available. In various
situations, where parties or various organizations have conflicts and cannot agree on
a decision, rock-paper-scissors can be used as a way to resolve disputes.
Prisoner’s Dilemma The game provides an example of a situation in which the two
players have two choices: either cooperate or betray each other. The prisoner’s
dilemma was first introduced as a concept in game theory by mathematicians Merrill
M. Flood and Melvin Dresher in 1950. The prisoner’s dilemma has gained signifi-
cant attention and popularity in the field of game theory because of its ability to
model situations of cooperation and conflict. It is used to study various economic,
social, and political scenarios, arms races, business competition, environmental
issues, and international relations. It is an important tool in decision-making.
Here, there are two prisoners and they can’t communicate with each other and
police does not have enough evidence to send them into jail so they make a plan.
They provide them with a set of rules that they have to choose, and in this way, the
payoff matrix is formed.
The possible outcomes are as follows:
• Case 1: If A and B both betray each other, then, they will be given to be 2 years
in prison.
• Case 2: If A backstabs B but B does not speak up, then, A will be removed from
prison and B will be in prison for 10 years.
• Case 3: If A remains silent but B backstabs A, then, A will have to be in prison
for 10 years and B will be set free.
• Case 4: If A and B both do not open up, then, they will each attend the lesser
charge of 4 years in prison.
If both prisoners remain silent and they cooperate, neither of them will be con-
victed, but they will each receive a moderate sentence for the lesser charge. If one
prisoner betrays the other, the betrayer will be set free, while the other prisoner will
receive an enormous amount of punishment. However, if both of them confess, then
they will have to stay in jail for fewer years. In the payoff matrix, the first number
represents the payoff to prisoner A, and the second number represents the payoff to
prisoner B. Both players have a dominant strategy that means the best choice for
them individually, regardless of the other. If both players follow their dominant
strategy, which is to betray each other, they will receive reduced sentences. If both
of them cooperate, they would receive a moderate sentence of 1 year each. From an
individual perspective, each prisoner has a better choice in betraying the other, as
this could lead to anyone of them being set free. However, if both prisoners betray
each other, then, they both end up with longer sentences than being silent. The pris-
oner’s dilemma serves as a powerful model to understand situations of conflict and
cooperation and is widely used to analyze various real-life scenarios, such as
3.3 Mixed Strategies 29
to the opponent. Suppose there are two players A and B and Player A chooses
“heads” (H) and Player B chooses “tails” (T). In this case, Player A receives a pay-
off of −2, and Player B obtains 2; that is, Player B wins 2 points, and Player A loses
2 points. The payoffs in this scenario are (A: −2, B: 2). Both players are trying to
maximize their payoffs. The payoff matrix is shown below, where the first value is
earned by Player A and the second value is earned by Player B.
Table 3.6 represents the moves of heads and tails for both the players and the
points which they earn are provided in the cells.
3.4 Sequential Game
It is a game where actions of the first player are chosen before the other players
choose the action. To find optimal strategy solution concepts such as Nash equilib-
rium, backward intuition is used. Chess, tic-tac-toe, and poker are some of the basic
sequential games where an unnatural and ever-changing environment is built for the
game. Here, players make decisions after taking into consideration of the strategies
of previous players. The games that are repeated in several rounds are also examples
of sequential games. Extensive forms are applied in sequential games. It’s used in
making business strategies and in making decisions of investment. In finance, vari-
ous organizations make strategies based on market values and information available
over time, which helps them in making financial decisions. Sequential games also
help in making policies in the political environment. Sequential games help political
parties to consider possible responses and outcomes. In legal institutions, sequential
games are also being used where the next move is being made on the information
available and evidence. Combinational games are also examples of sequential
games. Simultaneous games, on the other hand, are games where players do not
have prior knowledge of the moves of other players. Examples of such games are
rock-paper-scissors, prisoner’s dilemma, the Battle of the Sexes, the Hawk-Dove
game, and the Cournot duopoly game. For analyzing such games, the Nash equilib-
rium concept is used. Simultaneous games are applied in auctions where bidders
give their bids without knowing the bids of other participant bidders. In the field of
economics, they are used to analyze market interactions and competition among
various companies. In cybersecurity, defenders make plans without knowing the
moves of attackers and vice versa.
3.7 Games with Perfect Information 31
3.5 Decision Trees
In game theory, decision trees are used in the analysis of sequential games. They
provide a systematic representation of the moves, actions, and their respective pay-
offs. The decision tree helps players to understand the consequences of their actions
and make rational decisions based on the strategies of others. The tree representa-
tion mainly has nodes that provide information for moves, and the succession of
events occurs during the game. The nodes are divided into three types: root nodes,
internal nodes, and terminal nodes. Basically, the players need to be identified along
with their moves and strategies, and for each terminal node, payoffs are assigned.
The concept of backtracking starts from the last level and moves backward, choos-
ing the best strategy for each player at each node based on their payoffs. They are
used in bargaining, in producing the best and optimal business strategies, and in
making political decisions. It can also be used in making military plans considering
potential moves of opposition. It can be used to analyze various investment deci-
sions and resource management.
Games with imperfect information are a type of strategic game in which players
have incomplete knowledge or hidden knowledge about the actions or states of the
game (Hazra & Anjaria, 2022). There is uncertainty present in the game, which
leads to complex solutions and decision-making. Games with imperfect information
are usually represented using extensive form game in which players generally use
strategic probability and reasoning to make decisions. Imperfect games are more
complex than perfect games, as they involve uncertainty. Some common examples
of games with imperfect information include poker, board games, auctions, and
business negotiations. Analyzing security scenarios, such as intrusion detection,
network defense, and cybersecurity games, involves dealing with uncertain or hid-
den information about potential threats and attackers’ actions. Auctions with incom-
plete information can also be considered as an application of incomplete games.
Medical diagnosis and treatment planning often require dealing with uncertain
medical data and hidden patient information.
Perfect information games (Hazra & Anjaria, 2022) have a scenario where players
have complete knowledge about actions taken by other players and the game’s his-
tory. Perfect information games are often represented using extensive form games
or decision trees. The presence of uncertainty is negligible in these games. Here,
32 3 Noncooperative Game Theory
players can observe all the plans and actions and generally could be played in a fully
known environment. These games are deterministic, and there are no random ele-
ments or chance involved in the game. Instances of perfect information games have
checkers, tic-tac-toe, and chess. Solution concepts used in perfect information
games include backward induction and perfect Nash equilibrium.
The extensive form could be seen as a graphical representation used in game theory.
It generates a structured visual way to analyze the sequential nature of a game and
to depict the sequence of actions, strategies, moves, and payoffs in a better manner.
It solves games through techniques such as Nash equilibrium and backward induc-
tion. It is used for games with imperfect information which is generally used for
both sequential and simultaneous games. These games are generally represented in
the form of game trees. Economic games, such as the Cournot and Stackelberg
models, involve firms making sequential decisions. Let us consider a simple sequen-
tial game where Player A makes a choice first and then Player B makes the move
accordingly. In the game, suppose Player A chooses between H (head) and T (tail).
If Player A chooses H, Player B can choose between center and down. If Player A
chooses tail, Player B can choose between left and right. This information could be
drawn into a tree, which is shown below (Fig. 3.1).
3.9 Game Tree
A game tree can be considered as a graphical way which specifies all the states
within the game, the moves and penalties or rewards (Ho et al., 2022). Game trees
measure the complexity of a particular game along with the estimation of the
outcomes of moves along with what moves are being taken from a set of all possible
moves. They provide real-time scenarios of a game. Games such as tic-tac-toe and
chess use game trees. They have certain limitations, such as consuming consider-
able time. They may or may not provide the best optimal solution. They also check
the moves of opponents, and then, from the history and knowledge obtained, they
try to make decisions. They need complete knowledge of how to move. We also
have initial nodes that tell about the initial state of the game. Then, we have edges
that represent what moves are to be taken, internal nodes that represent the internal
states or the decision that we can take, and, finally, leaf nodes that have final out-
comes. For example, the 8-puzzle game has nodes and edges. Nodes could be con-
sidered as different combinations of inputs. Edges can be considered different
actions, such as moving up or down.
There are different search strategies for traversing a graph or a tree. Some of them
are listed below.
BFS explores all nodes at a given level before going to the next level, meaning it
traverses all the nodes in a graph or tree in a breadth-first manner. This allows for a
comprehensive exploration of the game’s decision-making possibilities. BFS in a
game tree is commonly used in artificial intelligence and game development to ana-
lyze different scenarios, compute optimal moves, and determine the best strategies
for players. BFS can use a very large amount of memory due to the exponential
growth in the number of nodes, so it is often applied with heuristics and pruning
techniques. It uses queues as the data structure for its implementation. The BFS
algorithm ensures the exploration of all the nodes level by level, guaranteeing the
visiting of all reachable nodes from the root node. It could be used to analyze all
possible moves and their consequences. It also helps in determining the optimal
strategy that leads to a desired outcome. BFS also helps in understanding the struc-
ture of the game tree, the number of possible paths, and the complexity of the game.
