Documenti di Didattica
Documenti di Professioni
Documenti di Cultura
Definitions of a game
Notational conventions
Real numbers . The set of players N. Strategy space , where Player i's strategy space is the space of all possible ways in which player i can play the game. A strategy for player i is an element of complements .
an element of
Outcome space is in most textbooks identical to Payoffs , describing how much gain (money, pleasure, etc.) the players are allocated by the end of the game.
Given the tuple of strategies chosen by the players, one is given an allocation of payments (given as real numbers). A further generalization can be achieved by splitting the game into a composition of two functions:
the outcome function of the game (some authors call this function "the game form"), and:
the allocation of payoffs (or preferences) to players, for each outcome of the game.
Cooperative game
A game in which players are allowed form coalitions (and to enforce coalitionary discipline). A cooperative game is given by stating a value for every coalition:
It is always assumed that the empty coalition gains nil. Solution concepts for cooperative games usually assume that the players are forming the grand coalition N, whose value (N) is then divided among the players to give an allocation.
Simple game
A Simple game is a simplified form of a cooperative game, where the possible gain is assumed to be either '0' or '1'. A simple game is couple (N, W), where W is the list of "winning" coalitions, capable of gaining the loot ('1'), and N is the set of players.
Glossary
Acceptable game is a game form such that for every possible preference profiles, the game has pure nash equilibria, all of which are pareto efficient. Allocation of goods is a function . The allocation is a cardinal approach for determining the good (e.g. money) the players are granted under the different outcomes of the game. Best reply the best reply to a given complement is a strategy that maximizes player i's payment. Formally, we want: . Coalition is any subset of the set of players: .
Condorcet winner Given a preference on the outcome space, an outcome a is a condorcet winner if all non-dummy players prefer a to all other outcomes. Dictator A player is a strong dictator if he can guarantee any outcome regardless of the other players. is a weak dictator if he can guarantee any outcome, but his strategies for doing so might depend on the complement strategy vector. Naturally, every strong dictator is a weak dictator. Formally: m is a Strong dictator if: m is a Weak dictator if:
Another way to put it is: a weak dictator is -effective for every possible outcome. A strong dictator is -effective for every possible outcome. A game can have no more than one strong dictator. Some games have multiple weak dictators (in rock-paper-scissors both players are weak dictators but none is a strong dictator). See Effectiveness. Antonym: dummy. Dominated outcome Given a preference on the outcome space, we say that an outcome a is dominated by outcome b (hence, b is the dominant strategy) if it is preferred by all players. If, in addition, some player strictly prefers b over a, then we say that a is strictly dominated. Formally: for domination, and for strict domination. An outcome a is (strictly) dominated if it is (strictly) dominated by some other outcome. An outcome a is dominated for a coalition S if all players in S prefer some other outcome to a. See also Condorcet winner. Dominated strategy we say that strategy is (strongly) dominated by strategy if for any complement strategies tuple , player i benefits by playing . Formally speaking: and . A strategy is (strictly) dominated if it is (strictly) dominated by some other strategy. Dummy A player i is a dummy if he has no effect on the outcome of the game. I.e. if the outcome of the game is insensitive to player i's strategy. Antonyms: say, veto, dictator.
Effectiveness A coalition (or a single player) S is effective for a if it can force a to be the outcome of the game. S is -effective if the members of S have strategies s.t. no matter what the complement of S does, the outcome will be a. S is -effective if for any strategies of the complement of S, the members of S can answer with strategies that ensure outcome a. Finite game is a game with finitely many players, each of which has a finite set of strategies. Grand coalition refers to the coalition containing all players. In cooperative games it is often assumed that the grand coalition forms and the purpose of the game is to find stable imputations. Mixed strategy for player i is a probability distribution P on . It is understood that player i chooses a strategy randomly according to P. Mixed Nash Equilibrium Same as Pure Nash Equilibrium, defined on the space of mixed strategies. Every finite game has Mixed Nash Equilibria. Pareto efficiency An outcome a of game form is (strongly) pareto efficient if it is undominated under all preference profiles. Preference profile is a function . This is the ordinal approach at describing the outcome of the game. The preference describes how 'pleased' the players are with the possible outcomes of the game. See allocation of goods. Pure Nash Equilibrium An element of the strategy space of a game is a pure nash equilibrium point if no player i can benefit by deviating from his strategy , given that the other players are playing in . Formally: . No equilibrium point is dominated. Say A player i has a Say if he is not a Dummy, i.e. if there is some tuple of complement strategies s.t. ( _i) is not a constant function. Antonym: Dummy. Value A value of a game is a rationally expected outcome. There are more than a few definitions of value, describing different methods of obtaining a solution to the game. Veto A veto denotes the ability (or right) of some player to prevent a specific alternative from being the outcome of the game. A player who has that ability is calleda veto player. Antonym: Dummy.
Weakly acceptable game is a game that has pure nash equilibria some of which are pareto efficient. Zero sum game is a game in which the allocation is constant over different outcomes. Formally:
w.l.g. we can assume that constant to be zero. In a zero sum game, one player's gain is
another player's loss. Most classical board games (e.g. chess, checkers) are zero sum.
Chai
aradox
tore paradox" i a concept t at purport to refute standard
Induction theory
Consider the decision to be made by the 20th and final competitor, of whether to choose IN or OUT. He knows that if he chooses IN, Player A receives a higher payoff from choosing cooperate than aggressive, and being the last period of the game, there are no longer any future competitors whom Player A needs to intimidate from the market. Knowing this, the 20th competitor enters the market, and Player A will cooperate (receiving a payoff of 2 instead of 0). The outcome in the final period is set in stone, so to speak. Now consider period 19, and the potential competitor's decision. He knows that A will cooperate in the next period, regardless of what happens in period 19. Thus, if player 19 enters, an aggressive strategy will be unable to deter player 20 from entering. Player 19 knows this and chooses IN. Player A chooses cooperate. Of course, this process of backwards induction holds all the way back to the first competitor. Each potential competitor chooses IN, and Player A always cooperates. A receives a payoff of 40 (2*20) and each competitor receives 2.
Deterrence theory
Player A can get more than 40. Suppose Player A finds the induction argument convincing. He will decide how many periods at the end to play such a strategy, suppose 3. Then in periods 1-17, he will decide to always be aggressive against the choice of IN. If all of the potential competitors know this, it is unlikely potential competitors 1-17 will bother the chain store, and risk a safe payout of 1, to get an assured 0. If a few do test the chain store early in the game, and see that they are greeted with the aggressive strategy, the rest of the competitors are likely not to test any further. Assuming all 17 are deterred, Player A receives
91 (17*5 + 2*3). Even if 10 competitors test Player A's will, he still receives 41 (7*5 +2*3) which is better than the induction (game theoretically correct) payoff.
the higher levels. Once the individuals have all their levels of decision, they can decide which answer to use...the Final Decision. The final decision is made on the routine level and governs actual behaviour.