Game Theory
Game Theory
INTRODUCTION ..................................................................... 1
PRELIMINARY ....................................................................... 3
2. Use dominance rules to reduce the size of a game payoff ma- trix
and compute value of the game with mixed strategies.Using
linear programming approach to compute the value of the game
when dominance rules does not apply.
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method and L.P method for games without saddle point.
2
3
Chapter 3
The rules of dominance are used to reduce the size of the payoff ma-
trix. These rules help in deleting certain rows and/or columns of the
payoff matrix that are inferior (less attractive) to at least one of the
remaining rows and/or columns (strategies), in terms of payoffs to
both the players. Rows and/or columns once deleted can never be used
for determining the optimum strategy for both the players.
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CONCLUSION
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Bibliography
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PRELIMINARY
Now let us see some basic definitions:
Dot Product: Let 𝑥, 𝑦 ∈ ℝ𝑛 be two vectors.If 𝑥 = (𝑥1 , 𝑥2 , ..., 𝑥𝑛 )
and 𝑦 = (𝑦1 , 𝑦2 , ..., 𝑦𝑛 ). Then the dot product of these vectors is
𝑥 ⋅ 𝑦 = 𝑥1 𝑦1 + 𝑥2 𝑦2 + ... + 𝑥𝑛 𝑦𝑛 .Do the case when x and y are column
or row vectors in the obvious way.
Matrix Addition: If 𝐴 and 𝐵 are both in ℝ𝑚∗𝑛 ,then 𝐶 = 𝐴 + 𝐵 is
the matrix sum of 𝐴 and 𝐵 and 𝐶𝑖𝑗 = 𝐴𝑖𝑗 + 𝐵𝑖𝑗 for 𝑖 = 1, 2, ...𝑚 and
𝑗 = 1, 2, ...𝑛.
Row/Column Vector: A 1 × 𝑛 matrix is called a row vector, and a
𝑚 × 1 matrix is called a column vector.It should be clear that any
row of matrix 𝐴 could be considered as a row vector in ℝ𝑛 and any
column of 𝐴 could be considered as a column vector in ℝ𝑚 .
Matrix Multiplication: If 𝐴 ∈ ℝ𝑚∗𝑛 and 𝐵 ∈ ℝ𝑛∗𝑝1 then 𝐶 = 𝐴𝐵
is the matrix product of 𝐴 and 𝐵 and 𝐶𝑖𝑗 = 𝐴𝑖 ⋅ 𝐵𝑗
Matrix Transpose: If 𝐴 ∈ ℝ𝑚∗𝑛 is a 𝑚 × 𝑛 matrix then the transpose
of 𝐴 denoted by 𝐴𝑇 is an 𝑚 × 𝑛 matrix defined as:𝐴𝑇𝑖𝑗 = 𝐴𝑗𝑖
3
⎡1 0 ... 0⎤
⎢ ⎥
⎢0 1 ... 0⎥
⎢ ⎥
⎢. . ... . ⎥
Identity Matrix: The 𝑛 × 𝑛 identity matrix is 𝐼𝑛 =⎢ ⎥
⎢. . ... . ⎥
⎢ ⎥
⎢. . ... . ⎥⎥
⎢
⎢ ⎥
⎣0 0 ... 1⎦
Standard Basic Vector: The standard basic vector 𝑒𝑖 ∈ ℝ𝑛 is :
𝑒𝑖 = (0, 0, ...1, 0, ...0). This definition is only valid for n≥i. Fur-
ther the standard basis vector 𝑒𝑖 is also the 𝑖𝑡ℎ row or column of 𝐼𝑛 .
Unit and Zero Vector: The vector 𝑒 ∈ ℝ𝑛 is the one vector 𝑒 =
(0, 0, ...0) ∈ ℝ𝑛 . Similarly the zero vector 0 = (0, 0, ...0) ∈ ℝ𝑛 .
Saddle Point: A saddle point of a matrix is the position of such an
element in the playoff matrix which is minimum in its row and the
maximum in its column.
