Beruflich Dokumente
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7-1-1988
Recommended Citation
Terry, Elaine Audrey, "Problem solving methods in game theory" (1988). ETD Collection for AUC Robert W. Woodruff Library. Paper
1796.
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PROBLEM SOLVING METHODS IN GAME THEORY
A THESIS
SUBMITTED TO THE FACULTY OF ATLANTA UNIVERSITY
IN PARTIAL FULFILLMENT OF THE REQUIREMENTS FOR
THE DEGREE OF MASTER OF SCIENCE
BY
ELAINE AUDREY TERRY
ATLANTA, GEORGIA
JULY, 1988
ABSTRACT
MATHEMATICS
ii
TABLE OF CONTENTS
CHAPTER
I. GAME THEORY: AN OVERVIEW. .....• • • • • 1
Payoff Matrix
Dominating Strategies
Minimax-Maximin
III. SOLVING COMPLEX GAMES. ..• • • • • • • • • • 13
Mixed Strategies
Graphical Solution
IV. LINEAR PROGRAMMING • • • ......• • • • • 21
Simplex Method Review
Linear Programming Solution for a Game
v. NUMERICAL EXAMPLES .........• • • • • 28
BIBLIOGRAPHY • • • • • • • • • • • • • • . . . • • • • • 37
iii
CHAPTER I
1
2
Payoff Matrix
The children's game stone-paper-scissors can be set
up as a model game. The game consists of two players with
rules of the game as follows: each player chooses one of
stone, paper, or scissors. If both choose the same, then
the payoff to each is zero, that is, there is a tie. As
for the items, paper will cover stone, stone breaks
scissors, and scissors cut paper. Thus, a player receives
+1 for a win and -1 for a loss. The game may be
represented in matrix form from the position of player
one. The matrix is as follows:
4
----- ------ - - - - - - - - - - - - - - -
5
stone paper scissors
stone 0 -1 +1
paper +1 0 -1 (2-1)
scissors -1 -1 0
1 2 3
1 1 3 5
2 2 4 8 (2-2)
3 -1 0 2
Dominating ~trategies
(;~) only since its entries are smaller than the other
1 2 3
1 1 3 5
2 2 4 8
1 2
1 1 3
2 2 4
1 2
2 2 4
9
where player two should eliminate strategy two. Player
one will receive a value of two from player one. The
value of the game is said to be two. The method of using
dominated strategies is very useful for reducing the size
of large-sized payoff matrices. In some, the value of the
game can be found.
Minimax-Maximin
In reference to matrix 2-2, if player one were to
choose strategy two and player two chooses his strategy
one, then player one wins two and player two loses two.
The value of the game is said to be two. However, suppose
player one were to choose strategy three, then neither
player wins or loses. The value of the game is zero and
is said to be fair. Because player one's strategy two
dominates the other ones, it would be best to choose
strategy three. Player .two should have guessed that such
would happen, and thus chooses strategy two in order to
minimize loss. This process could continue on and on with
each one trying to outguess the other.
In general, the primary purpose for each player is to
minimize maximum losses to his opponent. This is called
the minimax criterion for choosing strategies. That is,
player one will play that strategy that will give him the
largest payoff; however, he will do so at a minimum.
Player two, on the other hand, wishes to minimize losses,
10
l 2 3
l l 4 2
2 8 9 2 (2-3)
3 8 9 5
11
1 2 3 minimum in row
1 1 4 3 1
2 8 9 2 2 (2-4)
3 7 6 5 [5] maximin
maximum
in column 8 9 [5] minimax
l 2 3
I
1 I 6 0 7 0
l
2 I 3 1 6 1 (3-1) .
I
3 I 5 4 2 2
6 4 7
a lJ
.. x.,
1
En. 1 2>~
(O, 2• 1 n).= 4.
Notice that the first and the third expected values are ·
the same. The minimum value is 2.5 and thus is the value
of the maximin expected value.
The same method can be used to compute the expected
values for player two •. However, this time using (~, ~, 0)
and the pure strategies of player one will yield a minimax
of 4.5. It is also possible to improve one's earnings by
changing the values of the probability distribution. It
may be that. player one will play strategy three 90% of the
time while strategy two is played 10% of the time. This
action yields a minimax of 2.4.
------------------------------- - ---
17
The graphical procedure for solving games will be
discussed next. It will be noted that this procedure is
compact and very useful. However, it will prove to be
limiting in the number of strategies available to at least
one of the players. It is used with the concept of mixed
strategies.
Graphical Solution
In order to use the graphical procedure, one of the
players must have only two pure strategies available to
him. Thus, the payoff matrix will be either a 2 x n or
m x 2 matrix. If player one has only two pure strategies
to choose from, then x1 and x2 = l-x 1 will be th~ two
probability distributions that will serve as mixed
strategies. Player two's mixed strategies would be the
vector (y1 , y 2 ) if he has only two strategies to choose
from. Recall that there is no saddle point in this game.
