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Dr.C.Loganathan & M.S.Annie Christi/International Journal Of Computational Engineering Research /
                                         ISSN: 2250–3005

Solution of Fuzzy Games with Interval Data Using Approximate Method

                Dr.C.Loganathan                                                       M.S.Annie Christi
             Department of Mathematics                                               Department of mathematics
           Maharaja Arts and Science College                                       Providence College for Women,
             Coimbatore – 641407, India                                                Coonoor-643104, India



Abstract
 In this paper, we evaluate the value of the fuzzy game matrix with interval data using the approximate method. This
method gives an approximate solution for the value of the game and the true value can be determined to any degree of
accuracy. This method assumes that each player will play in such a manner so as to maximize the expected gain or to
minimize the expected loss.

Keywords: Approximate method, Interval data, matrix game, value of the game.


1. Introduction
The solution methods of interval matrix games are studied by many authors. Most of the solution techniques are based on
linear programming methods for interval numbers. We present, in this paper an approximate method for solving 3x3 or
higher interval matrix games and illustrate this with a numerical example.The algebraic method is generally adopted to
solve the game for which the graphical method cannot be applied, but the games with large payoff matrices are extremely
tiresome to solve by algebraic method. For such large games the iterative method is very powerful to hand as well as
machine computations.

1.1 Interval Numbers:
An interval number is of the form   a = [L (a), U (a)] = {x R: L (a)  x  U (a)}.
If L (a) = U (a) then a is a real number. Mid point of a m ( a ) and range of a r ( a ) is defined as
           L( a )  U ( a )               U ( a )  L( a )
m (a) =                     and r ( a ) =                  respectively.
                  2                               2
The basic operations are defined as follows:
Let   a = [L (a), U (a)], b = [L (b), U (b)], be two intervals. Then,
(i) a + b = [L (a) +L (b), U (a) +U (b)],
(ii) a _ b = [L (a)-L (b), U (a)-U (b)],
(iii) a b =[ min{L(a).L(b), L(a).U(b), U(a).L(b), U(a).U(b), },
max{ L(a).L(b), L(a).U(b), U(a).L(b), U(a).U(b),}],
(iv)  a = [  L(a),  U(a)] if  > 0.
= [  U (a),  L (a)] if  <0.
Similarly the other binary operations are defined.

1.2 Comparison Of Intervals:
                 Comparison of intervals is very important problem in interval analysis. Comparison on interval numbers
is given by Nayak and Pal[8].

Disjoint Intervals:
             Let   a = [L (a), U (a)], b = [L (b), U (b)], be two intervals. Then a < b if
                                                          U (a) < L (b).


IJCER | July-August 2012 | Vol. 2 | Issue No.4 |1016-1019                                                  Page 1016
Dr.C.Loganathan & M.S.Annie Christi/International Journal Of Computational Engineering Research /
                                         ISSN: 2250–3005

                                       Example: Let   a = [2, 5] and b = [6, 8] then a < b .
Nested Sub-Intervals:
                   Let a = [L (a), U (a)], b = [L (b), U (b)], be two intervals. If L(a)≤L(b)≤U(b)≤U(a), then b is contained
ina ,which is the concept of inclusion. The extension of the set inclusion here only describes the condition that the interval
b is nested in a but it cannot order a and b in terms of its value.

2. Matrix Games:
                       Given a matrix game A= ( aij ), the element   aij is called a saddle interval of A if
              aij ≤ ail  l=1, 2…n
                  aij     ≥    akj  k= 1, 2…m.
(i.e.)   the element    aij is simultaneously a minimum interval in its row and a maximum interval in its column.
When there is no saddle interval in a matrix game, an iterative method can be used to get an approximate solution

3. Procedure:
STEP: 1
         Let the player A arbitrarily selects a row which will be the superior one of his other strategies and places it under
the matrix.

STEP: 2
        Player B examines this row and chooses a column corresponding to the smallest interval in the row and places to
the right of the matrix.

STEP: 3
        Player A now examines this column and chooses a row corresponding to the largest interval in this column. This
row is added to the row last chosen and is placed under the previous row chosen.

STEP: 4
      Player B then chooses the column corresponding to the smallest number in the new row and adds this column to the
column chosen. In case of a tie, the player will select that row or column which is different from his last choice.

STEP: 5
      The procedure is repeated for a finite number of iterations.

STEP: 6
     The smallest elements in each succeeding row with the largest elements in each succeeding column are encircled.

STEP: 7
        The approximate strategies after a certain number of iterations are found by dividing the number of encircled
intervals in each row or column by total number of iterations.