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Chapter 1
A zero sum is a situation where if one partly loses, the other partly
wins and the net change in wealth is zero. These games can include
just two players to millions of participants. The game of matching
pennies is often with as an example of a zero sum game according
to game according to game theory. The game involves two players
A and B simultaneously placing a penny on the table. The payoffs
depends on whether the pennies match or not. If both pennies are
heads or tails, player A wins and keeps player B’s penny. If they do
not match than player B wins and keeps player A’s penny. Matching
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pennies is a zero sum game because one players gain is the others
loss.
A game with only two players, say player A and player B is called
a Two person zero sum game, only if one player’s gain is equal to
the loss of other player in a way that the total sum is zero. A saddle
point is an element of the matrix that is both the smallest element in
its row and largest element in its column. If the losses of one player
are equivalent to the gains of the other so that the sum of their net
gains is zero. This game also known as rectangular game.
• Total payoff to the two player at the end of each play is zero
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one dollar. Then the payoff matrix is
The first cell says “0”, which stands for “0,0” a payoff of 0 for
both players. The second cell entry of "1" should be read as "1,-1",
a payoff of 1 for Ann which has to be paid by Beth, therefore a payoff
of -1 for Beth.
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If player A has m strategies represented by the letters 𝐴1 , 𝐴2 , ⋯ 𝐴𝑚
and a player B has n strategies represented by the letters 𝐵1 , 𝐵2 , ⋯ 𝐵𝑛 .
The numbers m and n need not be equal. The total number of possi-
ble outcomes is therefore 𝑚 × 𝑛. Here it is assumed that each player
not only knows his own list of possible outcomes of action but also
of his opponent. For convenience, it is assumed that player A is al-
ways a gains whereas B a loser. Let 𝑎𝑖𝑗 be the payoff that the player
A gains from player B, if player A chooses strategy i and player B
chooses strategy j. Then the playoff matrix is shown in table
Player B strategies
Player A strategy 𝐵1 𝐵2 ⋯ 𝐵𝑛
𝐴1 𝑎11 𝑎12 ⋯ 𝑎1𝑛
𝐴2 𝑎21 𝑎22 ⋯ 𝑎2𝑛
⋮ ⋮
𝐴𝑚 𝑎𝑚1 𝑎𝑚2 ⋯ 𝑎𝑚𝑛
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would do his best to reach as small a value of 𝑎𝑖𝑗 as possible. Of
course, the gain to player B and loss to A must be −𝑎𝑖𝑗 . The entries
in the payoff matrix can be in any units as long as they represent the
utility of the player. Also the matrix for player two is the negative of
the matrix for player one in as zero sum game.
Payoff; The outcome of playing a game is called Payoff.
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sets, the first and the last with two possible moves, say K,L and L,M
and the second with three possible moves, say M,O and P, then Ann
has the 2.3.2 = 12 pure strategies encoded as KML, KMM, KOL,
KOM, KPL, KPM, LML, LMM, LOL, LOM, LPL, LPM.
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of a player or minimizes his loss is called optimal strategy.
Value of the game: It refers to the expected outcome per play when
players follows their optimal strategy.
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This element represents the value of the game and is called the
Saddle point.
Player B
Player A -1 2 -2
6 4 -6
Determine the best strategies for players A and B and also the value
of the game. Is this game (i) fair (ii) strictly determinable?
player B
BI BII BIII Row minimum
Player A AI -1 2 −2 −2
AII 6 4 -6 -6
−2
Column maximum 6 4
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that is minimax = 1, (marked as circle)
select maximum from the row minimum values,
that is maximin = 1, (marked as rectangle) Player A will choose
strategy I, which yields the maximum payoff of −2
Player B will choose strategy III
The value of game is −2, which indicates that player A will gain −2
unit and player B will loss −2 unit.
Since the maximum value = the minimax value = −2
∴ the game has saddle point and game is not fair game (since values
of the game is non zero)
Also maximin = minimax = value of game
∴ the game is strictly determinable.
It is a pure strategy game and the saddle point is (A-I, b-II)
The optimal strategies for both players given by pure strategy player
A must select strategy II and player B must select strategy III.