If player one has two strategies to choose from, then
in general the payoff matrix will appear as:
a12 ••• an
(3-2)
a22 ••• an
•
•
•
1 3 -3 7 {3-3)
2 5 4 -6
19
E14 = 13x 1 - 6,
The graph of the four lines yield:
Figure 1
In the graph, the lower portion of the graph where
lines 3 and 4 intersect give the x 1 needed. Equating the
two equations gives a value of ~ for x 1 • This implies
that x 2 = ~ also, since the sum of the two is one. The
mixed strategy probability distribution is (~, ~), and the
expected payoff is also ~ upon substituting x 1 back into
equation 3 or 4. The probabilities obtained suggests that
player one should play strategies three and four for the
best payoffs.
20
It should be noted that the graphical procedure is
limiting. It only allows for two strategies for one of
the players. Although it is compact and interesting, one
must begin to realize that not all games involve only two
strategies. The next chapter will use the simplex method
used in linear programming to solve games that have more
than two strategies available to both players.
CHAPTER IV
LINEAR PROGRAMMING
21
22
where x1 , x2 , ••• , xn ~ 0.
The inequalities are constraints and the xj's are
decision variables. In the linear programming problem,
one is seeking a feasible solution or an optimal solution.
The optimal_ solution·· is the most favored one. The simplex
method is the general procedure used to solve a linear
programming problem. The following example illustrates a
linear programming problem solved by the simplex method.
Maximize: F = x1 + x2
Subject to: x1 + 2x 2 ~ 1
3x 3 + x 2 ~ 2
where x1 , x2 ~ 0.
Step one is to change the constraints to equations by
adding slack variables x 3 and x 4 to each to obtain:
23
F = x1 + x 2 + ox 3 + ox 4 (0}
x 1 + 2x 2 + x3 =1 (1)
3x 1 + x 2 + x 4 =2 (2}
F 0 -1 -1 0 0 0
x3 1 1 2 1 0 1
x4 2 3 1 0 1 1
Maximize:
Subject to: a 11 Y1 + a 12 Y2 + ••• + a 1 nYn ~ 1
a21Y1 + a22Y2 + ••• + a2nYn ~ 1
•
•
•
1 2 3
1 5 50 50
2 1 1 0.1 (4-1}
3 10 1 10
26
Maximize: y = yl + y2 + y3
Subject to: SY1 + S~Y 2 + SOY3 ~ 1 (0)
yl + y2 + O.lY 3 ~ 1 (l)
lOY1 + y2 + lOY3 ~ 1 (2)
Ys 2
I
o I
I
0 o ua -sg 1 -1
J:r
_ft_
55
I~ .JJL 49
I o I
"*
y1 3 1 0 0 99 ~
I _I I
27
Thus, v =+ =~ is the value of the game, and the vector
is thus ~ ~' 0). This is player one's best mixed
strategy.
CHAPTER V
NUMERICAL EXAMPLES
28
29
Solution:
I
Cl C2 C3 C4 cs C6 r:7 C8 C9 ClO
II
Cl C2 C3 C4 cs C6 r:7 C8 C9 ClO
III
Cl C2 C3 C4 cs C6 r:7 C8 C9 ClO
Example 2:
Find the optimum strategy for Y and the value of the
game.
6 1 6 1 4
X 4 4 5 -2 4 (5-1)
3 -1 3 2 -2
Solution:
I
Cl C2 C3 C4 C5 C6 C7 cs C9
II
Cl C2 C3 C4 C5 C6 C7 C8 C9
Cl C2 C3 C4 cs C6 c:7 C8 C9
Solution:
The payoff matrix is the 5x5 matrix.
1 2 3 5 8
1 2 -1 -2 -4 -7
2 -1 4 -1 -3 -6
3 -2 -1 6 -2 -5 (5-2)
5 -4 3 -2 10 -3
8 -7 -6 -5 -3 16
1 2 3 5 8
1 10 7 6 4 1
2 7 12 7 5 2
3 6 7 14 6 3 (5-3)
5 4 5 6 18 5
8 1 2 3 5 24
C1 C2 C3 C4 C5 C6 C7 C8 C9 C10 en
R1 -1.000 -1.000 -1.000 -1.000 -1.00 0 0 0 0 0 0
LU
LU
II
C1 C2 C3 C4 C5
. C6 C7 C8 C9 C10 Cll
III
C1 C2 C3 C4 C5 C6 C7 c8 C9 C10 Cll
w
1:.
IV
C1 C2 C3 C4 C5 C6 C7 C8 C9 C10 C11
LU
U1
VI
C1 C2 C3 C4 C5 C6 C7 C8 C9 C10 Cll
L
36
The value of the game matrix 5-3 is v = o.r! 087 • The game
value for the original game is v* = 0 • 15087 -8 = -1:372.
The solution vector x* = <x 1 *, x2 *, ••• , x 5*> is 1.1!os1
(0.06165, 0.02308, 0.01791, 0.02096, 0.03061), which gives
X*= (0.40863, 0.15298, 0.11871, 0.1389, 0.20289). This
yields that the boys will ensure a loss most of the time.
They should play strategy one at least 40% of the time
while playing strategy three only 11% of the time.
Game theory deals with competitive situations between
two or more persons. Most research concentrates on the
two-person zero-sum game. ·However, there are n-person
games and even infinite games. Most of the research for
such theory is limited.
Two-person zero-sum games consist of very arbitrary
theory. It requires complete knowledge of the payoff
matrix and, in some cases, much skill •. Game theory has
its limitations in such a fast-growing world. Research is
continuing to adapt the theory to complex situations.
BIBLIOGRAPHY
37