STEP: 8
        The upper bound for the value of the game can be determined by dividing the largest interval in the last column by
the total number of iterations. Likewise the lower bound can be determined by dividing the smallest element in the last row
by the total number of iterations. Thus the approximate value of game and the optimal strategies are evaluated.




4. Illustration:

IJCER | July-August 2012 | Vol. 2 | Issue No.4 |1016-1019                                                      Page 1017
Dr.C.Loganathan & M.S.Annie Christi/International Journal Of Computational Engineering Research /
                                        ISSN: 2250–3005


                                                    [4,1] [0,1] [3,4] 
                                                     [5,6] [2,0] [1,2] 
                                                                        
                                                     [0,1]
                                                            [3,6] [1,2]
                                                                         

                                                                                                     2
[0,1] [3,5] [6,9]   [9,13]      [5,12]    [8,16]    [4,15] [4,16] [4,17] [4,8]               q1 =
                                                                                                    10

                                                                                                                     3
[-2,0] [-1,2] [0,4] [1,6] [6,12]            [7,14] [12,20]        [10,20] [8,20] [6,20]                      q2 =
                                                                                                                    10
[3,6]       [2,8]        [1,10]           [0,12]    [0,13] [-1,15] [-1,16] [2,22]   [5,28]          [8,34]

                                                                                              5
                                                                                     q3 =
                                                                                             10

   [5, 6] [-2, 0]        [1, 2]

   [5, 7]      [1, 6]        [0, 4]

  [5, 8]      [4, 12]        [-1, 6]

   [5, 9]      [7, 18]       [-2, 8]

   [1, 8]      [7, 19]       [1, 12]

  6, 14]     [5, 19]     [2, 14]

   [2, 13] [5, 20]           [5, 18]

   [7, 19] [3, 20]           [6, 20]

  [12, 25] [1, 20]           [7, 22]

  [12, 26] [4, 26]           [6, 24]



          2       4       4
  p1 =      p2 =    p3 =
         10      10      10
The strategies are approximate values. Hence they were taken as fuzzy strategies so that we have the expected pay-offs as


                                          12 22
p1 [-4,-1]+ p 2 [5, 6] + p 3 [0, 1] = [     ,   ]
                                          10 10

IJCER | July-August 2012 | Vol. 2 | Issue No.4 |1016-1019                                                                Page 1018
Dr.C.Loganathan & M.S.Annie Christi/International Journal Of Computational Engineering Research /
                                        ISSN: 2250–3005



                                           4 18
p1 [0, 1]+ p 2 [-2, 0] + p 3 [3, 4] = [      ,  ]
                                          10 10


                                           6 24
p1 [3, 4]+ p 2 [1, 2] + p 3 [-1, 2] = [     ,   ]
                                          10 10

                                             7 21
q1 [-4, -1] + q 2 [0, 1] + q 3 [3, 4] = [     ,   ]
                                            10 10


                                           9 22
q1 [5, 6]+ q 2 [-2, 0] + q 3 [1, 2] = [     ,   ]
                                          10 10


                                           4 28
q1 [0, 1]+ q 2 [3, 6] + q 3 [-1, 2] = [     ,   ]
                                          10 10
These values lie around       4.5. Hence the value of the fuzzy game is approximately equal to   v = [3, 6]. It lies between
[-4, -1] and [5, 6] with R( v ) = 4.5.

Conclusion:
              An approximate method is applied to find out the value of the game matrix with interval data.Defuzzification
is done to convert the fuzzy values to crisp values. These ideas can be applied to other fuzzy problems

References:
[1]      Bellman, R.E., Zadeh, L.A., (1970). Decision making in a fuzzy environment, management science, vol, 17, No.4,
         B-141-B-164.

[2]      Chen S.M., Hsiao. W.H. and Hong Y.J, knowledge based method for fuzzy quary processing for document
         retrieval, Cybernetics and Systems, Vol.28, No. 1, pp.99-119, (1997).

[3]      Dubois., and Prade, H., (1978). Operations on fuzzy numbers, int.J.Systems.Sci. Vol.9, 613-626.

[4]      Dubois., and Prade, H., (1978). The mean value of a fuzzy number, Fuzzy sets and systems 24, 279-300.

[5]      Martyin Shubik, (1957). The uses and Methods of Game Theory, New York, American Elsevier

[6]      Paul R. Thie, (1988). An introduction to linear programming and game theory, John Wiley & Sons, New York..

