Game theory is a branch of logic which deals with cooperation
and conflict in the context of negotiations and payoffs. The theory of games can
elucidate the incentive conditions required for cooperation, can aid
understanding of strategic decisions of nations or actors in conflict, and can
help in the development of models of bargaining and deterrence.
The Prisoner's Dilemma is the classic game in game theory literature.
It centers on a game in which both actors would be better off cooperating, but
both have an individual incentive to defect (not to cooperate) and as a result
the likely outcome is one which is worse for both players than had they
cooperated.
Repeated games. In real life, most games are repeated rather than
single-shot. Repetition means each player has additional information based on
past game decisions of the other player. This complicates calculation of choices
and changes the equilibrium point. See Fink, Gates, and Humes, 1998: ch. 3. For
instance, if the Prisoner's Dilemma is repeated a sufficient number of times,
for instance, players may learn to take a strategic view and cooperate.
Strategies. A strategy is a plan of action that cannot be upset by an
opponent or nature. The purpose of strategies is to secure the most favorable
game value in the long run. A common strategy is tit-for-tat, in which
the player responds to a given game move with a mirroring move. A pure
strategy involves always pursuing the same strategy. A mixed strategy
involves randomly choosing among one's best strategies according to some
proportions in order to maximize favorable game value when a pure strategy in
repeated games would give the opponent an advantage of predictability. The part
of a proportion (such as the 3 in the proportion 1:3) corresponding to a
particular strategy is called the oddment of that strategy.
Game matrix. A game matrix is the table of all strategies of person A
(as columns) versis all strategies of person B (as rows). The cell entries in a
game matrix are payoff values
Maximin, minimax, and saddle point. Consider the following tables
for zero-sum games:
TABLE I
Person A
Strategy 1
Strategy 2
Person B
Strategy 1
-1
-25
Strategy 2
0
-20
TABLE II
Person A
Strategy 1
Strategy 2
Strategy 3
Person B
Strategy 1
7
6
4
Strategy 2
3
2
5
In
the tables above, the payoffs are to Person B, following convention. Thus, in
Table I, when Person A pursues strategy 2 and Person B pursues strategy 1, the
payoff to B is -25 units. Using conservative reasoning, Person B will select
the strategy where the least to be gained is highest (or the most to be lost
is lowest). The row containing the highest minimum (the maximum row minimum,
or maximin) for Person B in Table I is the row for Strategy #2, where
the maximin is -20. Person A will seek the column containing the lowest
maximum (the minimum column maximum, or minimax), where the minimax is
the same cell,-20. When the same cell is both the maximin and the minix,it is
the saddle point. Any saddle point is also the solution to the
game because it will the the payoff which results when the game is played by
opponents using conservative rationality.
Reduced games. Table II above represents a more complex game in
which Person A will always prefer strategy 2 over strategy 1. That is, for
Person A, strategy 2 dominates strategy 1. Recall the payoffs shown in
Table II are to B. If Person B chooses strategy 1, Person A will lose only 6
points rather than the 7 if A chooses strategy 1. Likewise A will only 2
rather than 3 points if A selects strategy 2 and B also selects strategy 2.
Since Column 2 dominates column 1, column 1 may be dropped, resulting in the
reduced game in Table III:
TABLE III
Person A
Strategy 2
Strategy 3
B's Odds
Person B
Strategy 1
6
4
3
Strategy 2
2
5
2
A's Odds
1
4
Odds in games without saddle points. In the reduced game in Table
III, there is no saddle point. The maximin is 4 but the minimax is 5. Person B
will prefer strategy 1 because 4 is the least to be won (and possibly 6),
whereas with strategy 2 the least to be won is 2 (or possibly 5). Person A
will prefer strategy 3 because the most to be lost is 5, whereas under
strategy 2 the most to be lost is 6. However, person A may want to play
strategy 2 once in a while if Person A is consistently playing his strategy 1
because then Person B will lose only 2, Person A can't do this consistently,
however, because then Person B will move to strategy 2 and Person A will lost
5. Person A wants to usually play strategy 3, but "sneak in" a strategy 2 once
in a while. The proportion for the "once in a while" is determined by the
odds. To compute the odds for Table III, subtract the cells within each column
or row, ignore minus signs, and place the answer in the opposite
column. Thus, for instance, 6 -1 =4 and 4 - 5 =-1, giving 1 and 4 for A's
odds, which means A should randomly use strategy 3 once for every four times
strategy 3 is used.
Fair game value. The value of a game equals either person's odds
played against any single strategy of the opponent. Thus, for Table III above,
[(3x6)+(2x2)]/(3+2) = 4.4. Since a fair game has a value of 0, B should
make a side payment of 4.4 units to A before each game if the game is
to be fair.
Other types of games. Note that there are many other types of games
than zero-sum games played under conservative rationality. Assumptions about
rationality may be varied, for instance, and games may be cooperative
rather than competitively zero-sum. Also, payoffs may be ordinal rather than
interval and information may not be full.
Assumptions
Game theory usually assumes players respond rationally based on payoffs in
the game. The most common assumption is one of conservative
rationality, in which players choose strategies that assume maximum
average gains or minimum average losses.
Most applications of game theory assume conditions of full information, a
condition rarely met in the real world.
Frequently Asked Questions
Is game theory purely a branch of logic?
No, political scientists have long been interested in a behavioral,
approach to game theory, testing out the implications of formal game theory
using small group experiments.
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Copyright 1998, 2008 by G. David Garson.
Last update: 3/25/08.