chapter 12 & module e decision theory & game theory

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Chapter 12 & Module E Decision Theory & Game Theory

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Page 1: Chapter 12 & Module E Decision Theory & Game Theory

Chapter 12 & Module E

Decision Theory

&

Game Theory

Page 2: Chapter 12 & Module E Decision Theory & Game Theory

Decision Making

A decision is made for a future action.A decision making process is a process

of “selection” : Selecting one from many options (alternatives) as the decision.

Page 3: Chapter 12 & Module E Decision Theory & Game Theory

Decision Theory

Decision theory deals with following type of decision making problems:– The outcome for an decision alternative is not

certain, which is affected by some factors that are not controlled by the decision maker.

– Example: Selecting a stock for investment.

Page 4: Chapter 12 & Module E Decision Theory & Game Theory

Components of Decision Making (D.M.)

Decision alternatives - for managers to choose from.

States of nature - that may actually occur in the future regardless of the decision.

Payoff - outcome of a decision alternative under a state of nature.The components are given in Payoff Tables.

Page 5: Chapter 12 & Module E Decision Theory & Game Theory

A Decision Table

States of Nature

Investment Economy Economy

decision good bad

alternatives 0.6 0.4

Apartment $ 50,000 $ 30,000

Office 100,000 - 40,000

Warehouse 30,000 10,000

Page 6: Chapter 12 & Module E Decision Theory & Game Theory

Criterion:Expected Payoff

Select the alternative that has the largest expected value of payoffs.

Expected payoff of an alternative:

n=number of states of nature

Pi=probability of the i-th state of nature

Vi=payoff of the alternative under the i-th state of nature

n

i

ii PV1

*

Page 7: Chapter 12 & Module E Decision Theory & Game Theory

Example

Decision Alt’s

Econ

Good

0.6

Econ

Bad

0.4 Expected payoff

Apartment 50,000 30,000

Office 100,000 -40,000

Warehouse 30,000 10,000

Page 8: Chapter 12 & Module E Decision Theory & Game Theory

Expected Value of Perfect Information (EVPI)

It is a measure of the value of additional information on states of nature.

It tells up to how much you would pay for additional information.

Page 9: Chapter 12 & Module E Decision Theory & Game Theory

An ExampleIf a consulting firm offers to provide “perfect information

about the future with $5,000, would you take the offer?

States of Nature

Investment Economy Economy

decision good bad

alternatives 0.6 0.4

Apartment $ 50,000 $ 30,000

Office 100,000 - 40,000

Warehouse 30,000 10,000

Page 10: Chapter 12 & Module E Decision Theory & Game Theory

Calculating EVPI

EVPI

= EVwPI – EVw/oPI

= (Exp. payoff with perfect information) –

(Exp. payoff without perfect information)

Page 11: Chapter 12 & Module E Decision Theory & Game Theory

Expected payoff with Perfect InformationEVwPI

where n=number of states of nature hi=highest payoff of i-th state of nature

Pi=probability of i-th state of nature

n

i

ii Ph1

Page 12: Chapter 12 & Module E Decision Theory & Game Theory

Example for Expected payoff with Perfect Information

States of Nature

Investment Economy Economy

decision good bad

alternatives 0.6 0.4

Apartment $ 50,000 $ 30,000

Office 100,000 - 40,000

Warehouse 30,000 10,000

hi 100,000 30,000

Expected payoff with perfect information

= 100,000*0.6+30,000*0.4 = 72,000

Page 13: Chapter 12 & Module E Decision Theory & Game Theory

Expected payoff without Perfect Information

Expected payoff of the best alternative selected without using additional information. i.e.,

EVw/oPI = Max Exp. Payoff

Page 14: Chapter 12 & Module E Decision Theory & Game Theory

Example for Expected payoff without Perfect Information

Decision Alt’s

Econ

Good

0.6

Econ

Bad

0.4 Expected payoff

Apartment 50,000 30,000 42,000

*Office 100,000 -40,000 *44,000

Warehouse 30,000 10,000 22,000

Page 15: Chapter 12 & Module E Decision Theory & Game Theory

Expected Value of Perfect Information (EVPI) in above Example

EVPI

= EVwPI – EVw/oPI

= 72,000 - 44,000

= $28,000

Page 16: Chapter 12 & Module E Decision Theory & Game Theory

EVPI is a Benchmark in Bargain

EVPI is the maximum $ amount the decision maker would pay to purchase perfect information.

Page 17: Chapter 12 & Module E Decision Theory & Game Theory

Value of Imperfect Information

Expected value of imperfect information

= (discounted EVwPI) – EVw/oPI

= (EVwPI * (% of perfection)) – EVw/oPI

Page 18: Chapter 12 & Module E Decision Theory & Game Theory

Game Theory

Game theory is for decision making with two decision makers of conflicting interests in competition.