It uses LIFO (last in, first out) and stack as a data structure. DFS traverses deeper
into the tree before considering sibling nodes. It goes deep into levels before back-
tracking to the previous level. DFS is often used for tasks such as finding a path,
34 3 Noncooperative Game Theory
exploring all possibilities, and searching for solutions. It may go into infinite depth
and lead to enormous computational effort, so stopping criteria need to be applied.
It is used in decision-making scenarios. One disadvantage of DFS is that it may not
return optimal path as BFS. DFS is well suited for analyzing sequential games,
where players take turns making decisions and can be applied to solve puzzles.
3.11 Min-Max Strategy
• Here, real-world opponents may not play perfectly or may introduce elements of
randomness which is a disadvantage (Hazra & Anjaria, 2022).
• The worst-case time complexity of the basic minimax algorithm without any
optimizations is exponential (in the depth of the tree), but by alpha-beta pruning,
its time complexity is reduced.
To apply the minimax strategy, the game is typically represented as a game tree,
where each node corresponds to a specific game state, and the edges represent pos-
sible moves by the players. Firstly, utilities are being assigned. At the leaf nodes of
the game tree, payoffs are equal to represent the outcome for each player. In a two-
player zero-sum game, the utilities for the players are reverse in signs of each other
example −2 and +2. The minimax strategy then applies concept of backward induc-
tion. The players maximize and minimize the payoffs while travelling the tree. The
minimax strategy helps to identify the optimal strategy for each player to achieve
the best possible outcome for their respective goals. In theory, the optimal strategies
for both players are found at the Nash equilibrium of the game.
This is a basic representation of a game using a matrix. Strategic game forms are
also called as normal game forms. Each cell in the matrix corresponds to integration
of strategies chosen by the players, and the entries represent the payoffs for each
player. The number of players is finite along with a finite number of strategies. This
allows for a clear and concise depiction of the game’s structure. Let us illustrate
with a simple example of a strategic form for a two-player game, often referred to
as a “prisoner’s dilemma”: Both players have two strategies: cooperate or do not
cooperate. The values in each cell represent the payoffs for Player 1 and Player 2
based on their chosen strategies. For example, if both players choose to cooperate,
each receives a payoff of 10.
Table 3.7 represents the prisoner’s dilemma, and the payoffs for cooperation and
betraying are given in the table.
These games are useful in situations where players make decisions in a sequence
and can choose strategies on previous actions or imperfect information. In other
words, it basically depicts sequential games along with incomplete information.
36 3 Noncooperative Game Theory
They are basically used in scenarios such as bargaining and negotiations. These try
to represent all the information regarding players, their moves, and their payoffs in
the tree form. They can be analyzed using various solution concepts, such as back-
ward induction, which involves working backward from the terminal nodes to get
optimal results.
3.14 Dominant Strategies
A dominant strategy is a concept in game theory that represents a player’s best out-
come or that yields the highest outcome of an action irrespective of the actions made
by their opponents. Let us consider a simple example to illustrate the concept of
dominant strategy, the prisoner’s dilemma, which is a classic game in game theory
that involves two players, Player A and Player B, who are given the choice to coop-
erate or not cooperate with their partners. Let us determine the dominant strategies:
If Player B betrays, then Player A’s best choice is still to not cooperate (as 1 is
greater than 0). Player A’s best choice according to the payoffs is to not cooperate
(as payoff 6 is more than 2). Therefore, Player A’s dominant strategy is “no coopera-
tion” because it always yields a higher payoff. If Player A chooses not to cooperate,
then we see in the second row that Player B’s best choice is still to not cooperate.
But suppose Player B cooperates, then we check in the column of B and consider
the two strategies of A. If Player A cooperates, then Player B’s best choice is to not
cooperate. Player B’s dominant strategy is also “don’t cooperate.”
Table 3.8 represents dominant strategies for both players, which have two
choices: either they cooperate or they betray with each other.
3.14.1 Strict Dominance
Strict domination in game theory presents a situation where a particular action for a
player results in a strictly greater payoff than another action for every action of the
other player. We explain this with the help of “strictly greater than sign.” Decisions
here are quite easily made, but sometimes, games can have mixed strategies.
Suppose we have two players, with Player 1 having two moves A and B and Player
2 having three moves C, D, and E. It is observed that A strictly dominated B for
Player 1 when the payoffs of A are always more than those of B in every C, D, and
E, which is illustrated in Table 3.9a.
3.14 Dominant Strategies 37
3.14.2 Weak Dominance
It is a phenomenon where one action could dominate over other action which helps
to eliminate less favorable strategies. In other words, it could be considered as a
circumstance where a particular strategy for a player leads to at least as high a pay-
off as any other strategy but not considering what other player chooses. In some
games, weakly dominant strategies are not present, so analyzing those games can
become more complex which could be said as a disadvantage. Also, there is no
guarantee of always higher yield. In this case, equal to is also used along with a
greater sign that is “less than equal to.” Weak dominance introduces a more lenient
form of criterion allowing strategies to coexist.
38 3 Noncooperative Game Theory
Table 3.10a depicts weak dominance of middle action of two players with three
moves of Player 1 and three moves of Player 2.
In this case, the middle is going to weakly dominate up which could be analyzed.
Middle condition is the dominating condition as we can see that Player 2 moves
right which results in middle’s payoff equal to 60; if movement is in center, then
middle is 40; if movement is in left, then it has points.
Table 3.10b depicts weak dominance of center action of two players with three
moves of Player 1 and three moves of Player 2.
Player 2 witness’s strict dominance of center over left as payoff 40 is greater than
payoff 30, and if Player 1 plays middle, then center earns more point than left
60 > 30 when it goes down 40 > 30, and if Player 1 plays down, then center earns
more points than left.
Player 2 experiences strict domination of center over right, 40 > 20 in moving
left and 60 > 50 and 60 is superior to 50 in moving right.
Table 3.10c depicts that center strictly dominates right.
Player 1 will go in the middle.
Table 3.10d depicts the middle as the move to obtain a solution. Therefore, the
middle appears to be a solution.
Let us consider an example of two players, Mike and Bonnie, where both have two
actions, going up or going down. First, we need to determine the best responses of
Bonnie to Mike’s moves. Let us suppose that if Mike goes up in the first column,
Bonnie’s optimal results are in payoff of 100; when she goes up, it is not zero but
10; when she goes down, indicating up is the best move for her. In column 2,
Bonnie’s moves are (70-up, 150-down), so down is the best optimal move for
Bonnie in a condition when Mike chooses down. There is “no dominant” strategy
followed over here. When we consider Mike’s moves while traversing rows, they
are to go down in the first row with 800 points and to go down in the second row,
resulting in 70, which are determined by getting the second value in the cell. Here,
Bonnie does not have a dominant move because Bonnie has different moves for dif-
ferent actions of Mike. Mike has a dominant strategy for him and the solution is the
down-down strategy (150,70). Therefore, down-down is the Nash equilibrium solu-
tion for the problem which is highlighted in the table. In summary, a lack of domi-
nant strategy implies that the best choice for a player depends on the choices made
by other players, making the decision-making process more complex and leading to
considerations of Nash equilibria.
Table 3.11 explains that no dominant strategies by the Mike-Bonnie game and
equilibrium are depicted by highlighted values.
3.16 Bayesian Games
In these games, players have uncertain or incomplete knowledge, and this uncer-
tainty is represented using probability. Players are being assigned with certain prob-
abilities incorporating into account their private information and the beliefs of other
players. The solution for such scenarios is Nash equilibrium. These games are not
easy to solve, as players have to take complete distribution of strategies and have to
take care of their optimal strategies against the opponents. They have applications
in the fields of economics, auctions, industries, decision-making, politics, etc. In a
Bayesian Nash equilibrium, each player’s strategy is optimal given their beliefs
about the types of other players, and no player deviate to achieve something better.
In traditional game theory, players make decisions based on their own information
and the expected actions of other players. The game has various stages, which
include the following:
• At the beginning of the game, nature chooses the types of each player according
to some probability distributions. That is, distribution is determined by nature
according to probability distribution.
• Players have complete information about their own moves and actions, but they
do not have information about other players.
• Players choose their strategies based on their private type and beliefs. It takes
into account the player’s goals, the actions and possible strategies of other play-
ers, and the potential outcomes of different choices. Strategies can be classified
into several types, such as mixed strategies, dominant strategies, and tit for tat
strategies. Then, certain payoffs are being generated with respect to the moves.
3.17 Matrix Games
It is a strategic way of interactions between multiple players where each player has
a finite number of strategies to choose from, and the outcome (payoff) of the games
is dependent on the strategies (Zhu et al., 2021). The essential elements of the games
are players, strategies, and payoffs which they aim to maximize by their decisions
which are influenced by the choices made by the other players. The strategic choices
that lead to optimal outcomes are often analyzed through equilibrium concepts, the
most common one being the Nash equilibrium. A matrix game is defined by a pay-
off matrix that captures the possible outcomes and payoffs associated with different
strategies chosen by the players. The payoff matrix has rows and columns. These
rows and columns depict various strategies of different players (Carmon et al. 2020).
