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School of Computing &
Information
INFSCI 0530: Decision
Making in Sports
Fall 2021
School of Computing &
Information
Game Theory
• Game theory deals with mathematical models that
describe the strategic interaction between
decision makers
– These models assume that the decision makers are
rational
– This is not necessarily true in the real-world but it
gives us a good starting point when making our own
decisions
School of Computing &
Information
Types of games
• There are several types of games depending on the
strategic setting
– Cooperative – vs- non-cooperative
– Symmetric – vs- asymmetric
– Zero-sum – vs – non-zero-sum
– Simultaneous – vs – sequential
– …
School of Computing &
Information
Zero-sum game
• A two-player zero-sum game (TPZSG) involves:
– Two players
– The gain of the winning player is equal to the loss of
the losing player
• Every player has a set of strategies S that they can
choose from
• Depending on the strategies s1 and s2 chosen by
each player there is a specific payoff for each
player p(s1,s2)
School of Computing &
Information
Zero-sum games
• These payoffs are summarized through a payoff
matrix P
– Rows represent the strategies of player 1 and columns
represent the strategies of player 2
– The element Pij represents the payoff for player 1
when they choose strategy i and player 2 chooses
strategy j
• Since this is a zero-sum game the payoff for player 2 is
-Pij
• The payoff matrix can be estimated through data
School of Computing &
Information
Zero-sum games
• A player can choose between a pure strategy or a
mixed strategy
• Nash-equilibrium of a game is a choice of
strategies (mixed or fixed) that no player has any
incentive to switch unilaterally to another strategy
– If they do switch, while the other player sticks to the
Nash equilibrium strategy they are going to obtain
lower payoff
– Nash equilibrium does not necessarily provide the
global maximum payoff to players
School of Computing &
Information
Zero-sum games
• An important theorem from John von Neumann
states that a TPZSG always has a – possibly mixed
strategy - Nash equilibrium
– Some requirements for the theorem:
• Game is of complete information, i.e., we know all the
moves available to us and the opponent, as well as, the
payoffs
• Game is finite, i.e., the available strategies are finite and
the game ends after a finite number of moves
School of Computing &
Information
Finding the Nash equilibrium
• Let’s start by considering a simple TPZSG with the
following payoff matrix
• The Nash equilibrium represents a strategy (for
the row player) that essentially maximizes the
minimum possible gain by choosing this strategy
regardless of the choice of the other player
• If we look only at pure strategies the Nash
equilibrium matches the saddle point of the payoff
matrix
School of Computing &
Information
Saddle point
• A saddle point for a matrix is any element that is
both the minimum of its row and the maximum of
its column
• Not all matrices have a saddle point, but if the
payoff matrix has one, this is also a Nash
equilibrium
– Why?
School of Computing &
Information
Mixed Nash equilibrium
• If the payoff matrix does not have a saddle point,
then the TPZSG has a mixed Nash equilibrium
• The mixed Nash equilibrium is essentially a
probability distribution over the available
strategies
– It tells us how often we should employ each strategy
(at random)
• In order to identify this mixed Nash equilibrium
we will follow a similar line of thought as with the
saddle point
School of Computing &
Information
Run – vs - Pass
• Let’s see a specific example to understand the
notion of TPZSG better and also see how we can
calculate the mixed Nash equilibrium.
• The two players are the offense and the opposing
defense in an NFL game
School of Computing &
Information
Run – vs – Pass
• Let’s assume that the offense chooses to run with a
probability q  it chooses to pass with a prob 1-q
• What is the expected gain we have from this mixed
strategy assuming the opponent plays a fixed
strategy (i.e., always run defense or always pass
defense)
– Against run D: q*(-5) + (1-q)*10 = 10 – 15*q
– Against pass D: q*5 + (1-q)*0 = q*5
School of Computing &
Information
Run – vs – Pass
• Which fixed strategy is the defense going to
choose?
– The one that yields the minimum of the two expected
gains {10-15q, 5q}
• Consequently, the offense should choose q in such
a way that the minimum above is maximized
School of Computing &
Information
Run – vs – Pass
School of Computing &
Information
Run – vs – Pass
• So, for the offense if they choose to run 50% of the
time, then whatever strategy the defense chooses
they are guaranteed an expected yardage of 2.5
• Even though passing is a much better option over
all the optimal strategy – with these fictitious
payoffs – is to run 50% of the time
– This provides a good rationale why teams mix up their
running and passing calls
School of Computing &
Information
Run – vs - Pass
• What about the defensive side ?