In decision theory: Human vs. God. In game theory: Human vs. Human.

Page 19: Chapter 12 & Module E Decision Theory & Game Theory

Two-Person Zero-Sum Game

Two decision makers’ benefits are completely oppositei.e., one person’s gain is another person’s loss

Payoff/penalty table (zero-sum table):– shows “offensive” strategies (in rows) versus

“defensive” strategies (in columns);– gives the gain of row player (loss of column

player), of each possible strategy encounter.

Page 20: Chapter 12 & Module E Decision Theory & Game Theory

Example 1 (payoff/penalty table)

Athlete Manager’s Strategies

Strategies (Column Strategies)

(row strat.) A B C

1 $50,000 $35,000 $30,000

2 $60,000 $40,000 $20,000

Page 21: Chapter 12 & Module E Decision Theory & Game Theory

Two-Person Constant-Sum Game

For any strategy encounter, the row player’s payoff and the column player’s payoff add up to a constant C.

It can be converted to a two-person zero-sum game by subtracting half of the constant (i.e. 0.5C) from each payoff.

Page 22: Chapter 12 & Module E Decision Theory & Game Theory

Example 2 (2-person, constant-sum)

During the 8-9pm time slot, two broadcasting networks are vying for an audience of 100 million viewers, who would watch either of the two networks.

Page 23: Chapter 12 & Module E Decision Theory & Game Theory

Payoffs of nw1 for the constant-sum of 100(million)

Network 2

Network 1 western Soap Comedy

western 35 15 60

soap 45 58 50

comedy 38 14 70

Page 24: Chapter 12 & Module E Decision Theory & Game Theory

An equivalent zero-sum table

Network 2

Network 1 western Soap Comedy

western -15 -35 10

soap - 5 8 0

comedy -12 -36 20

Page 25: Chapter 12 & Module E Decision Theory & Game Theory

Equilibrium Point

In a two-person zero-sum game, if there is a payoff value P such that

P = max{row minimums} = min{column

maximums}

then P is called the equilibrium point, or saddle point, of the game.

Page 26: Chapter 12 & Module E Decision Theory & Game Theory

Example 3 (equilibrium point)

Athlete Manager’s Strategies

Strategies (Column Strategies)

(row strat.) A B C

1 $50,000 $35,000 $30,000

2 $60,000 $40,000 $20,000

Page 27: Chapter 12 & Module E Decision Theory & Game Theory

Game with an Equilibrium Point: Pure Strategy

The equilibrium point is the only rational outcome of this game; and its corresponding strategies for the two sides are their best choices, called pure strategy.

The value at the equilibrium point is called the value of the game.

At the equilibrium point, neither side can benefit from a unilateral change in strategy.

Page 28: Chapter 12 & Module E Decision Theory & Game Theory

Pure Strategy of Example 3

Athlete Manager’s Strategies

Strategies (Column Strategies)

(row strat.) A B C

1 $50,000 $35,000 $30,000

2 $60,000 $40,000 $20,000

Page 29: Chapter 12 & Module E Decision Theory & Game Theory

Example 4 (2-person, 0-sum)

Row

Players Column Player Strategies

Strategies 1 2 3

1 4 4 10

2 2 3 1

3 6 5 7

Page 30: Chapter 12 & Module E Decision Theory & Game Theory

Mixed Strategy

If a game does not have an equilibrium, the best strategy would be a mixed strategy.

Page 31: Chapter 12 & Module E Decision Theory & Game Theory

Game without an Equilibrium Point

A player may benefit from unilateral change for any pure strategy. Therefore, the game would get into a loop.

To break loop, a mixed strategy is applied.

Page 32: Chapter 12 & Module E Decision Theory & Game Theory

Example:

Company I Company II Strategies

Strategies B C

2 8 4

3 1 7

Page 33: Chapter 12 & Module E Decision Theory & Game Theory

Mixed Strategy

A mixed strategy for a player is a set of probabilities each for an alternative of the player.

The expected payoff of row player (or the expected loss of column player) is called the value of the game.

Page 34: Chapter 12 & Module E Decision Theory & Game Theory

Example:

Company I Company II Strategies

Strategies B C

2 8 4

3 1 7

Let mixed strategy for company I be

{0.6, 0.4}; and for Company II be

{0.3, 0.7}.

Page 35: Chapter 12 & Module E Decision Theory & Game Theory

Equilibrium Mixed StrategyAn equilibrium mixed strategy

makes expected values of any player’s individual strategies identical.

Every game contains one equilibrium mixed strategy.