For example, Player 1 moves can be expressed in rows, and Player 2 moves can be
expressed in columns or vice versa. It is a simple way of representing strategic inter-
actions between players. The intersection of rows and columns leads to a cell value
that corresponds to the payoff value. Matrix games possess several interesting prop-
erties that make them valuable tools for decision-making and analysis in various
fields. Some of these properties include the following:
1. Matrix games are represented in a simple tabular format, making them easy to
understand and analyze. The matrix shows the possible combinations of deci-
sions made by the players and the corresponding outcomes.
2. They are adhered to noncooperative nature, which means that players indepen-
dently choose their strategies without direct communication or negotiation.
3. This game involves multiple strategies between two players. Therefore, it’s a
two-player game.
Let us walk through a simple matrix game example involving two players: Alice
and Bob. In this scenario, they are both competing companies launching new prod-
ucts, and they have two choices each: “A” and “B.” The matrix will represent their
profits based on their combined marketing strategies. In the matrix, the first entry
represents Alice’s profit, while the second element represents Bob’s entry. If both of
them choose “A” type, then they will get less profits.
3.18 Repeated Games 41
3.18 Repeated Games
Repeated games which are also known as super games are the games where a par-
ticular game is played multiple times by the same players. These are represented in
extensive forms. Unlike one-shot games where players make decisions only once,
repeated games introduce a dynamic element where players’ actions and payoffs in
one round can influence their choices and outcomes in subsequent rounds. Popular
strategies such as tit for tat, the grim trigger strategy, and the triggered strategy
are used.
42 3 Noncooperative Game Theory
• Tit for tat involves cooperation between players in the first round and basically
previous moves are seen; if opponent cooperates, then the other player cooper-
ates; but if one defects, the other defects; and this technique is easy to understand
and promotes fairness and reciprocity.
• Triggered strategies are the ones where Player 1 would collaborate unless and
until Player 1 does. Here, players stop cooperating indefinitely. Triggered strate-
gies are particularly effective when dealing with defectors and aim to bring about
cooperation.
• Grim trigger strategies are strategies in which a player cooperates until the oppo-
nent defects, and then the player defects forever, imposing a severe penalty on
the opponent.
Repeated games can be classified into finite and infinite games, depending on
whether the number of repetitions is finite or infinite.
Finite repeated games are a specific class of repeated games where the game is
played for a fixed and known number of rounds where players know in advance how
many rounds they will play and players receive payoffs from the cumulative deci-
sions made in each round. Also, each round is treated separately, and no history is
taken into account while considering the strategy for the present round. One of the
most well-known models of finite repeated games is the repeated prisoner’s
dilemma, which is a classic example of a game with a temptation to defect. Other
examples include bidding in an auction with a fixed number of rounds and certain
board games such as chess or tic-tac-toe.
These are the games where the sequence of games continues without a predeter-
mined endpoint. In these games, players face a strategic dilemma over an indefinite
number of rounds, and their decisions in each round can have long-term conse-
quences for their overall payoff. The two most popular strategies are trigger strate-
gies and the folk theorem. The application of infinite games includes various social
and economic contexts, such as business competition, scientific research, and envi-
ronmental issues.
Let us consider an example where there are two players, and they try to collabo-
rate over some unit of money with an interest rate of r%. If they collaborate, their
amount will be $15 each, but if one tries to collaborate and the other tries to leave,
the person who leaves will end up in a defect state for the next iteration. The players
can collaborate if their amount of collaboration is more than the individual amounts.
References 43
Table 3.14 Example of infinitely long repeated game with defect cooperation
Player 1, Player 2 Defect Cooperate
Defect (0,0) (H,50)
Cooperate (50,H) (150,150)
3.19 Incentives
Incentives refer to the motivations or rewards that influence the decisions and
actions of players in a strategic interaction. They come in various forms and can be
positive or negative, depending on how they affect. Players in a game are often
rational decision-makers who aim to maximize their own utility or payoff. There are
various types of incentives:
Positive Incentives: Positive incentives are rewards or benefits that encourage play-
ers to take certain actions. When a player perceives a potential gain or benefit
from a particular strategy, they are more likely to choose that option.
Negative Incentives: Negative incentives are deterrents or penalties that discourage
players from choosing certain actions. When a player faces potential losses or
adverse consequences from a particular strategy, they are less likely to select
that option.
References
Carmon, Y., Jin, Y., Sidford, A., & Tian, K. (2020). Coordinate methods for matrix games.
Springer.
Goeree, J. K., Holt, C. A., & Palfrey, T. R. (2002). Risk averse behavior in generalized matching
pennies games. Games and Economic Behavior, 45(1), 97–113.
Hazra, T., & Anjaria, K. (2022). Applications of game theory in deep learning: A survey. Springer.
Ho, E., Rajagopalan, A., Skvortsov, A., Arulampalam, S., & Piraveenan, M. (2022). Game theory
in defence applications: A review. Sensors, 22(3), 1032.
Narahari, Y. (2012). Game theory lecture notes by Y. Narahari Indian Institute of Science
Bangalore.
Zhu, M., Anwar, H., Wan, Z., Cho, H. J., Kamhoua, C., & Singh, P. M. (2021). Game-theoretic
and machine learning-based approaches for defensive deception: A survey. arXiv preprint
arXiv:2101.10121.
Chapter 4
Applications of Game Theory in Deep
Neural Networks
Over the last decade, deep learning has been a hot topic of discussion due to its
learning capabilities from data. As a brand-new area of study within machine learn-
ing (ML), the deep learning (DL) notion initially emerged in 2006. To understand
several applications (Hazra & Anjaria, 2022) of game theory in deep neural net-
works (DNNs), first let us go through some basic concepts of DL and game theory.
Deep learning techniques are a subset of machine learning that is able to classify
automatically by learning hierarchical representations in deep architectures. Have
you ever wondered how your mobile gallery is automatically organized on the basis
of different human faces? This is nothing but the product of DL. Why do we opt for
DL in place of ML? In ML, we have to tell machines about the different features that
help machines to classify between different species. For example, to classify sam-
ples from the mixture of guava and apple, features such as color, size, shape, etc.
play an important part. However, in the case of DL, features are picked by a neural
network without interference from humans.
4.1 Introduction
Deep learning models are based on DNNs, which are capable of supervised and
unsupervised learning with a huge collection of labelled data and back propagation
techniques. To understand neural networks (NNs), let us take an example. We have
to recognize the letter “A,” which is written by three different students. Humans can
easily identify letters, but it is possible with DNN, as the handwriting of different
students is different. The answer is yes; DNN can classify the letters.
The NN consists of three layers: the input layer, hidden layer, and output layer as
defined in Fig. 4.1. In deep learning, the NN is trained to identify letters. They are
images of 28 × 28 pixels. Initially, the image was fed into the input layer. Each pixel
of a given image is fed into the input; let us say X1, X2, …, X784. Now, it passes
through a hidden layer of a channel. Each channel consists of several weights.
Hence, they are called weighted channels, which can be represented as W1, W2, …,
W784. All the neurons of hidden layers are associated with numbers called bias,
which can be represented by b1, b2, …, b784. Now, we have to find a weighted sum
for all input neurons X1 · W1 + X2. · W2 + … + Xn · Wn:
i 1
X i ·Wi b i
n
After that, bias is added. The activation function, which aids in identifying neurons
that need to be triggered, is then passed via the summing function. Until the second-
to-last layer, each stimulated neuron transmits information to the next layer. The
letter is represented by one neuron in the output layer that is active. Back propaga-
tion is a technique for continuously adjusting weights and bias to create well-trained
models. There are numerous applications of DL in healthcare, business, agriculture,
research, and many more that you cannot even imagine.
Healthcare: Regular health factor analysis, coronary heart disease risk prediction,
cancer classification, diagnosis of COVID-19, detection of COVID-19.
Natural language processing: Text summarization, sentiment analysis.
Cybersecurity: Malware detection, suspect detection, network intrusion detection,
security incident and fraud analysis.
IoT and security: Smart parking system, air quality prediction, cybersecurity in
smart cities.
Smart agriculture: Plant disease detection, soil quality evaluation, smart agriculture
IoT system.
4.2 Relation of Neural Network to Game Theory 47
Business: Stock trend prediction, financial loan default prediction, power consump-
tion forecasting.
There are also some limitations of DL. Deep learning is the most efficient way to
deal with unstructured data. To train a neural network requires considerable data,
and processing a huge amount of data is not possible for every machine. Another
limitation is that the computational power to train the neural network requires
graphical processing units (GPUs). The GPU consists of thousands of cores com-
pared to CPUs. The GPU is more costly compared to the GPU. Another limitation
is the training time to train a neural network. It takes days or months. The duration
of training is dependent upon amount of data and the number of layers in the net-
work. Now, after understanding the basic concept of networks, let us enter the appli-
cation part of game theory. Therefore, there are many applications of game theory
in deep neural networks. It is critical to comprehend the relation between game
theory and deep neural networks.
static game; as in this game, all players have to play simultaneously. In this game,
players are unaware of others’ strategies but play according to their assumption. In
dynamic games, players make their decision sequentially (e.g., game of chess).
