Rohini College of Engineering and Technology Department of Management Studies
Rohini College of Engineering and Technology Department of Management Studies
Rohini College of Engineering and Technology Department of Management Studies
2.Properties of a Game
There are finite numbers of competitors called ‘players’) Each player has a
finite number of possible courses of action called ‘strategies’) All the strategies
and their effects are known to the players but player does not know which
strategy is to be chosen) A game is played when each player chooses one of his
strategies. The strategies are assumed to be made simultaneously with an
outcome such that no player knows his opponents strategy until he decides his
own strategy’s)The game is a combination of the strategies and in certain units
which determines the gain orlops’)The figures shown as the outcomes of
strategies in a matrix form are called ‘pay-off matrix)The player playing the
game always tries to choose the best course of action which results in optimal
pay off called ‘optimal strategy)The expected pay off when all the players of the
game follow their optimal strategies is known as ‘value of the game’. The main
objective of a problem of a game is to find the value of the game.
• The decision-making process in situations where outcomes depend upon
choices made by one or more players.
• The word "game" describes any situation involving positive or negative
outcomes determined by the players' choices and, in some cases, chance.
1. In a single-person decision, there is only one player. Player is the term used in
game theory for any entity capable of making a decision. Part of game theory is
making assumptions about the behaviour of the players. Our outcome is only as
good as our assumptions. Therefore, a significant part of game theory requires
us to challenge our assumptions. But for today’s lesson, we’ll keep it simple.
We all face multiple decisions every day. A congressman decides how to vote
on a particular bill. A product manager decides to cut a feature before the
release date. Even the trivial decision about which shirt to wear is a daily
occurrence. Each decision we confront has three parts.
We will denote the set actions as A = {r, b} where r represents choosing your
red shirt, and b represents choosing your blue shirt.
Now let’s define the set of outcomes. In this case, X = {x, y} where x is
wearing the red shirt, and y is wearing the blue shirt.
With such a simple example, the difference between actions and outcomes is
subtle. The actions are choosing a specific shirt, and the outcome is actually
wearing a specific shirt. But you’ll get the point just the same.
Outcomes and actions do not always align so closely. For example, an action
may be to reduce spending. The outcome would be heavy layoffs. Although the
outcome is still a consequence of the chosen actions, they are very different
from each other.
Furthermore, the list of possible actions is not always as discrete as our two
shirts example. Perhaps you have an available budget of $50 million, but you
are not required to spend it. Your actions could be a range of A = [$0, $50
million]. Notice the square brackets indication the interval of $0 to $50 million
instead of the {} indicating discrete actions.
If the total gains of the participants are added up, and the total losses are
subtracted, they will sum to zero. Thus, cutting a cake, where taking a more
significant piece reduces the amount of cake available for others as much as it
increases the amount available for that taker, is a zero-sum game if all
participants value each unit of cake equally. Other examples of zero-sum games
in daily life include games like poker, chess, and bridge where one person gains
and another person loses, which results in a zero-net benefit for every player. In
the markets and financial instruments, futures contracts and options are zero-
sum games as well.
In contrast, non-zero-sum describes a situation in which the interacting parties'
aggregate gains and losses can be less than or more than zero. A zero-sum game
is also called a strictly competitive game, while non-zero-sum games can be
either competitive or non-competitive. Zero-sum games are most often solved
with the minimax theorem which is closely related to linear programming
duality, or with Nash equilibrium. Prisoner's Dilemma is a classical non-zero-
sum game.
A Non-Zero-Sum Game is a situation where one’s win does not necessarily
mean another’s loss, and one’s loss does not necessarily mean that the other
party wins. In a Non-Zero-Sum Game, all parties could gain, or all parties could
lose. This is in direct contrast to a Zero-Sum Game where one party’s win
necessitates another party’s loss, such as in competitive games like basketball,
where if one team wins, the other automatically loses.
At Walden’s Path School, we believe that Education should be a non-zero-sum
game where everybody wins. It all depends on how you facilitate learning.
Perfect Information and Imperfect Information
The most commonly studied asymmetric games are games where there are not
identical strategy sets for both players. For instance, the ultimatum game and
similarly the dictator game have different strategies for each player. It is
possible, however, for a game to have identical strategies for both players, yet
be asymmetric. For example, the game pictured in this section's graphic is
asymmetric despite having identical strategy sets for both players
The normal (or strategic form) game is usually represented by a matrix which
shows the players, strategies, and payoffs (see the example to the right). More
generally it can be represented by any function that associates a payoff for each
player with every possible combination of actions. In the accompanying
example there are two players; one chooses the row and the other chooses the
column. Each player has two strategies, which are specified by the number of
rows and the number of columns. The payoffs are provided in the interior. The
first number is the payoff received by the row player (Player 1 in our example);
the second is the payoff for the column player (Player 2 in our example).
Suppose that Player 1 plays Up and that Player 2 plays Left. Then Player 1 gets
a payoff of 4, and Player 2 gets 3.
When a game is presented in normal form, it is presumed that each player acts
simultaneously or, at least, without knowing the actions of the other. If players
have some information about the choices of other players, the game is usually
presented in extensive form.
Strategies
Dominant Strategy —a strategy which dominates irrespective of what the other
player does.
Maximax Strategy — The player books to maximize the maximum pay-opt that
he may stand to gain from the game.
Minimax Strategy — The player books to maximize the
minimum payoff that he receives.
•Collusion — When both players decide to co-operate to maximise their total
output.
Tit for tat — A player reacts to the opponents’ actions by following it, i.e.,
deflection followed by deflection.
Backward induction — The player derives his strategies by working the most
likely strategy of his opponent and then working backwards.
Markov Strategy — A strategy through which a player
decides his actions based only on his present state, ignoring the past states
Applications:
The game theory can be applied to decide the best course in conflicting
situations. In business decisions it has wider possibi-lities. With the help
of computer large number of independent variables can be considered
with mathematical accuracy. The main advantages of this theory are: