- For other uses, see Game theory (disambiguation) or Game (disambiguation).
Game theory is a branch of applied mathematics that is often used in the
context of economics. It studies strategic interactions between agents. In strategic games, agents choose strategies which will
maximize their return, given the strategies the other agents choose. The essential feature is that it provides a formal modelling
approach to social situations in which decision makers interact with other agents. Game theory extends the simpler optimisation
approach developed in neoclassical economics.
The field of game theory came into being with the 1944 classic Theory of Games and Economic Behavior by John von Neumann and Oskar Morgenstern. A major center for
the development of game theory was RAND Corporation where it helped to define
nuclear strategies.
Game theory has played, and continues to play a large role in the social sciences,
and is now also used in many diverse academic fields. Beginning in the 1970s, game theory has been applied to animal behaviour,
including evolutionary theory. Many games, especially the prisoner's dilemma, are used to illustrate ideas in political
science and ethics. Game theory has recently drawn attention from computer scientists because of its use in artificial
intelligence and cybernetics.
In addition to its academic interest, game theory has received attention in popular culture. A Nobel Prize–winning game theorist, John Nash, was the
subject of the 1998 biography by Sylvia Nasar and the 2001 film A Beautiful Mind. Game theory was also a theme in the 1983 film WarGames. Several game shows have adopted game theoretic situations,
including Friend or Foe? and to some extent Survivor. The character Jack Bristow on the
television show Alias is one of the few
fictional game theorists in popular culture.[1]
Although some game theoretic analyses appear similar to decision theory, game theory
studies decisions made in an environment in which players interact. In other words, game theory studies choice of optimal
behavior when costs and benefits of each option depend upon the choices of other individuals.
Representation of games
- See also: List of games in game
theory
The games studied by game theory are well-defined mathematical objects. A game consists of a set of players, a set of moves (or strategies) available to those
players, and a specification of payoffs for each combination of strategies. Most cooperative games are presented in the
characteristic function form, while the extensive and the normal forms are used to define noncooperative games.
Extensive form
-
The extensive form can be used to formalize games with some important order. Games here are often presented as
trees (as pictured to the left). Here each vertex (or node) represents a point of choice for a player. The player is specified by a number
listed by the vertex. The lines out of the vertex represent a possible action for that player. The payoffs are specified at the
bottom of the tree.
In the game pictured here, there are two players. Player 1 moves first and chooses either F or U.
Player 2 sees Player 1's move and then chooses A or R. Suppose that Player 1 chooses U
and then Player 2 chooses A, then Player 1 gets 8 and Player 2 gets 2.
The extensive form can also capture simultaneous-move games and games with incomplete information. To represent it, either a
dotted line connects different vertices to represent them as being part of the same information set (i.e., the players do not know at which point they are), or a closed line
is drawn around them.
Normal form
|
Player 2
chooses Left |
Player 2
chooses Right |
Player 1
chooses Up |
4, 3 |
–1, –1 |
Player 1
chooses Down |
0, 0 |
3, 4 |
| Normal form or payoff matrix of a 2-player, 2-strategy game |
-
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.
Characteristic function form
-
In cooperative games with transferable
utility no individual payoffs are given. Instead, the characteristic function determines the payoff of each coalition. The
standard assumption is that the empty coalition obtains a payoff of 0.
The origin of this form is to be found the in the seminal book of von Neumann and
Morgenstern who, when studying coalitional normal
form games, assumed that when a coalition C forms, it plays against the complementary
coalition (N\C) as if they were playing a 2-player game. The equilibrium payoff of
C is characteristic. Now there are different models to derive coalitional values from
normal form games, but not all games in characteristic function form can be derived from normal form games.
Formally, a characteristic function form game (also known as a TU-game) is given as a pair (N,v), where N denotes a set of players and
is a characteristic
function.
The characteristic function form has been generalised to games without the assumption of transferable utility.
Partition function form
The characteristic function form ignores the possible externalities of coalition
formation. In the partition function form the payoff of a coalition depends not only on its members, but also on the way the rest
of the players are partitioned (Thrall & Lucas
1963).
