Chapter 2 Decisions and Games 1

Download Report

Transcript Chapter 2 Decisions and Games 1

Chapter 2
Decisions and Games
1
“Доверяй, Но Проверяй” (“Trust,
but Verify”)
- Russian Proverb (Ronald Reagan)
2
Criteria for evaluating systems
•
•
•
•
•
•
•
•
•
Computational efficiency
Distribution of computation
Communication efficiency
Social welfare: maxoutcome ∑i ui(outcome) where ui is the utility for
player i.
Surplus: social welfare of outcome – social welfare of status quo
– Constant sum games have 0 surplus. Markets are not constant
sum
Pareto efficiency: An outcome o is Pareto efficient if there exists no
other outcome o’ s.t. some agent has higher utility in o’ than in o and
no agent has lower utility
– Implied by social welfare maximization
Individual rationality: Participating in the negotiation (or individual
deal) is no worse than not participating
Stability: No agents can increase their utility by changing their
strategies (given everyone else keeps the same strategy)
Symmetry: No agent should be inherently preferred, e.g. dictator
3
The term pareto efficient…
• The term pareto efficient is named after Vilfredo Pareto, an
Italian economist who used the concept in his studies of
economic efficiency and income distribution.
• If an economic system is not Pareto efficient, then it is the
case that some individual can be made better off without
anyone being made worse off. It is commonly accepted that
such inefficient outcomes are to be avoided, and therefore
Pareto efficiency is an important criterion for evaluating
economic systems and political policies.
• He is also the one credited with the 80/20 rule to describe
the unequal distribution of wealth in his country, observing
that twenty percent of the people owned eighty percent of
the wealth.
4
Strategic Form Game
• A game: Formal representation of a
situation of strategic interdependence
– Set of players, I |I|=n
– Each agent, j, has a set of actions, Aj
• AKA strategy set
– Actions define outcomes
• AKA strategic combination
• For each possible set of actions, there is an
outcome.
– Outcomes define payoffs
• Agents’ derive utility from different outcomes
5
Normal form game*
(matching pennies)
H
Agent 2
T
Action
H
Outcome
-1, 1
1, -1
Payoffs
Agent 1
T
1, -1
-1, 1
*aka strategic form, matrix form
6
Extensive form game
(matching pennies)
Player 2 doesn’t know
what has been played
so he doesn’t know which
node he is at.
How fair would it be to say,
“Let’s play matching pennies.
You go first.” ?
Player 1
Action
T
H
Player 2
H
Terminal node
(outcome)
(-1,1)
T
(1,-1)
H
T
(1,-1)
Payoffs (player1,player 2)
(-1,1)
7
• Strategy:
Strategies
– A strategy, sj, is a complete contingency plan;
defines actions which agent j should take for all
possible states of the world
• Strategy profile: s=(s1,…,sn)
– s-i = (s1,…,si-1,si+1,…,sn)
• Utility function: ui(s)
– Note that the utility of an agent depends on
the strategy profile, not just its own strategy
– We assume agents are expected utility
maximizers
8
Normal form game*
(matching pennies)
H
H
Agent 2
T
-1, 1
1, -1
1, -1
-1, 1
Agent 1
T
*aka strategic form, matrix form
Strategy for
agent 1: H
Strategy for
agent 2: T
Strategy
profile
(H,T)
U1((H,T))=1
U2((H,T))=-1
9
Extensive form game
(matching pennies, sequential moves)
Recall: A strategy is a contingency plan for
all states of the game. Now we have
different states to worry about.
T
H
H
(-1,1)
Strategy for agent 1: T
T
(1,-1)
H
(1,-1)
Strategy for agent 2: H if 1 plays H, T
if 1 plays T so
T
(H,T) means H if 1 plays H, T if 1 plays
T. (First value is associated with
specific move of other player.)
(-1,1)
Strategy profile: (T,(H,T))
U1((T,(H,T)))=-1
U2((T,(H,T)))=1
10
Dominant Strategies
• Recall that
– Agents’ utilities depend on what strategies other
agents are playing
– Agents’ are expected utility maximizers
• Agents’ will play best-response strategies (if
they exist)
• si* is a best response if ui(si*,s-i)ui(si’,s-i) for
all si’
• A dominant strategy is a best-response for
player i which is the best for all s-i
– They do not always exist
– Inferior strategies are called dominated
11
Dominant Strategy Equilibrium
• A dominant strategy equilibrium is a
strategy profile where the strategy for
each player is dominant (so neither wants to
change)
s*=(s*1,…,s*n)
ui(s*i,s-i)ui(s’i,s-i) for all i, for all s’i, for all s-i
• Known as “DUH” strategy.
• Nice: Agents do not need to
counterspeculate (reciprocally reason about
what others will do)!
12
Prisoners’ dilemma
Two people are arrested for a
crime. If neither suspect
confesses, both get light sentence.
If both confess, then they get sent
to jail. If one confesses and the
other does not, then the confessor
gets no jail time and the other gets
a heavy sentence.
Confess
Kelly
Don’t
Confess
Ned
Confess
Don’t
Confess
-10, -10
0, -30
-30, 0
-1, -1
13
Prisoners’ dilemma
Note that no matter what
Ned does, Kelly is better
off if she confesses than
if she does not confess.
So ‘confess’ is a
dominant strategy from
Kelly’s perspective. We
can predict that she will
always confess.
Confess
Kelly
Don’t
Confess
Ned
Confess
Don’t
Confess
-10, -10
0, -30
-30, 0
-1, -1
14
Prisoners’ dilemma
The same holds for Ned.
Confess
Kelly
Ned
Confess
Don’t
Confess
-10, -10
0, -30
Don’t
Confess
15
Prisoners’ dilemma
So the only outcome that
involves each player
choosing their dominant
strategies is where they
both confess.
