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04/18/23 Coalition Formation Roadmap: Chattrakul Sombattheera
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Game Theory
By
Chattrakul Sombattheera
Supervisors
A/Prof Peter Hyland & Prof Aditya Ghose
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Game theory
Analysis of problems of conflict and cooperation among independent decision-makers. Players, having partial control over outcomes of the game, are eager to finish the game with an outcome that gives them maximal payoffs possibleEmile Borel, a French mathematician, published several papers on the theory of games in 1921Von Neumann & Morgenstern’s The Game Theory and Economics Behavior in 1944A convenient way in which to model the strategic interaction problems eg. Economics, Politics, Biology, etc.
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The Games
Game = <Rules, Components>Rules: descriptions for playing gameComponents: A set of rational players A set of all strategies of all players A set of the payoff (utility) functions for each
combination of players’ strategies A set of outcomes of the game A set of Information elements
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Modeling Game
The rules give details how the game is played e.g. How many players, What they can do, and What they will achieve, etc.
Modeler study the game to find equilibrium, a steady state of the game where players select their best possible strategies.To find equilibrium = to find solution = to solve games
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Player and Rationality
Player can be a person, a team, an organization
In its mildest form, rationality implies that every player is motivated by maximizing his own payoff.
In a stricter sense, it implies that every player always maximizes his payoff, thus being able to perfectly calculate the probabilistic result of every strategy.
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Movement of the Game
Simultaneous: All players make decisions (or select a strategy) without knowledge of the strategies that are being chosen by other players.
Sequential: All players make decisions (or select a strategy) following a certain predefined order, and in which at least some players can observe the moves of players who preceded them
Games can be played repeatedly
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Information
Information is what the players know while playing games: All possible outcomes The payoff/utility over outcomes Strategies or actions used
An item of information in a game is common knowledge if all of the players know it and all of the players know that all other players know it
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Information
Complete information: if the payoffs of each player are common knowledge among all the playersIncomplete information: if the payoffs of each player, or certain parameters to it, remain private information of each player.Perfect Information: Each player knows every strategy of the players that moved before him at every point. Imperfect Information: If a player does not know exactly what strategies other players took up to a point.
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Strategies
Player I, SI = {x1, x2}
Player II, SII = {y1, y2, y3}
Player III, SIII = {z1, z2}
S is a set of 12 combinations of strategies
Each combination of strategy is an action (strategy) profile e.g. (x1, y2, z1)
I II III S
x1 y1 z1 x1,y1,z1
x1 y1 z2 x1,y1,z2
x1 y2 z1 x1,y2,z1
x1 y2 z2 x1,y2,z2
x1 y3 z1 x1,y3,z1
x1 y3 z2 x1,y3,z2
x2 y1 z1 x2,y1,z1
x2 y1 z2 x2,y1,z2
x2 y2 z1 x2,y2,z1
x2 y2 z2 x2,y2,z2
x2 y3 z1 x2,y3,z1
x2 y3 z2 x2,y3,z2
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Outcome, Utility
In general, outcome is a set of interesting elements that the modeler picks from the value of actions, payoffs, and other variables after the game terminates. Outcomes are often represented by action (strategy) profilesUtility represents the motivations of players. A utility function for a given player assigns a number for every possible outcome of the game with the property that a higher number implies that the outcome is more preferred. Utility functions may either ordinal in which case only the relative rankings are important, but no quantity is actually being measured, or cardinal, which are important for games involving mixed strategies
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Payoff
Payoffs are numbers which represent the motivations of players. Payoffs may represent profit, quantity, "utility," or other continuous measures (cardinal payoffs), or may simply rank the desirability of outcomes (ordinal payoffs).In most of this presentation, we assume that utility function assigns payoffs