Types of games
Cooperative or noncooperative
-
A game is cooperative if the players are able to form binding commitments. For instance the legal system requires them
to adhere to their promises. In noncooperative games this is not possible.
Often it is assumed that communication among players is allowed in cooperative
games, but not in noncooperative ones. This classification on two binary criteria has been rejected (Harsanyi 1974).
Of the two types of games, noncooperative games are able to model situations to the finest details, producing accurate
results. Cooperative games focus on the game at large. Considerable efforts have been made to link the two approaches. The
so-called Nash-programme has already established many of the cooperative solutions as noncooperative equilibria.
Hybrid games contain cooperative and non-cooperative elements. For instance, coalitions of players are
formed in a cooperative game, but these play in a
non-cooperative fashion.
Symmetric and asymmetric
|
E |
F |
| E |
1, 2 |
0, 0 |
| F |
0, 0 |
1, 2 |
| An asymmetric game |
-
A symmetric game is a game where the payoffs for playing a particular strategy depend only on the other strategies employed,
not on who is playing them. If the identities of the players can be changed without changing the payoff to the strategies, then a
game is symmetric. Many of the commonly studied 2×2 games are symmetric. The standard representations of chicken, the prisoner's dilemma, and the stag hunt are all symmetric games. Some scholars would consider certain asymmetric games as examples of these
games as well. However, the most common payoffs for each of these games are symmetric.
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 to the right is asymmetric despite having identical strategy sets for both
players.
Zero sum and non-zero sum
|
A |
B |
| A |
–1, 1 |
3, –3 |
| B |
0, 0 |
–2, 2 |
| A zero-sum game |
-
Zero sum games are a special case of constant sum games, in which choices by players can neither increase nor decrease the
available resources. In zero-sum games the total benefit to all players in the game, for every
combination of strategies, always adds to zero (more informally, a player benefits only at the expense of others).
Poker exemplifies a zero-sum game (ignoring the possibility of the house's cut), because one wins
exactly the amount one's opponents lose. Other zero sum games include matching pennies
and most classical board games including Go and chess.
Many games studied by game theorists (including the famous prisoner's dilemma) are
non-zero-sum games, because some outcomes have net results greater or less than
zero. Informally, in non-zero-sum games, a gain by one player does not necessarily correspond with a loss by another.
Constant sum games correspond to activities like theft and gambling, but not to the fundamental economic situation in which
there are potential gains from trade. It is possible to transform any game into a (possibly asymmetric) zero-sum game by adding
an additional dummy player (often called "the board"), whose losses compensate the players' net winnings.
Simultaneous and sequential
-
Simultaneous games are games where both players move simultaneously, or if they do not move simultaneously, the later players
are unaware of the earlier players' actions (making them effectively simultaneous). Sequential games (or dynamic games)
are games where later players have some knowledge about earlier actions. This need not be perfect information about every action of earlier players; it might be very little knowledge. For
instance, a player may know that an earlier player did not perform one particular action, while he does not know which of the
other available actions the first player actually performed.
The difference between simultaneous and sequential games is captured in the different representations discussed above.
Normal form is used to represent simultaneous games, and extensive form is used to represent sequential ones.
Perfect information and imperfect information
A game of imperfect information (the dotted line represents ignorance on the part of player 2)
-
An important subset of sequential games consists of games of perfect information. A game is one of perfect information if all
players know the moves previously made by all other players. Thus, only sequential games can be games of perfect information,
since in simultaneous games not every player knows the actions of the others. Most games studied in game theory are imperfect
information games, although there are some interesting examples of perfect information games, including the ultimatum game and centipede game. Perfect information games
include also chess, go, mancala, and arimaa.
Perfect information is often confused with complete information, which is a
similar concept. Complete information requires that every player knows the strategies and payoffs of the other players but not
necessarily the actions.
Infinitely long (nonterminating) games
-
Games, as studied by economists and real-world game players, are generally finished in a finite number of moves. Pure
mathematicians are not so constrained, and set theorists in particular study games that last
for infinitely many moves, with the winner (or other payoff) not known until after all those moves are completed.