Solve by iterative
elimination of dominant
strategies
Confess
Kelly
Ned
Confess
Don’t
Confess
-10, -10
Don’t
Confess
16
Example: Prisoner’s Dilemma
• Two people are arrested for a crime. If neither suspect
confesses, both get light sentence. If both confess, then they
get sent to jail. If one confesses and the other does not, then
the confessor gets no jail time and the other gets a heavy
sentence.
•
(Actual numbers vary in different versions of the problem, but relative
values are the same)
Pareto optimal
Dom.
Str. EqConfess
not pareto
Don’t
optimal
Confess
Confess
Don’t
Confess
-10,-10
0,-30
-30,0
-1,-1
Optimal
Outcome
17
Iterated Elimination of Dominated Strategies
• Let RiSi be the set of removed strategies for
agent i
• Initially Ri=Ø
• Choose agent i, and strategy si such that
siSi\Ri (Si subtract Ri) and there exists si’
Si\Ri such that
ui(si’,s-i)>ui(si,s-i) for all s-i S-i\R-i
• Add si to Ri, continue
• Thm: If a unique strategy profile, s*, survives
iterated elimination, then it is a Nash Eq.
• Thm: If a profile, s*, is a Nash Eq then it must
survive iterated elimination.
18
A simple competition game
Note – no player
has a dominant
strategy. But low
is dominated for
both players. So
we can predict
that neither will
play low.
Donna
Pierce
High
Medium
Low
High
Medium
Low
60, 60
36, 70
36, 35
70, 36
50, 50
30, 35
35, 36
35, 30
25, 25
19
A simple competition game
Once we have
removed low,
medium is now a
dominant strategy.
So we predict that
both Pierce and
Donna will play
medium.
Donna
Pierce
High
Medium
High
Medium
60, 60
36, 70
70, 36
50, 50
Low
Low
20
Example – Zero Sum
(We divide the same cake. If I lose, you
win.)
• Cake slicing
• Two players
– cutter
– chooser
bi matrix form
Cutter's
Utility
Choose
bigger
piece
Choose
smaller
piece
Cut cake
evenly
½ - a bit
½ + a bit
Cut
unevenly
Small piece
Big piece
Chooser's
Utility
Choose
bigger
piece
Choose
smaller
piece
Cut cake
evenly
½ + a bit
½ - a bit
Cut
unevenly
Big piece
Small piece
21
Rationality
Cutter's
Utility
Choose
bigger
piece
Choose
smaller
piece
Cut cake
evenly
(-1, +1)
(+1, -1)
Cut
unevenly
(-10, +10)
(+10, -10)
• Rationality
– each player will take highest utility option
– taking into account the other player's likely
behavior
• In example
– if cutter cuts unevenly
• he might like to end up in the lower right
• but the other player would never do that
– -10
– if the current cuts evenly,
• he will end up in the upper left
– -1
• this is a stable outcome
– neither player has an incentive to deviate
22
Classic Examples
• Car Dealers
– Why are they always
next to each other?
– Why aren't they spaced
equally around town?
• Optimal in the sense of
not drawing customers
to the competition
Car
close
Dealer
close 4,4
far
far
5,5
3,6
6,3
• Equilibrium
– because to move away
from the competitor is
to cede some customers
to it
23
Decision Tree
• Examines game interactions over time
• Each node
– Is a unique game state
• Player choices
– create branches
• Leaves
– end of game (win/lose)
• Important concept for design
– usually at abstract level
• Example
– tic-tac-toe
24
Example: Bach or Stravinsky
• A couple likes going to concerts together. One loves
Bach but not Stravinsky. The other loves Stravinsky
but not Bach. However, they prefer being together
than being apart.
B
B
S
S
2,1
0,0
0,0
1,2
No dominant
strategy
equilibrium
25
Nash Equilibrium
• Sometimes an agent’s best-response depends on
the strategies other agents are playing
– No dominant strategy equilibria
• A strategy profile is a Nash equilibrium if no
player has incentive to deviate from his
strategy given that others do not deviate.
• Need to know that others are playing fixed
choice
– for every agent i, ui(si*,s-i) ≥ ui(si’,s-i) for all si’
B
S
B
S
2,1
0,0
0,0
1,2
26
Example: Mozart Mahler
• A couple likes going to concerts together. Both
prefer Mozart. Two Nash Equilibrium. (Mozart,
Mozart) is better, but Nash Equilibrium also exists at
(Mahler, Mahler)
Mozart
Mahler
Mozart
Mahler
2,2
0,0
0,0
1,1
27
Example – Rock, scissors,
paper
• Players – Ernie and Bert
• Strategies – Rock, Scissors, Paper
• Payoffs
– If choose the same strategy, neither wins.
– If one chooses rock and other chooses scissors,
then rock wins $1 from other.
– If one chooses rock and other chooses paper,
then paper wins $1 from other.
– If one chooses paper and other chooses
scissors, then scissors wins $1 from other.
28
Example – Rock, scissors,
paper
Bert
No Nash
Equilbrium
Rock
Scissors
Paper
Rock
Ernie
Scissors
Paper
0,0
1,-1
-1,1
-1,1
0,0
1,-1
1,-1
-1,1
0,0
29
Example: Hawk Dove
•
Two animals fight over prey. Best outcome is for one
to act like Hawk and other to act like Dove. Two
Nash Equilbria.
Dove
Dove
Hawk
Hawk
3,3
1,4
4,1
0,0
30
Solutions to simultaneous
games
If there is no unique solution in
dominant/dominated strategies then
we use ‘mutual best response
analysis’ to find a Nash equilibrium.
