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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
TERRY, ELAINE A.
B.A.
In order
The latter
discussed.
mixed strategies.
ACKNOWLEDGMENTS
I would like to extend sincerest thanks to Dr. Negash
Medhin and Dr. Nazir Warsi for their patience and
sincerity in handling this project.
ii
TABLE OF CONTENTS
Acknowledgement
Table of Contents
..
..
.....
. . . . . ....
ii
. iii
CHAPTER
I.
II.
GAME THEORY:
AN OVERVIEW.
.....
Payoff Matrix
Dominating Strategies
Minimax-Maximin
III.
..
13
Mixed Strategies
Graphical Solution
IV.
LINEAR PROGRAMMING
......
21
v.
NUMERICAL EXAMPLES
BIBLIOGRAPHY
.........
. . .
iii
28
37
CHAPTER I
GAME THEORY:
AN OVERVIEW
~ay
The wins
payoffs.
two opponents.
theory.
warring countries.
In the first
In the latter
As stated before,
That
two~person
Thus, the
zero-sum game.
It
applied to chance.
(1) two players, (2) each player's strategies, and (3) the
payoffs to each player.
Historically, mathematical models of a national
economy appeared around the 1870s.
In this
The theory
CHAPTER II
METHODS FOR SOLVING SIMPLE GAMES
Recall that a two-person game is characterized by
three things, the first being the two players, which has
been discussed somewhat earlier.
The
As
-----
------
- - - - - - - - - - - - - - -
stone
paper
scissors
stone
-1
+1
paper
+1
-1
scissors
-1
-1
(2-1)
The values
The
The total
Thus, the
(1) the
The
-1
(2-2)
will notice such a large gain for his opponent and play
the strategy that will minimize his loss.
It may be noticed that each player should develop
some rational criteria for choosing a strategy.
Thus,
strategy.
Recall that
~trategies
(;~) only
payoffs.
Player
The
However, suppose
This is called
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
Therefore, player
(2-3)
11
Both
[5]
[5]
minimax
maximum
in column
(2-4)
maximin
That
Both
otherwise.
In general, minimax
maximin
12
players.
needed.
CHAPTER III
SOLVING COMPLEX
GA~lES
1
2
I
I
l
I
I
I
(3-1) .
There is no
Observing the
14
Mixed Strategies
Matrix 3-1 has no saddle point.
Herem
0 and
I:,x i =I:,Yj = 1.
In vector form the players have (x 1 , x 2 , , xm> and
(yl, Y2' , Yn>' referred to as the mixed strategies.
The given example will be used to illustrate players one
and two using mixed strategies.
in the example.
The
For
chosen strategies.
15
a lJ
.. x.,
1
Here E1 denotes the expected payoff to player one having
the probability xi and payoff value aij E2 denotes the
expected payoff to player two with probability Yj and
payoff value aij
The maximin and minimax criterion are valid here.
Player one should adhere to maximizing the smallest payoff
value in a row.
('2:
anjYj) 1.
~ aijxiYj.
Here
matrix.
Considering the mixed strategies for players one and
two, respectively, (0,
j,
If player two
16
En.
n).=
1 2>~
1
(O, 2
4.
(0,
~' ~)
(!)
2.5.
Notice that the first and the third expected values are
the same.
It
may be that. player one will play strategy three 90% of the
time while strategy two is played 10% of the time.
action yields a minimax of 2.4.
This
-------------------------------
---
17
strategies.
Graphical Solution
In order to use the graphical procedure, one of the
players must have only two pure strategies available to
him.
m x 2 matrix.
a12 an
(3-2)
a22 an
where the probabilities border the matrix.
The expected
In
18
-3
-6
{3-3)
19
E11
E14
= -x 1 + 2, E12 = -2x 1
= 13x 1 - 6,
+ 5, E13
= -7x 1
+ 4, and
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
the players.
must begin to realize that not all games involve only two
strategies.
CHAPTER IV
LINEAR PROGRAMMING
The graphical procedure is limiting as to the number
of strategies available to a player.
The
Linear
21
(x 1 , x2, x3 , , xn>
22
Maximize F
Subject to:
= c 1x1
+ c 2x2 + + cnxn
a 11 x1 +
a 12 ~2
+ + a 1 nxn
bl
where x1 , x2 , , xn ~ 0.
The inequalities are constraints and the xj's are
decision variables.
The simplex
= x1
Maximize:
Subject to:
x1 + 2x 2
3x 3 + x 2
+ x2
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}
=1
(1)
=2
(2}
x 1 + 2x 2 + x3
3x 1 + x 2 + x 4
Equation
x2
x2
x3
x4
Solution
-1
-1
x3
x4
Put a
24
the basic variable in the pivot row.