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Variety of Game
Game can be modelled with variety of its components
We introduce Non-cooperative form game
Normal (strategic) form game Extensive form game
Cooperative form game Characteristic function game
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Normal (Strategic) Form Game
An n-person game in normal (strategic) form is characterised byA set of players N = {1, 2, 3, …, n}A set S = S1 x S2 x … x Sn is the set of
combinations of strategy profiles of n playersUtility function ui : S R of each player
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Normal (Strategic) Form GameComponents of a normal form game can be represented in game matrix or payoff matrix
Game matrix of 2 players: Player I and Player II Each player has a finite number of strategies
S1 = {s11, s12} S2={s21, s22}
Player II
Player I s21 s22
s11 u1(s11, s21), u2(s11, s21) u1(s11, s22), u2(s11, s22)
s12 u1(s12, s21), u2(s12, s21) u1(s12, s22), u2(s12, s22)
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Zero Sum Game
Von Neumann and Morgenstern studied two-person games which result in zero sum: one player wins what the other player loses
The payoff of player II is the negative value of the payoff of player I
=
Player II
Player I s21 s22
s11 (ua,-ua) (-ub, ub)
s12 (-uc, uc) (ud, -ud)
Player II
Player I s21 s22
s11 ua -ub
s12 -uc ud
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Matching Pennies
Player I & Player II: Choose H or T (not knowing each other’s choice) If coins are alike, Player II wins $1 from Player I If coins are different, Player I wins $1 from Player II
Player II
H T
Player I
H (-1,1) (1,-1)
T (1,-1) (-1,1)
Player II
H T
Player I
H -1 1
T 1 -1
=
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Pure Strategy
A prescription of decision for each possible situation is known as pure strategy
A pure strategy can be as simple as : Play Head, Play Tail
A pure strategy can be more complicated as : Play Head after wining a game
We refer to each of strategies of a player as a pure strategy
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Maximax Strategy
“Maximax principle counsels the player to choose the strategy that yields the best of the best possible outcomes.”Two players simultaneously put either a blue or a red card on the tableIf player I puts a red card down on the table, whichever card player II puts down, no one wins anythingIf player I puts a blue card on the table and player II puts a red card, then player II wins $1,000 from player IFinally, if player I puts a blue card on the table and player II puts a blue card down, then player I wins $1,000 from player II
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Maximax Strategy
With maximax principle, player I will always play the blue card, since it has the maximum possible payoff of 1,000. Player II is rational, he will never play the blue card, since the red card gives him 1,000 payoff. In such a case, if player I plays by the maximax rule, he will always lose.The maximax principle is inherently irrational, as it does not take into account the
other player's possible choices.
Maximax is often adopted by naive decision-makers such as young children.
Player II
Blue Red
Player I
Blue 1000 -1000
Red 0 0
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Battle of the Pacific
In 1943, the Allied forces received reports that a Japanese convoy would be heading by sea to reinforce their troops. The convoy could take on of two routes -- the Northern or the Southern route. The Allies had to decide where to disperse their reconnaissance aircraft -- in the north or the south -- in order to spot the convoy
as early as possible. The payoff matrix shows
payoffs expressed in the number of days of bombing the Allies could achieve
Japanese
North South
Allies
North 2 2
South 1 3
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Minimax Strategy
Minimax strategy is to minimize the maximum possible loss which can result from any outcome. To cause maximum loss to the Japanese, the Allies would like to go SouthTo avoid maximum loss, in case the Allies go South, the Japanese would go NorthIf the Japanese go North,
the Allies would go North to maximize their payoff
Japanese
North South
Allies
North 2 2
South 1 3
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Domination in Pure Strategy
Player I selects a row while Player II selects a column in response to each other for their maximum payoffs
Player II’s F strategy is always better than G no matter what strategy Player I selects
Strategy G is dominated by F, or F is a dominant
strategy
rational player never plays
dominated strategies.