[7]      Porchelvi, T., Stephen Dinagar, D.,( 2010). An approximate Method for Solving Fuzzy Games, Advances in
         Fuzzy Mathematics, Vol.5, No.4, pp.295-300.

[8]      Nayak, P.K., Madhumangal Pal, (2007).Solution Rectangular Fuzzy Games, OPSEARCH, Vol.44, No.3.




IJCER | July-August 2012 | Vol. 2 | Issue No.4 |1016-1019                                                  Page 1019

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IJCER (www.ijceronline.com) International Journal of computational Engineering research

  • 1. Dr.C.Loganathan & M.S.Annie Christi/International Journal Of Computational Engineering Research / ISSN: 2250–3005 Solution of Fuzzy Games with Interval Data Using Approximate Method Dr.C.Loganathan M.S.Annie Christi Department of Mathematics Department of mathematics Maharaja Arts and Science College Providence College for Women, Coimbatore – 641407, India Coonoor-643104, India Abstract In this paper, we evaluate the value of the fuzzy game matrix with interval data using the approximate method. This method gives an approximate solution for the value of the game and the true value can be determined to any degree of accuracy. This method assumes that each player will play in such a manner so as to maximize the expected gain or to minimize the expected loss. Keywords: Approximate method, Interval data, matrix game, value of the game. 1. Introduction The solution methods of interval matrix games are studied by many authors. Most of the solution techniques are based on linear programming methods for interval numbers. We present, in this paper an approximate method for solving 3x3 or higher interval matrix games and illustrate this with a numerical example.The algebraic method is generally adopted to solve the game for which the graphical method cannot be applied, but the games with large payoff matrices are extremely tiresome to solve by algebraic method. For such large games the iterative method is very powerful to hand as well as machine computations. 1.1 Interval Numbers: An interval number is of the form a = [L (a), U (a)] = {x R: L (a)  x  U (a)}. If L (a) = U (a) then a is a real number. Mid point of a m ( a ) and range of a r ( a ) is defined as L( a )  U ( a ) U ( a )  L( a ) m (a) = and r ( a ) = respectively. 2 2 The basic operations are defined as follows: Let a = [L (a), U (a)], b = [L (b), U (b)], be two intervals. Then, (i) a + b = [L (a) +L (b), U (a) +U (b)], (ii) a _ b = [L (a)-L (b), U (a)-U (b)], (iii) a b =[ min{L(a).L(b), L(a).U(b), U(a).L(b), U(a).U(b), }, max{ L(a).L(b), L(a).U(b), U(a).L(b), U(a).U(b),}], (iv)  a = [  L(a),  U(a)] if  > 0. = [  U (a),  L (a)] if  <0. Similarly the other binary operations are defined. 1.2 Comparison Of Intervals: Comparison of intervals is very important problem in interval analysis. Comparison on interval numbers is given by Nayak and Pal[8]. Disjoint Intervals: Let a = [L (a), U (a)], b = [L (b), U (b)], be two intervals. Then a < b if U (a) < L (b). IJCER | July-August 2012 | Vol. 2 | Issue No.4 |1016-1019 Page 1016
  • 2. Dr.C.Loganathan & M.S.Annie Christi/International Journal Of Computational Engineering Research / ISSN: 2250–3005 Example: Let a = [2, 5] and b = [6, 8] then a < b . Nested Sub-Intervals: Let a = [L (a), U (a)], b = [L (b), U (b)], be two intervals. If L(a)≤L(b)≤U(b)≤U(a), then b is contained ina ,which is the concept of inclusion. The extension of the set inclusion here only describes the condition that the interval b is nested in a but it cannot order a and b in terms of its value. 