An outcome is a Nash equilibrium, if each
player -- holding the choices of all other
players as constant -- cannot do better by
changing their own choice.
So where all players are playing their ‘best
response’, this is a Nash equilibrium.
31
How much will we clean?
Roommate 2
Roommate
1
3 hours
6 hours
9 hours
3 hours
1, 1
2, - 4
3, - 8
6 hours
- 4, 2
4, 4
6, - 2
9 hours
- 8, 3
-2, 6
3, 3
32
How much will we clean?
Best responses
for Roommate 1:
(best first value
in each column)
Room-mate
1
Roommate 2
3 hours
6 hours
9 hours
3 hours
1, 1
2, - 4
3, - 8
6 hours
- 4, 2
4, 4
6, - 2
9 hours
- 8, 3
-2, 6
3, 3
33
How much will we clean?
Best responses
for Roommate 2:
best 2nd value in
each row
Room-mate
1
Roommate 2
3 hours
1
6 hours
9 hours
2, - 4
3, - 8
3 hours
1,
6 hours
- 4, 2
4,
4
6, - 2
9 hours
- 8, 3
-2,
6
3, 3
34
Best response for both:
(Mutual best response)
Two Nash
Equilibria
Room-mate
1
Roommate 2
3 hours
6 hours
9 hours
3 hours
1, 1
2, - 4
3, - 8
6 hours
- 4, 2
4, 4
6,- 2
9 hours
- 8, 3
-2, 6
3, 3
35
concepts of rationality [doing
the rational thing]
• undominated strategy
(problem: too weak) can’t always find a single one
• (weakly) dominating strategy (alias “duh?”)
(problem: too strong, rarely exists)
• Nash equilibrium (or double best response)
(problem: may not exist)
• randomized (mixed) Nash equilibrium – players
choose various options based on some random
number (assigned via a probability)
Theorem [Nash 1952]: randomized Nash Equilibrium
always. exists.
.
.
36
Why is a Nash equilibrium a
sensible solution?
 A Nash equilibrium can be viewed as a selfreinforcing agreement (e.g. what is
reasonable if players can talk before the
game but cannot sign binding contracts).
 A Nash equilibrium can be viewed as a
consistent set of conjectures by all players
recognising their strategic
interdependence.
 A Nash equilibrium can be viewed as the
result of ‘learning’ over time
37
Nash Equilibrium
• Interpretations:
– Focal points, self-enforcing agreements,
stable social convention, consequence of
rational inference..
• Criticisms
– They may not be unique (Bach or Stravinsky)
• Ways of overcoming this
– Refinements of equilibrium concept, Mediation, Learning
– Do not exist in all games
– They may be hard to find (if lots of choices)
– People don’t always behave based on what
equilibria would predict (ultimatum games and notions
of fairness,…)
38
Nash Equilibrium Test
(for continuous choices)
• If utilities can be represented as a function
ui:S1xS2x…Sn 
• Can find Nash equilibrium if each si* is selected to
make partial derivative with respect to si equal to
zero. In other words:
ui ( s1 *,... s n *)
si
0
• If each si* is the only solution
• And
 2ui ( s1 *,... sn *)
 si
2
0
39
Example
• u1(x,y,z) = 2xz – x2y
• u2(x,y,z) = 12( x  y  z)  y
• u3(x,y,z) = 2z – xyz2
•
•
•
•
du1/dx = 2z-2xy = 0
du2/dy = 0 = ( x  3y  z)  1
du3/dz = 0 = 2-2xyz
Solution (1,1,1)
40
How do we tell if a Nash
Equilibrium exists?
• In a zero sum game, we say player 1
maximinimizes if he chooses an action
that is best for him on the
assumption that player j will chose
her action to hurt him as much as
possible.
• A Nash equilbrium exists iff the
action of each is a maxminimizer
41
Fixed Points
• Let a* be a profile of actions such that a*i
Bi(a*-i) where B is the “best response”
function. In other words, Bi says that if
other responses are known, a*i is the best
for player i.
• Fixed point theorems give conditions on B
under which there exists a value of a* such
that a* B(a*). In other words, given what
other people will do, no one will change.
42
•
Intuition behind Brouwer’s
fixed
point
theorem
Take two sheets of paper, one lying directly
above the other. Draw a grid on the paper,
number the gridboxes, then xerox that sheet
of paper. Crumple the top sheet, and place it
on top of the other sheet. You will see that at
least one number is on top of the
corresponding number on the lower sheet of
paper. Brouwer's theorem says that there
must be at least one point on the top sheet
that is directly above the corresponding point
on the bottom sheet.
• In dimension three, Brouwer's theorem says
that if you take a cup of coffee, and slosh it
around, then after the sloshing there must be
some point in the coffee which is in the exact
spot that it was before you did the sloshing
(though it might have moved around in
between). Moreover, if you tried to slosh that
point out of its original position, you can't help
but slosh another point back into its original
position.
43
Brouwer’s fixed point theorem
in
dimension
one
Theorem:
•
• Let f : [0, 1] → [0, 1] be a continuous
function. Then, there exists a fixed point,
i.e. there is a x* in [0, 1] such that f (x*)
= x*.
• Proof: There are two essential
possibilities:
(i) if f(0) = 0 or if f(1) = 1, then we are
done.
(ii) if f (0)≠0 and f(1)≠1, then define
F(x) =f(x) - x. In this case:
F(0) = f(0) - 0 =f(0) > 0
F(1) = f(1) - 1 < 0
So F: [0, 1] → R, where F(0)·F(1) < 0. As
f(.) is continuous, then F(.) is also
continuous. Then by using the
Intermediate Value Theorem, there is a
x* in [0, 1] such that F(x*) = 0. By the
definition of F(.), then F(x*) = f (x*) - x*
= 0, thus f (x*) = x*.
