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SARANI SAHABHATTACHARYA, HSS
ARNAB BHATTACHARYA, CSE
07 JAN, 2009
Game Theory and its
Applications
Prisoner’s Dilemma
Two suspects arrested for a crime
Prisoners decide whether to confess or not to confess
If both confess, both sentenced to 3 months of jail
If both do not confess, then both will be sentenced to
1 month of jail
If one confesses and the other does not, then the
confessor gets freed (0 months of jail) and the non-
confessor sentenced to 9 months of jail
What should each prisoner do?
Jan 07, 2009
2
Game Theory
Battle of Sexes
Jan 07, 2009Game Theory
3
A couple deciding how to spend the evening
Wife would like to go for a movie
Husband would like to go for a cricket match
Both however want to spend the time together
Scope for strategic interaction
Games
Jan 07, 2009Game Theory
4
Normal Form representation – Payoff Matrix
Confess Not Confess
Confess -3,-3 0,-9
Not Confess -9,0 -1,-1
Movie Cricket
Movie 2,1 0,0
Cricket 0,0 1,2
Prisoner 1
Prisoner 2
Wife
Husband
Nash equilibrium
Jan 07, 2009Game Theory
5
Each player’s predicted strategy is the best response
to the predicted strategies of other players
No incentive to deviate unilaterally
Strategically stable or self-enforcing
Confess Not Confess
Confess -3,-3 0,-9
Not Confess -9,0 -1,-1
Prisoner 1
Prisoner 2
Mixed strategies
Jan 07, 2009Game Theory
6
A probability distribution over the pure strategies of
the game
Rock-paper-scissors game
 Each player simultaneously forms his or her hand into the
shape of either a rock, a piece of paper, or a pair of scissors
 Rule: rock beats (breaks) scissors, scissors beats (cuts) paper,
and paper beats (covers) rock
No pure strategy Nash equilibrium
One mixed strategy Nash equilibrium – each player
plays rock, paper and scissors each with 1/3
probability
Nash’s Theorem
Jan 07, 2009Game Theory
7
Existence
 Any finite game will have at least one Nash equilibrium
possibly involving mixed strategies
Finding a Nash equilibrium is not easy
 Not efficient from an algorithmic point of view
Dynamic games
Jan 07, 2009Game Theory
8
Sequential moves
 One player moves
 Second player observes and then moves
Examples
 Industrial Organization – a new entering firm in the market
versus an incumbent firm; a leader-follower game in quantity
competition
 Sequential bargaining game - two players bargain over the
division of a pie of size 1 ; the players alternate in making offers
 Game Tree
Game tree example: Bargaining
0
1
A
0
1
B
0
1
A
B B
A
x1
(x1,1-x1)
Y
N
x2
x3
(x3,1-x3)
(x2,1-x2)
(0,0)
Y
Y
N
N
Period 1:
A offers x1.
B responds.
Period 2:
B offers x2.
A responds.
Period 3:
A offers x3.
B responds.
Economic applications of game theory
The study of oligopolies (industries containing only
a few firms)
The study of cartels, e.g., OPEC
The study of externalities, e.g., using a common
resource such as a fishery
The study of military strategies
The study of international negotiations
Bargaining
Auctions
Jan 07, 2009Game Theory
11
Games of incomplete information
First Price Sealed Bid Auction
 Buyers simultaneously submit their bids
 Buyers’ valuations of the good unknown to each other
 Highest Bidder wins and gets the good at the amount he bid
 Nash Equilibrium: Each person would bid less than what the good
is worth to you
Second Price Sealed Bid Auction
 Same rules
 Exception – Winner pays the second highest bid and gets the good
 Nash equilibrium: Each person exactly bids the good’s valuation
Second-price auction
Suppose you value an item at 100
You should bid 100 for the item
If you bid 90
 Someone bids more than 100: you lose anyway
 Someone bids less than 90: you win anyway and pay second-price
 Someone bids 95: you lose; you could have won by paying 95
If you bid 110
 Someone bids more than 11o: you lose anyway
 Someone bids less than 100: you win anyway and pay second-price
 Someone bids 105: you win; but you pay 105, i.e., 5 more than what
you value
Jan 07, 2009Game Theory
12
Mechanism design
Jan 07, 2009Game Theory
13
How to set up a game to achieve a certain outcome?
 Structure of the game
 Payoffs
 Players may have private information
Example
 To design an efficient trade, i.e., an item is sold only when
buyer values it as least as seller
 Second-price (or second-bid) auction
Arrow’s impossibility theorem
 No social choice mechanism is desirable
Akin to algorithms in computer science
Inefficiency of Nash equilibrium
Can we quantify the inefficiency?
Does restriction of player behaviors help?
Distributed systems
 Does centralized servers help much?
