Sách Game theory - Stat 155, Yuval Peres Fall 2004 -

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    Game theory - Stat 155, Yuval Peres Fall 2004 -

    1 Introduction 2
    2 Combinatorial games 7
    2.1 Some de¯nitions . 7
    2.2 The game of nim, and Bouton's solution 10
    2.3 The sum of combinatorial games 14
    2.4 Staircase nim and other examples 18
    2.5 The game of Green Hackenbush . 20
    2.6 Wytho®'s nim 21
    3 Two-person zero-sum games 23
    3.1 Some examples 23
    3.2 The technique of domination 25
    3.3 The use of symmetry . 27
    3.4 von Neumann's minimax theorem 28
    3.5 Resistor networks and troll games 31
    3.6 Hide-and-seek games . 33
    3.7 General hide-and-seek games 34
    3.8 The bomber and submarine game 37
    3.9 A further example 38
    4 General sum games 39
    4.1 Some examples 39
    4.2 Nash equilibrium . 40
    4.3 General sum games with k ¸ 2 players . 44
    4.4 The proof of Nash's theorem 45
    4.4.1 Some more ¯xed point theorems 47
    4.4.2 Sperner's lemma . 49
    4.4.3 Proof of Brouwer's ¯xed point theorem 51
    4.5 Some further examples 51
    4.6 Potential games 52
    1
    Game theory 2
    5 Coalitions and Shapley value 55
    5.1 The Shapley value and the glove market 55
    5.2 Probabilistic interpretation of Shapley value 57
    5.3 Two more examples . 59
    6 Mechanism design 61






    1 Introduction
    In this course on game theory, we will be studying a range of mathematical
    models of con°ict and cooperation between two or more agents. The course
    will attempt an overview of a broad range of models that are studied in
    game theory, and that have found application in, for example, economics
    and evolutionary biology. In this Introduction, we outline the content of
    this course, often giving examples.
    One class of games that we begin studying are combinatorial games.
    An example of a combinatorial game is that of hex, which is played on an
    hexagonal grid shaped as a rhombus: think of a large rhombus-shaped region
    that is tiled by a grid of small hexagons. Two players, R and G, alternately
    color in hexagons of their choice either red or green, the red player aiming
    to produce a red crossing from left to right in the rhombus and the green
    player aiming to form a green one from top to bottom. As we will see, the
    ¯rst player has a winning strategy; however, ¯nding this strategy remains
    an unsolved problem, except when the size of the board is small (9 £ 9, at
    most). An interesting variant of the game is that in which, instead of taking
    turns to play, a coin is tossed at each turn, so that each player plays the
    next turn with probability one half. In this variant, the optimal strategy for
    either player is known.
    A second example which is simpler to analyse is the game of nim. There
    are two players, and several piles of sticks at the start of the game. The
    players take turns, and at each turn, must remove at least one stick from
    one pile. The player can remove any number of sticks that he pleases, but
    these must be drawn from a single pile. The aim of the game is to force
    the opponent to take the last stick remaining in the game. We will ¯nd the
    solution to nim: it is not one of the harder examples.