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Chapter 2
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𝐸(𝑝, 𝑞) =
∑ ∑
𝑚 𝑛
𝑝𝑖 𝑎𝑖𝑗 𝑞𝑗 = 𝑃 𝑇 𝐴𝑄
𝑖=1 𝑗=1
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Rock scissors Paper
Rock 0 1 -1
Scissors -1 0 1
Paper 1 -1 0
50-25-25 mix 0 0.25 -0.25
If Ann plays the mixed strategy and Beth plays rock then with 50%
probability there will be a tie (rock versus rock), with 25% probability
Beth will win (Beth’s rock against Ann’s Scissors) and 25% proba-
bility Ann will win (paper against Beth’s rock). Thus the expected
payoff for Ann when playing the mixed strategy against Beth’s rock
is 50%.0 + 25%.(−1) + 25%.1 = 0. For instance, the second value
in the fourth row is 50%.1 + 25%.0 + 25%.(−1) = 0.25 and the third
50%.(−1) + 25%.1 + 25%.0 = −0.25
Though the mixed strategy does not dominate any of the pure strate-
gies, it may be attractive to a player aiming at the maximum strategy
since it guarantees a payoff of −0.25 compared to −1 in the other
cases. Beth is also entitled to mixed strategies. We assume that she
choose a mix of 25% rock, 50% scissors, 25% paper. Adding this mix
as another one of Beth’s options we obtain the bimatrix.
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Rock scissors Paper 25-50-25 mix
Rock 0 1 -1 0.25
Scissors -1 0 1 0
Paper 1 -1 0 -0.25
50-25-25 mix 0 0.25 -0.25 0.0625
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saddle point.
Theorem 1. For any 2 × 2 two person zero sum game without any
saddle point having the payoff matrix for player A given by
𝑃 𝑙𝑎𝑦𝑒𝑟𝐵
⎡ 𝐵 𝐵 ⎤
𝐴1 ⎢
1 2 ⎥
𝑃 𝑙𝑎𝑦𝑒𝑟𝐴 ⎢𝑎 𝑎 ⎥
𝐴2 ⎢
11 12 ⎥
⎢𝑎 𝑎 ⎥
⎣ 21 22 ⎦
⎡𝐴 𝐴 ⎤ ⎡𝐵 𝐵 ⎤
the optimal mixed strategies 𝑆𝐴 = ⎢ ⎥ and 𝑆𝐵 = ⎢ 1 2 ⎥
1 2
⎢𝑝 𝑝 ⎥ ⎢𝑞 𝑞 ⎥
⎣ 1 2⎦ ⎣ 1 2⎦
𝑝1 𝑎22 −𝑎21 𝑞1 𝑎22 −𝑎12
are determined by 𝑝 = 𝑎 −𝑎 , 𝑞 = 𝑎 −𝑎 where 𝑝1 + 𝑝2 = 1 and
2 11 12 2 11 21
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𝑎11 𝑎22 −𝑎21 𝑎22
𝑉 = 𝑎11 +𝑎22 −(𝑎12 +𝑎21 )
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Now
= [𝑎11 + 𝑎22 − (𝑎12 + 𝑎21 )]𝑝1 𝑞1 + (𝑎12 − 𝑎22 )𝑝1 + (𝑎21 − 𝑎22 𝑞1 + 𝑎22 )
𝑎 − 𝑎21 𝑎 − 𝑎12 𝑎 𝑎 − 𝑎12 𝑎21
= 𝜆(𝑝1 − 22 )(𝑞1 − 22 ) + 11 22
𝜆 𝜆 𝜆
where 𝜆 = 𝑎11 + 𝑎22 − (𝑎12 + 𝑎21 )
𝑎22 −𝑎21
We see that if A chooses 𝑝1 = 𝜆
he ensures an excepted gain of
(𝑎11 𝑎22 −𝑎12 𝑎21 )
at least 𝜆
𝑎22 −𝑎12
Similarly if B chooses 𝑞1 = 𝜆
, then he can limit his excepted
(𝑎11 𝑎22 −𝑎12 𝑎21 )
loss to atmost 𝜆
𝑝2 = 1 − 𝑝1
then
𝑎11 −𝑎12
𝑝2 = 𝑎11 +𝑎22 −(𝑎12 +𝑎21 )
𝑞2 = 1 − 𝑞1
then
𝑎11 −𝑎12
𝑞2 = 𝑎11 +𝑎22 −(𝑎12 +𝑎21 )
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𝑎11 𝑎22 −𝑎12 𝑎21
∴ value of the game, V = 𝑎11 +𝑎22 −(𝑎12 +𝑎21 )
Hence
𝑝1 𝑎22 −𝑎21 𝑞1 𝑎22 −𝑎12
𝑝2
= ,
𝑎11 −𝑎12 𝑞2
= 𝑎11 −𝑎21 )
and
𝑎11 𝑎22 −𝑎12 𝑎21
V= 𝑎11 +𝑎22 −(𝑎12 +𝑎21 )
.