• Let’s assume they play run D with probability x
and they play pass D with probability 1-x
• The expected gains for the offense (that the
defense wants to minimize) are:
– Against running play: x*(-5)+(1-x)*5 = 5-10*x
– Against passing play: x*10+(1-x)*0 = 10*x
• How does defense choose x?
School of Computing &
Information
Run – vs - Pass
School of Computing &
Information
Run – vs - Pass
• The minmax is obtained with x = ¼
– The defense defends the pass 75% of the time and the
run 25% of the time
– This is because the pass play is better than the run on
average
• This also creates a feedback and leads the offense to
calling run 50% of the time in this game, even though
the passing plays are more efficient
School of Computing &
Information
Football paradox
• In the homework you will work on a similar
problem:
• We get a new RB
School of Computing &
Information
The Corner-3 Game
• We saw in previous lectures that the main reason
behind the efficiency of corner-3s in the NBA is
the fact that they are assisted at a higher rate and
not that they are closer to the basket
• One of the reasons is the imbalance created in the
defense by drive-n-kick action that generates more
than half of these shots
– Corner 3 shooter anchored at his spot waiting for kick
out pass
– Corner 3 defender has to decide whether to help the
penetration or stay with his man
School of Computing &
Information
The Corner-3 Game
Zero-sum game
Defense
Offense
Payoff matrix
School of Computing &
Information
The Corner-3 Game
• How do we fill out the payoff matrix?
– This matrix can be customized to each situation
(team, players, situation etc.)
– Data can help with quantifying the payoff of each
situation.
• We will consider the league-average case to just
get an idea of what is going on and what is the
Nash equilibrium in these situations
School of Computing &
Information
The Corner-3 Game
When offense chooses
kick-out pass
When offense chooses drive
Impact of primary defender Impact of
double team
School of Computing &
Information
The Corner-3 Game
School of Computing &
Information
The Corner-3 Game
While the expected position of the defender in actual games is
similar to what one would expect from the Nash equilibrium,
teams reach this through a different mix strategy!
School of Computing &
Information
Penalty kicks and game theory
• Penalty kicks offer another area where game
theory can be applied
• Again we have a TPZSG, where the kicker and the
goalie have the same set of strategies
– Kick/Jump left, right or middle
School of Computing &
Information
Penalty kicks and game theory
• Depending on the values of the payoff matrix the
Nash equilibrium will be different
• The solution to this game shows that if:
– Both the kicker and the goalie never choose middle
– Thus, kickers never kick in the middle unless if the
probability of scoring (πL, πR) is large enough
School of Computing &
Information
Penalty kicks and game theory
• The heterogeneity of the matches (i.e., the payoff
matrix is not the same for every team, players,
league etc.), this will create a selection bias in that
the aggregate scoring probability should be
large for kicks to the center
– I.e., kickers will choose center when this scoring
probability is high
• This pattern is indeed observed in the data
– Also what is observed and expected from the
heterogeneity is that the kicks to the center are more
than the kicks for which the goalie stayed at the center
School of Computing &
Information
Penalty kicks and game theory
School of Computing &
Information
Penalty kicks and game theory
School of Computing &
Information
Non-constant utility
• In the examples until now the payoff matrix is
constant
• However, you can easily envision situations where
the utility from a strategy depends on the
frequency with which it is used
– For example, player skill curves in the NBA
School of Computing &
Information
Non-constant utility
• Another example is the efficiency of passing game
in the NFL
School of Computing &
Information
Non-constant utility
• For example, the passing efficiency of a team is a
declining function of its utilization
– Higher utilization, lower efficiency
– Efficiency is measured based on the notion of
expected points
• While running might still be less efficient
compared to passing 100% of the time, passing
100% of the time will not yield the maximum
possible expected yardage.
School of Computing &
Information
Non-constant utility
• This correlation remains even when we control for
other variables
School of Computing &
Information
Non-constant utility
• While the question of how much should we run is
not a simple one and we can only approximate its
answer, it should be clear that passing the ball all
the time will have diminishing returns
• For passing utilization  1 an individual passing
play might still provide higher efficiency as
compared to an individual rushing play
– However, the diminishing returns mean that we can
achieve a higher overall efficiency per play
School of Computing &
Information
Non-constant utility
• With u being the passing utilization, r being the
rushing rating of the offense and p being the
passing efficiency of the offense based on the
regression model we need to maximize:
• For an average rushing team (r approximately 0.1)
we get:
– u = 0.3 for a bad passing offense
– u = 0.47 for an average offense
– u = 0.63 for a great offense
School of Computing &
Information
School of Computing &
Information
Non-constant utility
• What is an assumption that we have implicitly
made in the above analysis?