44
•
General statement of Brouwer’s
Theorem: fixed point theorem
Any continuous function from a closed
n-dimensional ball into itself must have
at least one fixed point.
• Continuity of the function is essential
(if you rip the paper or if you slosh
discontinuously, then there may not be
fixed point).
• The closure of the ball is also essential;
there exists continuous mapping
f:(0,1)→(0,1) with no fixed points.
• The round shape of the ball is not
essential; instead one can replace it by
any shape obtained by a continuous
deformation of the ball. However, one
cannot replace it by a something with
`holes', like a donut shape.
45
Applications of Brouwer’s fixed
point theorem
• Topology is a branch of pure mathematics
devoted to the shape of objects. It
ignores issues like size and angle, which
are important in geometry.
• For this reason, it is sometimes called
rubber-sheet geometry.
• One important problem in topology is the
study of the conditions under which any
transformation of a certain domain has a
point that remains fixed.
• Fixed point theorems are some of the
most important theorems in all of
mathematics. Among other applications,
they are used to show the existence of
solutions to differential equations, as well
as the existence of equilibria in game
theory.
• The Brouwer fixed point theorem was a
main mathematical tool in John Nash’s
papers, for which he has won a Nobel prize
in economics.
46
History
• Brouwer was a major contributor to the
theory of topology. He did almost all his
work in topology between 1909 and 1913.
He discovered characterizations of
topological mappings of the Cartesian plane
and a number of fixed point theorems.
• He later rejected many of his results, as
being “non-constructive”.
• Brouwer founded the doctrine of
mathematical intuitionism, in which a
nonconstructive argument cannot be
accepted as proof of existence.
• He gave grounds to reject the law of
excluded middle (proof by contradiction),
which many logicians had taken to be true
for all statements, going back a millenium
or two.
• Intuitionistic logic does not permit the
inference:
• not(not(p)) => (p)
Luitzen Egbertus Jan
Brouwer
Born: Feb 27, 1881 in
Netherlands
Died: Dec 2, 1966 in
Netherlands47
Mixed strategy equilibria
ii defines a probability distribution over Si
• i(sj)) is the probability player i selects
strategy sj
• (0,0,…1,0,…0) is a pure strategy
• Strategy profile: =(1,…, n)
• Expected utility: ui()=sS(j (sj))ui(s)
• (chance the combination occurs times utility)
• Nash Equilibrium:
– * is a (mixed) Nash equilibrium if
ui(*i, *-i)ui(i, *-i) for all ii, for all i
48
Example: Matching Pennies
no pure strategy Nash Equilibrium
H
H
T
T
-1, 1
1,-1
1,-1
-1, 1
So far we have talked only about pure strategy
equilibria [I make one choice.].
Not all games have pure strategy equilibria.
Some equilibria are mixed strategy equilibria.
49
Example: Matching Pennies
q H
1-q T
p H
-1, 1
1,-1
1-p T
1,-1
-1, 1
Want to play each strategy with a certain probability. If
player 1 is optimally mixing strategies, player 1 is
indifferent to what player 2 does. Compute expected
utility given each pure possibility of other player.
50
•
•
•
•
•
•
•
If player1 picks head:
-q+(1-q)
If Player 1 picks tails
q + -(1-q)
Want not to care about own choices:
-q +(1-q) =q + -1+q
1-2q=2q-1 so q=1/2
51
Example: Bach/Stravinsky
q B
1-q S
B
2, 1
0,0
1-p S
0,0
1, 2
p
Want to play each strategy with a certain probability. If
player 1 is optimally mixing strategies, player 1 is
indifferent to what player1 does. Compute expected
utility given each pure possibility of yours.
player 1 is p = 2(1-p)
p=2/3
optimally mixing
q=1/3
player 2 is 2q = (1-q)
optimally mixing
52
“I Used to Think I Was
Indecisive
- But Now I’m Not So Sure”
-Anonymous
53
Mixed Strategies
• Unreasonable predictors of
one-time human interaction
• Reasonable predictors of long-term
proportions
54
Employee Monitoring
• Employees can work hard or shirk
• Salary: $100K unless caught shirking
• Cost of effort: $50K
• Managers can monitor or not
• Value of employee output: $200K
• Profit if employee doesn’t work: $0
• Cost of monitoring: $10K
55
Employee Monitoring
Employee
Work
Shirk
Manager
Monitor
No Monitor
50 , 90 50 , 100
0 , -10 100 , -100
• Best replies do not correspond
• No equilibrium in pure strategies
• What do the players do?
56
Mixed Strategies
• Randomize – surprise the rival
• Mixed Strategy:
• Specifies that an actual move be chosen
randomly from the set of pure strategies
with some specific probabilities.