The equilibrium mixed strategy is the best strategy.

Page 36: Chapter 12 & Module E Decision Theory & Game Theory

How to Find Equilibrium Mixed Strategy

By linear programming (as introduced in book)

By QM for Windows, – we use this approach.

Page 37: Chapter 12 & Module E Decision Theory & Game Theory

Both Are Better Off at Equilibrium

At equilibrium, both players are better off, compared to maximin strategy for row player and minimax strategy for column player.

No player would benefit from unilaterally changing the strategy.

Page 38: Chapter 12 & Module E Decision Theory & Game Theory

A Care-Free Strategy

The row player’s expected gain remains constant as far as he stays with his mixed strategy (no matter what strategy the column player uses).

The column player’s expected loss remains constant as far as he stays with his mixed strategy (no matter what strategy the row player uses).

Page 39: Chapter 12 & Module E Decision Theory & Game Theory

Unilateral Change from Equilibrium by Column Playerprobability 0.1 0.9

B C

0.6 Strat 2 8 4

0.4 Strat 3 1 7

Page 40: Chapter 12 & Module E Decision Theory & Game Theory

Unilateral Change from Equilibrium by Column Playerprobability 1.0 0

B C

0.6 Strat 2 8 4

0.4 Strat 3 1 7

Page 41: Chapter 12 & Module E Decision Theory & Game Theory

Unilateral Change from Equilibrium by Row Player

probability 0.3 0.7

B C

0.2 Strat 2 8 4

0.8 Strat 3 1 7

Page 42: Chapter 12 & Module E Decision Theory & Game Theory

A Double-Secure Strategy

At the equilibrium, the expected gain or loss will not change unless both players give up their equilibrium strategies.

– Note: Expected gain of row player is always equal to expected loss of column player, even not at the equilibrium, since 0-sum)

Page 43: Chapter 12 & Module E Decision Theory & Game Theory

Both Leave Their Equilibrium Strategies

probability 0.8 0.2

B C

0.5 Strat 2 8 4

0.5 Strat 3 1 7

Page 44: Chapter 12 & Module E Decision Theory & Game Theory

Both Leave Their Equilibrium Strategies

probability 0 1

B C

0.2 Strat 2 8 4

0.8 Strat 3 1 7

Page 45: Chapter 12 & Module E Decision Theory & Game Theory

Penalty for Leaving Equilibrium

It is equilibrium because it discourages any unilateral change.

If a player unilaterally leaves the equilibrium strategy, then– his expected gain or loss would not change,

and– once the change is identified by the competitor,

the competitor can easily beat the non-equilibrium strategy.

Page 46: Chapter 12 & Module E Decision Theory & Game Theory

Find the Equilibrium Mixed Strategy

Method 1: As on p.573-574 of our text book. The method is limited to 2X2 payoff tables.

Method 2: Linear programming. A general method.

Method we use: Software QM.

Page 47: Chapter 12 & Module E Decision Theory & Game Theory

Implementation of a Mixed Strategy Applied in the situations where the mixed

strategy would be used many times. Randomly select a strategy each time

according to the probabilities in the strategy.

If you had good information about the payoff table, you could figure out not only your best strategy, but also the best strategy of your competitor (!).

Page 48: Chapter 12 & Module E Decision Theory & Game Theory

Dominating Strategy vs. Dominated Strategy

For row strategies A and B: If A has a better (larger) payoff than B for any column strategy, then B is dominated by A.

For column strategies X and Y: if X has a better (smaller) payoff than Y for any row strategy, then Y is dominated by X.

A dominated decision can be removed from the payoff table to simplify the problem.

Page 49: Chapter 12 & Module E Decision Theory & Game Theory

Example:

Company I Company II Strategies

Strategies A B C

1 9 7 2

2 11 8 4

3 4 1 7

Page 50: Chapter 12 & Module E Decision Theory & Game Theory

Find the Optimal Mixed Strategy in 2X2 Table

Suppose row player has two strategies, 1 and 2, and column player has two strategies, A and B.

Page 51: Chapter 12 & Module E Decision Theory & Game Theory

For row player:

Let p be probability of selecting row strategy 1. Then the probability of selecting row strategy 2 is (1-p).

Represent EA and EB by p, where EA (EB) is the expected payoff of the row player if the column player chose column strategy A (B).

Set EA = EB , and solve p from the equation.

Page 52: Chapter 12 & Module E Decision Theory & Game Theory

For column player:

Let p be probability of selecting column strategy A. Then the probability of selecting column strategy B is (1-p).

Represent E1 and E2 by p, where E1 (E2) is the expected payoff of the row player if the column player chose column strategy A (B).

Set E1 = E2 , and solve p from the equation.