Therefore, in this game, there will be no Nash equilibrium in pure strategies
(players choose action for sure), as the player who loses or ties can always switch to
another strategy and wins the game. We shall look into mixed strategy. Now let us
consider x, y, 1 − x − y as the chance of picking rock, paper, and scissors, respec-
tively, for Joy. Similarly, we can say l, m, 1 − l − m is the chance of picking rock,
paper, and scissors, respectively, for Roy. Each player’s set of actions is {rock,
paper, scissors} and (p(rock), p(paper), p(scissors)) ≥ (0,0,0) and {p(rock) + p(pap
er) + p(scissors) = 1}.
Mixed strategy responses by Joy, Joy’s expected payoff from playing the mixed
strategy (x, y, 1 − x − y) when Roy plays mixed strategy (l, m, 1 − l − m). According
to Fig. 4.3, the payoff amounts to Joy:
4.2 Relation of Neural Network to Game Theory 49
r x·l·0 x·m· 1 x·1 l m ·1 y·l·1 y·m·0 y·1 l m · 1
1 x y ·l· 1 1 x y ·m·1 1 x y ·1 l m ·0
xm x xl xm yl y yl ym l lx ly mx my
Our main goal is to maximize the payoff expression. From the expression, we can
see that the payoff expression of Joy also depends on Roy’s probability (l, m).
Similarly, we can find the payoff expression of Roy according to Fig. 4.3:
xm x xl xm yl y yl ym l lx y m mx my
Similar to the last expression, this expression of the payoff of Roy also depends
on Joy’s probability (x, y).
As we are aware of the concept of neural networks, in the last section, we dis-
cussed the game rock-paper-scissors, in which two human players, Joy and Roy,
were involved. Imagine that if the game is played between a human and an agent,
how will an agent be able to understand which strategy to choose? Learning is
needed to develop such systems. From the last example of game rock-paper scis-
sors, we know that with the help of the payoff matrix and mixed strategy values, it
becomes easy for a player to decide which strategy to use. An algorithm can be
developed in which we have to perform a simple classification task. First, to under-
stand the algorithm properly, let us take a game with a payoff matrix of size 2*2. In
place of players, we will consider neurons who are participating in the game.
Let’s consider a game in which there is a race to complete and there are two
options: either run or jump. To determine the reward matrix for the payoff function
and the mixed strategies, we require a learning algorithm for neural networks based
on a theoretical understanding of game theory.
In Fig. 4.4, all are unknown, and to find the values, an algorithm was used. Let
us consider a supervised learning classification task that is one dimensional, linearly
separable, and simple. Here, we need to classify between two classes: run and jump.
For classification, we are considering m objects, and these will be the training set
for the learning algorithm. Therefore, m objects of two different classes are repre-
sented in the x-y plane, and each object i belongs to Xi [0,1].
Consider red balls as class-1 representing run and blue balls as class-2 represent-
ing jump state. There are two points q and q′. q′ is able to correctly classify between
two classes, but q misclassifies the two balls as shown in Fig. 4.5. At the beginning
of the learning process, q is placed randomly on the x-axis and starts moving to the
origin until it reaches q′. Consider a mixed strategy for neuron 1 (p, 1-p) expressing
50 4 Applications of Game Theory in Deep Neural Networks
Fig. 4.5 Classification of two classes that are linearly separable and 1D
4.3 Applications
We have discussed some basics of deep neural networks and the relation between
game theory and deep neural networks. Now, we will focus on the applications part.
The authors (Weerasinghe et al., 2018) discussed that using theoretical game
theory and a deep learning approach can save wireless networks from jamming
attacks. The main contribution is using adversarial (deep) learning approach. The
transmitter and jammer aim to deceive one another by purposefully faking data that
the opponent uses to build judgments. Therefore, to understand jamming-related
problems, the authors used a game theory approach. Let us focus on the problem
statement where the transmitter has to form a complete communication network
with receivers and the job of the jammer is to get in the way. By increasing the
signal-to-interference plus noise ratio at the receiving end, a jammer might disrupt
communication. Therefore, instead of using a particular channel for communication
over a defined period of time, transmitters can shift to other available channels with
some probability. The jammer can also find the probability of the transmitter shift-
ing over that particular time period, which can cause a jammer attack. It can be
prevented when the transmitter changes its probability periodically. The transmitter
uses a pseudorandom number generator function for the probability distribution,
which changes periodically. When the probability of transmitter shifting changes
randomly, it becomes difficult for the receiver to communicate with the right chan-
nel. The jammer would need to know the probability distribution to be utilized in the
upcoming time interval to successfully halt transmission. The transmitter can
respond by either increasing the adversarial distortion intensity or by changing gen-
erating functions if the jammer is effective in predicting the probability values over
time. The jammer also intentionally modifies its jamming patterns to fool the trans-
mitter to believing that it has not been able to figure out the elementary designs.
In paper (Wang et al., 2019), the work suggests a scene recognition model with
applications to human-robot interaction that is built on DNN and game theory.
52 4 Applications of Game Theory in Deep Neural Networks
straightforward game whose Nash equilibria match the global minimum of the one-
layer learning problem (OLP). This fundamental connection creates a link between
supervised learning and playing games. According to the OLP, the authors proposed
different games: OLG (one-layer learning game), OCP (one-layer constrained
learning problem), and OCG (one-layer constrained learning game).
Regret matching (RM) and the normalized exponentiated weight algorithm
(EWA), a more straightforward technique from the research on economy and game
theory, were two algorithms that the authors took into consideration for learning
from expert advice. These algorithms conduct their updates for supervised learning
using a random sample of the gradient. The author made a comparison between
these and projected stochastic gradient descent (PSGD), which is a clear modifica-
tion of stochastic gradient descent (SGD) that nonetheless has a similar regret
bound. The authors ran experiments on both the MNIST dataset and synthetic data
to examine the usefulness of these strategies for supervised learning. This research
makes a significant contribution by demonstrating the gamelike nature of the task of
training a feedforward neural network with differentiable convex gates. A useful
outcome of this reduction is that it recommends novel training strategies for deep
models that are motivated by techniques that have recently demonstrated success in
trying to solve massively multiplayer online games. Many studies take regret mini-
mization into account to address offline optimization issues. Currently, Adagrad and
conventional stochastic gradient descent are two well-liked strategies. The concept
of selecting a minimizer from a specific family of functions to simplify the class of
losses first appeared in the literature on regret minimizing and has subsequently
been expanded upon.
In paper (Ren et al., 2020), the theoretical underpinnings, methods, and applica-
tions of adversarial attack strategies are introduced. The machine learning and secu-
rity industries have both been paying growing attention to adversarial attack and
defense approaches, which have emerged as a popular study topic in recent years.
The research community has, however, identified a serious risk to the security of the
current DL formulas: With the manipulation of benign samples, adversaries can
quickly trick DL models without being noticed by humans. Imperceptibility to
human hearing and vision changes is sufficient to cause the model to forecast incor-
rectly with a high degree of confidence. The adversarial sample phenomenon is seen
to be a substantial barrier to the widespread use of DL models in industrial settings.
Current adversarial attacks can be divided examining gray-box, black-box, and
white-box attacks in accordance with the threat model. The adversaries are pre-
sumptively fully aware of the parameters and architecture of their target model in
the white-box attack threat model. The target model’s architecture is the only thing
the adversaries are aware of in the gray-box threat model. The only method the
adversaries have in the black-box threat model to produce adversarial samples is
query access.
Heuristic and certificated defenses, among others, have recently been proposed
as defensive methods for adversarial sample detection/classification. Heuristic
defense is a term used to describe a defense mechanism that successfully counters
specific attackers despite lacking theoretical precision assurances. The most
4.3 Applications 55
from microRTS and StarCraft II, with the objective of creating a setting that
includes competitions among each of them. The goal of the Deep RTS attempt is
to construct an outpost with an area hall and then work to extend the outpost with
assets collected to obtain the military edge. Threats are carried out by military
troops with the main objective of destroying the enemy’s outpost. Initially, each
player has a labor group. Expanding the outpost’s harmful, protective, and
resource-gathering capabilities is the main goal of the laboring groups in the game
universe. Added groups that improve the player’s attacking potential can arise
from buildings. A player needs to eliminate each competitor group to achieve the
finishing condition. Three levels can be used to describe a typical RTS game. The
collecting and outpost development phase is the first level. The second level
emphasizes financial and military power, whereas the third level is typically a
death match among each team until the game is over. There are numerous game
situations, including resource collection activities, military duties, and protecting
tasks, which reduce the difficulty of a full real-time strategy game since deep RTS
targets a diverse variety of reinforcement learning jobs. Deep RTS aims to realisti-
cally replicate RTS situations with super outstanding efficiency. The speed at
which the game system changes the status of the game and the speed at which the
game content may be produced as an image serve as performance indicators. A
powerful RTS simulator, the Deep RTS game platform, offers quick investigation
and testing of cutting-edge reinforcement learning methodologies.