    The costs incurred to the drivers depend on whether they travel the
    roads alone or together with the other driver (not necessarily at the very
    same time). The vectors (a; b) attached to each road mean that the cost
    paid by either driver for the use of the road is a if he travels the road alone,
    and b if he shares its use with the other driver. For example, if I and II
    use the road AB | which means that I chooses the route via A and II
    chooses that via B | then each pays 5 units for doing so, whereas if only
    one of them uses that road, the cost is 3 units to that driver. We write a
    cost matrix to describe the game:
    II B D
    I
    A (6,8) (5,4)
    C (6,7) (7,5)
    The vector notation (¢; ¢) denotes the costs to players I and II of their
    joint choice.
    A fourth example is that of penalty kicks, in which there are two
    participants, the penalty-taker and the goalkeeper. The notion of left and
    right will be from the perspective of the goalkeeper, not the penalty-taker.
    The penalty-taker chooses to hit the ball either to the left or the right, and
    the goalkeeper dives in one of these directions. We display the probabilities
    that the penalty is scored in the following table:
    GK L R
    PT
    L 0.8 1
    R 1 0.5
    That is, if the goalie makes the wrong choice, he has no chance of saving
    the goal. The penalty-taker has a strong `left' foot, and has a better chance
    if he plays left. The goalkeeper aims to minimize the probability of the
    penalty being scored, and the penalty-taker aims to maximize it. We could
    write a payo® matrix for the game, as we did in the previous example, but,
    since it is zero-sum, with the interests of the players being diametrically
    opposed, doing so is redundant. We will determine the optimal strategy for
    the players for a class of games that include this one. This strategy will
    often turn out to be a randomized choice among the available options.
    Such two person zero-sum games have been applied in a lot of contexts:
    in sports, like this example, in military contexts, in economic applications,
    and in evolutionary biology. These games have a quite complete
    theory, so that it has been tempting to try to apply them. However, real
    life is often more complicated, with the possibility of cooperation between
    players to realize a mutual advantage. The theory of games that model such
    an e®ect is much less complete.
    The mathematics associated to zero-sum games is that of convex geometry.
    A convex set is one where, for any two points in the set, the straight
    line segment connecting the two points is itself contained in the set.
    The relevant geometric fact for this aspect of game theory is that, given
    any closed convex set in the plane and a point lying outside of it, we can
    ¯nd a line that separates the set from the point. There is an analogous
    statement in higher dimensions. von Neumann exploited this fact to solve
    zero sum games using a minimax variational principle. We will prove this
    result.
    In general-sum games, we do not have a pair of optimal strategies any
    more, but a concept related to the von Neumann minimax is that of Nash
    equilibrium: is there a `rational' choice for the two players, and if so, what
    could it be? The meaning of `rational' here and in many contexts is a valid
    subject for discussion. There are anyway often many Nash equilibria and
    further criteria are required to pick out relevant ones.
    A development of the last twenty years that we will discuss is the application
    of game theory to evolutionary biology. In economic applications,
    it is often assumed that the agents are acting `rationally', and a neat theorem
    should not distract us from remembering that this can be a hazardous
    assumption. In some biological applications, we can however see Nash equilibria
    arising as stable points of evolutionary systems composed of agents
    who are `just doing their own thing', without needing to be `rational'.
    Let us introduce another geometrical tool. Although from its statement,
    it is not evident what the connection of this result to game theory might be,
    we will see that the theorem is of central importance in proving the existence
    of Nash equilibria.
    Theorem 1 (Brouwer's ¯xed point theorem) : If K µ Rd is closed,
    bounded and convex, and T : K ! K is continuous, then T has a ¯xed
    point. That is, there exists x 2 K for which T(x) = x.
    The assumption of convexity can be weakened, but not discarded entirely.
    To see this, consider the example of the annulus C = fx 2 R2 : 1 · jxj · 2g,
    and the mapping T : C ! C that sends each point to its rotation by
    90 degrees anticlockwise about the origin. Then T is isometric, that is,
    jT(x) ¡ T(y)j = jx ¡ yj for each pair of points x; y 2 C. Certainly then, T
    is continuous, but it has no ¯xed point.
    Game theory 5
    Another interesting topic is that of signalling. If one player has some
    information that another does not, that may be to his advantage. But if he
    plays di®erently, might he give away what he knows, thereby removing this
    advantage?
    A quick mention of other topics, related to mechanism design. Firstly,
    voting. Arrow's impossibility theorem states roughly that if there is an
    election with more than two candidates, then no matter which system one
    chooses to use for voting, there is trouble ahead: at least one desirable
    property that we might wish for the election will be violated. A recent topic
    is that of eliciting truth. In an ordinary auction, there is a temptation to
    underbid. For example, if a bidder values an item at 100 dollars, then he has
    no motive to bid any more or even that much, because by exchanging 100
    dollars for the object at stake, he has gained an item only of the same value
    to him as his money. The second-price auction is an attempt to overcome
    this °aw: in this scheme, the lot goes to the highest bidder, but at the
    price o®ered by the second-highest bidder. This problem and its solutions
    are relevant to bandwidth auctions made by governments to cellular phone
    companies.
    Example: Pie cutting. As another example, consider the problem of a
    pie, di®erent parts of whose interior are composed of di®erent ingredients.
    The game has two or more players, who each have their own preferences
    regarding which parts of the pie they would most like to have. If there are
    just two players, there is a well-known method for dividing the pie: one splits
    it into two halves, and the other chooses which he would like. Each obtains
    at least one-half of the pie, as measured according to each own preferences.
    But what if there are three or more players? We will study this question,
    and a variant where we also require that the pie be cut in such a way that
    each player judges that he gets at least as much as anyone else, according
    to his own criterion.
    Example: Secret sharing. Suppose that we plan to give a secret to two
    people. We do not trust either of them entirely, but want the secret to
    be known to each of them provided that they co-operate. If we look for a
    physical solution to this problem, we might just put the secret in a room,
    put two locks on the door, and give each of the players the key to one of
    the locks. In a computing context, we might take a password and split it in
    two, giving each half to one of the players. However, this would force the
    length of the password to be high, if one or other half is not to be guessed
    by repeated tries. A more ambitious goal is to split the secret in two in such
    a way that neither person has any useful information on his own. And here
    is how to do it: suppose that the secret s is an integer that lies between 0
    and some large value M, for example, M = 106. We who hold the secret
    at the start produce a random integer x, whose distribution is uniform on
    the interval f0; : : : ;M ¡ 1g (uniform means that each of the M possible
    outcomes is equally likely, having probability 1=M). We tell the number x
    to the ¯rst person, and the number y = (s¡x) mod M to the second person
    (mod M means adding the right multiple of M so that the value lies on the
    interval f0; : : : ;M ¡ 1g). The ¯rst person has no useful information. What
    about the second? Note that
    P(y = j) = P((s ¡ x) modM = j) = 1=M;
    where the last equality holds because (s ¡ x) mod M equals y if and only
    if the uniform random variable x happens to hit one particular value on
    f0; : : : ;M ¡ 1g. So the second person himself only has a uniform random
    variable, and, thus, no useful information. Together, however, the players
    can add the values they have been given, reduce the answer mod M, and
    get the secret s back. A variant of this scheme can work with any number
    of players. We can have ten of them, and arrange a way that any nine of
    them have no useful information even if they pool their resources, but the
    ten together can unlock the secret.
    Example: Cooperative games. These games deal with the formation of
    coalitions, and their mathematical solution involves the notion of Shapley
    value. As an example, suppose that three people, I,II and III, sit in
    a store, the ¯rst two bearing a left-handed glove, while the third has a
    right-handed one. A wealthy tourist, ignorant of the bitter local climatic
    conditions, enters the store in dire need of a pair of gloves. She refuses to
    deal with the glove-bearers individually, so that it becomes their job to form
    coalitions to make a sale of a left and right-handed glove to her. The third
    player has an advantage, because his commodity is in scarcer supply. This
    means that he should be able to obtain a higher fraction of the payment that
    the tourist makes than either of the other players. However, if he holds out
    for too high a fraction of the earnings, the other players may agree between
    them to refuse to deal with him at all, blocking any sale, and thereby risking
    his earnings. We will prove results in terms of the concept of the Shapley
    value that provide a solution to this type of problem.
     

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