Game Theory¶
Learning Objectives¶
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Formulate a problem as a game
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Describe and compare the basic concepts in game theory
- Normal-form game, extensive-form game
- Zero-sum game, general-sum game
- Pure strategy, mixed strategy, support, best response, dominance
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Dominant strategy equilibrium, Nash equilibrium, Stackelberg equilibrium
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Describe iterative removal algorithm
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Compute equilibria for bimatrix games
- Pure strategy Nash equilibrium
- Mixed strategy Nash equilibrium
- Stackelberg equilibrium
[Out of scope this semester] Social Choice¶
- Understand the voting model
- Find the winner under the following voting rules: Plurality, Borda count, Plurality with runoff, Single Transferable Vote
- Describe concepts, axioms, and properties of voting rules
- Understand the possibility of satisfying multiple properties
- Describe the greedy algorithm for voting rule manipulation
Basic Concepts¶
Game Types¶
A game is "any set of circumstances that has a result dependent on the actions of two or more decision-makers."
Normal Form: Consists of players, possible actions for each player, and payoff/utility functions. A bimatrix game is a special case with 2 players and finite action sets. Players move simultaneously and the game ends immediately.
Extensive Form: Players move sequentially with a game tree structure, allowing representation of incomplete information.
Zero Sum: Utilities for players always sum to 0 or some constant regardless of actions chosen.
General Sum: The sum of player utilities is not constant and depends on actions.
Strategies¶
Pure Strategy: Choose action deterministically
Mixed Strategy: Choose action according to a probability distribution, calculating expected utility by summing over all action profiles multiplied by their probabilities.
Support: Set of actions chosen with non-zero probability
Dominance¶
For player i with strategies s_i and s_i':
Strictly dominates: u_i(s_i, s_j) > u_i(s_i', s_j) ∀ s_j
Very weakly dominates: u_i(s_i, s_j) ≥ u_i(s_i', s_j) ∀ s_j
Weakly dominates: u_i(s_i, s_j) ≥ u_i(s_i', s_j) ∀ s_j, and ∃ s_j where u_i(s_i, s_j) > u_i(s_i', s_j)
Best Response¶
If s_i strictly dominates all other possible strategies, then s_i is a best response to any opponent strategy.
Solution Strategies in Games¶
A solution concept is "a formal rule for predicting how a game will be played."
Dominant Strategy Equilibrium¶
Achieved when every player plays a dominant strategy, such as both players defecting in prisoner's dilemma.
Nash Equilibrium¶
"In a Nash Equilibrium, every player's strategy is a best response to the other players' strategy profile."
Pure Strategy Nash Equilibrium (PSNE): a_i ∈ BR(a_{-i}), ∀ i
Mixed Strategy Nash Equilibrium (MSNE): At least one player uses a randomized strategy; s_i ∈ BR(s_{-i}), ∀ i
A Nash Equilibrium always exists in finite games.
Finding a PSNE (Approach 1)¶
- Enumerate all action profiles
- For each profile, check if it is a Nash Equilibrium
- For each player, verify no beneficial deviation exists
Finding a PSNE through Iterative Removal (Approach 2)¶
"Strictly dominated strategies cannot be part of a Nash Equilibrium."
Process: 1. Remove strictly dominated actions (pure strategies) 2. Repeat until no actions can be removed 3. If one action remains per player: unique NE (dominance solvable) 4. Otherwise: find PSNE in remaining game 5. Order of removal does not matter
Example:
Starting game:
Step 1: R is strictly dominated by C for player 2. Remove R.
Step 2: D is strictly dominated by M for player 1. Remove D.
Step 3: L is strictly dominated by C for player 2. Remove L.
Step 4: U is strictly dominated by M for player 1. Remove U.
Result: PSNE = (M, C) with payoff (4, 4).
Finding a MSNE¶
Apply iterative removal first, then solve for mixed strategies.
Example (after iterative removal):
Let s_A = (p, 1-p) and s_B = (q, 1-q) with 0 < p, q < 1.
For player A: u_A(F, s_B) = u_A(C, s_B)
For player B: u_B(s_A, F) = u_B(s_A, C)
Result: MSNE where s_A = (2/3, 1/3) and s_B = (1/3, 2/3)
Minimax and Maximin Strategies¶
Minimax Strategy: Minimize the opponent's best-case expected utility (aim to harm opponent)
Maximin Strategy: Maximize worst-case expected utility
Minimax Theorem: In 2-player zero-sum games, Minimax = Maximin = NE; all NEs produce the same utility profile.
Stackelberg Equilibrium¶
The leader commits to a strategy first; the follower responds after observing the leader's choice.
Properties: - Follower best responds to leader strategy - Leader commits to strategy maximizing leader's utility, assuming follower best responds - In Strong Stackelberg Equilibrium, ties break in leader's favor - Pure strategy can be found by enumerating leader's pure strategies - Leader can commit to mixed strategy; u^SSE ≥ u^NE (first-mover advantage)
Social Choice¶
Mathematical theory for "aggregation of individual preferences," primarily in voting contexts.
Voting Model¶
Consists of: - A set of voters {1,...,n} - A set of candidates or alternatives A where |A| = m - Each voter has a ranking of alternatives - The preference profile is the collective ranking of all voters
Voting Rules¶
Plurality¶
Each voter awards one point to their top alternative; the alternative with most points wins. Ties are possible.
Borda Count¶
With m alternatives, each voter assigns (m - k) points to the kth-ranked alternative. The alternative with most points wins.
Plurality with Runoff¶
The two top alternatives by plurality count advance to a pairwise election. Candidate x wins over y if the majority prefer x to y.
Single Transferable Vote (STV)¶
Used in Australia, New Zealand, and some US municipalities (San Francisco).
Process: m-1 rounds; each round eliminates the alternative with the lowest plurality score. Last remaining candidate wins.
Social Choice Axioms¶
Majority Consistency¶
If an alternative gets more than 50% of the vote, it wins.
Borda Count is not majority consistent.
Condorcet Consistency¶
Condorcet Winner: The alternative that beats every other alternative in pairwise elections. May not exist when preferences cycle.
A voting rule is Condorcet Consistent if it selects the Condorcet winner when one exists.
Plurality and Borda Count are not Condorcet Consistent.
Strategy-Proofness¶
A voting rule is strategy-proof if a voter can never benefit from misrepresenting their preferences, no matter what others do.
Borda count and plurality (m ≥ 3) are not strategy-proof.
Greedy Algorithm for f-Manipulation¶
def greedy_algorithm_f_manip(f, pref_profiles, y):
# Input: f: voting rule
# pref_profiles: preference profiles of n - 1 voters
# y: alternative we want to make win uniquely
# Output: final ranking of last voter that makes y win, or False
final_ranking = init_empty_final_ranking()
insert(final_ranking, y, rank=1)
while unranked_alternatives:
if exists_alt():
x = get_alternative()
insert(final_ranking, x)
else:
return False
return final_ranking
Other Properties¶
Dictatorial: One voter always gets their most preferred alternative.
Constant: The same alternative is always chosen regardless of stated preferences.
Onto: Any alternative can win for some preference configuration.
Gibbard-Satterthwaite Theorem¶
"If m ≥ 3, any voting rule that is strategy proof and onto is dictatorial."
Implications: - Any onto and non-dictatorial voting rule is manipulatable - Impossible to have a voting rule that is strategy-proof, onto, and non-dictatorial simultaneously