The graphical method is used to solve the games whose payoff matrix
has
1. Draw two vertical axes 1 unit apart. The two lines are 𝑥1 =
0, 𝑥1 = 1
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2. Take the points of the first row in the payoff matrix on the ver-
tical line 𝑥1 = 1 and the points of the second row in the payoff
matrix on the vertical line 𝑥1 = 0.
3. The point 𝑎1𝑗 on the axis 𝑥1 = 1 is then joined to the point 𝑎2𝑗
on the axis 𝑥1 = 0 to give a straight line. Draw ’n’ straight lines
lines for 𝑗 = 1, 2, ...𝑛 and determine the highest point of the
lower envelope obtained. This will be the maximin point.
4. The two or more lines passing through the maximin point de-
termines the required 2𝑥2 pay off matrix. This in turn gives the
optimum solution by making use of analytical method.
⎡𝐵 𝐵 𝐵 ⎤
⎢ 1 2 3⎥
Example 3. Solve by graphical method A1 ⎢ 1 3 12 ⎥
⎢ ⎥
A2 ⎣ 8 6 2 ⎥⎦
⎢
Solution
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𝑎11 𝑎22 −𝑎21 𝑎12 6−72
𝑉 = (𝑎11 +𝑎22 )−(𝑎12 +𝑎21 )
= 5−18
𝑉 = 66∕13
𝑆𝐴 = (4∕13, 9∕13)
𝑆𝐵 = (0, 10∕13, 3∕13)
Algorithm for solving m x 2 matrix games
1. Draw two vertical axes 1 unit apart. The two lines are 𝑥1 =
0, 𝑥1 = 1
2. Take the points of the first row in the payoff matrix on the ver-
tical line 𝑥1 = 1 and the points of the second row in the payoff
matrix on the vertical line 𝑥1 = 0.
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3. The point 𝑎1𝑗 on the axis 𝑥1 = 1 is then joined to the point 𝑎2𝑗
on the axis 𝑥1 = 0 to give a straight line. Draw ’n’ straight lines
for 𝑗 = 1, 2, ...𝑛 and determine the highest point of the lower
envelope obtained. This will be the minimax point.
4. The two or more lines passing through the minimax point de-
termines the required 2𝑥2 pay off matrix. This in turn gives the
optimum solution by making use of analytical method.
⎡ 𝐵1 𝐵2 ⎤
⎢ ⎥
A1 ⎢ −2 0 ⎥
⎢ ⎥
Example 4. Solve by graphical method A2 ⎢ 3 −1 ⎥
⎢ ⎥
A3 ⎢ −3 2 ⎥⎥
⎢
⎢ 5 −4 ⎥⎦
A4 ⎣
Solution
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𝑉 = 𝑎2 11 𝑎22 −𝑎21 𝑎1 = 6−3
(𝑎11 +𝑎22 )−(𝑎12 +𝑎21 ) 5+4
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𝑉 = 3∕9 = 1∕3
𝑆𝐴 = (0, 5∕9, 4∕9, 0)
𝑆𝐵 = (3∕9, 6∕9)
The two person zero-sum games can also be solved by linear pro-
gramming. The major advantage of using linear programming tech-
nique is that it helps to solve the mixed strategy games of larger di-
mension pay off matrix.