• That the rushing efficiency does not change with
utilization which is large
– This is largely true based on data

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Lecture11.ppt

  • 1. School of Computing & Information INFSCI 0530: Decision Making in Sports Fall 2021
  • 2. School of Computing & Information Game Theory • Game theory deals with mathematical models that describe the strategic interaction between decision makers – These models assume that the decision makers are rational – This is not necessarily true in the real-world but it gives us a good starting point when making our own decisions
  • 3. School of Computing & Information Types of games • There are several types of games depending on the strategic setting – Cooperative – vs- non-cooperative – Symmetric – vs- asymmetric – Zero-sum – vs – non-zero-sum – Simultaneous – vs – sequential – …
  • 4. School of Computing & Information Zero-sum game • A two-player zero-sum game (TPZSG) involves: – Two players – The gain of the winning player is equal to the loss of the losing player • Every player has a set of strategies S that they can choose from • Depending on the strategies s1 and s2 chosen by each player there is a specific payoff for each player p(s1,s2)
  • 5. School of Computing & Information Zero-sum games • These payoffs are summarized through a payoff matrix P – Rows represent the strategies of player 1 and columns represent the strategies of player 2 – The element Pij represents the payoff for player 1 when they choose strategy i and player 2 chooses strategy j • Since this is a zero-sum game the payoff for player 2 is -Pij • The payoff matrix can be estimated through data
  • 6. School of Computing & Information Zero-sum games • A player can choose between a pure strategy or a mixed strategy • Nash-equilibrium of a game is a choice of strategies (mixed or fixed) that no player has any incentive to switch unilaterally to another strategy – If they do switch, while the other player sticks to the Nash equilibrium strategy they are going to obtain lower payoff – Nash equilibrium does not necessarily provide the global maximum payoff to players
  • 7. School of Computing & Information Zero-sum games • An important theorem from John von Neumann states that a TPZSG always has a – possibly mixed strategy - Nash equilibrium – Some requirements for the theorem: • Game is of complete information, i.e., we know all the moves available to us and the opponent, as well as, the payoffs • Game is finite, i.e., the available strategies are finite and the game ends after a finite number of moves
  • 8. School of Computing & Information Finding the Nash equilibrium • Let’s start by considering a simple TPZSG with the following payoff matrix • The Nash equilibrium represents a strategy (for the row player) that essentially maximizes the minimum possible gain by choosing this strategy regardless of the choice of the other player • If we look only at pure strategies the Nash equilibrium matches the saddle point of the payoff matrix
  • 9. School of Computing & Information Saddle point • A saddle point for a matrix is any element that is both the minimum of its row and the maximum of its column • Not all matrices have a saddle point, but if the payoff matrix has one, this is also a Nash equilibrium – Why?
  • 10. School of Computing & Information Mixed Nash equilibrium • If the payoff matrix does not have a saddle point, then the TPZSG has a mixed Nash equilibrium • The mixed Nash equilibrium is essentially a probability distribution over the available strategies – It tells us how often we should employ each strategy (at random) • In order to identify this mixed Nash equilibrium we will follow a similar line of thought as with the saddle point
  • 11. School of Computing & Information Run – vs - Pass • Let’s see a specific example to understand the notion of TPZSG better and also see how we can calculate the mixed Nash equilibrium. • The two players are the offense and the opposing defense in an NFL game
  • 12. School of Computing & Information Run – vs – Pass • Let’s assume that the offense chooses to run with a probability q  it chooses to pass with a prob 1-q • What is the expected gain we have from this mixed strategy assuming the opponent plays a fixed strategy (i.e., always run defense or always pass defense) – Against run D: q*(-5) + (1-q)*10 = 10 – 15*q – Against pass D: q*5 + (1-q)*0 = q*5
  • 13. School of Computing & Information Run – vs – Pass • Which fixed strategy is the defense going to choose? – The one that yields the minimum of the two expected gains {10-15q, 5q} • Consequently, the offense should choose q in such a way that the minimum above is maximized
  • 14. School of Computing & Information Run – vs – Pass
  • 15. School of Computing & Information Run – vs – Pass • So, for the offense if they choose to run 50% of the time, then whatever strategy the defense chooses they are guaranteed an expected yardage of 2.5 • Even though passing is a much better option over all the optimal strategy – with these fictitious payoffs – is to run 50% of the time – This provides a good rationale why teams mix up their running and passing calls
  • 16. School of Computing & Information Run – vs - Pass • What about the defensive side ? • Let’s assume they play run D with probability x and they play pass D with probability 1-x • The expected gains for the offense (that the defense wants to minimize) are: – Against running play: x*(-5)+(1-x)*5 = 5-10*x – Against passing play: x*10+(1-x)*0 = 10*x • How does defense choose x?