2. Matrix Games: Given a matrix game A= ( aij ), the element aij is called a saddle interval of A if aij ≤ ail  l=1, 2…n aij ≥ akj  k= 1, 2…m. (i.e.) the element aij is simultaneously a minimum interval in its row and a maximum interval in its column. When there is no saddle interval in a matrix game, an iterative method can be used to get an approximate solution 3. Procedure: STEP: 1 Let the player A arbitrarily selects a row which will be the superior one of his other strategies and places it under the matrix. STEP: 2 Player B examines this row and chooses a column corresponding to the smallest interval in the row and places to the right of the matrix. STEP: 3 Player A now examines this column and chooses a row corresponding to the largest interval in this column. This row is added to the row last chosen and is placed under the previous row chosen. STEP: 4 Player B then chooses the column corresponding to the smallest number in the new row and adds this column to the column chosen. In case of a tie, the player will select that row or column which is different from his last choice. STEP: 5 The procedure is repeated for a finite number of iterations. STEP: 6 The smallest elements in each succeeding row with the largest elements in each succeeding column are encircled. STEP: 7 The approximate strategies after a certain number of iterations are found by dividing the number of encircled intervals in each row or column by total number of iterations. STEP: 8 The upper bound for the value of the game can be determined by dividing the largest interval in the last column by the total number of iterations. Likewise the lower bound can be determined by dividing the smallest element in the last row by the total number of iterations. Thus the approximate value of game and the optimal strategies are evaluated. 4. Illustration: IJCER | July-August 2012 | Vol. 2 | Issue No.4 |1016-1019 Page 1017
  • 3. Dr.C.Loganathan & M.S.Annie Christi/International Journal Of Computational Engineering Research / ISSN: 2250–3005 [4,1] [0,1] [3,4]   [5,6] [2,0] [1,2]     [0,1]  [3,6] [1,2]  2 [0,1] [3,5] [6,9] [9,13] [5,12] [8,16] [4,15] [4,16] [4,17] [4,8] q1 = 10 3 [-2,0] [-1,2] [0,4] [1,6] [6,12] [7,14] [12,20] [10,20] [8,20] [6,20] q2 = 10 [3,6] [2,8] [1,10] [0,12] [0,13] [-1,15] [-1,16] [2,22] [5,28] [8,34] 5 q3 = 10 [5, 6] [-2, 0] [1, 2] [5, 7] [1, 6] [0, 4] [5, 8] [4, 12] [-1, 6] [5, 9] [7, 18] [-2, 8] [1, 8] [7, 19] [1, 12] 6, 14] [5, 19] [2, 14] [2, 13] [5, 20] [5, 18] [7, 19] [3, 20] [6, 20] [12, 25] [1, 20] [7, 22] [12, 26] [4, 26] [6, 24] 2 4 4 p1 = p2 = p3 = 10 10 10 The strategies are approximate values. Hence they were taken as fuzzy strategies so that we have the expected pay-offs as 12 22 p1 [-4,-1]+ p 2 [5, 6] + p 3 [0, 1] = [ , ] 10 10 IJCER | July-August 2012 | Vol. 2 | Issue No.4 |1016-1019 Page 1018
  • 4. Dr.C.Loganathan & M.S.Annie Christi/International Journal Of Computational Engineering Research / ISSN: 2250–3005 4 18 p1 [0, 1]+ p 2 [-2, 0] + p 3 [3, 4] = [ , ] 10 10 6 24 p1 [3, 4]+ p 2 [1, 2] + p 3 [-1, 2] = [ , ] 10 10 7 21 q1 [-4, -1] + q 2 [0, 1] + q 3 [3, 4] = [ , ] 10 10 9 22 q1 [5, 6]+ q 2 [-2, 0] + q 3 [1, 2] = [ , ] 10 10 4 28 q1 [0, 1]+ q 2 [3, 6] + q 3 [-1, 2] = [ , ] 10 10 These values lie around 4.5. Hence the value of the fuzzy game is approximately equal to v = [3, 6]. It lies between [-4, -1] and [5, 6] with R( v ) = 4.5. Conclusion: An approximate method is applied to find out the value of the game matrix with interval data.Defuzzification is done to convert the fuzzy values to crisp values. These ideas can be applied to other fuzzy problems References: [1] Bellman, R.E., Zadeh, L.A., (1970). Decision making in a fuzzy environment, management science, vol, 17, No.4, B-141-B-164. [2] Chen S.M., Hsiao. W.H. and Hong Y.J, knowledge based method for fuzzy quary processing for document retrieval, Cybernetics and Systems, Vol.28, No. 1, pp.99-119, (1997). [3] Dubois., and Prade, H., (1978). Operations on fuzzy numbers, int.J.Systems.Sci. Vol.9, 613-626. [4] Dubois., and Prade, H., (1978). The mean value of a fuzzy number, Fuzzy sets and systems 24, 279-300. [5] Martyin Shubik, (1957). The uses and Methods of Game Theory, New York, American Elsevier [6] Paul R. Thie, (1988). An introduction to linear programming and game theory, John Wiley & Sons, New York.. [7] Porchelvi, T., Stephen Dinagar, D.,( 2010). An approximate Method for Solving Fuzzy Games, Advances in Fuzzy Mathematics, Vol.5, No.4, pp.295-300. [8] Nayak, P.K., Madhumangal Pal, (2007).Solution Rectangular Fuzzy Games, OPSEARCH, Vol.44, No.3. IJCER | July-August 2012 | Vol. 2 | Issue No.4 |1016-1019 Page 1019