In paper (Yu et al., 2018), DeDOL is one of the initial experiments for challeng-
ing long-form security games using deep Q learning. DeDOL (Deep-Q Network
based Double Oracle enhanced with Local modes), a deep reinforcement learning-
based procedure, is used to construct a monitoring approach for zero-sum Green
Security Games (GSG) that responds to the actual time input. To simulate the opera-
tional relationship between criminal protection authorities, the Green Security
Games (GSG) was developed (known as defenders) and its enemies (known as
attackers) in areas of green security.
The defender and the attacker are the only two participants in the game. The
attacker selects a single entrance point x from a set of entrances at the start of the
interaction, while the defender always begins from the patrol station. The attacker’s
initial attack power is limited tools and uses them to launch attacks at the targets he
has in mind. This game model is suitable for several green security areas. Until an
ultimate time step T is achieved, the interaction concludes or when the attacker and all
of the attack tools are discovered by the defender. The overall prize for the defender is
the outcome of the game. In this study, they focus on zero-sum games, in which the
attacker also receives rewards proportional to these actions. The game presumes that
both participants have access to local observations. They just look at the current posi-
tion of their competitor’s footprints. Instead of using the entire grid, they only use one
cell to represent the reality that they frequently have a restricted view of their sur-
roundings because of the thick foliage, challenging terrain, or severe weather.
Deep Q-learning (Hasselt et al., 2015) is utilized to estimate the optimal output
with the convolution neural network. The learning of the vanilla version of the deep
Q-network (DQN) was challenging due to the GSG-I environment’s high level of
4.3 Applications 57
assumes that multiple individuals have varying capacities for thinking. Level-k
reasoning is insufficient on its own. Deep Q-learning (DQN) and level-k reason-
ing are combined to produce driver designs that respond well for each of the
agent’s predicted behaviors in a multimove scenario. In this study, the model is
validated using two collection of traffic data that were gathered from the US101
and I80 motorways. The US101 set is chosen from these two sets to calculate the
values of the observation and action space parameters. Two distinct reinforcement
learning (RL) techniques, deep Q-learning (DQN) and its continuous counterpart,
c-DQN, are utilized in conjunction with the level-k reasoning method to train
driver policies. The Kolmogorov-Smirnov goodness of fit test (K-S test) is used to
compare the suggested regulations, or driver algorithms, with the policies derived
by analyzing real traffic data.
The authors (Xu et al., 2022), discussed the Internet of Vehicles (IoV). The IoV
is a flexible portable networking framework that unites customers, automobiles,
detecting equipment, and providers of services to enable connections between auto-
mobiles and people on the connection. Automobiles typically have limited compu-
tational capabilities, which prevents them from processing large volumes of service
requests quickly. However, in the circumstance of an automobile running at a fast
speed, time-dependent customer requests like collision alerts need to be handled
right away. The quality of service (QoS) of automotive operations in the IoV is par-
tially improved by cloud computing by reducing operation execution latency. The
emergence of edge computing (EC) offers an additional advantageous approach to
address the drawbacks of cloud computing in information transfer. By placing
workstations in roadside units (RSU) that are adjacent to towns, EC as a fresh
approach to computing dramatically minimizes the length of information delivery.
In most cases, the edge device has constrained storage and computational capabili-
ties. The customer’s assistance execution plan can be identified through smart con-
trolling methods such as reinforcement learning where the amounts of RSUs and
requests for services are minimal.
It is difficult to maintain the QoS for the facilities in the IoV while sticking to the
restriction of RSU assets, necessitating the creation of a fair service offloading
mechanism according to the estimate of future traffic flow. To increase resource
usage, the RSU have to maximize the distribution of hardware and software assets.
At the moment, RSU load state and support selections for unloading must therefore
be optimized using a reliable quick traffic flow prediction approach. In this research,
a service offloading method based on game theory approach for cutting-edge tech-
nology in the IoV is suggested to address those issues. The Takagi-Sugeno fuzzy
neural network (T-S FNN) is used in the technique to forecast immediate traffic
flow. The T-S FNN uses a hybrid technique of back propagation and least squares
algorithm to change parameters as opposed to the conventional traffic prediction
method (such as ST-ResNet), which includes more hidden neurons and learning
parameters. The T-S FNN is built on the Sugeno model, which integrates neural
networks and fuzzy systems and uses them to modify variables in fuzzy control. A
fuzzy neural network with multiple inputs and one output is created. The goal is to
raise the system’s QoS or to improve the overall QoS of all services provided to
consumers.
60 4 Applications of Game Theory in Deep Neural Networks
shift. The frequency error must be zero to synchronize the two systems. To do this,
fuzzy logic controls (FLC), proportional integral controllers (PIC), and integral
controllers (IC) are all utilized. An artificial neural network (ANN) that was
trained using the results of an ant lion optimization (ALO)-tuned PI controller
(ALO-PI) was used by the author to replace the conventional integral controller in
the two domains. Both the input and output information were obtained from the
ALO PI controller. To improve control, a backpropagation technique was used to
train the ANN.
The grid is becoming smarter, thanks to recent technological advancements,
and wireless data communication is used. Wireless data transmission has a risk.
Game theory has a significant impact on that. The frequency is one of the most
important features to maintain, and this study focuses on a power system’s most
crucial component which is its stability. This is because a power system’s fre-
quency changes based on how much demand is being delivered to it, either
increasing or decreasing. The frequency control system has three modes of opera-
tion. When a step-load fluctuation is introduced to the system, the primary and
secondary frequency control in this situation constitute a parallel PIC that can
drive frequency variations to zero. A control system called tertiary frequency con-
trol relies on offline enhancements. In this paper, different attacks in LFCs are
mentioned, and the countermeasures of the mentioned attacks are presented. The
traditional integral controller and the suggested ANN were compared, taking into
account the behaviors of the attacker and defense, and the ANN surpassed the IC
in the setting time.
The authors (Kishorea et al., 2020) discussed image restoration techniques.
Restoration is a process in which it is necessary to boost the specific part of a picture
that has distortions that are caused by damage or blur due to faulty image capture.
Deep learning generative adversarial network (GAN) with two primary elements
was proposed by the author: a discriminator (convolutional neural network) and a
generator (deconvolutional neural network) model. In the generator model, the net-
work is given input data and determines the input data’s combined probability dis-
tribution to generate further points of data adopting the same distribution. With the
discriminator model, the network is a simple model classifier that classifies the
images produced by the generator as either different from or similar to the target
image. The aim is to obtain images from the generator whose probability distribu-
tion is closest to that of the target image. The Nash equilibrium and minmax algo-
rithm are two key ideas in game theory that relate to the battle between generators
and discriminators. Gaining more error in the discriminative model is the primary
goal of the generative network. A well-known dataset is used as training data for the
discriminator. Use training dataset samples to achieve training with a high accuracy
and low error rate. If the generator is able to trick the discriminators, then the gen-
erator will adjust its training.
Backpropagation is used in both neural networks, such that the generator is able
to create a better result, and it also helps the discriminator by helping it recognize or
62 4 Applications of Game Theory in Deep Neural Networks
flag candidates for the synthesized images. In this article, they suggested a brand-
new technique called EIRGAN. To deblur blurry images, the author introduces
EIRGAN, an improved generative adversarial network for image restoration that is
an alternative of Nash equilibrium. Additionally, they used the mathematical strat-
egy outlined, restoring images using GAN training with the negative-f divergence
function. By developing and evaluating the model on the same dataset as those other
GAN designs, they have moreover contrasted our generative adversarial network
with additional common and cutting-edge GAN designs that are accessible in the
general public domain.
To study satellite behavior or to gather critical information from space, machine
learning and game theory were used in paper (Shen et al., 2020). SSA stands for
space situational awareness used for controlling satellite mobility, and it is depen-
dent on quick and precise space object behavioral classification and finding. Due to
the absence of a labelled dataset for the purpose of validation and training, it is the
biggest barrier for using methods for machine learning (ML) and assessing their
effectiveness in applications for SSA. They introduce a data augmentation method-
ology that incorporates game theory to generate datasets for ML methods for satel-
lite behavior identification. Data such as elevation angle, azimuth angle, range, and
range rate are transmitted through SGP4/SDP4. To create evasive maneuvering
methods for space objects, they use a two-player game of pursuit evasion. RSO,
which stands for resident space objects, is a technique used by them for resolving
the issue related to SSA behavior detection, which is provided by the game theory
approach. While the SSA observer improves tracking performance, RSO manipu-
lates tracking estimates through a sensing and monitoring system to deceive the
SSA observer. The analysis of RSO can be coordinated using UDOP, which stands
for user-defined operation pictures, to correctly execute SSA. They also used GANs
to further amplify the data that were simulated to enrich the training data.
3D-CNN is used to classify satellite behavior to assess performance. The filters
of the convolutional network are selected randomly, resulting in random classifi-
cation. Given the quantity of iterations increases, the accuracy of the training
model reaches 100%. The rest of the dataset is utilized for the proficient CNN
model’s evaluation. The trained machine learning model has a 97% accuracy rate
for classifying satellite behaviors. ResNet upgraded the GAN model so that it can
correctly conduct data augmentation. The efficacy of machine learning algorithms
during training and validation is enhanced by this model-based, game theoretic,
synthetic data. The purpose of this study is to show how classification using deep
learning models with the help of game theory activated, data augmentation, and
produced training data can identify the behavior of space objects with greater
accuracy.