The focus of attention is usually not so much on what is the best way to play such a game, but simply on whether one or the
other player has a winning strategy. (It can be proven, using the axiom of choice, that there are games—even with perfect information, and where the only outcomes are
"win" or "lose"—for which neither player has a winning strategy.) The existence of such strategies, for cleverly designed
games, has important consequences in descriptive set theory.
Discrete and continuous games
Most of the objects treated in most branches of game theory are discrete, with a finite number of players, moves, events,
outcomes, etc. However, the concepts can be extended into the realm of real numbers. This branch has sometimes been called
"differential" games, because they map to a real line, usually time, although the behaviors may be mathematically discontinuous.
Much of this is discussed under such subjects as "optimization theory" and
extends into many fields of engineering and physics.
Metagames
These are games the play of which is the development of the rules for another game, the target or subject game.
Metagames seek to maximize the utility value of the rule set developed. The theory of
metagames is related to mechanism design theory.
Application and challenges of game theory
Games in one form or another are widely used in many different disciplines.
Political science
The application of game theory to political science is focused in the overlapping
areas of fair division, political economy,
public choice, positive political
theory, and social choice theory. In each of these areas, researchers have
developed game theoretic models in which the players are often voters, states, interest groups, and politicians.
For early examples of game theory applied to political science, see the work of Anthony
Downs. In his book An Economic Theory of Democracy (1957), he
applies a Hotelling firm location model to the political process. In the Downsian model, political candidates commit to
ideologies on a one-dimensional policy space. The theorist shows how the political candidates will converge to the ideology
preferred by the median voter. For more recent examples, see the books by George
Tsebelis, Gene M. Grossman and Elhanan Helpman,
or David Austen-Smith and Jeffrey S. Banks.
A game-theoretic explanation for democratic peace is that public and open
debate in democracies send clear and reliable information regarding their intentions to other states. In contrast, it is
difficult to know the intentions of nondemocratic leaders, what effect concessions will have, and if promises will be kept. Thus
there will be mistrust and unwillingness to make concessions if at least one of the parties in a dispute is a
nondemocracy.[1]
Game theory provides a theoretical description for a variety of observable consequences of changes in governmental policies.
For example, in a static world where producers were not themselves decision makers attempting to optimize their own expenditure
of resources while assuming risks, response to an increase in tax rates would imply an increase in revenues and vice versa. Game
Theory inclusively weights the decision making of all participants and thus explains the contrary results illustrated by the
Laffer Curve.
Economics and business
Economists have long used game theory to analyze a wide array of economic phenomena, including auctions, bargaining, duopolies,
fair division, oligopolies, social network formation, and voting systems. This research
usually focuses on particular sets of strategies known as equilibria in games. These
"solution concepts" are usually based on what is required by norms of rationality.
The most famous of these is the Nash equilibrium. A set of strategies is a Nash
equilibrium if each represents a best response to the other strategies. So, if all the players are playing the strategies in a
Nash equilibrium, they have no unilateral incentive to deviate, since their strategy is the best they can do given what others
are doing.
The payoffs of the game are generally taken to represent the utility of individual players.
Often in modeling situations the payoffs represent money, which presumably corresponds to an individual's utility. This
assumption, however, can be faulty.
A prototypical paper on game theory in economics begins by presenting a game that is an abstraction of some particular
economic situation. One or more solution concepts are chosen, and the author demonstrates which strategy sets in the presented
game are equilibria of the appropriate type. Naturally one might wonder to what use should this information be put. Economists
and business professors suggest two primary uses.