Price of anarchy
 Ratio of payoff of optimal outcome to that of worst possible
Nash equilibrium
In the Prisoner’s Dilemma example, it is 3
Jan 07, 2009Game Theory
14
Network example
Jan 07, 2009Game Theory
15
Simple network from s to t with two links
 Delay (or cost) of transmission is C(x)
Total amount of data to be transmitted is 1
Optimal: ½ is sent through lower link
 Total cost = 3/4
Game theory solution (selfish routing)
 Each bit will be transmitted using the lower link
 Not optimal: total cost = 1
Price of anarchy is, therefore, 4/3
C(x) = 1
C(x) = x
Do high-speed links always help?
½ of the data will take route s-u-t, and ½ s-v-t
Total delay is 3/2
Add another zero-delay link from u to v
All data will now switch to s-u-v-t route
Total delay now becomes 2
Adding the link actually makes situation worse
Jan 07, 2009Game Theory
16
C(x) = x
C(x) = 1
C(x) = 1
C(x) = x
C(x) = x
C(x) = 1
C(x) = 1
C(x) = x
C(x) = 0
Other computer science applications
Internet
Routing
Job scheduling
Competition in client-server systems
Peer-to-peer systems
Cryptology
Network security
Sensor networks
Game programming
Jan 07, 2009Game Theory
17
Bidding up to 50
Two-person game
Start with a number from 1-4
You can add 1-4 to your opponent’s number and bid
that
The first person to bid 50 (or more) wins
Example
 3, 5, 8, 12, 15, 19, 22, 25, 27, 30, 33, 34, 38, 40, 41, 43, 46, 50
Game theory tells us that person 2 always has a
winning strategy
 Bid 5, 10, 15, …, 50
Easy to train a computer to win
Jan 07, 2009Game Theory
18
Game programming
Jan 07, 2009Game Theory
19
Counting game does not depend on opponent’s choice
Tic-tac-toe, chess, etc. depend on opponent’s moves
You want a move that has the best chance of winning
However, chances of winning depend on opponent’s
subsequent moves
You choose a move where the worst-case winning
chance (opponent’s best play) is the best: “max-min”
Minmax principle says that this strategy is equal to
opponent’s min-max strategy
 The worse your opponent’s best move is, the better is your move
Chess programming
How to find the max-min move?
Evaluate all possible scenarios
For chess, number of such possibilities is enormous
 Beyond the reach of computers
How to even systematically track all such moves?
 Game tree
How to evaluate a move?
 Are two pawns better than a knight?
Heuristics
 Approximate but reasonable answers
 Too much deep analysis may lead to defeat
Jan 07, 2009Game Theory
20
Conclusions
Mimics most real-life situations well
Solving may not be efficient
Applications are in almost all fields
Big assumption: players being rational
 Can you think of “unrational” game theory?
Thank you!
Discussion
Jan 07, 2009Game Theory
21

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Game

  • 1. SARANI SAHABHATTACHARYA, HSS ARNAB BHATTACHARYA, CSE 07 JAN, 2009 Game Theory and its Applications
  • 2. Prisoner’s Dilemma Two suspects arrested for a crime Prisoners decide whether to confess or not to confess If both confess, both sentenced to 3 months of jail If both do not confess, then both will be sentenced to 1 month of jail If one confesses and the other does not, then the confessor gets freed (0 months of jail) and the non- confessor sentenced to 9 months of jail What should each prisoner do? Jan 07, 2009 2 Game Theory
  • 3. Battle of Sexes Jan 07, 2009Game Theory 3 A couple deciding how to spend the evening Wife would like to go for a movie Husband would like to go for a cricket match Both however want to spend the time together Scope for strategic interaction
  • 4. Games Jan 07, 2009Game Theory 4 Normal Form representation – Payoff Matrix Confess Not Confess Confess -3,-3 0,-9 Not Confess -9,0 -1,-1 Movie Cricket Movie 2,1 0,0 Cricket 0,0 1,2 Prisoner 1 Prisoner 2 Wife Husband
  • 5. Nash equilibrium Jan 07, 2009Game Theory 5 Each player’s predicted strategy is the best response to the predicted strategies of other players No incentive to deviate unilaterally Strategically stable or self-enforcing Confess Not Confess Confess -3,-3 0,-9 Not Confess -9,0 -1,-1 Prisoner 1 Prisoner 2
  • 6. Mixed strategies Jan 07, 2009Game Theory 6 A probability distribution over the pure strategies of the game Rock-paper-scissors game  Each player simultaneously forms his or her hand into the shape of either a rock, a piece of paper, or a pair of scissors  Rule: rock beats (breaks) scissors, scissors beats (cuts) paper, and paper beats (covers) rock No pure strategy Nash equilibrium One mixed strategy Nash equilibrium – each player plays rock, paper and scissors each with 1/3 probability
  • 7. Nash’s Theorem Jan 07, 2009Game Theory 7 Existence  Any finite game will have at least one Nash equilibrium possibly involving mixed strategies Finding a Nash equilibrium is not easy  Not efficient from an algorithmic point of view
  • 8. Dynamic games Jan 07, 2009Game Theory 8 Sequential moves  One player moves  Second player observes and then moves Examples  Industrial Organization – a new entering firm in the market versus an incumbent firm; a leader-follower game in quantity competition  Sequential bargaining game - two players bargain over the division of a pie of size 1 ; the players alternate in making offers  Game Tree
  • 9. Game tree example: Bargaining 0 1 A 0 1 B 0 1 A B B A x1 (x1,1-x1) Y N x2 x3 (x3,1-x3) (x2,1-x2) (0,0) Y Y N N Period 1: A offers x1. B responds. Period 2: B offers x2. A responds. Period 3: A offers x3. B responds.