• Nash Equilibrium in Mixed Strategies:
• A probability distribution for each player
• The distributions are mutual best responses
to one another in the sense of expectations
57
Finding Mixed Strategies
• Suppose:
• Employee chooses (shirk, work) with
probabilities (p,1-p)
• Manager chooses (monitor, no monitor) with
probabilities (q,1-q)
• Find expected payoffs for each player
• Use these to calculate best responses
58
Employee’s Payoff
• First, find employee’s expected payoff
from each pure strategy
• If employee works: receives 50
• Profit(work) = 50 q + 50
(1-q)
= 50
• If employee shirks: receives 0 or 100
• Profit(shirk) = 0q + 100
(1-q)
= 100 – 100q
59
Employee’s Best Response
• Next, calculate the best strategy for
possible strategies of the opponent
• For q<1/2:
SHIRK
Profit(shirk) = 100-100q > 50 = Profit(work)
• For q>1/2:
WORK
Profit(shirk) = 100-100q < 50 = Profit(work)
• For q=1/2:
INDIFFERENT
Profit(shirk) = 100-100q = 50 = Profit(work)
60
Manager’s Best Response
• u2(mntr) = 90 (1-p) - 10 p
• u2(no m) = 100 (1-p) -100 p
• For p<1/10:
NO MONITOR
u2 (mntr) = 90-100p < 100-200p = u2(no m)
• For p>1/10:
MONITOR
u2(mntr) = 90-100p > 100-200p = u2(no m)
• For p=1/10:
INDIFFERENT
u2(mntr) = 90-100p = 100-200p = u2(no m)
61
Cycles
1
shirk
p
1/10
work
0
0
no monitor
1/2
q
1
monitor
62
Mutual Best Replies
1
shirk
p
1/10
work
0
0
no monitor
1/2
q
1
monitor
63
Mixed Strategy Equilibrium
• Employees shirk with probability 1/10
• Managers monitor with probability ½
• Expected payoff to employee:
chance of each of four outcomes
x payoff from each
1 [ 1 0  1 100]  9 [ 1 50  1 50]  50
10 2
2
10 2
2
• Expected payoff to manager:
1 [ 9 90  1 10]  1 [ 9 100  1 100]  80
2 10
10
2 10
10
64
Properties of Equilibrium
• Both players are indifferent between any
mixture over their strategies
• E.g. employee:
1 0  1 100]  50
[
• If shirk:
2
2
1 50  1 50]  50
[
• If work:
2
2
• Regardless of what employee does,
expected payoff is the same
65
Use Indifference to Solve I
Work
Shirk
q
1-q
Monitor
No Monitor
50, 90 50 , 100 = 50q+50(1-q)
0, -10 100 , -100 = 0q+100(1-q)
50q+50(1-q) = 0q+100(1-q)
50 = 100-100q
50 = 100q
q = 1/2
66
Use Indifference to Solve
II
Monitor
No Monitor
1-p Work
p Shirk
50 ,
90
0 , -10
= 90(1-p)-10p
50 , 100
100 , -100
= 100(1-p)-100p
90(1-p)-10p = 100(1-p)-100p
90-100p = 100 – 200p
100p = 10
p = 1/10
67
Indifference
9/10 Work
1/10 Shirk
1/2
1/2
Monitor
No Monitor
50 ,
90 50 , 100 = 50
0 , -10 100 , -100 = 50
= 80
= 80
68
Upsetting?
• This example is upsetting as it appears to tell you, as
workers, to shirk.
• Think of it from the manager’s point of view, assuming you
have unmotivated (or unhappy) workers.
• A better option would be to hire dedicated workers, but if
you have people who are trying to cheat you, this gives a
reasonable response.
• Sometimes you are dealing with individuals who just want to
beat the system. In that case, you need to play their game.
For example, people who try to beat the IRS.
• On the positive side, even if you have dishonest workers, if
you get too paranoid about monitoring their work, you lose!
This theory tells you to lighten up!
• This theory might be applied to criticising your friend or
setting up rules/punishment for your (future?) children.
69
Why Do We Mix?
• Since a player does not care what
mixture she uses, she picks the
mixture that will make her opponent
indifferent!
COMMANDMENT
Use the mixed strategy that
keeps your opponent guessing.
70
Mixed Strategy Equilibriums
• Anyone for tennis?
– Should you serve to the forehand or the
backhand?
71
Tennis Payoffs
Server's Aim
Receiver's
Move
Forehand
Forehand
Backhand
90, 10
20, 80
Backhand
30, 70
60, 40
72
Zero Sum Game (or fixed sum)
If you win (the points), I lose (the points)
AKA: Strictly competitive
Server's Aim
Receiver's
Move
Forehand
Forehand
90
20
Backhand
30
60
Y
Backhand
1-X
X
1-Y
73
Solving for Server’s Optimal
Mix
• What would happen if the the server
always served to the forehand?
– A rational receiver would always
anticipate forehand and 90% of the
serves would be successfully returned.
74
Solving for Server’s Optimal
Mix
• What would happen if the the server
aimed to the forehand 50% of the
time and the backhand 50% of the
time and the receiver always guessed
forehand?
– (0.5*0.9) + (0.5*0.2) = 0.55 successful
returns
75
Solving for Server’s Optimal
Mix
• What is the best mix for each
player?
76
% of Successful Returns Given
Server and Receiver Actions
% of Successful Returns
Where would
you shoot
knowing the
other player
will respond to
your choices?
In other words,
you pick the row
but will likely
get the smaller
value in a row.
% of Serves
Aimed at
Forehand
Receiver
Anticipates
Forehand
Receiver
Anticipates
Backhand
0
20
50
70
100
20
60
34
54
55
45
69
39
90
30
77
% of Successful Returns Given Server
and Receiver Actions
• If 20% of the serves are aimed at
the forehand and the receiver is
anticipating forehand then the % of
successful returns is:
– (0.2 * 0.9) + (0.8 * 0.2) = 0.34
– Therefore, 34% of the serves are
returned successfully.
78
% of Successful Returns Given Server
and Receiver Actions
• More generally, when the receiver
anticipates forehand the % of
successful returns is defined by:
– X = % of serves aimed at forehand
– 1-X = % of serves aimed at backhand
– % of Successful Returns = 0.90X +
0.20(1-X)
79
Server’s Point of View
Note, high number of returns is bad for
server!
Y = % of
Successful
Returns 60
Receiver
Anticipates
Forehand
90
30
20
Y = 0.9X + 0.2(1-X)
X = % of Serves Aimed at Forehand
80
Server’s Point of View
Y = % of
Successful
Returns 60
Receiver
Anticipates
Backhand
90
30
20
Y = 0.3X + 0.6(1-X)
X = % of Serves Aimed at Forehand
81
Server’s Point of View
Y = % of
Successful
Returns 60
Receiver
Anticipates
Backhand
90
30
20
Receiver Anticipates
Forehand
X = % of Serves Aimed at Forehand
82
Envision This
• Envision this in 3 space.
