Game Theory for Operations Research
Game Theory for Operations Research
Game Theory
Introduction
• Life is full of conflict and competition.
• A basic feature in many of these situations is that the final outcome depends primarily
upon the combination of strategies selected by the adversaries.
• Game theory is a mathematical theory that deals with the general features of competitive
situations like these in a formal, abstract way. It places particular emphasis on the
decision-making processes of the adversaries.
• They are called zero-sum games because one player wins whatever the
other one loses, so that the sum of their net winnings is zero.
Consider the game called odds and evens consists simply of each player
simultaneously showing either one finger or two fingers. If the number
of fingers matches, so that the total number for both players is even,
then the player taking evens (say, player 1) wins the bet (say, $1) from
the player taking odds (player 2). If the number does not match, player 1
pays $1 to player 2. Thus, each player has two strategies: to show either
one finger or two fingers.
• Before the game begins, each player knows the strategies he or she has available, the ones the
opponent has available, and the payoff table.
• The actual play of the game consists of each player simultaneously choosing a strategy without
knowing the opponent’s choice.
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The Formulation Of Two-person, Zero-sum Games
• The payoff table shows the gain (positive or negative) for player 1 that
would result from each combination of strategies for the two players.
• It is given only for player 1 because the table for player 2 is just the
negative of this one, due to the zero-sum nature of the game.
• Game theory contrasts with decision analysis, where the assumption is that
the decision maker is playing a game with a passive opponent—nature—
which chooses its strategies in some random fashion.
• To avoid wasting campaign time, they plan to travel at night and spend either one full day in each city or
two full days in just one of the cities. However, since the necessary arrangements must be made in
advance, neither politician will learn his (or her) opponent’s campaign schedule until after he has
finalized his own.
• Therefore, each politician has asked his campaign manager in each of these cities to assess what the
impact would be (in terms of votes won or lost) from the various possible combinations of days spent
there by himself and by his opponent. He then wishes to use this information to choose his best strategy
on how to use these two days.
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Formulation as a Two-Person, Zero-Sum Game
• To formulate this problem as a two-person, zero-sum game, we must identify the two
players, the strategies for each player, and the payoff table.
• Obviously the two players are the politicians.
• The strategies would be more complicated in a different situation where each politician
learns where his opponent will spend the first day before he finalizes his own plans for his
second day.
• From the politician’s viewpoint, the objective is to win votes, and each additional
vote (before he learns the outcome of the election) is of equal value to him.
• Therefore, the appropriate entries for the payoff table for politician 1 are the total
net votes won from the opponent (i.e., the sum of the net vote changes in the two
cities) resulting from these two days of campaigning.
• Game theory assumes that both players are using the same formulation (including the
same payoffs for player 1) for choosing their strategies.
• However, this payoff table would not be appropriate if additional information were
available to the politicians.
• Using the form given in the Table, we give three alternative sets of data for the
payoff table to illustrate how to solve three different kinds of games.
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Payoff table for player 1 for variation 1 of the political
campaign problem (dominated strategies)
Strategy Strategy
As a result, both players should select their strategy 1. Player 1 then will receive a 1 ---- 3 2 ---- 3
payoff of 1 from player 2 (that is, politician 1 will gain 1,000 votes from politician 2). 1
1
<
<
4
5
2
0
<
<
4
5
Player 2
Strategy
1 2 3 2. Strategy 3 of player 2 is dominated by strategies 1 and 2.
1 1 2 4
Player 1
2 1 0 5
Player 2
Strategy
1 2
1 1 2 3. Strategy 2 of player 1 is dominated by strategy 1.
Player 1
2 1 0
Player 2
Strategy
1 2 4. Strategies 2 of player 2 is dominated by strategy 1.
Player 1 1 1 2
Player 2
Strategy
1
5. Therefore, the optimal strategy is strategy 1 for each player and the resulting
Player 1 1 1 payoff is 1 (1000 votes) to player 1.
• This criterion says to select a strategy that would be best even if the selection were being
announced to the opponent before the opponent chooses a strategy.
• In this case, players 1 and 2 should exclusively use their maximin and
minimax strategies, respectively.
• Thus, the suggested solution (player 1 to play strategy 1 and player 2 to play strategy 3) is an
unstable solution.
• The key fact seems to be that whenever one player’s strategy is predictable, the opponent can take
advantage of this information to improve his position. Therefore, an essential feature of a rational
plan for playing a game such as this one is that neither player should be able to deduce which
strategy the other will use.
