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Game Theory

The document outlines the basics of numerical optimization in game theory, including concepts such as Nash equilibrium, best response, and various types of games like the Prisoner's Dilemma and zero-sum games. It discusses how to compute equilibria, particularly in two-player games, and introduces algorithms like Lemke-Howson for finding Nash equilibria. The document emphasizes the complexity of these computations and the significance of game theory in understanding strategic interactions among self-interested agents.

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0% found this document useful (0 votes)
34 views32 pages

Game Theory

The document outlines the basics of numerical optimization in game theory, including concepts such as Nash equilibrium, best response, and various types of games like the Prisoner's Dilemma and zero-sum games. It discusses how to compute equilibria, particularly in two-player games, and introduces algorithms like Lemke-Howson for finding Nash equilibria. The document emphasizes the complexity of these computations and the significance of game theory in understanding strategic interactions among self-interested agents.

Uploaded by

kociro5434
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 32

15-780 – Numerical Optimization

J. Zico Kolter

April 23, 2014

1
Outline

Introduction: Some (possibly) familiar games

Basic game theory

Computing equilibria

Special cases and extensions

2
Prisoner’s dilemma
• Two prisoners being interrogated, can either stay silent or
implicate the other one

• If both stay silent, each sentenced to a year in jail; if only one


implicates another, he goes free and other gets 5 years in jail; if
both implicate each other, both get 3 years
Silent Implicate

Silent -1,-1 -5,0

Implicate 0,-5 -3,-3

• Even though Silent/Silent is best for both, each one strictly


benefits from implicating the other, regardless of other’s actions
3
Guess 2/3 the mean

• All of you will play the game

• Pick a number between 1 and 10 (inclusive)

• The student whose number is closest to 2/3 of the mean of all


the guesses wins (and breaking ties randomly)

4
General ideas

• Both these games differ slightly from what we have seen so far
in class: in order to decide our action we need to account for
other agents that are also acting (and trying to account for our
actions, ad infinitum)

• We focus here on the special cases of noncooperative game


theory and games in normal form

– Non-cooperative doesn’t mean that agents don’t cooperate, just


that they are self-interested

– Normal form here just means “one-shot” games, as opposed to


turn-based games

5
Outline

Introduction: Some (possibly) familiar games

Basic game theory

Computing equilibria

Special cases and extensions

6
Games in normal form

• A normal form game is defined by (N, A, u), where

– N is a number of players, each indexed by i

– A = A1 × A2 × . . . × An is a set of actions, where each Ai is a


finite set of actions available to player i

– u : A → Rn is a utility function that maps each set of actions


a ∈ A to a set of N utilities, one for each agent; i.e., ui (a)
denotes the utility of agent i for the actions a

7
• Example: Prisoner’s dilemma
Silent Implicate

Silent -1,-1 -5,0

Implicate 0,-5 -3,-3

– N =2

– A = {Silent, Implicate} × {Silent, Implicate}

 
−1

 if a = (Silent, Silent)
−1



  
−5




 if a = (Silent, Implicate)
0

– u(a) =  
 0

 if a = (Implicate, Silent)



 −5
 
−3


if a = (Implicate, Implicate)


8
−3

• Example: Guess 2/3 the mean

– N arbitrary

– A = {1, 2, . . . , 10}N

( 1
2 
if ai = 3 mean(a)
k=1 1{ak =[ 3 mean(a)]}
Pm 2
– ui (a) =
0 otherwise

– Note that utilities here refer to expected utilities: although we


are not guaranteed to win if we pick the average, we still have a
chance proportional to one over the number of others who pick
the same mean

9
• Battle of the sexes

– Husband and wife planning movie for the evening: husband


wants to see Wondrous Love (WL) wife wants to see Lethal
Weapon (LW)