In paper (Pal & Vidal, 2020), a game theory framework was suggested by schol-
ars to study adversarial attacks and defenses. There is an existence of a set of attacks
and defenses in the Nash equilibrium in their model given a linear hypothesis on the
border of decision-making for the underpinning binary classification, which means
4.3 Applications 63
that there are some input modifications that the attacker and defender are permitted
for, how much information does the attacker and defender know about one another,
and then the approaches that are allowed to be specified. For deriving general con-
straints for the classifier for hypothetical test data, they provide an optimized
approach to determine the equilibrium defense for any given classifier. Accessing a
training set of n unique samples, researchers provide methods to approximate the
optimal defense and derive generalized bounds on the finite-sample estimate’s
result. Their bounds demonstrate that the estimate progresses toward the best
defense at a rapid rate of O(sqr (log n/n)) with respect to the sample count n. They
concentrate on traditional game-theory techniques to the adversarial classification
problem and other contemporary defenses for that can obtain theoretical assurances
on the performance being attack. This classification study focuses on email spam
detection, given a dataset (X, Y) and an adversary who can alter the positive (spam)
by imposing a transformation cost determined by a cost function c. The defender is
free to select a classifier h that divides any x belongs to X into spam and nonspam
categories.
In contrast to previous research, defender in this study performs an additive
perturbation rather than a classifier. They treat the base classifier as fixed and are
given to us to attack or defend in accordance with practice. They also concentrate
on the scenario when the attacker is capable of adding disturbances. This work
seeks to describe adversarial attacks and defenses in a way that may be game theo-
retically optimal for each other, in which the attacker is unable to reduce reliable
accuracy if defense is fixed and the defender cannot improve reliable accuracy if
attack is fixed.
In paper (Wong et al., 2021), the aim is to analyze the allocation of resources
issue in multicell MIMO networks and to develop an algorithm with distributed
computation that can maximize the frequency to every base station user base sta-
tions with CSI at every base station. CSI stands for channel state information.
MIMO stands for multiple-input multiple-output systems that are used for excep-
tional capacity using the quantity of antennas at the input and output ends. However,
practically, the number of antennas should not be too high. For example, in the case
of 5G, the number of antennas should not be greater than 64. The problem of inter-
ference can be solved by the channel state with the help of zero-forcing, as all users
have the same frequency channels within the same cell. The next task is to optimize
the distributed DFA for all the base stations. DFA stands for dynamic frequency
allocation. For frequency resources with one another, the base stations build up as
an artificial forward-looking game, the DFA problem in which they compete strate-
gically. The issue with game theory in this application is that an unbiased player is
self-centered and solely concerned with their personal benefit, which is determined
by both of their own tactics and the reactions of their rivals. A participant ought to
maximize their approach predicated on the end payoff rather than the immediate
reward. The player will have to think about things that are happening in the future
as well as in the present. This study aims to jointly optimize in multicell scenarios
64 4 Applications of Game Theory in Deep Neural Networks
by utilizing the cooperation between MIMO and DFA created by games with a
forward-looking aspect.
The base stations are trained to perfect their game-theoretic reconciliation strate-
gies by utilizing multiagent deep reinforcement learning (DRL) with centralized
offline training so that it optimizes the network capacity. Finally, each base station
has a trained neural network that is equipped with extensive knowledge about rec-
onciling with other base stations so that it converges to a network-efficient equilib-
rium. They also used QMIX architecture in conjunction with TD3 (a double
Q-learning variation) for optimizing network capacity.
The authors (Hu et al., 2022) discussed how image segmentation is performed
with the help of deep learning and game theory. They introduced an improved tech-
nique of the Unet-Ore neural network model to address the issue of inadequate
segmentation. This is caused by the fuzzily segmented ore in each picture. For seg-
menting the ore images, both game theory and deep learning are used. The proposed
Unet-Ore neural network differs from the conventional neural network structure.
There is improvement in feature extraction and generalization capacity by changing
some neural network structures of the conventional one.
The authors (Ardekani et al., 2022) discussed track selection for self-driving cars
in complicated situations by using a unique method that is based on memory neural
networks and Nash equilibrium. To assess the recommended strategy in the racing
game, consider the two vehicles: the ego and the opponent. The suggested approach
for this is known as GT-LSTM. First, memory neural networks are used to under-
stand and predict the way the competitor’s car behaved. Second, agents employ
matrices for payoffs in games to decide which course of action will result in the
greatest payoff, and third, PID controllers smooth out lane changes and path follow-
ing. To make the decision-making choice easier and more accurate, the merging of
these domains is performed (game theory and neural network). This is done by
training neural networks to determine how the opponent car behaves. The suggested
approach outperforms the other two methods in regard to producing simulation out-
comes, with a rate of success of 55% compared to 15% and 32% for game theory
without knowing the other player’s vehicle and payoff matrices and game theory
compared to traditional neural networks, respectively. In addition, it’s been demon-
strated that in 90.2 percent of the cases, the recommended algorithm’s output cor-
responds to Nash equilibrium.
The authors (Mamoudan et al., 2022) discuss the pricing strategy of perishable
food items. That takes into account both the product’s brand value and the prices of
rival producers. Think of yourself as a customer; if you are going to buy some prod-
uct from a supermarket, what should you prefer, product A, whose expiration date
is nearer, or product B, whose expiration date is far. The answer is obvious you will
prefer product B. There are many factors that involve demand for the products; it
can be the company name value, the product’s price, demand rate, etc. The prices of
the food products are set in the factory, and then, the salesman cannot change the
price of the product. Therefore, for predicting a reasonable price, this model will
References 65
help. Algorithms powered by deep learning and artificial intelligence can be utilized
to foresee the price strategies of competing producers. At both the micro- and
macro-levels, it is important to predict how much different products will cost. As
salesmen cannot change the price of the product, if products are not sold before they
expire, significant expenses can be added to the supply chain. This results in
increased environmental damage. The application of game theory, which can result
in positive interaction, is consequently one useful tactic for managing the green sup-
ply chain.
The pricing model is presented using a game theory method. This model
involves the supplier, the vendor, and consumers. The supplier’s brand value has
been taken into account as this model’s variable. The company name can have a
large impact on consumer behavior. Consumers’ decisions to select and pur-
chase things might be influenced by the brand. Accurate food price forecasting
paves the way for the adoption of consumer and producer protection measures.
It is preferable for the anticipated model to have a high accuracy and error
should be low.
The recommended framework, known as CNN-LSTM-GA, blends CNN,
LSTM, and a genetic algorithm (GA). This network may gather detailed charac-
teristics from several variables. It is appropriate to use the LSTM layer for model-
ing temporal data gathered from unpredictable patterns of a series of time
components, and the CNN layer is capable of extracting features between various
variables that affect food prices. The CNN-LSTM model’s hyperparameters were
then tuned utilizing GA to minimize any potential mistakes and optimize the
model. Then, they compare the proposed CNN LSTM-GA technique with other
deep learning models using validation metrics including the root mean square
error (RMSE), mean absolute error (MAE), R-square (R2), and mean absolute
error (MSE). The measures reflect the degree of prediction error, and a smaller
value indicates a more effective model. One more use of this model is related to
seasonal food items; even if they are not perishable, they will have a significant
storage cost.
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Chapter 5
Case Studies and Different Applications
5.1 Auctions
Auction theory is a branch of economics and game theory that studies the design
and analysis of auctions. It explores how auctions work as mechanisms for allocat-
ing goods, services, or resources to potential buyers and how bidders strategically
interact in the auction process. The main goals of auction theory are to understand
the properties of different auction formats, predict the outcomes of auctions, and
design auctions. All auctions are mechanisms that have allocation and award
fee rules.
The main elements of an auction consist of the following:
Players: These players are bidders or individuals which compete and participate to
obtain the item. They have their own values for items.
Strategies: These are basically plans to increase the players’ chance of winning.
They generally make decisions on their values and considering other players’
actions and strategies.
Revenue Maximization: For the auctioneer, revenue maximization is often a pri-
mary objective. By understanding bidder behavior and strategic interactions, the
auctioneer can design auction formats that optimize the revenue generated from
the auction.
There are different types of auctions which are discussed below (Cintuglu
et al., 2015):
1. English auctions: Bidders generally compete by increasing their bids until no
one is willing to increase the price. The auctioneer announces the current highest
bid, and the process iterates until only one bidder remains.
2. Dutch auction: The auctioneer starts with a high price and lowers the price until
any bidder accepts it.
3. First-price auctions: Bidders submit their private bids without knowing the bids
of other bidders, and the highest bidder wins the auction and pays the amount
they bid. The winning bidder is required to pay the amount they bid to the seller
in exchange for the item being auctioned. Generally, they have applications in
real estates, in house or property auctions.
4. Vickrey auction: This is where bidders simultaneously submit their values and
send to the seller. Highest bidder will pay the second highest bid and gets
the object.