Descriptive
A three stage Centipede Game
The first use is to inform us about how actual human populations behave. Some scholars believe that by finding the equilibria
of games they can predict how actual human populations will behave when confronted with situations analogous to the game being
studied. This particular view of game theory has come under recent criticism. First, it is criticized because the assumptions
made by game theorists are often violated. Game theorists may assume players always act rationally to maximize their wins (the
Homo economicus model), but real humans often act either irrationally, or act rationally
to maximize the wins of some larger group of people (altruism). Game theorists respond by
comparing their assumptions to those used in physics. Thus while their assumptions do not always hold, they can treat game theory
as a reasonable scientific ideal akin to the models used by physicists. However, additional criticism of this use of game theory has been levied because some experiments
have demonstrated that individuals do not play equilibrium strategies. For instance, in the centipede game, guess 2/3 of the average game, and the
dictator game, people regularly do not play Nash equilibria. There is an ongoing debate
regarding the importance of these experiments.[2]
Alternatively, some authors claim that Nash equilibria do not provide predictions for human populations, but rather provide an
explanation for why populations that play Nash equilibria remain in that state. However, the question of how populations reach
those points remains open.
Some game theorists have turned to evolutionary game theory in order to
resolve these worries. These models presume either no rationality or bounded
rationality on the part of players. Despite the name, evolutionary game theory does not necessarily presume
natural selection in the biological sense. Evolutionary game theory includes both
biological as well as cultural evolution and also models of individual learning (for example, fictitious play dynamics).
Prescriptive or Normative analysis
|
Cooperate |
Defect |
| Cooperate |
2, 2 |
0, 3 |
| Defect |
3, 0 |
1, 1 |
| The Prisoner's Dilemma |
On the other hand, some scholars see game theory not as a predictive tool for the behavior of human beings, but as a
suggestion for how people ought to behave. Since a Nash equilibrium of a game
constitutes one's best response to the actions of the other players, playing a strategy
that is part of a Nash equilibrium seems appropriate. However, this use for game theory has also come under criticism. First, in
some cases it is appropriate to play a non-equilibrium strategy if one expects others to play non-equilibrium strategies as well.
For an example, see Guess 2/3 of the average.
Second, the Prisoner's Dilemma presents another potential counterexample. In the
Prisoner's Dilemma, each player pursuing his own self-interest leads both players to be worse off than had they not pursued their
own self-interests.
Biology
|
Hawk |
Dove |
| Hawk |
v−c, v−c |
2v, 0 |
| Dove |
0, 2v |
v, v |
| The hawk-dove game |
Unlike economics, the payoffs for games in biology are often interpreted as corresponding to
fitness. In addition, the focus has been less on equilibria that correspond to a notion of rationality, but rather on ones that would be maintained by
evolutionary forces. The most well-known equilibrium in biology is known as the
Evolutionary stable strategy or (ESS), and was first introduced by
John Maynard Smith (described in his 1982 book). Although its initial motivation did
not involve any of the mental requirements of the Nash equilibrium, every ESS is a Nash
equilibrium.
In biology, game theory has been used to understand many different phenomena. It was first used to explain the evolution (and
stability) of the approximate 1:1 sex ratios. Ronald
Fisher (1930) suggested that the 1:1 sex ratios are a result of evolutionary forces acting on individuals who could be
seen as trying to maximize their number of grandchildren.
Additionally, biologists have used evolutionary game theory and the ESS to
explain the emergence of animal communication (Maynard Smith & Harper, 2003). The analysis of signaling
games and other communication games has provided some insight into the evolution of
communication among animals. For example, the Mobbing behavior of many species, in
which a large number of prey animals attack a larger predator, seems to be an example of spontaneous emergent organization.
Finally, biologists have used the hawk-dove game (also known as chicken) to analyze
fighting behavior and territoriality.
Computer science and logic
Game theory has come to play an increasingly important role in logic and in computer science. Several logical theories have a basis in game
semantics. In addition, computer scientists have used games to model interactive
computations.
Separately, game theory has played a role in online algorithms. In particular, the
k-server problem, which has in the past been referred to as games with moving
costs and request-answer games.[3]
Philosophy
|
Stag |
Hare |
| Stag |
3, 3 |
0, 2 |
| Hare |
2, 0 |
2, 2 |
| Stag hunt |
Game theory has been put to several uses in philosophy. Responding to two papers by
W.V.O. Quine (1960, 1967), David
Lewis (1969) used game theory to develop a philosophical account of convention.