– Different utilities for each movie, but both equally unhappy if


they end up seeing different movies

WL LW

WL 2,1 0,0

LW 0,0 1,2

– Like prisoner’s dilemma, points where there is no incentive for


either player to deviate, but here there are two such points

10
• Rock, paper, scissors

– Rock beats scissors, scissors beats paper, paper beats rock

Rock Paper Scissors

Rock 0,0 -1,1 1,-1

Paper 1,-1 0,0 -1,1

Scissors -1,1 1,-1 0,0

– If we play a fixed strategy, other player will always be able to


beat us

11
• Some special cases:
– Zero-sum game: two player game where u1 (a) = −u2 (a),
∀a ∈ A (e.g., rock paper scissors)

– Coordination game: payoffs for all players are the same


ui (a) = uj (a), ∀i, j ∈ {1, . . . , N }, a ∈ A

L R

L 1,1 -1,-1

R -1,-1 1,1

12
Pure and mixed strategies

• A strategy for player i, denoted si : Ai → [0, 1] is a probability


distribution over actions: si (ai ) denotes probability that player i
takes action action ai (think of si as a vector in [0, 1]|Ai | that
must sum to one)

• A strategy profile s is a set of strategies for each player


s = (s1 , . . . , sN )

• The support of a strategy si is the set of actions that have


non-zero probability

• Strategy with a support of size one is called pure strategy,


otherwise mixed strategy

13
• The probability of set of actions a under strategy profile s is
N
Y
s(a) = si (ai )
i=1

i.e., the actions are all chosen independently

• The expected utility for a strategy profile s is given by


X
u(s) = u(a)s(a)
a∈A

• This can also be written elementwise, for example

X N
Y
ui (s) = ui (a) sj (aj )
a∈A j=1

14
Best response

• Best response refers to a best (potentially mixed) strategy that


a player can play given the strategies of all opponents

• Define s−i be be strategy profile s omitting the strategy of the


ith player

• Formally, best response for player i given strategy profile s−i is a


strategy s?i such that u(s?i , s−i ) ≥ u(si , s−i ) for all strategies si

• Of course, in general we don’t know the strategies of the other


opponents

15
Nash equilibrium
• Key definition: a strategy profile s is a Nash equilibrium if si is
a best response to s−i for all i = 1, . . . , N

• Intuitively corresponds to a “rational” set of strategies for each


agent: no agent gains an advantage by switching their strategy

• Can be one or more Nash equilibria for a game

• Strict Nash if for all i and s0i 6= si


u(si , s−i ) > u(s0i , s−i )
i.e., si is strictly preferable to all other strategies

• Weak Nash otherwise, i.e., can have s0i such that


u(si , s−i ) = u(s0i , s−i )
16
• Prisoner’s dilemma

Silent Implicate

Silent -1,-1 -5,0

Implicate 0,-5 -3,-3

What are NE? Are they strict?

17
• Rock paper scissors

Rock Paper Scissors

Rock 0,0 -1,1 1,-1

Paper 1,-1 0,0 -1,1

Scissors -1,1 1,-1 0,0

What are NE? Are they strict?

18
• Battle of sexes
WL LW

WL 2,1 0,0

LW 0,0 1,2

What are NE? Are they strict?

19
• In 1950, John Nash proved that
every game has at least one
equilibrium point (important,
requires mixed strategies)

• 27 pages, typeset like on the right


(probably about 5 pages in dense
latex, the same as your class
project writeup ... hmmm); two
references, one to his own paper

• Work won the Nobel prize in


economics

20
Outline

Introduction: Some (possibly) familiar games

Basic game theory

Computing equilibria

Special cases and extensions

21
Can we compute Nash equilibria?

• Since this is a computer science course after all...

• How do we actually compute the Nash equilibria of a game (for


now, let’s just consider two-player games)?