Game theory helps analyze how bidders strategize and bid in auctions. Basically,
it helps in decision making and predicting out various strategies. It also helps in
telling outcomes with respect to other players, overall increasing payoffs. Game
theory investigates how bidders strategically determine their bids to maximize their
utility or profits. Game theory can also detect frauds in auctions by analyzing pat-
terns and behaviors of auction.
Pricing Pricing decision in game theory refers to the strategic choices made by
competing firms in setting the prices of their products or services. Game theory
provides a framework to analyze the interactions and strategies of firms in a com-
petitive market, and each firm’s pricing decision affects its own profits as well as the
profits of other firms and organizations.
Price Competition Pricing Games— Game theory is used to model and analyze
pricing games where competing firms set their prices strategically to maximize their
profits. In a situation where there are two firms in a market, the firms may engage in
price competition to gain a larger market share by observing each other’s moves.
There are various models involved in pricing games; some of them are dis-
cussed below.
Nash Equilibrium: Game theory helps to identify the Nash equilibrium in price
competition games, where both firms set prices at their marginal cost, resulting
in zero economic profits. This equilibrium demonstrates that firms have limited
pricing power in perfectly competitive markets.
Cooperative Pricing Games: Game theory helps to analyze cooperative pricing
games, where firms in a cartel collude to set prices collectively to maximize joint
profits.
Cartel Stability: Game theory is used to study the stability and sustainability of
cartels as well as the factors that can lead to cartel breakdowns due to noncoop-
erative behavior.
Let us consider an example of two organizations that have two possible strate-
gies. They can choose a price of $5 or $10. Two hundred amounts of quantity are
demanded for $5 and 400 for $10.
Case 1: At $5, the product demanded 200 quantities, so the profit would be
5*100 = 500 for each of them.
Case 2: If both have $10, then they are dividing 400/2 = 200, so, 200*10, which is
equal to 2000 for both organizations.
Case 3: (5,10) only 5*200 = 1000 for A will be the profit and 0 profit for B.
Case 4: (10,5) B will warn 200*5 = 1000 and there will be no profit for A.
In Table 5.1, the Nash equilibrium will be ($5, $5), where both organizations will
obtain 500 as profit. However, if the organizations cooperate, they obtain ($10, $10)
as a solution with a profit equal to 2000 for both organizations.
Machine learning techniques offer a data-driven approach to studying strate-
gic interactions and decision-making in game theory. Machine learning can be
used to model and predict player behavior in strategic games. By analyzing
historical data of players’ actions and outcomes, machine learning models can
learn patterns and tendencies, aiding in understanding strategic decision-mak-
ing. Machine learning can be used to predict the best strategies. This prediction
can help to analyze potential outcomes. Machine learning can simulate and ana-
lyze interactions among multiple agents in complex scenarios. Also, certain
algorithms for auctions, market pricing, and resource allocation are developed.
Machine learning algorithms can help to identify potential coalitions and esti-
mate the prices and payoff benefits the firms would get if they collaborate. In
recent times, machine learning is extensively being used for multiagent systems
(Hazra & Anjaria, 2022).
Game theory has various applications in GAN models which are used for generation
of synthetic data. It consists of generator and discriminator which are trained in
aggressive way. Goodfellow et al. discussed about minimizing worst-case error
which is possible using adversarial training of GAN (Goodfellow et al., 2014).
GANs can be formulated as a minimax game between the generator and discrimina-
tor. The generator tries to produce data that can deceive the discriminator, while the
discriminator aims to distinguish between real and generated data accurately. This
formulation is analogous to a two-player zero-sum game in game theory. GANs can
be formulated as a two-player minimax game (Goodfellow et al., 2014), where the
generator and discriminator are the players and their objective is to maximize their
own utility (minimizing their own loss) while considering the other player’s actions.
Game theory-inspired regularization techniques are employed to stabilize GAN
training and improve the performance of both the generator and discriminator.
Berthelot et al. designed a new loss function used in the training algorithm (Berthelot
et al., 2017). In Oliehoek et al. (2018) GAN is used in finite games with mixed
strategies along with local Nash equilibrium being achieved.
Nash Equilibrium and GAN: The Nash equilibrium in a GAN is determined
when both the generator and discriminator have found their optimal strategies, and
neither player has an incentive to change their strategy given the other player’s strat-
egy. At this equilibrium point, the generator produces data that are indistinguishable
from real data, and the discriminator cannot differentiate between real and gener-
ated data. Mathematically, in a GAN, the generator seeks to minimize its loss func-
tion, which (Berthelot et al., 2017) measures how well it can fool the discriminator.
Additionally, the discriminator aims to minimize its loss function, which measures
how well it can distinguish between real and generated data. The training process
involves iteratively updating the generator and discriminator in a competitive man-
ner until they reach a Nash equilibrium. In the Nash equilibrium of a GAN, the
generator produces samples that are similar to real data, and the discriminator is
unable to differentiate between real and generated data. Liu and Chawla (2010)
discussed a Stackelberg zero-sum game with two players, which is used to make a
loss function (Foerster et al., 2018). They trained a convolutional neural network
(CNN) as the learner. The adversary is the leader L, and the learner is the follower
F. A “geometry-aware GAN” could potentially refer to a type of generative adver-
sarial network (GAN) that incorporates geometric information or considerations
into its generative process, such as information about shapes, sizes, positions, and
orientations (Huang et al., 2019). A geometry-aware GAN might incorporate an
encoder-decoder architecture. It has various applications, such as converting 2D
floor plans into 3D models or generating 3D models from 2D images. To generate
scenes or environments, a geometry-aware GAN could be considered. A geometry-
aware GAN could generate visualizations that accurately represent the spatial posi-
tioning of players, resources, and interactions, aiding in the analysis of game
5.3 Game Theory in CNN 73
Game Theory and CNN: The application of convolutional neural networks (CNNs)
in game theory is an emerging area of research that explores how CNNs can be used
to analyze strategic interactions, predict player behavior, and model decision-
making processes in various games. CNNs can be employed to analyze strategic
interactions in various games, including board games, card games, and video games.
By inputting game states or actions as images, CNNs can learn patterns and features
that represent optimal strategies, winning moves, or potential threats. CNNs can be
used to predict player behavior in games by analyzing their actions, game states,
and historical data. This prediction can help game designers to understand players’
preferences, adapt game content dynamically, and enhance the gaming experience.
CNNs can provide strategy recommendations to players based on the current game
state. By analyzing past game playing data, CNNs can suggest optimal moves or
strategies to players, assisting them in decision-making during the game. CNNs can
be employed to generate game content, such as level designs, game maps, and vir-
tual environments. CNNs need modifying hyperparameters such as dropout rate,
learning rate, and regularization parameters, which could be seen as a game theory
scenario. Hyper-parameter arrangement is equivalent to a player’s strategy, and the
goal is to attain equilibrium. By learning from existing game content, CNNs can
generate new content that adheres to the rules and constraints of the game (Hazra &
Anjaria, 2022). CNNs can be used to represent game states in extensive-form games.
By encoding the game tree structure and player actions into an image-like format,
CNNs can learn to recognize patterns and features that represent the state of the
game. CNNs can be trained to learn strategies from large datasets of game plays.
This can provide insights into how players adapt their strategies over time, which is
particularly useful in dynamic and repeated games. CNNs can predict the likely
outcomes of extensive-form games based on players’ moves and strategies. This
prediction can help to assess the potential success of different approaches in a game
setting. In wave net model, CNN is used to generate realistic musical waveforms.
Also, GANs use CNN for image generation task, and the interaction between gen-
erator and discriminator resembles min-max game (Hazra & Anjaria, 2022).
74 5 Case Studies and Different Applications
5.5 Other Applications
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Chapter 6
Conclusion and Future Research
Directions
The book Game Theory in Deep Learning explores game theory, a fascinating
branch of mathematics that delves into strategic decision-making among multiple
interacting players. The chapter lays a solid foundation by introducing the core
principles of game theory and demonstrating its widespread application across vari-
ous fields, including economics, political science, and evolutionary biology. It
emphasizes game theory’s pivotal role in understanding human behavior in strategic
situations, its valuable contributions to business strategy, and the predictive analysis
of events involving multiple players. The book then categorizes games into coopera-
tive and noncooperative types, illuminating different aspects of strategic interaction.
In cooperative games, players work together toward a common goal, whereas in
noncooperative games, they pursue individual strategies and compete. A key con-
cept introduced here is the Nash equilibrium, a critical notion in both game types
that represents an optimal solution in strategic decision-making scenarios. This con-
cept is instrumental in shaping our understanding of strategic interactions within
these games.
Transitioning into the realm of deep learning, the book describes it as a sophisti-
cated subset of machine learning that involves training intricate neural networks on
large datasets. It explains how deep learning emulates human brain functions by
processing information across multiple layers. It also discusses its applications in
fields like image and speech recognition and natural language processing, as well as
its challenges, particularly in dealing with nonlinear problems and data scarcity.
Lastly, the book highlights the intersection of game theory and deep learning, show-
casing how game theory can profoundly enhance deep learning. It covers the appli-
cation of game theory in modeling multiagent system interactions, optimizing deep
learning model performance, and bolstering security against adversarial attacks.