• This is the payoff function for the server.
• These two lines are cross sections with the
planes q=0 and q=1 (where q is probability
of receiver planning on forehand).
• You are taking the derivative with respect
to q and looking for a partial derivative of
zero.
• The point these lines cross in two space is
a stationary line in 3 space
83
Best Response
• Where can the server minimize the
receiver’s maximum payoff?
84
Solving for Mixed Strategy
Equilibrium
• Set the linear equations equal to each
other and solve:
– 0.9X + 0.2(1-X) = 0.3X + 0.6(1-X)
– X = 0.40
85
Solving for Mixed Strategy
Equilibrium
• If the server mixes his serves 40%
forehand / 60% backhand, the
receiver is indifferent between
anticipating forehand and anticipating
backhand because her payoff (% of
successful returns) is the same.
86
Solving for the Optimal Mix
• Now we have to do the same thing from the
receiver’s point of view to determine how
often the receiver should anticipate
forehand/backhand.
• In equilibrium, if player A is optimally
mixing then player B is indifferent to the
action player B selects. If a player is not
optimally mixing then he can be taken
advantage of by his opponent. This fact
allows us to easily solve for the optimal mix
in zero sum, 2x2 games.
87
Zero Sum Game
Assume both with optimally mix
Server's Aim
Receiver's
Move
Forehand
(Y)
Backhand
(1-Y)
Forehand
(X)
90
Backhand
(1-X)
20
30
60
88
Receiver’s Optimal Mix
• If the receiver is optimally mixing her
anticipation of forehand (Y) and backhand
(1-Y), then the server is indifferent
between aiming forehand/backhand
because his payoff is the same.
• y(10) + (1-y)70 = y(80)+(1-y)40
• 10y +70-70y=80y+40 -40y
• y = 30/100
89
Receiver’s Optimal Mix
• This means that if the receiver is
optimally mixing then the server’s
payoff for aiming forehand is equal to
his payoff for aiming backhand.
90
Similarly Server’s Optimal Mix
• If the server is optimally mixing her forehand (X) and
backhand (1-X), then the receiver is indifferent between
anticipating forehand/backhand because her payoff is the
same.
• Solving for X:
•
•
•
•
90X + 20(1-X) = 30X + 60(1-X)
90X + 20- 20X = 30X + 60 -60X
70X+20 = -30X + 60
X = .40
• Thus the server should serve forehand 40% of the time
and backhand 60%.
91
Computing mixed stategies for
two players (the book’s way)
• Write the matrix game in bi matrix form A=[aij] B=[bij]
• Compute payoffs
m
n
 1 ( p, q)   pi q j aij
i 1 j 1
m n
 2 ( p, q)   pi q j bij
i 1 j 1
m 1
• Replace pm =1-
p
i 1
i
and qn =1-
n 1
q
j 1
j
• Consider the partial derviatives of 1 and 2 with respect
to all pi and all qi respectively.
• Solve system of equations with all partials set to zero
92
Example
3 0
1 0
A
B


0 1 
0 4 
1 = 3 p1q1 + p2q2 = 3p1q1 +(1-p1)(1-q1)= 1 +-p1 –q1 +4p1q1
2 = p1q1 + 4p2q2 = p1q1 +4(1-p1)(1-q1)= 4 -4p1-4q1 +5p1q1
d1 /dp1 = -1 +4q1 so q1 = ¼
d2 /dq1 = -4 +5p1 so p1 = 4/5
So strategies are ((4/5,1/5)(¼, ¾))
93
Example 2
 3  1
1 0
A
B


 2 1 
0 4
1 = 3 p1q1 + -p1q2 -2p2q1 +p2q2 =
3 p1q1 + -p1(1-q1) -2(1-p1)q1 +(1-p1)(1-q1)
=3p1q1 –p1 +p1q1 -2q1 +2p1q1 + 1- p1 –q1 +p1q1
=1+7p1q1-2p1-3q1
2 = p1q1 + 4p2q2 = p1q1 +4(1-p1)(1-q1)= 4 -4p1-4q1 +5p1q1
d1 /dp1 = -2 +7q1 so q1 = 2/7
d2 /dq1 = -4 +5p1 so p1 = 4/5
So strategies are ((4/5,1/5)(2/7,5/7))
94
Tennis Example
90 20
10 80 
A
B


30
60
70
40




1 = 90 p1q1 + 20p1q2 +30p2q1 +60p2q2 =
90pq +20p(1-q) + 30(1-p)q +60(1-p)(1-q)=
90pq + 20p-20pq +30q-30pq +60 -60p-60q+60pq=
60+100pq -40p -30q
2 = 10pq + 80p(1-q)+70(1-p)q+40(1-p)(1-q) =
10pq +80p -80pq +70q-70pq+40-40p-40q+40pq=
-100pq +40p+30q +40
d1 /dp1 =100q-40 so q = .4
d2 /dq1 = -100p +30 so p =.3
So strategies are ((.3, .7)(.4, .6))
95
Mixed Nash Equilibrium
• Thm (Nash 50):
– Every game in which set strategy sets,
S1,…,Sn, have a finite number of elements
has a mixed strategy equilibrium.
• Finding Nash Equil is another problem
– “Together with factoring, the complexity of
findind a Nash Eq is, in my opinion, the most
important concrete open question on the
boundary of P today” (Papadimitriou)
96
The critique of mixed Nash
• Is it really rational to randomize?