• In 2005, shown to be a PPAD-complete problem (not quite like


NP, since every game has a Nash equilibrium, but main intuition
is similar, thought to require solvable exponential time in game
size in the worst case)

• But “hard” problems don’t faze us in this course (see search,


mixed integer programming, etc)

22
Computing an equilibrium with known support

• If we just want to look at pure strategies (again,in two player


case) this is easy: just check all |A1 | × |A2 | possible strategies

• But, a game may not have a pure strategy equilibrium

• Key idea: For a given support, we can compute NE (if one


exists) by solving a set of linear equations

• Thus, problem really becomes one of searching for the correct


support

23
• Battle of sexes, let’s guess that the support for a mixed strategy
contains both WL and LW for husband and wife, and say that
husband chooses WL with probability p
WL LW

WL 2,1 0,0

LW 0,0 1,2

• Key idea: In order for strategy to be a NE, wife must be


indifferent between alternatives
u2 (WL) = u2 (LW)
p · 1 + (1 − p) · 0 = p · 0 + (1 − p) · 2
p = 2/3

• So s1 = (2/3, 1/3), s2 = (1/3, 2/3) is mixed strategy NE


24
• The general case

– Hypothesize some supports A1 ⊆ A1 , A2 ⊆ A2 for players

– Utilities for all actions in support must be equal for both players

u1 (a) = u1 (a0 ), ∀a, a0 ∈ A1 =⇒ |A1 | − 1 linear equations

u2 (a) = u2 (a0 ), ∀a, a0 ∈ A2 =⇒ |A2 | − 1 linear equations


X X
s1 (a) = 1, s2 (a) = 1 =⇒ |A2 | − 1 linear equations
a∈A1 a∈A2

Variables s1 (a), ∀a ∈ A1 , s2 (a), ∀a ∈ A2 , =⇒ |A1 |+|A2 | unknowns

25
• What happens when we try a support that does not produce a
NE?

• Prisoner’s dilemma, mixed strategy with full support (S,I)


Silent Implicate

Silent -1,-1 -5,0

Implicate 0,-5 -3,-3

26
Finding the support

• But, 2|Ai | − 1 possible supports for each player

• Do we have to try them all? In the worst case, yes (unless


PPAD = P)

• But, many times we will find a solution much faster (c.f. search,
mixed integer programming, etc)

• In fact, a procedure that looks a lot like local hill-climbing


search is guaranteed to find a solution for the two-player case

27
• Lemke-Howson algorithm (stated very imprecisely)

• Start with some initial support A1 , A2 and repeat:


1. Choose (according to a specific rule), to add, drop, or swap
action from support

2. Solve resulting linear systems, if they are consistent with mixed


strategy, we have found a NE

3. Otherwise, continue

• Essentially the same procedure as the simplex algorithm for


linear programming, for those who may be familiar with that

28
Outline

Introduction: Some (possibly) familiar games

Basic game theory

Computing equilibria

Special cases and extensions

29
N -player games
• For more than two players, precise analogue of Lemke-Howson
algorithm doesn’t exist, but local search can still be effective

• Can also formulate as optimization problem


N X
X
minimize max{ui (ai , s−i ) − ui (s), 0}2
s
i=1 ai ∈Ai

subject to 1T si = 1, s≥0

• At any NE, objective value will be zero (no incentive to any


other pure strategy)

• Of course, a non-convex problem, with potential local optima


30
Special case: zero-sum games
• Two-player zero-sum games can be solved efficiently (in
polynomial time) by formulating it as a linear program
minimize maximize sT1 Cs2
s1 s2

subject to s1 ≥ 0, 1T s1 = 1, s2 ≥ 0, 1T s2 = 1

• Requiring player 2 to play a pure strategy, equivalent to


minimize max (C T s1 )i
s1 i=1,...,|A2 |

subject to s1 ≥ 0, 1T s1 = 1
which is equivalent to linear program
minimize t
s1 ,t

subject to s1 ≥ 0, 1T s1 = 1, C T u ≤ t1
31
• Somewhat surprisingly, this is actually the optimal strategy for
player 1, even if player 2 can play mixed strategies (proof
involves an optimization concept called duality)

• Key aspect of zero-sum game is that we could express game as


minimization and maximization over the same objective terms
by the two agents, can’t do this in general case

32

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