The chapter also underscores the integration of game-theoretic principles in design-
ing neural networks for tasks such as computer vision and the role of game theory
in adversarial training, illustrating its potential to improve the robustness and effi-
ciency of deep learning models.
Building upon the foundational insights of game theory and deep learning, the
book delves into practically implementing these concepts in real-world scenarios. A
particularly intriguing area of application is in the field of autonomous systems.
Here, game theory provides a framework for understanding the strategic interac-
tions of autonomous agents, such as drones or self-driving cars. For instance, in
multiagent environments, these systems must make decisions that ensure their
objectives but also account for the actions of others in the shared environment. The
present book is aligned with the current research that illustrates the use of game
theory in predicting the behaviors of autonomous agents and optimizing their
decision-making processes.
Furthermore, the book explores the use of game theory in augmenting the capa-
bilities of deep neural networks in complex decision-making tasks. For example,
deep learning models can benefit from game-theoretic approaches in medical diag-
nosis and treatment planning to make more informed and strategic decisions. This
is particularly relevant when multiple outcomes must be weighed and optimized.
The book provides a theoretical understanding of game theory and deep learning
and offers a window into their practical applications and future research potential. It
guides academics and practitioners, inspiring further exploration and innovation in
these interrelated fields. The following subsection discusses the open questions and
challenges regarding applying game theory in deep learning.
The application of game theory to deep learning, a rapidly evolving area of artificial
intelligence, has shown promising results and potential in various research fields.
However, this integration also presents several open questions and challenges. The
present subsection discusses some open questions and challenges in applying game
theory in deep learning.
6.2 Open Questions, Challenges, and Cross-Disciplinary Opportunities 81
The first challenge is about model complexity (Rodriguez et al., 2022). The com-
plexity of combining game-theoretic models with deep learning architectures can be
challenging. This includes the difficulty of ensuring the models are accurate and
efficient while retaining the interpretability of their decisions. The performance and
relevance of deep learning models, mainly when applied in a game-theoretic frame-
work, are highly contingent on both the availability and the quality of data. This
reliance becomes problematic in scenarios characterized by limited or substandard
data, as it can significantly impair the model’s effectiveness and practical applicabil-
ity (Hu et al., 2021). The challenge lies in obtaining and curating high-quality data-
sets that faithfully inform and train these complex models. Within multiagent
systems, the task of accurately modeling strategic interactions using game theory in
conjunction with deep learning frameworks is notably intricate. It encompasses the
ability to predict behaviors and outcomes in dynamic and frequently unpredictable
environments. This complexity is heightened by the need to account for many vari-
ables and potential interactions, making it a particularly challenging aspect of
research in this field. While game theory has been instrumental in bolstering the
defense mechanisms of deep learning models against adversarial attacks, develop-
ing systems robust enough to counter sophisticated and evolving cyberthreats
remain. This necessitates continuously refining defensive strategies to ensure these
models remain impervious to malicious attacks.
In the context of game-theoretic models, especially when dealing with expansive
and intricate deep learning systems, identifying optimal strategies and achieving
equilibrium states present significant computational and algorithmic hurdles. The
complexity of these systems often entails a substantial demand for computational
resources and sophisticated algorithms to navigate the search for equilibrium solu-
tions efficiently (Lins et al., 2021). The effective amalgamation of game theory and
deep learning insights necessitates a profound comprehension of both domains.
Successfully bridging these two fields cohesively and practically poses a formidable
challenge for researchers, calling for an interdisciplinary approach that harmonizes
each discipline’s methodologies and theoretical underpinnings.
Furthermore, the ethical considerations and real-world applicability of models
that combine game theory and deep learning cannot be overlooked (Anjaria, 2021).
This is particularly critical in sensitive domains such as healthcare, finance, and the
development of autonomous systems, where the consequences of decisions made by
these models can have significant real-world impacts (Wu, 2022). Ensuring that
these models adhere to ethical guidelines and are designed with practical utility
remains a paramount concern. Addressing these challenges requires a multifaceted
approach, blending advanced technical solutions with thoughtful consideration of
ethical and practical aspects. As the field evolves, these challenges present obstacles
and opportunities for groundbreaking research and development.
As we navigate these multifaceted challenges, the future of integrating game
theory with deep learning shines with potential. Innovative approaches are needed
to simplify model complexity, such as developing new frameworks that balance
accuracy, efficiency, and interpretability (Kim et al., 2022). Embracing advance-
ments in data science could alleviate data scarcity and quality issues, leveraging
82 6 Conclusion and Future Research Directions
techniques like synthetic data generation and advanced data augmentation. In stra-
tegic interaction modeling, the focus should shift toward more adaptive and resilient
models that can handle the unpredictability inherent in multiagent systems (Ma
et al., 2023). Further, enhancing adversarial robustness will require advanced algo-
rithms and a continuous monitoring and updating mechanism to adapt to evolving
cyberthreats. In terms of optimization and equilibrium finding, implementing more
powerful computational techniques, perhaps drawing from emerging fields like
quantum computing, could provide the necessary processing capabilities.
Interdisciplinary collaboration is critical to bridging game theory and deep learn-
ing effectively. Encouraging cross-disciplinary research initiatives and educational
programs can foster a new generation of researchers with a holistic understanding
of both fields. Finally, the ethical and practical aspects demand a comprehensive
framework considering these technologies’ societal, ethical, and real-world impli-
cations. This includes developing guidelines and standards for ethical AI and tailor-
ing solutions to meet the specific needs of various sectors like healthcare and
finance. Addressing these challenges and exploring these avenues can lead to
groundbreaking advancements, making this integration a robust field of academic
inquiry and a catalyst for innovative applications in artificial intelligence. The fol-
lowing section discusses the future research direction of applying game theory in
deep learning.
The future of applying game theory in deep learning is ripe with exciting possibili-
ties, encompassing diverse research avenues. One key direction is the development
of hybrid models that merge the predictive prowess of deep learning with the strate-
gic analytical strength of game theory. Additionally, there is a push toward crafting
adaptive algorithms capable of navigating dynamic environments, especially criti-
cal in scenarios requiring real-time decision-making. Another pivotal area is enhanc-
ing the robustness of deep learning models against adversarial attacks through
game-theoretic methods. The exploration of quantum computing’s role in unravel-
ling complex game-theoretic challenges within deep learning systems promises
groundbreaking advances.
Moreover, the focus on ethical and fair AI development underlines the impor-
tance of creating morally sound and equitable models. Interdisciplinary studies are
encouraged to amalgamate diverse insights, broadening the scope of game theory’s
application in deep learning. Real-world applications in sectors like finance, health-
care, and autonomous systems, where strategic decisions are crucial, are also a sig-
nificant focus. Another exciting area is developing systems capable of automated
strategy learning based on game-theoretic principles. Lastly, efforts are being
directed toward formulating explainable AI models, integrating game theory and
deep learning to make AI decisions more transparent and understandable to users.
Each avenue addresses existing challenges and paves the way for innovative
breakthroughs.
References 83
Future research should also focus on fine-tuning the balance between computa-
tional efficiency and the complexity inherent in these hybrid models (Kamal &
Bablu, 2022). Particular emphasis must be placed on developing user-friendly inter-
faces that allow practitioners from various domains to leverage these models effec-
tively. Additionally, establishing comprehensive benchmarks and standards for
evaluating the performance of game theory-enhanced deep learning systems will be
crucial. As the field progresses, fostering a collaborative ecosystem that brings
together researchers, industry experts, and policymakers will be key to translating
these advanced theoretical concepts into tangible, real-world solutions that can rev-
olutionize various sectors.
In this evolving landscape, an essential aspect will be continuously exploring
new datasets and environments to test and refine these game theory and deep learn-
ing models. This exploration will not only validate their efficacy across different
scenarios but also uncover new challenges and opportunities for improvement.
Integrating advanced technologies like augmented and virtual reality could also
offer innovative platforms for simulating complex game-theoretic scenarios,
enhancing the training and capabilities of deep learning systems (Zhu et al., 2022).
Ultimately, the goal is to create a dynamic, iterative process of learning and adapta-
tion, fostering an environment where both game theory and deep learning can evolve
in tandem, driving forward the frontiers of artificial intelligence.
The future of applying game theory in deep learning holds immense promise,
with several key research directions emerging. A primary focus is on developing
new game-theoretic models that are more suited for deep learning applications. This
entails designing efficient algorithms specifically tailored for solving game-theoretic
problems within deep learning contexts. Another significant area is the integration
of game theory principles directly into deep learning frameworks and tools, enhanc-
ing their strategic decision-making capabilities. Furthermore, evaluating the perfor-
mance of these game-theoretic deep learning methods across various real-world
problems will be crucial. As these fields continue to advance, we can anticipate a
surge of innovative applications that leverage the strengths of both game theory and
deep learning, making substantial contributions across diverse domains. These are
just a few examples of promising future research directions for applying game the-
ory in deep learning. As both fields continue to develop, we can expect to see even
more creative and innovative applications of game theory to deep learning problems.
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