Player II
E F G H
Player I
A 12 -1 1 0
B 5 1 7 -20
C 3 2 4 3
D -16 0 2 16
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Solving Pure Strategy
Player I selects a row while Player II selects a column in response to each other for their maximum payoffs
Player I selects D for maximum payoff (16), Player II selects E for his maximum payoff (-16)
Player I then selects A,
while Player II selects F
Player I selects C, while
Player II cannot improve
Player II
E F G H
Player I
A 12 -1 1 0
B 5 1 7 -20
C 3 2 4 3
D -16 0 2 16
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Pure Strategy: Saddle PointStrategies (C,F) is an equilibrium outcome, players have no incentives to leaveAt (C,F), I knows that he can win at least 2 while II knows that he can lose at most 2The value 2 at (C,F) is the minimum of its row and is the maximum of its columns—
it is call the Saddle point or the value of the game
The saddle point is the game’s equilibrium outcome
A game may have a number of saddle points of the same value
Player II
E F G H
Player I
A 12 -1 1 0
B 5 1 7 -20
C 3 2 4 3
D -16 0 2 16
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Mixed-Strategies: Odd or Even
A player can randomly take multiple actions (or strategies) based on probability— mixed strategies
Player I and Player II simultaneously call out one of the numbers one or two.
Player I wins if the sum
of the number is odd
Player II win if the sum
of the number is even
Note: Payoffs in dollars.
Player II
Player I one two
one -2 3
two 3 -4
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Solving Odd or Even
Suppose Player I calls ‘one’ 3/5ths of the times and ‘two’ 2/5ths of the times at random If II calls ‘one’, I loses 2 dollars 3/5ths of the times
and wins 3 dollars 2/5ths of the times. On average, I wins
-2(3/5) + 3(2/5) = 0 If II calls ‘two’, I wins 3 dollars 3/5ths of the times and
loses 4 dollars 2/5ths of the
times, On average, I wins
-3(3/5) – 4(2/5) = 1/5
Player2
Player1 one two
one (p=3/5) -2 3
two (p=2/5) 3 -4
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Solving Odd or Even
I win 0.20 on average every time II calls ‘two’
Can I fix this so that he wins no matter what II plays?
Player II
Player I one two
one -2 3
two 3 -4
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Equalizing Strategy
Let p be a probability Player I calls ‘one’ such that I wins the same amount on average no matter what II callsSince I’s average winnings when II calls ‘one’ and ‘two’ are -2p+3(1-p) and 3p-4(1-p), respectively. So… -2p + 3(1-p) = 3p-4(1-p) 3 – 5p = 7p – 4 12p = 7 p = 7/12
Player2
Player1 one two
one (p) -2 3
two (1-p) 3 -4
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Equalizing Strategy
Therefore, I should call ‘one’ with probability 7/12 and two with 5/12
On average, I wins
-2(7/12) + 3(5/12) = 1/12
or 0.0833 every play regardless of what II does.
Such strategy that produces the same average winnings no matter what the opponent does is called an equalizing strategy
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Minimax Strategy
In Odd or Even, Player I cannot do better than 0.0833 if Player II plays properlyFollowing the same procedure, II calls ‘one’ with probability 7/12 ‘two’ with probability 5/12
If I calls ‘one’, II’s average loss is -2(7/12) + 3(5/12) = 1/12If I calls ‘two’, II’s average loss is 3(7/12) – 4(5/12) = 1/121/12 is called the value of the game or the saddle pointMixed strategies used to ensure this are called optimal strategy or minimax strategy
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Minimax Theorem
A two person zero sum game is finite if both strategy set Si and Sj are finite sets.