In so doing, he provided the first analysis of common knowledge and employed it
in analyzing play in coordination games. In addition, he first suggested that one can
understand meaning in terms of signaling
games. This later suggestion has been pursued by several philosophers since Lewis (Skyrms 1996, Grim et al. 2004).
In ethics, some authors have attempted to pursue the project, begun by Thomas Hobbes, of deriving morality from self-interest. Since games like the Prisoner's Dilemma present an apparent conflict between morality and self-interest, explaining why
cooperation is required by self-interest is an important component of this project. This general strategy is a component of the
general social contract view in political
philosophy (for examples, see Gauthier 1987 and Kavka 1986).[4]
Other authors have attempted to use evolutionary game theory in order to
explain the emergence of human attitudes about morality and corresponding animal behaviors. These authors look at several games
including the Prisoner's Dilemma, Stag hunt, and the Nash bargaining game as providing an explanation for the emergence of attitudes about morality
(see, e.g., Skyrms 1996, 2004; Sober and Wilson 1999).
History of game theory
The first known discussion of game theory occurred in a letter written by James Waldegrave in
1713. In this letter, Waldegrave provides a minimax mixed
strategy solution to a two-person version of the card game le Her. It was not until the
publication of Antoine Augustin Cournot's Researches into the Mathematical
Principles of the Theory of Wealth in 1838 that a general game theoretic analysis was pursued. In this work Cournot considers
a duopoly and presents a solution that is a restricted version of the Nash equilibrium.
Although Cournot's analysis is more general than Waldegrave's, game theory did not really exist as a unique field until
John von Neumann published a series of papers in 1928. While the French mathematician
Borel did some earlier work on games, Von Neumann can rightfully be credited as the inventor
of game theory. Von Neumann was a brilliant mathematician whose work was far-reaching from set theory to his calculations that
were key to development of both the Atom and Hydrogen bombs and finally to his work developing computers. Von Neumann's work in
game theory culminated in the 1944 book The Theory of Games and Economic Behavior by von Neumann and Oskar Morgenstern. This profound work contains the method for finding optimal solutions for two-person
zero-sum games. During this time period, work on game theory was primarily focused on cooperative game theory, which analyzes optimal strategies for groups of individuals, presuming that
they can enforce agreements between them about proper strategies.
In 1950, the first discussion of the prisoner's dilemma appeared, and an
experiment was undertaken on this game at the RAND corporation. Around this same
time, John Nash developed a definition of an "optimum" strategy for multiplayer games
where no such optimum was previously defined, known as Nash equilibrium. This
equilibrium is sufficiently general, allowing for the analysis of non-cooperative
games in addition to cooperative ones.
Game theory experienced a flurry of activity in the 1950s, during which time the concepts of the core, the extensive form game, fictitious play, repeated games, and the Shapley value were developed. In addition, the first applications of Game theory to philosophy and political science occurred during this time.
In 1965, Reinhard Selten introduced his solution
concept of subgame perfect equilibria, which further refined the
Nash equilibrium (later he would introduce trembling hand perfection as well). In 1967, John
Harsanyi developed the concepts of complete information and Bayesian games. Nash, Selten and Harsanyi became Economics
Nobel Laureates in 1994 for their contributions to economic game theory.
In the 1970s, game theory was extensively applied in biology, largely as a result of the work
of John Maynard Smith and his evolutionary stable strategy. In addition, the concepts of correlated equilibrium, trembling hand perfection, and common knowledge[5] were
introduced and analysed.
In 2005, game theorists Thomas Schelling and Robert
Aumann followed Nash, Selten and Harsanyi as Nobel Laureates. Schelling worked on dynamic models, early examples of
evolutionary game theory. Aumann contributed more to the equilibrium school, introducing an equilibrium coarsening, correlated equilibrium, and developing an
extensive formal analysis of the assumption of common knowledge and of its
consequences.
In 2007, Roger Myerson, together with Leonid
Hurwicz and Eric Maskin, was awarded of the Nobel Prize in Economics "for having laid
the foundations of mechanism design theory." Among his contributions, is also the
notion of proper equilibrium, and an important graduate text: Game Theory,
Analysis of Conflict, published in 1991.
Notes