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Games With Mixed Strategies
• Whenever a game does not possess a saddle point, game theory advises
each player to assign a probability distribution over her set of strategies.
𝑥𝑖 = probability that player 1 will use strategy 𝑖 𝑖 = 1, 2, . . . , 𝑚
𝑦𝑖 = probability that player 2 will use strategy 𝑗 𝑗 = 1, 2, . . . , 𝑛
where m and n are the respective numbers of available strategies.
• These plans (𝑥1 , 𝑥2 , ⋯ , 𝑥𝑚 ) and (𝑦1 , 𝑦2 , ⋯ , 𝑦𝑛 ) are usually referred to as
mixed strategies, and the original strategies are then called pure strategies.
𝑚 𝑛
Where 𝑝𝑖𝑗 is the payoff if player 1 uses pure strategy 𝑖 and player 2 uses pure
strategy 𝑗.
• This selection would say that player 1 is giving an equal chance (probability
1
of ) of choosing either (pure) strategy 1 or 2, but he is discarding strategy 3
2
entirely. Similarly, player 2 is randomly choosing between his last two pure
strategies.
= 0 𝑥1 𝑦1 + −2 𝑥1 𝑦2 + 2 𝑥1 𝑦3 + 5 𝑥2 𝑦1 + 4 𝑥2 𝑦2 + −3 𝑥2 𝑦3 + 2 𝑥3 𝑦1 + 3 𝑥3 𝑦2 + −4 𝑥3 𝑦3
= −2 𝑥1 𝑦2 + 2 𝑥1 𝑦3 + 5 𝑥2 𝑦1 + 4 𝑥2 𝑦2 + −3 𝑥2 𝑦3 + 2 𝑥3 𝑦1 + 3 𝑥3 𝑦2 + −4 𝑥3 𝑦3
= −2𝑥1 𝑦2 + 2𝑥1 𝑦3 + 5𝑥2 𝑦1 + 4𝑥2 𝑦2 − 3𝑥2 𝑦3 + 2𝑥3 𝑦1 + 3𝑥3 𝑦2 − 4𝑥3 𝑦3
= 2𝑥1 𝑦3 + 5𝑥2 𝑦1 + 4𝑥2 𝑦2 + 2𝑥3 𝑦1 + 3𝑥3 𝑦2 − (2𝑥1 𝑦2 + 3𝑥2 𝑦3 + 4𝑥3 𝑦3 )
1 1 1 1 1 1 1 1 1 1 3
=2 +4 − 2 +3 = +1−( + )
2 2 2 2 2 2 2 2 2 2 4
2+4− 2+3 1
= =
4 4
• This measure of performance does not disclose anything about the risks involved in playing the
game, but it does indicate what the average payoff will tend to be if the game is played many times.
• There are several methods to find the optimal mixed strategy for each player.
• One is a graphical procedure that may be used whenever one of the players has
only two (undominated) pure strategies.
• When larger games are involved, the usual method is to transform the problem to a
linear programming problem that then can be solved by the simplex method on a
computer.
Notice that the third pure strategy for player 1 is dominated by her second (values of the
second strategy are better than the third strategy), so the payoff table can be reduced to,
• Now plot these expected-payoff lines on a graph, for any given values of 𝑥1 and (𝑦1 , 𝑦2 ,
𝑦3 ), the expected payoff will be the appropriate weighted average of the corresponding
points on these three lines.
2
𝑦1∗ 5 − 5𝑥1 + 𝑦2∗ 4 − 6𝑥1 + 𝑦3∗ −3 + 5𝑥1 ≤
11
7
• When player 1 is playing optimally (𝑥1 = 11), this inequality will be an equality (by the minimax theorem), so that
20 ∗ 2 2 2
⟹ 𝑦1 + 𝑦2∗ + 𝑦3∗ = 𝑣 = 𝑒𝑞(1)
11 11 11 11
• Because (𝑦1 , 𝑦2 , 𝑦3 ) is a probability distribution, it is also known that 𝑦1∗ + 𝑦2∗ + 𝑦3∗ = 1.
7
• Therefore, 𝑦1∗ = 0 because 𝑦1∗ > 0 would violate 𝑒𝑞(1); i.e., the expected payoff on the graph at 𝑥1 = 11 would be
above the maximin point.
In general, any line that does not pass through the maximin point must be given a zero weight to avoid increasing the
expected payoff above this point.