The new
:Q;i.vot
=Old
Pivot number
~ow
row - (pivot
= old
(new pivot row)
column number) x
Equation
xl
-1
x3
x4
....
x2 I x3
I
I
-1 I 0
I
2 I 1
I
1 . 0
,
3
..5..
xl
x2
xl
=-!- and x2 =+
=1
x3
-t
-t
Solution
Thus, x1
x4
_g_
15
-t %
+
+
+
+
-t
+
25
a 11 Y1 + a 12 Y2 + + a 1 nYn
50
50
10
0.1
10
(4-1}
26
Thus, player one must:
= yl
Maximize:
Subject to:
SY1 +
+ y2 + y3
S~Y 2
+ SOY3
(0)
yl + y2 + O.lY 3 ~ 1
lOY1 + y2 + lOY3 ~ 1
(l)
(2)
Yo
y4
Ys
y6
I
I
f
I
I
I
I
I
0
1
. 2
Yo
y4
Ys
y1
Yo
y2
Ys
y1
I Y0 I yl
I _I
I
I
-l
I 1
I
I 0 : 5
I
I
0 :
I
oI
I
oI
_I
I
1 I
I
oI
I
o I
I
I o I
I _I
y3
y4
Ys
y6
I
I
I
I
I
I
I
I Solution
I
I
0
I
I
-1
-1
so
so
"1:0
10
-9
_J._
_J._
10
45
10
1
_.9- -9
I
I
10
I 0
I _I
I
0
1 I
I
0 :
y2
-ro
99
I
I
-1
-1
J:O
-ro
10
1
1]""
J:O
TO
9
ll
J_
11
ss-
1*
.:1.
_J..._
99
-sg
99
-1
.JJL
_l_
55
_.2_
ua
"*
I~
-1
J:r
99
TO
9
99
_ft_
55
49
27
Thus, v
CHAPTER V
NUMERICAL EXAMPLES
The following three examples were solved by computer.
The first example is a simple linear programming problem.
Problems two and three are games.
solved by the simplex method.
28
29
Solution:
I
Cl
Rl
-5.00
C2
-3.00
C3
-1.00
C4
-4.00
cs
-2.00
C6
r:7
C8
C9
ClO
R2
3.000
2.000
4.000
1.000
1.000
6.000
R3
1.000
3.000
1.000
2.000
3.000
1.000
8.000
R4
2.000
4.000
5.000
2.000
1.000
1.000
12.000
R5
1.000
3.000
2.000
4.000
1.000
1.000
8.000
cs
C6
r:7
C8
C9
ClO
-0.33
10.00
0.33
0.33
2.000
II
Cl
C2
C3
C4
Rl
0.33
5.666 -2.33
R2
1.000
0.67
1.333
R3
2.333 -0.33
1.666
2.666
1.000
6.000
R4
2.666
2.333
1.333
0.33
1.000
8.000
R5
2.333
0.67
3.666
0.67
1.000
6.000
C6
r:7
C8
C9
ClO
III
Rl
cs
Cl
C2
C3
1.818
6.090
0.09
.o
0.64
0.45
1.272
0.27
-0.09
1.454
-0.45
3.272
1.000 -0.36
5.818
C4
R2
1.000
R3
1.272 -0.64
2.363
1.000
R4
1.818
2.090
0.09
R5
0.64
0.18
1.000
0.18
o, o,
0.27
1.636, 0)
13.81
1.636
30
Example 2:
Find the optimum strategy for Y and the value of the
game.
y
-2
-1
-2
C5
C6
C7
cs
C9
1.00
1.000
1.000
(5-1)
Solution:
I
Cl
Rl
-1.00
C2
-1.00
C3
-1.00
R2
6.000
1.000
6.000
R3
4.000
4.000
5.000
R4
3.000 -1.00
3.000
C4
-1.00
1.000
-2.00
2.000
4.000
4.000
1.000
0
1.000
C5
C6
C7
C8
C9
0.25
0.25
-0.25
0.75
0.25
0.25
0.25
-2.00
1.000
1.000
II
Rl
Cl
C2
C3
0.25
4.750
R2
5.000
R3
1.ooo
R4
4.000
1.ooo
0
1.250
4.250
C4
-1.50
1.500
-o.5o
3.000
1.000
1.500 -1.00
1.000
1.000
1.250
31
III
Cl
C2
C3
Ri
s.ooo
s.ooo
R2
3.333
3.166
R3
2.666
R4
-1.00
1.000
0
2.833
-o.so
C4
cs
C6
c:7
C8
C9
3.000
1.000
1.000
2.000
0.67
-0.17
o.so
2.000
0.33
0.17
o.so
-1.00
o.so
1.000
0
0
-4.00
+,
1.000
o.so
f.
Example 3:
In an experiment, two-year old girls and boys have
learned to recognize the ten digits.
proposed:
The following is
The
If
Find:
strategy for the boys, and (c) the value of the game.
32
Solution:
The payoff matrix is the 5x5 matrix.