For every finite two-person zero-sum game There is a number V, call the value of the game There is a mixed strategy for Player I such that I’s
average gain is at least V no matter what II does, and There is a mixed strategy for Player II such that II’s
average loss is at most V no matter what I does
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Non-Zero Sum Game
The sum of the utility is not zero
Prisoner Dilemma
Nash equilibrium
Chicken
Stag Hunt
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Prisoner Dilemma
Two suspects in a crime are held in separate cells
There is enough evidence to convict each one of them for a minor offence, not for a major crime
One of them has to be a witness against the other (finks) for convicting major crime If both stay quiet, each will be jailed for 1 year If one and only one finks , he will be freed while the
other will be jailed for 4 years If both fink, they will be jailed for 3 years
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Prisoner Dilemma
Utility function assigned u1(F,Q) = 4, u1(Q,Q) = 3, u1(F,F) = 1, u1(Q,F) = 0 u2(Q,F) = 4, u2(Q,Q) = 3, u2(F,F) = 1, u2(F,Q) = 0
What should be the outcome of the game? Both would prefer Q But they have incentive for being freed, choose F Prisoner II
Prisoner I Quiet Fink
Quiet (3, 3) (0, 4)
Fink (4, 0) (1, 1)
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Prisoner Dilemma
Prisoner I: Acting Fink against Prisoner II’s Quiet yields better payoff than Quiet. Fink is called the best strategy against Prisoner II’s Quiet
Prisoner I: Acting Fink against Prisoner II’s Fink yields better payoff than
Quiet. Fink is the best
strategy against Prisoner II’s
Fink
Prisoner II
Prisoner I Quiet Fink
Quiet (3, 3) (0, 4)
Fink (4, 0) (1, 1)
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Dominant Strategy
A dominant strategy is the one that is the best against every other player’s strategy.
Prisoner I: Fink is the dominant strategy
Prisoner II: Fink is the dominant strategy
Outcome (1,1) is called
dominant strategy
equilibrium
Prisoner2
Prisoner1 Quiet Fink
Quiet (3, 3) (0, 4)
Fink (4, 0) (1, 1)
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Nash Equilibrium
John Nash, the economics Nobel Winner.
An action (strategy) profile a = (a1, a2, a3, …, an) is combination of action ai, selected from player i strategy Si
Nash equilibrium is “an action profile a* with the property that no player i can do better by choosing an action different from ai
*, given that every other
player j adheres to aj*.”
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Nash Equilibrium & Strategies
Nash equilibrium is “an action profile a* with the property that no player i can do better by choosing an action different from ai
*, given that every other player j adheres to aj
*.”
Players = {I, II, III}
SI={x1, x2}, SII={y1, y2, y3}, SIII={z1, z2}
(x1, y2, z1) is a Nash Equilibrium if uI(x1, y2, z1) ≥ uI (x2, y2, z1) and uII(x1, y2, z1) ≥ uII (x1, y1, z1) and uII(x1, y2, z1) ≥ uII (x1, y3, z1) and uIII(x1, y2, z1) ≥ uIII (x1, y2, z2)
I II III S
x1 y1 z1 x1,y1,z1
x1 y1 z2 x1,y1,z2
x1 y2 z1 x1,y2,z1
x1 y2 z2 x1,y2,z2
x1 y3 z1 x1,y3,z1
x1 y3 z2 x1,y3,z2
x2 y1 z1 x2,y1,z1
x2 y1 z2 x2,y1,z2
x2 y2 z1 x2,y2,z1
x2 y2 z2 x2,y2,z2
x2 y3 z1 x2,y3,z1
x2 y3 z2 x2,y3,z2
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Nash Equilibrium
What is the equilibrium in Prisoner Dilemma?Usually, dominant equilibrium is Nash equilibriumBut, Nash Equilibrium
may not be dominant equilibrium
Prisoner II
Prisoner I Quiet Fink
Quiet (3, 3) (0, 4)
Fink (4, 0) (1, 1)
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Stag Hunt Game
Each of a group of hunters has two options: he may remain attentive to the pursuit of a stag, or catch a hareIf all hunters pursue the stag, they catch it and share it equallyIf any hunter devotes his energy to catching a hare, the stag escape, and the hare belongs to the defecting hunter aloneEach hunter prefers a share of the stag to a hare
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Stag Hunt & Equilibrium
A group of 2 hunters value payoffs are u1(stag, stag) = u2(stag, stag) = 2,
u1(stage,hare) = 0, u2(stage,hare) = 1,
u1(hare,stag) = 1, u2(hare,stag) = 0 and
u1(hare,hare) = u2(hare,hare) = 1
There are 2 equilibria
(stag, stag) and
(hare, hare)
Hunter II
Hunter I Stag Hare
Stag (2, 2) (0, 1)
Hare (1, 0) (1, 1)
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Chicken