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Graphical Solution Procedure
2 7 2
• Because the ordinate of this line must equal 11 at 𝑥1 = 11 and because it must never exceed 11, the line necessarily is
horizontal. (This conclusion is always true unless the optimal value of 𝑥1 is either 0 or 1, in which case player 2 also
should use a single pure strategy.) Therefore,
2
𝑦2∗ 4 − 6𝑥1 + 𝑦3∗ −3 + 5𝑥1 = for 0 ≤ 𝑥1 ≤ 1
11
• To solve for 𝑦2∗ and 𝑦3∗ , select two values of 𝑥1 (say, 0 and 1), and solve the resulting two simultaneous equations.
Thus,
2
4𝑦2∗ − 3𝑦3∗ = when 𝑥1 = 0
11
2
−2𝑦2∗ + 2𝑦3∗ = when 𝑥1 = 1
11
5 6
which has a simultaneous solution of 𝑦2∗ = 11 and 𝑦3∗ = 11. Therefore, the optimal mixed strategy for player 2 is
5 6
(𝑦1 , 𝑦2 , 𝑦3 ) = 0, , .
11 11
𝑝𝑖𝑗 𝑥𝑖 𝑦𝑗
𝑖=1 𝑗=1
𝑚 𝑛
𝑝𝑖𝑗 𝑥𝑖 𝑦𝑗 ≥ 𝑣 = 𝑣
𝑖=1 𝑗=1
𝑥2
• Prepare the model for Simplex Tableau, first adjust each constraint
Subject to
5𝑥2 − 𝑥3 − 𝑦1 + 𝐴1 = 0 𝐸𝑞. (1)
−2𝑥1 + 4𝑥2 − 𝑥3 − 𝑦2 + 𝐴2 = 0 𝐸𝑞. (2)
2𝑥1 − 3𝑥2 − 𝑥3 − 𝑦3 + 𝐴3 = 0 𝐸𝑞. (3)
𝑥1 + 𝑥2 + 𝐴4 = 1 𝐸𝑞. (4)
and
𝑥1 , 𝑥2 , 𝑥3 , 𝑦1 , 𝑦2 , 𝑦3 , 𝐴1 , 𝐴2 , 𝐴3 , 𝐴4 ≥ 0
Subject to
5𝑥2 − 𝑥3 − 𝑦1 + 𝐴1 = 0 𝐸𝑞. (1)
−2𝑥1 + 4𝑥2 − 𝑥3 − 𝑦2 + 𝐴2 = 0 𝐸𝑞. (2)
2𝑥1 − 3𝑥2 − 𝑥3 − 𝑦3 + 𝐴3 = 0 𝐸𝑞. (3)
𝑥1 + 𝑥2 + 𝐴4 = 1 𝐸𝑞. (4)
and
𝑥1 , 𝑥2 , 𝑥3 , 𝑦1 , 𝑦2 , 𝑦3 , 𝐴1 , 𝐴2 , 𝐴3 , 𝐴4 ≥ 0
𝐸𝑞. (0)
−𝑀 × 𝐸𝑞. (1)
Objective function −𝑀 × 𝐸𝑞. (2)
−𝑀 × 𝐸𝑞. (3)
−𝑀 × 𝐸𝑞. (4)
𝑀𝑎𝑥𝑖𝑚𝑖𝑧𝑒
Subject to
5𝑥2 − 𝑥3 − 𝑦1 + 𝐴1 = 0
−2𝑥1 + 4𝑥2 − 𝑥3 − 𝑦2 + 𝐴2 = 0
2𝑥1 − 3𝑥2 − 𝑥3 − 𝑦3 + 𝐴3 = 0
𝑥1 + 𝑥2 + 𝐴4 = 1
and
𝑥1 , 𝑥2 , 𝑥3 , 𝑦1 , 𝑦2 , 𝑦3 , 𝐴1 , 𝐴2 , 𝐴3 , 𝐴4 ≥ 0
The optimal mixed strategy for player 1 is (𝑥1 , 𝑥2 ) = 0.636, 0.364 and for player 2 is
(𝑦1 , 𝑦2 , 𝑦3 ) = 0,0.454, 0.545 and the value of the game 𝑥3 = 𝑣 = 𝑣 = 0.182.
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Extensions
• Game theory research extends to more complicated games than are covered here
• Two-person, constant-sum game
• n-person game
• Nonzero-sum game
• Noncooperative and cooperative games
• Defined by amount of pre-game communications
• Infinite games
• Decision variable is continuous