  • 17. School of Computing & Information Run – vs - Pass
  • 18. School of Computing & Information Run – vs - Pass • The minmax is obtained with x = ¼ – The defense defends the pass 75% of the time and the run 25% of the time – This is because the pass play is better than the run on average • This also creates a feedback and leads the offense to calling run 50% of the time in this game, even though the passing plays are more efficient
  • 19. School of Computing & Information Football paradox • In the homework you will work on a similar problem: • We get a new RB
  • 20. School of Computing & Information The Corner-3 Game • We saw in previous lectures that the main reason behind the efficiency of corner-3s in the NBA is the fact that they are assisted at a higher rate and not that they are closer to the basket • One of the reasons is the imbalance created in the defense by drive-n-kick action that generates more than half of these shots – Corner 3 shooter anchored at his spot waiting for kick out pass – Corner 3 defender has to decide whether to help the penetration or stay with his man
  • 21. School of Computing & Information The Corner-3 Game Zero-sum game Defense Offense Payoff matrix
  • 22. School of Computing & Information The Corner-3 Game • How do we fill out the payoff matrix? – This matrix can be customized to each situation (team, players, situation etc.) – Data can help with quantifying the payoff of each situation. • We will consider the league-average case to just get an idea of what is going on and what is the Nash equilibrium in these situations
  • 23. School of Computing & Information The Corner-3 Game When offense chooses kick-out pass When offense chooses drive Impact of primary defender Impact of double team
  • 24. School of Computing & Information The Corner-3 Game
  • 25. School of Computing & Information The Corner-3 Game While the expected position of the defender in actual games is similar to what one would expect from the Nash equilibrium, teams reach this through a different mix strategy!
  • 26. School of Computing & Information Penalty kicks and game theory • Penalty kicks offer another area where game theory can be applied • Again we have a TPZSG, where the kicker and the goalie have the same set of strategies – Kick/Jump left, right or middle
  • 27. School of Computing & Information Penalty kicks and game theory • Depending on the values of the payoff matrix the Nash equilibrium will be different • The solution to this game shows that if: – Both the kicker and the goalie never choose middle – Thus, kickers never kick in the middle unless if the probability of scoring (πL, πR) is large enough
  • 28. School of Computing & Information Penalty kicks and game theory • The heterogeneity of the matches (i.e., the payoff matrix is not the same for every team, players, league etc.), this will create a selection bias in that the aggregate scoring probability should be large for kicks to the center – I.e., kickers will choose center when this scoring probability is high • This pattern is indeed observed in the data – Also what is observed and expected from the heterogeneity is that the kicks to the center are more than the kicks for which the goalie stayed at the center
  • 29. School of Computing & Information Penalty kicks and game theory
  • 30. School of Computing & Information Penalty kicks and game theory
  • 31. School of Computing & Information Non-constant utility • In the examples until now the payoff matrix is constant • However, you can easily envision situations where the utility from a strategy depends on the frequency with which it is used – For example, player skill curves in the NBA
  • 32. School of Computing & Information Non-constant utility • Another example is the efficiency of passing game in the NFL
  • 33. School of Computing & Information Non-constant utility • For example, the passing efficiency of a team is a declining function of its utilization – Higher utilization, lower efficiency – Efficiency is measured based on the notion of expected points • While running might still be less efficient compared to passing 100% of the time, passing 100% of the time will not yield the maximum possible expected yardage.
  • 34. School of Computing & Information Non-constant utility • This correlation remains even when we control for other variables
  • 35. School of Computing & Information Non-constant utility • While the question of how much should we run is not a simple one and we can only approximate its answer, it should be clear that passing the ball all the time will have diminishing returns • For passing utilization  1 an individual passing play might still provide higher efficiency as compared to an individual rushing play – However, the diminishing returns mean that we can achieve a higher overall efficiency per play
  • 36. School of Computing & Information Non-constant utility • With u being the passing utilization, r being the rushing rating of the offense and p being the passing efficiency of the offense based on the regression model we need to maximize: • For an average rushing team (r approximately 0.1) we get: – u = 0.3 for a bad passing offense – u = 0.47 for an average offense – u = 0.63 for a great offense
  • 37. School of Computing & Information
  • 38. School of Computing & Information Non-constant utility • What is an assumption that we have implicitly made in the above analysis? • That the rushing efficiency does not change with utilization which is large – This is largely true based on data

Editor's Notes

  1. No player is guaranteed a better payoff if they unilaterally change their strategy (min of