Consider a payoff matrix of size m x n.Let 𝑎𝑖𝑗 be the element in the
ith row and jth column of game payoff matrix, and letting 𝑝𝑖 be the
probabilities of m strategies (𝑖 = 1, 2, ..., 𝑚) for player A. Then, the
expected gains for player A, for each of player B’s strategies will be:
∑
𝑚
V= 𝑃𝑖 𝑎𝑖𝑗 , 𝑗 = 1, 2, ..., 𝑛
𝑖=1
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Now to obtain values of probability 𝑝𝑖𝑗 , the value of the game to
player A for all strategies by player B must be at least equal to V.
Thus to maximize the minimum expected gains, it is necessary that:
where
𝑝1 + 𝑝2 + ... + 𝑝𝑚 = 1𝑎𝑛𝑑𝑝𝑖 ≥ 0
and
𝑥1 , 𝑥2 , ..., 𝑥𝑚 ≥ 0
where
𝑥𝑖 = 𝑃𝑖 ∕𝑉 ≥ 0; 𝑖 = 1, 2, ..., 𝑚
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Similarly, player B has a similar problem with the inequalities of the
constraints reversed, i.e, the minimize the expected loss. Since min-
imizing V is equivalent to maximizing 1/V, therefore, the resulting
linear programming problem can be stated as:
Maximize: 𝑍𝑝 (1∕𝑉 ) = 𝑦1 + 𝑦2 + ... + 𝑦𝑛
subject to the constraints
𝑦1 , 𝑦2 , ..., 𝑦𝑛 ≥ 0
where,
𝑦𝑗 = 𝑞𝑗 ∕𝑉 ≥ 0𝑚; 𝑗 = 1, 2, ..., 𝑛
It may be noted that the L.P problem for player B is the dual of L.P
problem for a player A and vice versa. Therefore, the solution of the
dual problem can be obtained from the primal simplex table. Since
for both the player 𝑍𝑝 = 𝑍𝑞 , the expected gain to player A in the
game will be exactly equal to expected loss to player B.
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1. For player B, who is assumed to be the loser, if each element in
a column, say 𝐶𝑟 is greater than or equal to the corresponding
element in another column, say 𝐶𝑠 in the payoff matrix, then
the column 𝐶𝑟 is said to be dominated by column 𝐶𝑠 and there-
fore, column 𝐶𝑟 can be deleted from the payoff matrix. In other
words, player B will never use the strategy that corresponds to
column 𝐶𝑟 because he will loose more by choosing such strat-
egy.
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In this case, if the domination is strict, then strategy k can be
deleted. If strategy k dominates the convex linear combination
of some other pure strategies, then one of the pure strategies
involved in the combination may be deleted. The domination
would be decided as per rules 1 and 2 above.
Solution
The payoff matrix for player A is
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Player B
Player A 5𝑝 ∶ 𝐵1 10𝑝 ∶ 𝐵2 20𝑝 ∶ 𝐵3
5𝑝 ∶ 𝐴1 -5 10 20
10𝑝 ∶ 𝐴2 5 -10 -10
20𝑝 ∶ 𝐴3 5 -20 -20
Player B
Player A 𝐵1 𝐵2 𝐵3
𝐴1 -5 10 20
𝐴2 5 -10 -10
𝐴3 5 -20 -20
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After column 𝐵3 is deleted, it may be noted that strategy 𝐴2 of
player A is dominated by his 𝐴3 strategy, since the profit due to strat-
egy 𝐴2 is greater than or equal to the profit due to strategy 𝐴3 , re-
gardless of which strategy player B selects. Hence, strategy 𝐴3 (row
3) can be deleted from further consideration. Thus, the reduced pay-
off matrix becomes:
Player B
player 𝐴 𝐵1 𝐵2 Row minimum
𝐴1 -5 10 -5
𝐴2 5 -10 -10
Column maximum 5 10
As shown in the reduced 2 × 2 matrix, the maximin value is not
equal to the minimax value. Hence, there is no saddle point and one
cannot determine the point of equilibrium. For this type of game
situation, it is possible to obtain a solution by applying the concept
of mixed strategies.
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