(cf: bluffing in poker, IRS audits)
• If (x,y) is a Nash equilibrium, then
any y’ with the same support (set of
choices by other player) is as good as
y.
• Convergence/learning results mixed
• There may be too many Nash
97
equilibria
Consider: Bach or Stravinsky
• If the other player is maximally mixing, my payoffs
are the same, so 2(Y) = 1(1-Y); Y = 1/3
• 1(X) = 2 (1-X); X =2/3
B(X)
S(1-X)
B (Y)
S(1-Y)
2,1
0,0
0,0
1,2
No dom.
str. equil.
98
Best Response Function
• If 0 < Y < 1/3, then player 1’s best
response is X=0.
• If y = 1/3, then ALL of player 1’s
responses are best responses
• If y > 1/3, then player 1’s best
response is X=1.
• Using excel, prove this to yourself!
99
p
player
1
q
0.1
0.1
0.1
0.1
0.2
0.3
0.83
0.76
0.69
player 2
1.63
p
q
player 1
player
2
0.62
1.12
0.1
0.5
0.55
0.95
0.1
0.6
0.48
0.78
0.1
0.7
0.41
0.61
0.1
0.7
0.41
0.61
0.1
0.8
0.34
0.44
0.1
0.9
0.27
0.27
0.1
1
0.2
0.1
player 1
play
er 2
0.33
0.669
1.24
0.2
0.33
0.668
1.14
0.67
0.3
0.33
0.667
1.04
0.7332
0.67
0.4
0.33
0.666
0.94
0.5
0.833
0.67
0.5
0.33
0.665
0.84
0.67
0.6
0.9328
0.67
0.6
0.33
0.664
0.73
0.67
0.7
1.0326
0.67
0.7
0.33
0.663
0.63
0.67
0.7
1.0326
0.67
0.7
0.33
0.663
0.63
0.67
0.8
1.1324
0.67
0.8
0.33
0.662
0.53
0.67
0.9
1.2322
0.67
0.9
0.33
0.661
0.43
0.67
1
1.332
0.67
1
0.33
0.66
0.33
0.1
0.4338
0.67
0.67
0.2
0.5336
0.67
0.67
0.3
0.6334
0.67
0.4
0.67
1.29
0.4
q
0.1
0.67
1.46
0.1
p
100
Best Response Function
(The dotted line is a function only if you mentally switch the
axes.)
Y
Fixed Point – where
best response functions
intersect is the
nash Equilibrium
1
The best response of player 1
is shown as a dotted line.
1/3
2/3
1
X
101
Repeated games
• A repeated game involves the same players
playing the same simultaneous move game
over and over again.
• For example, Ned and Kelly play the prisoners’
dilemma 10 times
• The simultaneous move game that is repeated is
called the ‘stage game’ of the repeated game
• Repeated games may be Finite (definite ‘last
round’) or Infinite (in theory may go on forever)
• Competition between firms is often like an
infinite repeated prisoners’ dilemma game
102
Repeated Interaction
• Review
– Simultaneous games
• Put yourself in your opponent’s shoes
• Iterative reasoning
• Outline:
– What if interaction is repeated?
– What strategies can lead players to cooperate?
103
The Prisoner’s Dilemma
(Different numbers – same relationship)
Consider profits based on price of
toothpaste.
Equilibrium: $54 K
Firm 2
Low
Firm 1
High
Low
54 , 54
47 , 72
High
72 , 47
60 , 60
Cooperation: $60 K
104
Prisoner’s Dilemma
• Private rationality  collective irrationality
• The equilibrium that arises from using dominant strategies is
worse for every player than the outcome that would arise if
every player used her dominated strategy instead
• Goal:
• To sustain mutually beneficial cooperative
outcome overcoming incentives to cheat (if you
have agreed beforehand what you will do)
105
Moving Beyond
the Prisoner’s Dilemma
• Why does the dilemma occur?
– Interaction
• No fear of punishment
• Short term or myopic play
– Firms:
• Lack of monopoly power – can’t force others to pick
the cooperative choice.
• Homogeneity in products and costs – if all the same,
can easily buy from different firm.
• Overcapacity – if have capacity for more without
increased cost, changes incentives.
• Incentives for profit or market share – if desperate
to get more of market share, may select a lower
payoff initially. WalMart strategy.
106
Moving Beyond
the Prisoner’s Dilemma
• Why does the dilemma occur?
– Consumers
• Price sensitive, want cheaper regardless of quality.
• Price aware – know real value and unwilling to pay more
• Low switching costs – can switch between brands
easily as prices fluctuate.
107
Solution - Altering Interaction
• Interaction
– No fear of punishment
• Exploit repeated play
– Short term or myopic play
• Introduce repeated encounters
• Introduce uncertainty – not sure when
interaction will end
108
Finite Interaction
(Silly Theoretical Trickery)
• Suppose the market relationship lasts
for only T periods
• Use backward induction (rollback)
• Tth period: no incentive to cooperate
• No future loss to worry about in last period
• T-1th period: no incentive to cooperate
• No cooperation in Tth period in any case
• No opportunity cost to cheating in period T-1
• Unraveling: logic goes back to period 1
109
Finite Interaction
• Cooperation is impossible if the
relationship between players is for a
fixed and known length of time.
• But, people think forward (what will
my opponent do) if …
– Game length uncertain
– Game length unknown
– Game length too long to think to end
110
Finite Interaction
(Theoretical Aside)
• Unraveling prevents cooperation if the
number of periods is fixed and known
• Probabilistic termination
– The “game” continues to the next period
with some probability p:
• Equivalent to infinite game
– $1 next year is worth
– Value of future =

1
p
1 r
now
{ value if there is a future }
{ probability of a future }
1 r
– Effective interest rate: r’ = p  1
111
In
the
first
period
Both Ned and Kelly can predict that regardless of what happens in the
first period they will both confess in the second period. Knowing this, the
best thing that they can individually do in the first period is to confess.