1
-1
-2
-4
-7
-1
-1
-3
-6
-2
-1
-2
-5
-4
-2
10
-3
-7
-6
-5
-3
16
(5-2)
10
12
14
18
24
(5-3)
C1
C2
C3
C4
C5
R1
-1.000
-1.000
-1.000
-1.000
-1.00
R2
10.000
7.000
6.000
4.000
R3
7.000
12.000
7.000
R4
6.000
7.000
R5
4.000
R6
1.000
C10
en
1.000
1.000
1.000
1.000
1.000
5.000
1.000
1.000
24.000
1.000
1.000
C6
C7
C8
C9
1.000
1.000
5.000
2.000
14.000
6.000
3.000
5.000
6.000
18.000
2.000
3.000
5.000
LU
LU
C1
R1
R2
C2
C3
C4
C5
II
C6
C7
C8
C9
C10
Cll
-0.30
-0.40
-0.60
-0.90
0.10
0.10
1.000
0.70
0.60
0.40
0.10
0.10
0.10
R3
7.10
2.80
2.20
1.30
-0.70
1.000
0.30
R4
2.80
10.40
3.60
2.40
-0.60
1.000
0.40
R5
2.20
3.60
16.40
4.60
-0.40
1.000
0.60
R6
'1.30
2.40
4.60
23.90
-0.10
1.000
0.90
~III
C1
R1
R2
C2
C3
C4
C5
C6
C7
c8
C9
C10
Cll
-0.2510
-0.3096
-0.4268
0.0962
0.0376
1.000
0.6946
0.5899
0.3808
0.10042
-0.0042
0.09623
R3
7.0292
2.6694
1.9497
-0.6945
1.000
-0.05434
0.25099
R4
2.6694
10.1590
3.138
-0.5899
1.000
-0.10032
0.3095
R5
1.9498
3.1382
15.5145
-0.38068
R6
0.0544
0.1004
0.1925
1.000
-0.0042
1.000 -0.19228
0
0.0418
0.1339
0.42658
0.0377
w
1:.
IV
C1
C2
C3
C4
C5
C11
C6
C7
C8
C9
C10
0.03231
0.1456
0.0005
0.08576
-0.1974
-0.2233
0.08574
0.02751
1.000
0.6467
0.5128
0.10975
-0.02455
R3
6.7841
2.2749
-0.6467
1.000
-0.1256
-0.03018
0.1974
R4
2.2749
9.5242
-0.5130
1.000
-0.2023
-0.0605
0.2232
R5
0.1257
0.2023
1.000
-0.0245
R6
0.03020
0.0611
0.0005
R1
R2
1.000
0.06446 -0.01239
-0.01241
0.0439
0.02749
0.03241
v
C6
C7
co
C9
C10
0.0737
0.0235
0.02276
0.03088
0.1508
0.1374
-0.0538
-0.01366
0.0038
0.07375
-0.5241
1~000
-0.2389
-0.0773
-0.01562
0.1441
0.2389
1.000
-0.0539
0.1050
0.0774
1.000
-0.0136
-0.0213
0.0688
-0.0137
0.02275
0.0156
1.000
0.0033
-0.0064
0.0137
0.002
0.03097
C1
C2
C3
C4
C5
R1
-0.14405
R2
1.000
0.5242
R3
6.2406
R4
R5
R6
-0.02124 -0.0064
Cll
. 0.02343
LU
U1
VI
C1
C2
C3
C4
C5
C6
C7
C8
R1
0.0616
0.02307
0.0179
R2
1.000
0.1814
-0.0839
R3
1.000
-0.0839
R4
1.000
R5
1.000
R6
1.000
C10
Cll
0.02097
0.03052
0.15087
-0.0337
-0.00717
0.00511
0.06165
0.1602
-0.0383
-0.01238
-0.0025
0.02308
-0.0338
-0.0382
0.1141
-0.0183
-0.0058
0. 01791
-0.0071
-0.0124
-0.0183
0.0698
-0.0135
0.02096
0.0046
-0.0025
-0.0058
0.0139
0.002
0.03061
C9
36
The value of the game matrix 5-3 is v =
o.r! 087
The game
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.
Research is
BIBLIOGRAPHY
Chiang, Alpha c. Fundamental Methods of Mathematical
Economics. 2nd ed. New York: McGraw-Hill Book
Company, 1974.
Grossman, Stanley I. Applications for Elementary Linear
Algebra. California: Wadsworth Publishing Company,
1980.
Hillier, Frederick s. and Gerald J. Lieberman.
Introduction to Operations Research. 3rd ed.
California: Holden-Day, Inc, 1980.
Klekamp, Robert c. and Robert J. Thierauf. Decision Making
Theory Through Operations Research. 2nd ed. New York:
John Wiley and Sons, 1975.
Owen, Guillermo. Finite Mathematics. Philadelphia: W.B.
Saunders Company, 1970.
Steen, Lynn Arthur, ed. Mathematics Today. New York:
Vintage Books, 1978.
Taha, Hamdy A. Operations Research: An Introduction. 2nd
ed. New York: Macmillan Publishing Co., Inc., 1976.
37