  • 10. Economic applications of game theory The study of oligopolies (industries containing only a few firms) The study of cartels, e.g., OPEC The study of externalities, e.g., using a common resource such as a fishery The study of military strategies The study of international negotiations Bargaining
  • 11. Auctions Jan 07, 2009Game Theory 11 Games of incomplete information First Price Sealed Bid Auction  Buyers simultaneously submit their bids  Buyers’ valuations of the good unknown to each other  Highest Bidder wins and gets the good at the amount he bid  Nash Equilibrium: Each person would bid less than what the good is worth to you Second Price Sealed Bid Auction  Same rules  Exception – Winner pays the second highest bid and gets the good  Nash equilibrium: Each person exactly bids the good’s valuation
  • 12. Second-price auction Suppose you value an item at 100 You should bid 100 for the item If you bid 90  Someone bids more than 100: you lose anyway  Someone bids less than 90: you win anyway and pay second-price  Someone bids 95: you lose; you could have won by paying 95 If you bid 110  Someone bids more than 11o: you lose anyway  Someone bids less than 100: you win anyway and pay second-price  Someone bids 105: you win; but you pay 105, i.e., 5 more than what you value Jan 07, 2009Game Theory 12
  • 13. Mechanism design Jan 07, 2009Game Theory 13 How to set up a game to achieve a certain outcome?  Structure of the game  Payoffs  Players may have private information Example  To design an efficient trade, i.e., an item is sold only when buyer values it as least as seller  Second-price (or second-bid) auction Arrow’s impossibility theorem  No social choice mechanism is desirable Akin to algorithms in computer science
  • 14. Inefficiency of Nash equilibrium Can we quantify the inefficiency? Does restriction of player behaviors help? Distributed systems  Does centralized servers help much? Price of anarchy  Ratio of payoff of optimal outcome to that of worst possible Nash equilibrium In the Prisoner’s Dilemma example, it is 3 Jan 07, 2009Game Theory 14
  • 15. Network example Jan 07, 2009Game Theory 15 Simple network from s to t with two links  Delay (or cost) of transmission is C(x) Total amount of data to be transmitted is 1 Optimal: ½ is sent through lower link  Total cost = 3/4 Game theory solution (selfish routing)  Each bit will be transmitted using the lower link  Not optimal: total cost = 1 Price of anarchy is, therefore, 4/3 C(x) = 1 C(x) = x
  • 16. Do high-speed links always help? ½ of the data will take route s-u-t, and ½ s-v-t Total delay is 3/2 Add another zero-delay link from u to v All data will now switch to s-u-v-t route Total delay now becomes 2 Adding the link actually makes situation worse Jan 07, 2009Game Theory 16 C(x) = x C(x) = 1 C(x) = 1 C(x) = x C(x) = x C(x) = 1 C(x) = 1 C(x) = x C(x) = 0
  • 17. Other computer science applications Internet Routing Job scheduling Competition in client-server systems Peer-to-peer systems Cryptology Network security Sensor networks Game programming Jan 07, 2009Game Theory 17
  • 18. Bidding up to 50 Two-person game Start with a number from 1-4 You can add 1-4 to your opponent’s number and bid that The first person to bid 50 (or more) wins Example  3, 5, 8, 12, 15, 19, 22, 25, 27, 30, 33, 34, 38, 40, 41, 43, 46, 50 Game theory tells us that person 2 always has a winning strategy  Bid 5, 10, 15, …, 50 Easy to train a computer to win Jan 07, 2009Game Theory 18
  • 19. Game programming Jan 07, 2009Game Theory 19 Counting game does not depend on opponent’s choice Tic-tac-toe, chess, etc. depend on opponent’s moves You want a move that has the best chance of winning However, chances of winning depend on opponent’s subsequent moves You choose a move where the worst-case winning chance (opponent’s best play) is the best: “max-min” Minmax principle says that this strategy is equal to opponent’s min-max strategy  The worse your opponent’s best move is, the better is your move
  • 20. Chess programming How to find the max-min move? Evaluate all possible scenarios For chess, number of such possibilities is enormous  Beyond the reach of computers How to even systematically track all such moves?  Game tree How to evaluate a move?  Are two pawns better than a knight? Heuristics  Approximate but reasonable answers  Too much deep analysis may lead to defeat Jan 07, 2009Game Theory 20
  • 21. Conclusions Mimics most real-life situations well Solving may not be efficient Applications are in almost all fields Big assumption: players being rational  Can you think of “unrational” game theory? Thank you! Discussion Jan 07, 2009Game Theory 21