So finite repetition doesn’t help at all!
Confess
Kelly
Don’t
Confess
Ned
Confess
Don’t
Confess
-10, -10
0, -30
-30, 0
-1, -1
112
Objections!
• What if repeat more than 2 times – say 50
times.
• Using Roll Back, this does not help!
• In the last round, both Ned and Kelly will confess – so
we can throw that round out.
• So the second last round can have no effect on the
last round. So both will confess in the second last
round
• And so on as we ‘roll back’ the game tree
• But does this suggest a problem with using Roll
Back to solve all sequential games?
113
The centipede game
Jack
Go
on
stop
Go
on
Jill
stop
(2, 0)
Jack
stop
Jill
Jack
Jill
Go
on
stop
(5, 3)
(1, 4)
Go
on
Go
on
Go
on
(4, 7)
Jill
(99, 99)
stop
stop
114
(94, 97)
(98, 96)
(97, 100)
The centipede game The solution to
Jack
Go
on
stop
Go
on
Jill
stop
(2, 0)
Jack
stop
Jill
Jack
Jill
stop
(5, 3)
(1, 4)
Go
on
Go
on
Go
on
Go
on
this game
through roll
back is for Jack
to stop in the
first round!
(4, 7)
Jill
(99, 99)
stop
stop
115
(94, 97)
(98, 96)
(97, 100)
The centipede game
• What actually happens?
• In experiments the game usually continues for
at least a few rounds and occasionally goes all
the way to the end.
• But going all the way to the (99, 99) payoff
almost never happens – at some stage of the
game ‘cooperation’ breaks down.
• So still do not get sustained cooperation even if
move away from ‘roll back’ as a solution
116
Lessons from finite
repeated games
– Finite repetition often does not help players to
reach better solutions
– Often the outcome of the finitely repeated
game is simply the one-shot Nash equilibrium
repeated again and again.
– There are SOME repeated games where finite
repetition can create new equilibrium outcomes.
But these games tend to have special properties
– For a large number of repetitions, there are
some games where the Nash equilibrium logic
breaks down in practice.
117
Infinitely repeated games
• In ‘real life’, there are many times
when you do not know for sure that
this is the ‘last round’ of the game
• When firms interact there is always a
chance that they will interact again in
the future. So repeated competition is
more like an infinitely repeated game.
118
Long-Term Interaction
• No last period, so no rollback
• Use history-dependent strategies
• Trigger strategies:
• Begin by cooperating
• Cooperate as long as the rivals do
• Upon observing a defection:
immediately revert to a period of punishment
of specified length in which everyone plays
non-cooperatively
119
Two Trigger Strategies
• Grim trigger strategy
– Cooperate until a rival deviates
– Once a deviation occurs,
play non-cooperatively for the rest of the game
• Tit-for-tat
– Cooperate if your rival cooperated
in the most recent period
– Cheat if your rival cheated
in the most recent period
120
What is Credibility?
“
The difference between genius and
stupidity is that genius has its limits.”
– Albert Einstein
• You are not credible if you propose to take
suboptimal actions.:
If a rational actor
proposes to play a strategy
which earns suboptimal profit.
• How can one be credible?
121
Trigger Strategy Extremes
• Tit-for-Tat is
–
–
–
–
most forgiving
shortest memory
proportional
credible
but lacks
deterrence
Tit-for-tat answers:
“Is cooperation easy?”
• Grim trigger is
–
–
–
–
least forgiving
longest memory
MAD
adequate
deterrence but
lacks credibility
Grim trigger answers:
“Is cooperation
possible?”
122
Why Cooperate (Against
GrimTriggerStrategy)?
• Cooperate if the present value of
cooperation is greater than the present
Firm 2
value of defection
Low
Firm 1
High
• Cooperate:
• Defect:
Low
54 , 54
47 , 72
High
72 , 47
60 , 60
60 today, 60 next year, 60 … 60
72 today, 54 next year, 54 … 54
123
Payoff Stream (GTS)
profit
72
cooperate
60
defect
54
t
t+1
t+2
t+3
time
124
Calculus of GTS
• Cooperate if (r is number of times to repeat)
PV(cooperation) >
PV(defection)
60…60…60…60… > 72…54…54…54…
>
60 + 60*r
72 + 54*r
>
6*r
12
>
r
2
• Cooperation is sustainable using grim trigger
strategies as long as r >2
125
Payoff Stream (TitForTat)
profit
72
60
cooperate
defect once
54
defect
47
t
t+1
t+2
t+3
time
126
Trigger Strategies
• Grim Trigger and Tit-for-Tat
are extremes
• Balance two goals:
Deterrence
• GTS is adequate punishment
• Tit-for-tat might be too little, especially if I
can invest the money I make now (so all
money is not the same).
Credibility
• GTS hurts the punisher too much
• Tit-for-tat is credible
127
Optimal Punishment
COMMANDMENT
In announcing a punishment strategy:
Punish enough to deter your opponent.
Temper punishment to remain credible.
128
Axelrod’s Simulation
•
•
•
•
•
•
R. Axelrod, The Evolution of Cooperation
Prisoner’s Dilemma repeated 200 times
Economists submitted strategies
Pairs of strategies competed
Winner: Tit-for-Tat
Reasons:
• Forgiving, Nice, Provocable, Clear
129
Main Ideas from Axelrod
• Not necessarily tit-for-tat
• Doesn’t always work
• Works because you knew the mix of the opponets.
Would lose against all defect.
• Don’t be envious
• Don’t be the first to cheat
• Reciprocate opponent’s behavior
• Cooperation and defection
• Don’t be too clever
130