There are two hot ‘Gong teenagers, Smith and BrownSmith drives a V8 Commodore heading South down the middle of Princes Hwy, and Brown drives V8 Falcon up NorthWhen approaching each other, each has the choice to stay in the middle or swerveThe one who swerves is called “chicken” and loses face, the other claims brave-hearted prideIf both do not swerve, they are killedBut if they swerve, they are embarrassingly called chicken
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Chicken & Nash Equilibrium
The cardinal payoffs are u(stay, stay) = (-3,-3), u(stay, swerve) = (2,0), u(swerve, stay) = (0,2) and u(swerve, swerve) = (1,1)There is no dominant strategy but there are two pure strategy Nash equilibria (swerve, stay) and (stay, swerve)How do the players
know which equilibrium will be played out?
Brown
Smith Stay Swerve
Stay (-3, -3) (2, 0)
Swerve (0, 2) (1, 1)
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Chicken
In mixed strategies, both must be indifferent between swerve and stayLet p be the probability for Brown to stay-3p = 2p + 1(1-p) p = 1/4 = 0.25
The chance for being survival is 1 – (p * p)
1 – 0.0625 = 0.9375
Brown
Smith Stay (p) Swerve (1-p)
Stay (-3, -3) (2, 0)
Swerve (0, 2) (1, 1)
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Game with No Equilibrium
Matching Pennies: Player 1 & Player 2 choose H or T (not knowing each other’s choice) If coins are alike, Player 2 wins $1 from Player 1 If coins are different, Player 1 wins $1 from Player 2
There is no Nash equilibrium pure strategy
There, however, is a Nash equilibrium mixed strategy where each player
plays head with probability 0.5
The average payoffs for both
players are 0
Player II
H T
Player I
H (-1,1) (1,-1)
T (1,-1) (-1,1)
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Nash Equilibrium
In equilibrium, each player is playing the strategy that is a "best response" to the strategies of the other players. No one has an incentive to change his strategy given the strategy choices of the others
Game may not have equilibrium
Game may have equilibria
Equilibrium is not the best possible outcome !!!
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Pareto Optimum
Named after Vilfredo Pareto, Pareto optimality is a measure of efficiencyAn outcome of a game is Pareto optimal if there is no other outcome that makes every player at least as well off and at least one player better offA Pareto Optimal outcome cannot be improved upon without hurting at least one player. Often, a Nash Equilibrium is not Pareto Optimal implying that the players' payoffs can all be increased.
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Equilibrium and Optimum
In Prisoner Dilemma, both players have incentives to leave {Fink, Fink}
One will earn more
but the other will
be worst off.
{Q, Q} is Pareto optimal
Nash equilibrium does not
guarantee optimality
Prisoner2
Prisoner1 Quiet Fink
Quiet (3, 3) (0, 4)
Fink (4, 0) (1, 1)
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Equilibrium & Optimum
In Stag Hunt, there are 2 equilibria (stag, stag) and (hare, hare)
Only one of the equilibria is optimal
Hunter2
Hunter1 Stag Hare
Stag (2, 2) (0, 1)
Hare (1, 0) (1, 1)
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Equilibrium & Optimum
In Chicken game, equilibria are (Swerve, Stay) and (Stay, Swerve)
Both of equilibria have one swerve and one stay
Both equilibria are Pareto optimalBrown
Smith Stay Swerve
Stay (-3, -3) (2, 0)
Swerve (0, 2) (1, 1)
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Extensive Form Game
Game in extensive form can be represented by a topological tree or game treeA topological tree is a collection of finite nodes Each node is connected by a link There is a unique sequence of nodes and links between
any pair of nodes Node C follows B if the sequence of links joining A to
C passes through B Node X is called terminal if no nodes follows X
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Extensive Form Game
An n-person game in extensive form is characterised byA tree T, with a node A called the starting point
of TA utility function, assigning an n-vector to each
terminal node of TA partition of the non-terminal nodes of T into
n + 1 sets, Si, called the player sets
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Extensive Form Game
A probability distribution, defined at each node of Si among the intermediate followers of this vertex.
For each player i, there is a sub-partition of Si into subsets Si
j called information set
For each information set Sij,
All nodes have the same number of outgoing linksEvery path from root to terminal nodes can cross Si
j
only once
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Parlor GameParlor game is an extensive form gameThe rule specify a series of well-defined movesA move is a point of decision for a given player from among a set alternatives.A particular alternative
chosen by a player at a given decision point is a choice.
Sequence of choices until the game is terminated is a play.
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A Modified Spade Game
For simplicity, a set of cards are reduced to aces, 2s, and 3s.A deck of cards is divided into suits, one of which (say clubs) is discarded.A second suit (spades) is shuffled and placed face down on the tableEach of the two players has in his hand a complete suitThe cards are valued: ace = 1, 2 = 2 and 3 = 3The spades are turned over one by one and each is bided by one of the players, the one capturing the larger value of spades wins (46.)The first spade is turned over then the player simultaneously bid for the spade with a card in his hand: the higher value winsIf a draw occurs, the winner of the next round takes the spades
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Matching Pennies in Extensive form Game
Player 1 & Player 2: Choose H or T (not knowing each other’s choice)
If coins are alike, Player 2 wins $1 from Player 1
If coins are different, Player 1 wins $1 from Player 2
H T
H
H T
T
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Cooperative Game
Players can communicate (negotiate)
Players can make binding agreement (forming coalition)
Players can make side payment (transferable utility)
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Coalitions in Cooperative Game
N is a set of playersA coalition S is a subset of N, a set of all coalitions is denoted by SThe set N is also a coalition, specially called grand coalitionA coalition structure is a set CS = {S1, S2, …, Sm} which is a partition of N such that Sj , j = 1, 2, …, m Si Sj = for all i j S1 S2 … Sm = N
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Coalitions in Cooperative Game
N = {1, 2, 3} is a set of players
All possible coalitions are S ={, {1}, {2}, {3}, {1,2}, {1,3}, {2,3}, {1,2,3}}Coalition structures are {{1}, {2}, {3}}, {{1}, {2,3}}, {{1,2}, {3}}, {{1,3}, {2}} and {{1,2,3}}
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Payoff in Cooperative Game
A game eventually terminates in an end-state i.e. outcome or coalition structure.The quantitative representation of an outcome to a player is a payoff xi.A collection of payoffs to all players is a payoff vector x = (x1, x2, x3, …, xn)A payoff configuration is a pair of a payoff vector and a coalition structure denoted by (x; CS) = {x1, x2, x3,…, xn; S1, S2, …, Sm}
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Cooperative Game in Characteristic Function FormAn n-person game in characteristic function form is characterized by a pair (N:) whereN = {1, 2, …, n} is a set of players; n ≥ 2v : S → R is a characteristic function defining a
real value to each coalition S of N.
Thus the game is named Characteristic Function Game (CFG)
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Characteristic Function Game
Implicit assumptions:The value of any coalition is in money, and the players prefer more money to lessA coalition S forms by making a binding agreement on the way its value v(S) is to be distributed among its members. The amount v(S) does not in anyway depend on the actions of N-S, though N-S might partition it self into coalitions. The amount v(S) cannot given to any player outside S.
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Characteristic Function Game
The characteristic function v is known to all players. Any agreement concerning the formation and disbursement of value is known to all n players as soon as it is made.
The characteristic function influences player affinities for each other.
Every nonempty coalition can form.
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Characteristic Function Game
Odd Man Out, an example of CFG:Three players {1, 2, 3} bargain in pairs to form
a deal, dividing money, depending on coalitions If 1 and 2 combine, excluding 3, they split $4.0 If 1 and 3 combine, excluding 2, they split $5.0 If 2 and 3 combine, excluding 1, they split $6.0
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Characteristic Function Game
Odd Man Out’s characteristic function:v({1}) = v({2}) = v({3}) = v({1,2,3}) = 0v({1,2})=4, v ({1,3})=5, v ({2,3})=6
Possible payoff configurations (2.0, 2.0, 0: {1,2},{3}) (2.5, 0, 2.5: {1, 3}, {2}) (0, 3.0, 3.0: {1}, {2,3}) (0, 0, 0: {1}, {2}, {3})
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Characteristic Function Game
Sandal makers:Maker 1 and 2 make only left sandals, each at
rate 17 pieces at a timeMaker 3, 4 and 5 make only right sandals, each
at rate 10 pieces at a timeAny single sandal worth nothing while a pair
(of left and right!) sells $20.A coalition is a binding agreement between left
and right sandal makers.
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Characteristic Function Game
Sandal makers characteristic function: v({1}) = v({2}) = v({3}) = v({4}) = v({5}) = 0 v({1,2}) = v({3,4}) = v({3,5}) = v({4,5}) = v({3,4,5}) = 0 v({1,3}) = v({2,3}) = v({1,4}) = v({2,4}) = v({1,5}) = v({2,5}) =
200 v({1,2,3}) = v({1,2,4}) = v({1,2,5}) = 200 v({1,3,4}) = v({1,3,5}) = v({1,4,5}) = v({2,3,4}) = v({2,3,5}) =
v({2,4,5}) = 340 v({1,3,4,5}) = v({2,3,4,5}) = 340 v({1,2,3,4}) = v({1,2,3,5}) = v({1,2,4,5}) = 400 v({1,2,3,4,5}) = 600
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Characteristic Function Game (CFG)
Possible payoff configurations:(100, 100, 100, 100, 0: {1,3}, {2,4}, {5})(100, 100, 100, 100, 0: {1,4}, {2,3}, {5})(113.3, 100, 113.3, 113.3, 100: {1,3,4}, {2,5})(100, 100, 100, 100, 0:{1,2,3,4},{5})(120, 120, 120, 120, 120: {1,2,3,4,5})
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Super-Additive Environment
A game is super-additive if v(S T) v(S) + v(T) for all S, T N such that S T = Ø.In a super-additive environment, e.g. sandal makers or social welfare, players tend to form a grand coalition.In a non-super-additive environment, self-interested players make the game very interesting.
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Stability and Efficiency in CFG
The game is played and is meant to reach a stable state: no player has incentive to leave coalition or change strategyCore.
The issue of how well/fair the payoffs are distributed is efficiencyShapley value .
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Imputation in Super-additive
Von Neumann & Morgenstern believed the distribution of coalition values is the key to coalition formation.Let the value of a singleton coalition of player i v(i) is denoted by vi, payoff vectors should hold Individual rationality: xi vi for all i Collective rationality: xi = v(N)
An imputation is a payoff vector x = (x1, x2, … xn) satisfying xi vi and xi = v(N) for all i
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Imputation in Sandal Makers
(100, 100, 100, 100, 0: {1,3}, {2,4}, {5})(100, 100, 100, 100, 0: {1,4}, {2,3}, {5})(113.3, 100, 113.3, 113.3, 100: {1,3,4}, {2,5})(100, 100, 100, 100, 0:{1,2,3,4},{5})(120, 120, 120, 120, 120: {1,2,3,4,5})
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Modified Sandal Makers
All maker make 15 sandals, characteristic functions are v({1}) = v({2}) = v({3}) = v({4}) = v({5}) = 0 v({1,2}) = v({3,4}) = v({3,5}) = v({4,5}) = v({3,4,5}) = 0 v({1,3}) = v({2,3}) = v({1,4}) = v({2,4}) = v({1,5}) = v({2,5}) =
300 v({1,2,3}) = v({1,2,4}) = v({1,2,5}) = 300 v({1,3,4}) = v({1,3,5}) = v({1,4,5}) = v({2,3,4}) = v({2,3,5}) =
v({2,4,5}) = 300 v({1,3,4,5}) = v({2,3,4,5}) = 300 v({1,2,3,4}) = v({1,2,3,5}) = v({1,2,4,5}) = 600 v({1,2,3,4,5}) = 600
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Imputation of Modified Sandal Makers
Payoff configuration (150, 150, 150, 150, 0: {1,2,3,4}, {5}) (150, 150, 150, 0, 150: {1,2,3,5}, {4}) (150, 150, 0, 150, 150: {1,2,4,5}, {3}) (120, 120, 120, 120, 120: {1,2,3,4,5})
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Imputation, Domination and the Core
Imputation x dominates y over S N if xi > yi for all i in S and xi v(S)
The core is the set of all undominated imputations in the gameOnly imputations in the core can persist in pre-game negotiationsThe core can be empty
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The Core of Sandal Makers
(100, 100, 100, 100, 0: {1,3}, {2,4}, {5})(100, 100, 100, 100, 0: {1,4}, {2,3}, {5})(113.3, 100, 113.3, 113.3, 100: {1,3,4},
{2,5})(100, 100, 100, 100, 0:{1,2,3,4},{5})(120, 120, 120, 120, 120: {1,2,3,4,5})
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Core of Modified Sandal Makers
Payoff configuration (150, 150, 150, 150, 0: {1,2,3,4}, {5}) (150, 150, 150, 0, 150: {1,2,3,5}, {4}) (150, 150, 0, 150, 150: {1,2,4,5}, {3}) (120, 120, 120, 120, 120: {1,2,3,4,5})
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Shapley Value
In a game (N,v), Shapley proposed a concept of fair distribution of payoff = (1, 2, ..., n), which is captured in three axioms. I: should only depend on v, if players i and j have
symmetric roles then i = j
II: If v(S) = v(S - i) for all coalition S N, then i = 0. Adding a dummy player i does not change the value j for other players j in the game
III: If (N, v) and (N, w) are two different games, and the sum game v + w is defined as (v + w)(S) = v (S) + w (S) for all coalitions S, then [v+w] = [v] + [w]
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Shapley Value
To calculate the payoff, consider the players forming grand coalition step by step
Start by one player and add each additional player
As each player joins, award the new player an additional value he contributes to the coalition
Once this is done for each of the n! grand coalitions divide the accumulated awards to each player by n! to give the fair imputation
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Shapley Value
Consider the following game. v(A) = v(B) = v(C) = 0 v(AB) = 2, v(AC) = 4, v(BC) = 6 v(ABC) = 7
The 6 (3!) ordered grand coalitions are: Order
Value added byA B C
ABC 0 2 5ACB 0 3 4BAC 2 0 5BCA 1 0 6CAB 4 3 0CBA 1 6 0
8 14 20
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Shapley Value
Considering the ordered BCA coalition, the value added by each player is:B: v(B) - v() = 0 - 0 = 0C: v(BC) - v(B) = 6 - 0 = 6A: v(BCA) - v(BC) = 7 - 6 = 1
v(A) = v(B) = v(C) = 0 v(AB) = 2, v(AC) = 4, v(BC) = 6 v(ABC) = 7
= 1/6(8, 14, 20) = (1.33, 2.33, 3.33)
Order Value added by
A B C
ABC 0 2 5
ACB 0 3 4
BAC 2 0 5
BCA 1 0 6
CAB 4 3 0
CBA 1 6 0
8 14 20